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Migrants Edition
Previous thread: >>211611247

>Download the basic game here. Current version is Dwarf Fortress 0.44.09.
http://www.bay12games.com/dwarves/

>Official forums:
http://www.bay12forums.com/smf/index.php

>Find a bug? Don't tell us! Tell Toady! Complaining in the thread will accomplish nothing.
http://www.bay12games.com/dwarves/mantisbt

>Have a question? Check the wiki first:
http://dwarffortresswiki.org/index.php/Main_Page

>Fireden archived threads:
https://boards.fireden.net/vg/search/subject/Dwarf%20Fortress/

>Dwarf Therapist:
https://github.com/Dwarf-Therapist/Dwarf-Therapist/releases

>DFHack:
http://www.bay12forums.com/smf/index.php?topic=164123
https://github.com/DFHack/dfhack/releases

>Legends Viewer:
http://www.bay12forums.com/smf/index.php?topic=154617.0
http://dffd.bay12games.com/file.php?id=11455

>Starter Pack:
http://www.bay12forums.com/smf/index.php?topic=126076.0
http://dffd.bay12games.com/file.php?id=7622

>More DF stuff:
http://pastebin.com/AnsHjQ40

>Dwarf Fortress General IRC chat:
http://en.irc2go.com/webchat/?net=freenode&room=dwarffortress
(to connect yourself: https://webchat.freenode.net #dwarffortress)

>A bunch of guides to various parts of fort-based living:
http://imgur.com/a/nGyRF#0

>Video tutorials:
https://www.youtube.com/playlist?list=PLBrdUj1adIBD-vgUodaaxebcdqQ4oEWtg
https://www.youtube.com/playlist?list=PLD1A3FE72C0DCAC66 (Dated, but good)

>Text tutorials:
http://dwarffortresswiki.org/DF2014:Tutorials
http://members.iinet.net.au/~morty/Getting_Started_with_Dwarf_Fortress.pdf

>This pasta:
http://pastebin.com/iAduXzjn

Strike the earth!
>>
First for Toady is a cute_
>>
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first for fortposting
>>
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>>211882590
>>211882597
fug
>>
>there is an edition
Finally a good OP
>>
>>211882276
ThanQ Baker
>>
>>211882567
>‘all’ which affects all races on your current watchlist
It doesn't work for races that haven't been added to the list yet.
>>
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Fuck. They'll clean that, right?
>>
A copper mace, an iron helm and some leather armor should be enough to embark in a spot with a neighboring tower, right
>>
>>211883652
no, but it'll evaporate eventually.
>>
>>211883652
That's a really low level of water, they're fine walking through it, even. It might be best to deconstruct one of those doors, to let the water have a larger area to evaporate over.
>>
>>211884606
It's still flowing. I thought I had water pressure figured out this time but clearly I didn't. I raised a drawbridge to stop any more from flowing to the hospital well but there's still a ton of water after the drawbridge that is going to keep coming in.
>>
>>211884971
Any tile with 3 or more water on it will not evaporate.
>>
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>>211883652
If you must use a rescale of the curses to an inferior square format... use a better one.
>>
>>211882597
might as well post my MESS
>>
>>211885423
btw i have two depots because i just expanded my entrance to get wagons into the fort, should be alright now
>>
What's the best way to make a swimming pool for dwarves?
>>
>>211885936
you cant and dont want to even try
>>
>>211885936
Get a cistern with a pipe leading to the pool, which is ordinarily sealed by a floodgate. When the lever is pulled, the water in the cistern should spread out to the pool such that the water level is uniformly 4/7. Separate levers should exist to drain the pool and refill the cistern. You should also be able to control access to the pool, so dwarves can't path in or out without your say so. Dwarves won't swim for fun, the only reason you'd want something like that is for washing that doesn't use a well, or to train swimming as a survival skill.
>>
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>Dwarves can get PTSD in the next release
>>
>>211877154
She can be irritable and sometimes lashes out unfairly, but immediately regrets it. She hates apologizing verbally so she makes it up to you in bed.
>>
>>211884225
>copper mace
Why not a war hammer? A mace is worse in almost every way.
>>
so ive never really had to consider this before. had a siege and some militia died but most survived. some came back with really bad wounds. the hospital has done their best but some have their grasp impaired.

is it worth keeping them? or shall is swap them out? ive got one who can no-longer stand so i will deffo change him out. any suggestions?
>>
>>211890245
aren't maces better at dealing with undead
>>
>>211886787
If it's 4/7 dwarves won't path into it anyway. They won't path through anything deeper than 2/7. They'll have to be forced into anything deeper.
>>
>>211890462
Maces have higher contact area. They pulp better, and they deal with big creatures a little better than warhammers.
>>
>form a the militia, use a merc dwarf who came to my fort to fight
>form a swordsdwarf squad
>pile in some basic peasants and a handful of people with previous experience
>fast-forward a year
>siege
>send out the squad to do battle with the goblins
>hundred invaders vs 20 militia
>swordsdwarves do the best in the battle but not great
>two die and the merc dwarf is badly hurt, can no longer stand
>retire him
>go to look at him
>relationships
>eldest son is also in the squad
>the merc dwarf came to the fortress because his son was here
>i put them in a squad together without knowing
>luckily the eldest son is still alive and one of my best fighters

father and son fighting together for the good of the fortress. truly a story for the ages
>>
When toady adds boats in 2028, would he add boats sailed by the undead? A sort of flying dutchman kind of deal.
>>
>>211887703
how much will he add before the next bugfix?
>>
>>211883652
Nope. It'll leave behind mud, and dwarves won't clean that. You'll eventually have cave moss and wild plump helms growing on the floor.
How did that happen, anyway? Did you overpressurize a well?
>>
>>211893163
http://www.bay12games.com/dwarves/dev.html

hopefully everything under the pre-magic stuff.
>>
>>211894682
Let water run from a river down into an aqueduct, then down to a hole under the wells. I thought only water from aquifers could go up like that but I guess I was wrong.
>>
>>211894682
Can't you remove the mud by building a floor over it?
>>
Obviously the computational part of the engine is there. So why has no one ported this to a nice 3D game? If you charged money for it you would make a killing
>>
>>211894869
>all that stuff under Upcoming Development
That alone is not getting done within the next year. Might as well fork it off to an entirely new game at this point.
>>
>>211892971
Yes, although undead creatures will mostly crew undead boats.
Just like in the real world, the boats themselves will have souls, and can leave behind ghosts when sunk. These ghost boats will appear and disappear erratically, and haunt the routes the boat used to sail.
Living creatures can sail ghost boats normally, although if the ghost boat transports them into the spirit realm, they're likely to be trapped forever.
>>
>>211895383
Yes. Floor or anything else, really. Paved roads are probably the easiest way.
>>
Big
Dorf
Benis
>>
>>211895925
3 letters
4 letters
5 letters
>>
>>211895925
based
>>
I have some questions regarding military commands.

Is there some option to force dwarves to disengage an enemy and fall back? Or do i have to station them outside of aggro range of an enemy if I don't want them to engage?
>>
>playing adv mode
>become a badass necromancer
>kill a hydra with my skeleton bros
>reanimate the hydra and bring him on a quest to pillage a human city
>it runs off after some random wildlife
>never see it again
welp, there goes that
>>
>>211897376
No, there is no way to order them to disengage. If they see someone they want to fight, they'll chase him till one party is dead.
>>
>>211895571
>That alone is not getting done within the next year.
He's only planning on doing the "pre-magic candidates" in the next six months. After that is years of working on the magic arc.
>Might as well fork it off to an entirely new game at this point.
That makes no sense lel
>>
>>211887703
Noice, looks like it is the right time to finish my emotional interactions mod. Bullied dwarves who are offing themselves due depression and evil jokes soon.
>>
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>preparing embark carefully
>no seeds in the buy menu

How do you NOT have one single fucking seed in your entire civilization??? Looks like I picked the wrong clan.
>>
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>Urist has entered a martial trance!
>>
>>211899331
you start with all the seeds you can get
>>
>>211899331
you don't need farming, improvise
>>
>>211900458
Mod the game.
EAT THE ELVES!
>>
>>211900878
i'm being serious, there are a lot of other ways to get food and drink without seeds
>>
>>211899331
>dig down to caverns
>gather every subterranean plant you'd take seeds for on embark
>process them and obtain seeds
man that was hard
>>
>>211899331
Just gather what's availible to you on the ground or in trees. Process the fruits, berries and veggies and make orchards above-ground.
>>
Is there any particular sort of embark you do when you're feeling a bit down and just need something to cheer you up?

Or do you just play as you would normally?
>>
I'm relatively new (only been playing for about a month now). When do you reckon the new patch with fixed psychology will get released? Does Toady prefer small incremental upgrades or does he wait for weeks/months until he has a bunch of features before he releases a new version? (Except for fixing game breaking bugs)
>>
>>211903454
as I said in the last thread, might be today, might be tomorrow, might be next week, there's no strict schedule. right now he seems intent on fixing bugs, adding QoL stuff, and adding new but relatively minor features, so i wager sooner rather than later.
>>
What do you do for scouting out the edge of the map? (To avoid ambushes)

Do you set up watchtowers? Dog houses? Patrols on top of walls?
>>
After a siege/ambush, where do you put the corpses? Do you make a new stockpile of corpses by the entrance to discourage future intruders? Do you haul them inside the fort? Do you leave them out to rot?
>>
does multiple doses of venom from multiple bites affect the severity or is one bite equal to three?
>>211904418
butcher the animal corpses
throw the goblin/human/elf corpses into my hydra pit
>>
>>
>>211903241
Just download some mod, play as an exotic race.
It's pretty fun roaming around as a mountain giant in the warcraft mod and just punching enemies flying into walls.
Same with liches in that mod who can throw frost bolts.
>>
>>211903454
It's feast or famine with Toady. We'll go a month or two with minor updates every week or so. Then he'll decide its time to start on the next major feature, and we'll have to wait a year or more. iirc the record is ~2 years between updates.
>>
Did the CHANGELAYER command get broken in DFHack with the newest releases? It last worked in 44.05 for me, but I'm holding out hope that there's an easy fix.
>>
>>211905072
inb4 this makes all tavern fights into fortress-wide loyalty cascades
>>
I'm still pretty new with DF (few weeks), and I still have this problem that everything I do feels temporary, as in:

I'll just put my hospital here for now, I'll move it later. I'll just put my museum here for now, I'll move it later.

Like nothing I do feels like it is where it should be. LIke I just hastily put together temporary places for things and then they never get moved to a more proper space, so my fort ends up feeling like an unorganized mess.

Any of you feel like that, or is that just me? Any tips on how to avoid that?
>>
>>211906282
You could picture your fort as having two phases. Phase one is where you make the bare bone necessities for a functioning fort.
Phase two will be the construction of your permanent solutions. Pre-plan your fortress with a checklist for projects, focus on completing one task at a time working towards the overall goal of having it built as you want it.
You should find yourself more comfortable with the temporary fort if you go into your fort with this mentality of forward thinking.
>>
first time this happened. what do?
>>
>>211907575
I've been living a few years in this "temporary" (messy) fort, which was actually dug out by the first cavern level. Do you figure this is already way too long and I should start anew? Or do you think it's still a good time to carve out a newer fortress deeper inside?
>>
>>211907837
Whatever you prefer.
>>
>>211906282
Don't know that feel, I generally build/dig things in this order:
-stockpiles and workshops
-food production
-bedrooms
-forges(usually dig to the magma sea by this point
-barracks
-taverns and everything else

I usually make 4 10x20 stockpiles for everything except food and at the start 1 stockpile is enough to hold everything you start with.
>>
>>211908591
Do you start by having forges all the way down by magma sea or do you pump it up before starting up your metal industry? Or do you make the fortress by the magma sea?
>>
Do animals breed in cages?
>>
>>211907837
the dorf you pick will become a baron. He'll want a nicer room, office, dining hall, and a tomb. And he'll make demands just like your mayor does.

Eventually he'll be promoted to count, then duke, and at each level he'll want even more stuff.
>>
>>211906282
I usually preplan my fort by designating a floor for workshops/stockpiles and a floor for bedrooms. I try to work somewhat modularly by having everything be based off rooms on a hallway, so when it comes time to add something new all I need to do is expand the hallway and add in a new room.
I haven't experienced your specific problem since I first started playing, you'll eventually figure out a general layout you like your forts to follow.

>>211908790
Not him, but I only go down to the magma sea once I absolutely need to conserve wood, which rarely happens. If I want to play a fort where I don't have to micromanage fuel I try and settle by a volcano.
>>
>>211908064
I think that the decision lies with you.
If you'd rather start anew you'll have the benefit of going in with a plan prepared as well as learning from the mistakes you might have done with your current fort.
However if you choose to continue with your current fort you will have the advantage of already being aware of what your current fort requires and you can incorporate the existing stories that have transpired into your new designs.
>>
What's a tolerable FPS minimum for you before you give up on a fort?
>>
>>211910020
100
>>
Why is it better to carve out walls/smooth instead of carving out a large empty space and then building walls?
>>
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>really like the idea and look of DF
>too much of a brainlet to actually learn it so I just browse the generals
>>
Tell me about your hospital, how do you make them fancy?
>>
>>211910630
Anon i'm a fucking idiot and I'm playing it. If I learned it, you can.
>>
Carpenter Dwarf is refusing to build carpenter's workshop despite turning off hauling. Why?
>>
>>211905072
> bar fights are IN
>>
>>211910630
The barrier for entry isn't intelligence, it's patience. The learning curve decreases it's incline with each facet learned. Consider watching a tutorial and make forts where your only goal is learning one of the mechanics at a time. For instance a fort where crafts and trade is your sole focus, one where sustainability and food is your sole focus, military etc.
Then, in time, you'll become fluent in these and eventually mastering the game.
>>
>>211911101
is the construction of the workshop suspended
>>
>>211910463
Constructions can't be engraved like smooth natural walls can.

In order to get smooth natural stone some place it's not normally found you need to minecart or screwpump some magma into the space, then solidify it with water.
>>
>>211910630
The systems/logic have the odd quirk but are generally easy, especially if you just consult the wiki when it's your first time doing something.
The hotkeys and z-levels are a bit more disorienting, but it only becomes really rough when you're trying to convey this through an impregnable language like ASCII.
Use a graphics pack that turns everything into something vaguely resembling what it actually is and initial readability will be enough to actually play.
Bonus: Post screens using your graphics pack and autists here will become unironically angry and supply a steady stream of (You)s.
>>
>>211911107
bar fights have been in since taverns
>>
>>211910672
Hallway branching off of a single room. Each room off the hallway is 2x4 and has beds in each corner. At the end of the hallway are two 3x3 rooms with traction benches in them and an office for the chief medical dwarf.
>>
>>211910630

What's wrong with him, doc?
>>
>>211910630
if you don't even play the game then it would be appreciated if you don't shitpost
>>
>>211911370

No, I made sure that it was enabled. It says that construction is "inactive" despite having a carpenter that SHOULD have hauling turned off via Dwarftherapist
>>
>>211911628
>Each room off the hallway is 2x4
Why? That's such a waste of space and don't even look good
>>
What's better, smaller or bigger stockpiles?
My fortresses always seem to be a mess with shit thrown everywhere, dwarves don't get items in the stockpiles faster than they leave litter around.
>>
>you have struck microcline

RIP FORT AESTHETICS
>>
Reminder to set a trap for a kill all migrants
>>
>>211913120
Microcline is useful for making pots, crafts and other shit for export. If you hate having it in the walls, just dig them out.
>>
How do I set up a magma crab-free magma channel?
>>
>dig straight down to magma
>somehow miss every cavern layer
>>
>>211913574
That reminds me: nowadays, when you mine out stone, the floor stays the same material as the layer you dug it out of. Used to be, that you'd get floors of the exact cluster or vein material you dug out, including precious stones.

Any word on whether that is WAI? I liked the old mechanic much better.
>>
>>211911895
Have you seen actual hospital rooms before?
>>
If I want to dig down straight to the cavern layers or magma, is there some sort of quicker way to designate a 3x3 up/down stairwell on all levels in the same X/Y coordinates?

It's kinda tiresome having to do it manually for 100+ z-levels
>>
When you're at war with a faction (example: elves), do ambushes/sieges come every year, or every few years? Or even multiple times in the same year?
>>
>>211914971
d > i > select the 3x3 area you want at the top level but don't hit ENTER yet, go to the bottom level and hit ENTER
>>
>Designate digging spots
>Suddenly regret my decision right after it's dug out

Whyyyyy
>>
>>211915117
as of .40 the timings aren't explicitly coded, they might decide to attack another fort of your civ for example
>>
>>211915208
Based anon
I sure feel dumb now
>>
>>211914542
I went to google just to be sure and I would translate this into 3x3 or 5, 2x2 and 2x1
>>
In the stocks menu, what do the different colors of 'F' mean? As in: "this is forbidden because it belongs to this visitor", "this is forbidden because it's on a corpse" etc
>>
>tfw you don't keep track of all your dead so now you have like a gorillion coffins to lay down and slabs to engrave

Do you guys keep up with that stuff asap or do you lag behind on it as well?
>>
>>211915791
I make about 10 stone coffins and slabs in the first season so that when my first dwarf dies I can take care of it asap.
Don't want some pissy ghost causing a ruckus in my fort just because he decided to stand on the floor he was removing and fell into the reservoir and drowned...
>>
>>211915791
Just build a huge graveyard before your dwarves start dying, nerd. Having a few slabs ready helps too.
>>
Do you guys like having a part of your fortress aboveground, or do you literally just have the one entrance unguarded and only start defenses and fortress way down in the earth?
>>
Newbie here. I just found adamantine and got a notification about it. "Praise the miners!". What do I do?
>>
>>211917297
Praise the miners!
>>
>>211917297
Dig deep, anon.
>>
>>211917297
Dig down, adamantite is great for weapons and armor, you need every piece you can get.
>>
>>211917297
Build a craftdwarf's workshop to refine all that adamantine you just found. Dig it all up then start arming your militia.
>>
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>>211917445
>>211917430
>>211917416
why do I get the sense something horrible will happen to me
>>
>>211917297
Mine that shit out and turn it into armor/sharp weapons for your entire military ASAP. Hitting addy puts you on the clock for a fuckhuge raid as gobbo settlements hear about it.
>>
>>211917581
what >>211917632 said. Its the best metal and everyone wants it.
>>
>>211898163
It's running around the map still, if you look at your companions list it should say which way it is, head to the travel map and you'll see it.
>>
>>211917726
>>211917632
>>211917581
>>211917573
>>211917445
>>211917430
>>211917416
>>211917297
>You just discovered an eerie cavern
I have a bad feel about this.
>>
>>211917581
You've already dug that far down, no point backing out now. also >>211917632 is right, adamantite is valuable as fuck and uncovering it adds huge value to your fort which means goblin raids are coming en masse. Since it's pretty hard to process it you need to get your shit together and set up a ton of craftsdwarf workshops preferrably close to the adamantite vein

make spears, swords, axes, chain mail vests and helms out of it, never make hammers and maces because it's too light
>>
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>>211917874
you guys are fucked up in the head
>>
>>211882276
Choose my tileset /dfg/ been using CLA for awhile looking for something new

>>211917874
kek if this is actually your first time hitting a spire
>>
>>211917874
oh come on, seriously?
>>
>fire starts in the caves
>game goes to 5 fps
i've never dealt with fires, how do i deal with this?
>>
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>>211917874
Welcome to DF anon!
>>
>>211907837
If you keep this up you will eventually be able to become the capital and the king will come to your fort with a whole bunch of elite military guys
>>
>>211919226
default non-square curses tileset
>>
>>211919451
well my PC crashed mid-save and getting that took me 7 hours since last save to get that
>>
>>211917874
Ya done fucked up now!
>>
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>>211919226
Zilk16x16
>>
>>211919434
>>211919446
>>211919430
>>211919916
>>211919446
>>211919430
>>211919226
>>211918516
>>211917878
>>211917874
So uh.
The demons annihilated my magma metal industry, but I managed to set up a burrow and tell everyone to haul ass near the first cavern level, which is where my fortress begins

The demons seem content just hanging out by the lower levels killing rutherers and stuff. They don't seem to be making a bee line for my fort or anything. I have the drawbridge and artifact door ready. Is that normal? Are they beatable?
>>
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>>211919226
Wanderlust
>>
>>211920330
if they don't kill everyone in your fort they're definitely killing your fps
>>
>>211920330
what version are you playing on?
>>
>>211920547
44.09
>>
>>211920330
>I have the drawbridge and artifact door ready
They can't path to your dwarves than, and that's why they're not moving

>Are they beatable?
Yes but it's extremely difficult. Without adamantine weapons and armor and strong war animals, it's gonna be next to impossible for you.
>>
>>211920897
I haven't locked the door or raised the drawbridge though. They should definitely be able to path to me
>>
>>211920071
Trying this with the >>211920409 Wanderlust mishka colour layout and it's pretty nice
>>
>>211920330
>Are they beatable?
You're going to just have to cheese them somehow. Either drop magma on their heads, use a cave-in or shoot them through fortifications or something. Beating them by fighting them directly is basically impossible.
>>
>>211920897
Pic related, there's a bunch of them stuck in this tiny hallway, way down close to the entrance to hell.
>>
>>211921357
>>211920897
And also pic related, this is the highest z-level I've seen them at. They're just hanging out by these corpses. Multiple ways upstairs, but they're not taking them. Seem to just be fighting wildlife. Even took out a forgotten beast for me.
>>
>>211921251
>fighting them directly is basically impossible
I took down a wave of less than 100 demons with around 60 legendary melee dwarves clad in iron armor. Obviously most of my men died in the showdown and I had a lot of luck in some generated demons being pathetically weak, but calling it impossible is a bit of a stretch.
>>
>>211921540
>>211921357
Oh nevermind they finally came. And they found a hole I hadn't patched in my walls. RIP.

So is adamantine a trap? How can you get it without unleashing the demons?
>>
>>211921892
>So is adamantine a trap? How can you get it without unleashing the demons?
Very, very, VERY carefully. Adamantine is the best material in the game for everything but blunt weapons, so Toady made it the "you've dug too deep" trap for the game.
>>
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>game had been corrupted after JUST ONE save
>>
>>211922124
>>211921892
By the way, is there any way I can evacuate my ruler? The queen arrived literally minutes before I breached hell.

Is she ded as fuck?
>>
>>211921870
It's RNG somewhat mate. Theoretically you could generate pansy demons that you could completely crush.
My first time breaching an adamantine vein I had 40 some elite dwarves in iron and steel and I still got crushed.
>>
>>211922264
SOON™
>>
>>211921892
Adamantine spires are hollow. You can safely carve away any tiles that can't be the last layer. Any segment of adamantine 1 or 2 tiles wide is safe to mine, because there couldn't possibly be a hollow space in the middle.
>>
>>211917864
Nope, it got so far away or perhaps died and it's no longer in the list
>>
update never he he he
>>
>>211922219

>"unknown type error"

What the fuck is going on?
>>
>>211923084
if the crash is reproducible then you should upload your save and put it on the tracker
>>
>>211922619
If you have dfhack type open-legends in the console and look for it in the units list?
>>
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>>211923302

It no longer gives a message. It just crashes back to desktop when I try to load my save. This has never happened before.
>>
>>211913823
fortifications
>>
>>211921892
Hollow bits are a 2x2 hole, so just don't mine anything that could be part of a 2x2 square and you're good.
>>
Has anybody here ever successfully conquered Hell?

ie making a fort/military outpost down there
>>
what exactly is meant by "open space, Magma (7/7)"?
the way i interpret that is like pic related
>>
>>211924673
"Open space" means there's no floor, and the tile below is visible. "Magma (7/7)" means that tile is full to the brim with magma.
So, somewhat less open space than your drawing, but you're close.
>>
>>211923843

Is it possible that this is the result of DFhack?
>>
>>211924673
Open space is what it says. A one-z-level tall area of open space.

Magma (as well as water in rivers and ponds and such) is measured in increments of 7. 7/7 means it fills the entire tile. 1/7 means there's just a shallow covering of lava in that square. Either way is deadly for Dwarves, obviously.
>>
Do dwarves suffer from dehydration faster when they're deeper in the earth? Can they die from heat exhaustion?
>>
When starting a new fort, which options in the Set Orders menu do you set immediately? Do you ever change them from that?
>>
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What is the difference between these two colored F's in the Stocks menu? I know they're both forbidden but what's the difference?
>>
>>211928386
Press tab
>>
>>211928386
Brighter F means the whole stack is forbidden, darker F means only some of it is.
>>
How many wheelbarrows do you typically have in your fortress? I feel like I'm under utilizing them.

>>211929160
Thank you anon
>>
>>211930765
I go for 1-2 per stockpile, depends on the stockpile.
For a larger stockpile that sees a lot of traffick i go with 3-4.
No idea if this is efficient to be honest.
>>
What professions do you usually pair up with dwarves?
>>
>>211930765
None. I have a lot of haulers.
>>
>>211931492
Most professions in the fort i usually tend to pair up with a dwarf. All of them in fact.
>>
>>211930765
You know that you should only use wheelbarrows in your stone stockpile, right?
>>
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Dwarf Fortress: Modeling PTSD in horrifying detail since 2018
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>>211932163
Why?
>>
>>211932163
What is the reasoning behind this?
>>
>>211932217
>>211932263
Because it slow thing down, wheelbarrows can only carry 1 (one) object, if you have 3 wheelbarrows in a stockpile then only 3 dwarfs are going to move stuff to that stockpile, they only help with heavy stuff
>>
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>>211716281
>Who here plays WWI Medic?
Me.

>>211930765
I think I've got 4 or 5. I'd make more if I were trying to be more efficient and organized.

>>211932163
>>211932217
>>211932263
You can/should use wheelbarrows in any stockpile that takes items which are heavy enough to significantly slow the hauler and need to be filled quickly or frequently enough to make just adding more haulers impractical. However, I don't know how wheelbarrows interact with bins/barrels, but I'd assume they don't get along well with each other so I'd avoid them in any container using piles. I use them to keep a 2 tile stockpile of nickel cages next to my smelter so it can melt those when there's nothing else to melt. I've also used a wheelbarrow to move a titan corpse.
>>
Can I somehow convince caged Plump Helmet Men to join my fort?

If not, what do I do with them? Just assign them a pasture like animals, free them, watdo? My dogs don't like them apaprently
>>
>>211933245
A wheelbarrow can carry a single bin/barrel full of item
>>
>>211933245
So heavy items that are worth assigning wheelbarrows would be stone, stone blocks, metal ores, metal blocks, and metal bars, right?

What else?
>>
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Thanks, Urist. I love it.
>>
>>211934071
Stone/metal blocks are light, that's the whole point of making block, bars are also light if I remember right.
Use wheelbarrows in any stockpile of raw stone/metal or furniture of stone/metal (statue stockpile for example).
>>
>>211910020
30fps and I start doing shit to improve fps.
15fps and I start butchering animals and sending useless dwarves to kill shit in the caverns.
I rarely go below 50fps on a 4x4 200pop though unless I do something retarded like start draining the ocean into the caverns or something.
>>
>>211915791
I always try to have enough coffins in my "Hall of Heroes" to cover 20 or 30 dead.
>>
>>211935316
Does everyone get a ticket to your hall of heroes or only actual important dorfs?
>>
>>211934418
>that's my fetish.engraving
>>
>>211921892
The average 4x4 embark has 2-4 adamantine spires and one of them is usually guaranteed to be hollow.
Section off the adamantine mining section of your fort with multiple bridge/hatch airlocks.
To dig out safely do like the other Anon said but you can also Smooth, carve Fortification and if it's safe, dig the tile out if you want to cheese it.
Best use for adamantine is axes, swords or armor. Never use it on shields or blunt weapons.
Make a few full sets of adamantine gear for your military and keep a spare set or two in a room for an adventurer if you plan on playing Adventure mode.
>>
>>211935387
Depends how much time I have and how quickly dwarves die.
Ideally I only put military dwarves or special ones (max skill in something or original 7) in there. I like the coffins up next to walls which I engrave a few tiles of every season to record the events of the fort.

Random useless dwarves I bury in dug out mineral veins and wall them up.
>>
>>211935139
What kind of CPU do you have?
4x4 200pop at 50fps sounds impressive
>>
>>211936005
>Never use it on shields
It shouldn't matter, should it? If anything it being very light should be good (although maybe not if they decide to bash but that's a wasted attack anyway).
>>
>>211936592
Heavy material increases bash damage for Shields but unless something changed with combat mechanics material of shield doesn't affect it's blocking or effectiveness. I dunno about 44.09 though so correct me if I'm wrong.
Me personally though I'd just give them wooden or copper shields and save the adamantine for more weapons and armor.
>>
>>211936567
I play 0.34 still because 0.40 world activation is just bloat and my CPU isn't so good. I sometimes play in my work PC which is an ancient 1.6 ghz machine.
>>
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>>211937089
>he thinks world activaton is bloat
>>
>>211937228
>smug anime girl in dfg
Sup newfag.
Don't get me wrong, I think the new features since df2012 are cool but it kills FPS for mostly flavor stuff and adventure mode shit. We already had books, guilds, libraries and magic in mods. When dwarves stopped tantruming and my fps dropped by 2/3 I stopped caring about new versions.
Hearing he's bringing tantrums back is interesting though, I'll definitely give it a go
>>
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>>211933245
I like you.
>>
What are some FPS saving measures I can take, aside from butchering excess animals?

Does traffic do anything substantial in that regard? How about stockpile placement? Stuff like that. Any suggestions welcome, I hate the FPS drop but I don't like being so limited with few dwarves.
>>
>>211937536
not him but why do you think anime girls on a japanese-inspired site hosted by a japanese person aren't okay? would you really rather have pepes and wojaks?
>We already had books, guilds, libraries and magic in mods.
except most people don't use buggy third-party gameplay mods. world activation allows all of these in a non-halfassed way along with visitors, moving artifacts, raids, the upcoming villians, the upcoming armies, etc.
>>
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>>211937536
>adventure mode is shit
>>
How many bins, barrels, and pots do you usually have in your fort once it's well established?
>>
Why can't I place flooring below tables/chairs?
>>
>>211938465
pathfinding is where most of your FPS loss comes from. Next biggest is item count iirc.

So reduce pathfinding needs. Keep your forts compact. Wall off mines you're not using. Especially wall off the caverns. Lock any livestock up, in as small an area as possible. Play with a lower popcap. Supposedly the traffic designations can help a lot, but I've never noticed it.

Atom smash or trade away your junk.
>>
so with the new stress changes what sort of behaviour will we see in dwarves that are extremely depressed?
it would be cool if suicidal dwarves hurled themselves of a cliff or fell on their swords or whathaveyou
>>
>>211938969
it'll be just like the tantrums in v34.11
>>
>>211938969
>it would be cool if suicidal dwarves hurled themselves of a cliff or fell on their swords or whathaveyou
dwarves stricken by melancholy already try to end their life, it's just that conditions like melancholy are rare in the current version
>>
>>211938969
Starving to death and drowning, like in the past
>>
Any good tips for embarking in evil areas? I keep get destroyed by corpses
>>
>>211939710
you need to embark with 2-3 mace/hammerdwarves and 2-3 miner dwarves. military dwarves to protect your miners, decent amount of miners to immediately seclude your fort
>>
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What causes you to immediately trash a map during world gen and hit those a-y kets, /dfg/?

>poles aren't on both ends of the map
>wetlands constitute >50% of the world
>archipelago world
>no sand deserts
>volcanoes are absent or inaccessible
>can't pronounce the world name
>>
I shit you not, I just got "Balls of Steel" as a randomly generated squad name.

I'm liking those odds for these dudes.
>>
>>211940223
>Evil edge ocean
>No accessibility to every civ
>Volcanoes in the middle of fucking nowhere
>Huge amount of mountains seperate the entire map
>more than 50% of the world is temperate forest
>>
>>211924673
That's more like 1/7.

>>211927326
>>
>tfw playing at 20 FPS
Okay this is not pod racing
In-game time feels incredibly slow now
>>
Just lost my first fort. What do most people do after? Start a new world or embark again in the same world?
>>
>>211945082
mate, do you really need /dfg/ to make that decision for you?
>>
>>211945082
Embark again, see what happened, send squads over and see if you can steal your own shit and kidnap the women, VIKING TIME BITCHES!
>>
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>game crashes during world gen
>>
So my whole map is now apparently inaccessible for wagons. Got the message that human merchants bypassed my sitre but they're going down to the depot as we speak. What happened?
>>
>>211946387
They can still trade stuff from bags carried by animals, just no wagon goods.
>>
>>211946440
So why is every part of the map inaccessible to them now?
>>
Why won't my dumb little bastards move the scrolls I made into the coffers I have in my library? I have a scholar and a scribe assigned so I don't see what the issue is.
>>
>>211944839
>tfw 11 fps feels fast
I've gotten down to 3 fps recently, at this point 20 fps would feel far too fast.

>>211946505
The wagons need a 3-wide path free of any obstacles, including things which don't otherwise count as obstacles, like boulders (the surface terrain features that are actually called boulders, not the chunks of stone that are left behind by mining.

>>211946636
I had a similar problem recently. Increasing the writing material quantity in location settings seemed to get them to move things in properly, but I'm not sure what's really going on.
>>
>>211946795
>3fps
Jesus christ anon.
Do you do something else while you play or something? How long does a year last?
>>
Is it me or the ascii has higher fps than tileset ?
I have a fort with 82 dwwrves, 50animals, open caverns and huge stockpiles full to the brim and i still have 60 fps while with tileset i would drop below 40 long time ago...
>>
>>211938465
Run 0.34
Traffic designations
Block off useless corridors and mineshafts with blocks or locked doors (dwarfs cause more CPU usage in pathfinding when they have more options on which route they should take).
Three wide on busy hallways, high traffic on the sides (like above, dorfs having to recalculate when they bump into someone then navigate around)
Build fps efficient forts, very vertical and shortest routes to everywhere.
Turn off temps, weather
Smaller embark
Short world history
Pocket/small world
Don't open caverns or hfs.
Don't use pumps or move liquids.
Dfhack clean all
Cage up all animals or lock them in 1x1 rooms so they can't move.
Install Modest Mod
Use 0.34. world activation alone halves your fps, more on older/larger worlds.
>>
>>211895495
Nooo.
The second you start charging money, everything goes to shit.
You start to have all those little shits that think they own the ip because mommy gave them 20$ to buy the game, with their absurd demands and wishes.
Naah fuck that. Keep DF free.
>>
>>211939710
Don't take animals, your dorfs will have to be vegetarian.
Design your fort so you can lock down areas in case a zombie yak hair or zombie clam shell starts fucking shit up.
Put your Depot in behind airlocks
Cage traps everywhere, even inside your fort, especially the hospital and dining room.
Tube down to magma for disposing shit.
Try to capture and weaponize shit like giant undead sponges, giant undead elephants, giant undead blue whales etc.
Test dust clouds or rain with a chained up child or someone's pet.
Embark with as many Warhammer as you can
>>
Why do my marksdwarves always seem to think bashing the enemy with their crossbows instead of firing at them from a distance is a good idea?
They definitely have ammo
>>
>>211946795
They're writing now! Thanks!
>>
>>211946440
>>211946505
>>211946387
This seems to be the culprit. This is the last level where the green line originating from my Depot turns from a 4-tile L shape to a 3-tile L shape.

Is it because the up ramps don't have a wall behind them? (The grey ones I just ordered construction for, but they're currently empty.
>>
>>211948295
(I'm playing with multilevel twbt, so the vertical row of slopes are actually the up-slopes from the z-level below.)
>>
>>211947002
>How long does a year last?
Approximately one dorf year has gone by since mid-November, but I barely touched DF from about mid-December until about February. 3 fps is the lowest I've gotten though, it usually doesn't get below 4, and it has gone as high as 11 when I don't have anything else running. In case you're curious, I'm on a Samsung laptop from 2013 but I don't know its technical details offhand. Oh, and also I'm still running 0.43.04, since that's what I started this fort on and I didn't want to pick up extra bugs along the way while new versions were going through testing. I tried loading it on 0.43.05 and it didn't seem to make any difference to the fps, so I figured it wasn't worth the (admittedly negligible) risk.
>>
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Great. One of my Hammerdwarves chased a turkey up a tree and won't come down. I set his squad to raid a goblin fort and my fps went to crap and I think this is why.
>>
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>The order in which the screw pumps were constructed matters. If built from lowest to highest, they will be able to transfer liquids one z-level per tick. However, if built from highest to lowest, they will transport liquids all the way from the bottom to the top in just one tick.
if i built a pump stack top to bottom would you need the stack to be watertight since water is going from bottom to top in 1 tick? like would i still needs walls around my pumps?
>>
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ETA on more detailed customization parameters for the world generator?
>>
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>>211949435
...and now the Hammerdwarf killed the shit out of the legendary carpenter for rescuing him.
>>
What can/should I do with my caged eagle corpses and horse hair?
>>
>>211950471
it's not in the pre-magic improvement candidates, you'll likely have to wait for the magic release since that's gonna include a map rewrite, good/evil regions replaced with sphere influence, etc.
>>
WHY DOES WORLD GEN KEEP CRASHING

FUCK
>>
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>>211951171

>no more good/evil regions

y
>>
>>211951821
>For the next version, so far I've fixed a worldgen crash
Toady talks about said crash in this thread: http://www.bay12forums.com/smf/index.php?topic=170101.msg7727745#msg7727745
>>
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>>211949857
The output tiles need a wall, the input tiles need an open space above an output tile.
>>
>>211951924
Hopefully it'll just be a better, more in-depth system so you can still have evil regions but you can go into crazy detail with HOW you want the region to be evil.
>>
>>211951924
good/evil regions are placeholders that won't really make sense when the myth generator comes around
>>
>>211932214
that's been there for a shitload of time
>>
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hmmm
>>
>the barn owl neck is fighting
>>
>>211940223
I hit p after it finishes and if any civilized pops have gone extinct, or are close, then in the trash it goes.

Also what that other guy said about mountains.
>>
>>211951924
Since its gonna be replaced with spheres, you'll probably still have stuff that's like the current good/evil biomes. I.e a biome associated with "death", "blight" or "disease" would most likely be like the current evil ones, whereas one associated with "nature" would be like the current good ones.

It's not much of a big loss. Evil biomes are fine currently, but good biomes are so damn boring, they have nothing going for them.
>>
>>211951924
now they are gonna be able to be changed during world gen and affected by history.

wizards etc an banish it even create good/evil areas. good and evil areas are now gonna have a fucking HISTORY and why they exist
>>
>>211895495
>So why has no one ported this to a nice 3D game? If you charged money for it you would make a killing
Ever heard of Minecraft?
>>
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>>211956334
>minecraft is totally 3D dwarf fortress guise
>>
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I have no idea what a light fragile flat timbre actually means, but I like to imagine this thing being played sounds like turntables.
>>
>>211956538
>game struggles to compute everything despite having fucking ascii graphics
>lets add 3d onto the mix

you cant just simply "port df to a 3d game", if you think you can youre an idiot.
>>
>>211956730
If you think minecraft is anything like dwarf fortress, you're a retard
>>
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>>211956789
>>211956789
anon im not the person thinking minecraft is DF. im just pointing out you wont ever have a 3d dwarf fortress, at least until 1.0 is out in 2040 and someone makes a plugin app

>>211956698
>the dwarves have organised a party
>>
>>211956892
I'm not the guy who was talking about 3D dwarf fortress either
>>
>>211956931
>>211956892
>>211956789
>>211956538
>>211956334
then who the fuck are we?!?!?
>>
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>>211957012
We are all urist in the eyes of Armok.
>>
>>211957012
>>211957096
Identify yourself!
>>
I'm on my third or fourth fort now. Survived a few mighty monsters. Trapped something I couldn't kill below. Have something angrily killing dorfs and dogs above. I need to learn how to learn to make metal but every metal is not called Iron or steel and I have only found gold.
>>
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>>211957448
>need to learn how to learn to make metal but every metal is not called Iron or steel
Here ya go, mate.
>>
>just start a test adventurer
>entire civ is currently removing gob

I don't know why this is happening but I'm not complaining.
>>
>>211957448
Hematite, limonite and magnetite are iron.
Galena is silver (as is native silver)
Malachite and tetrahedrite are copper. (though tetrahedrite can also give you silver)
>>
>>211957521
>>211957590
Thanks fellow dorfers
>>
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What to do about this mountain titan? I don't really know how to use the military functions
>>
>>211958487
Learn how to use the military
>>
>>211958487
Do you have squads of soldiers already assigned?

Also general question, does a tavern need chests or cabinets to store the mugs in?
>>
*tips plump helmet*
>>
>>211958610
A tavern needs chests, as seen in the location details
Though usually dwarves drink from mugs even if they need to walk to the finished goods stockpile and grab a mug
>>
>>211958610
I have assigned a squad. I cant give them orders though the scheduler won't change after i edit the thing
>>
>>211959028
s-a(or whatever letter the squad is)-m to station them
s-a(or whatever letter the squad is)-k to access the menu of what they should go kill
>>
>>211959028
Easiest solution is use the [s]quad interface, then use the kill interaction.
>>
>>211959128
>>211959104
I managed to set some to train. the mountain titan was in the barracks. It shredded through an entire squad before i even realized they were trying to attack it
>>
>>211959460
What sort of titan is it though
>>
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>start digging out bedrooms
>immediately hit caverns

ree
>>
>>211959507
It's a great three-eyed lizard. It has four short horns and it has a regal bearing. Its dark green scales are blocky and overlapping. Beware its deadly spittle!
It seems to one shot kill anything with a white projectile. I suppose that is the spittle at work.
I am now sending the rest of my dorfs (47) after it which will end my fortress as none of them are trained. RIP
>>
>>211960052
If your fort falls, at least you'll know to get started on a military sooner next time
>>
>>211956538
>>211956789
Notch specifically cited DF as an inspiration. Aka, a blatant copy. He just dumbed it down and now its a billion dollar franchise. If you think Minecraft was created with zero influence from DF you are the retard in this situation.
>>
>>211960271
Minecraft is as much a dwarf fortress clone as call of duty 4 is a doom clone.
Go be a fucking imbecile somewhere else.
>>
How do paper industry and a library?
>>
>>211960416
A library just needs tables, chairs and bookcases.
Paper has multiple thingsyou need for it, just check the wiki.
>>
>>211960340
https://www.wired.com/2013/11/minecraft-book/
>The idea for Minecraft began to take shape in his encounter with Dwarf Fortress.
Get educated before you call others imbeciles, youre making a complete fool of yourself.
>>
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>>211960613
>minecraft is a dwarf fortress clone because they both have mining and building in it
>even though everything else is different
>it's the same because the creator took a few ideas from dwarf fortress
>>
>>211960416
Pig tails mashed into slurry in a quern.
Slurry pressed into paper in a screw press.
Paper made into quires at a craft shop
Quires written on in library and then made into books at a craft shop.
>>
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>>211960750
When did I say minecraft was a DF clone? I said it was inspired by DF (or ripped off depending who you ask) after someone posted asking about a 3d graphics DF. Whats your deal? Im just stating facts. You honestly dont see the similarity between DF and MC? Did you read the article? Notch took the idea for an open world procedurally generated voxel based digging game with industry and crafting and minerals from DF, and the visual aesthetic of infiniminer. Untwist your fucking panties.
>>
>>211961029
>Notch specifically cited DF as an inspiration. Aka, a blatant copy
>>
>>211961079
>>211961029
Quit shitposting. Who cares
>>
>>211961029
>DF clone?
>or ripped off depending who you ask
not even him, but you do know these are synonims, right?
>>
There's fighting! I am very aroused!
>>
I see toady has already implemented tantrums and the psychological revamp to this thread
>>
Is atom smashing an exploit?
>>
>>211961079
Look, fine, clone, copy, potayto potahto, whatever. im not wrong. Just because DF and MC arent exactly perfectly identical doesnt mean theres no copying going on at all. MC would never exist if not for Toady.

>minecraft is a dwarf fortress clone because they both have mining and building in it
The whole entire premise of MC is lifted straight from DF. Not just mining and building. You may be too young to know, idk, but FYI, before MC blew up and copycats started pumping out diggy crafty games, DF was really the only game out there with open proc gen world and sandbox voxel digging/building/crafting.
>even though everything else is different
Everything? Actually almost everything in Minecraft was in DF first.
>it's the same because the creator took a few ideas from dwarf fortress
Right.. A "few" ideas. Look you can keep your head up your ass if you want, im just showing you the water, up to you if you want to drink. It was stated by the creator of minecraft himself, and that should be enough evidence on its own.
>>
>>211961974
Yes but it’s okay because how else are you going to delete items? Magma is he only choice but that’s not always viable and doesn’t delete everything.
>>
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This needs a Dwarf Fort edit.

>>211961974
I'd argue no if you're doing it to save FPS or want to dispose of clothing without selling to caravans.
>>
>everyone taking the Minecraft-DF bait this hard
The same guy was literally doing it in Terraria threads on /v/ earlier. Just ignore him.
>>
>>211962180
What is there to edit? I almost mistook it for a screenshot of a militia squad training swimming.
>>
What do you make screw pumps out of, personally?

I need to make a fuckton for a magma pumpstack.
>>
>>211962252
I'm not that guy, i pretty much only come to dfg, and its not bait. The guy who was posting brainlet wojacks and calling people retarded imbeciles, now thats bait. I will say that terraria is clearly inspired by MC, which is in turn clearly inspired by DF. This is just obvious Im not sure why this is getting everyones panties in a twist, I didnt think it was a controversial thing at all to say. I don't even have anything against MC or Terraria players. Or even Rimw*rld players. Graphical tileset users and LNP scum on the other hand, they get the rope.
>>
>>211961493
>>211961871
ROMANCE WHEN TOADYYYYYY
AAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
>>211962376
Good point
>>
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>When you designate smooth over a bunch of bedrooms you finished digging out, only to realize you designated "mine" instead

Aw fuck's sake.
>>
>>211962035
>im just showing you the water, up to you if you want to drink
I always love ironically-retoric shitposting
really gives a special feel when reading, very good
>>
>>211962607
>Fat virgin meth addict
>adding romance
He's gunna spend another 2 years to add shit for adventure mode because he hates Fort Mode.
>>
>>211910630
I believe in you, anon, but not too much.
>>
>>211962180
>embarking on a brook.jpg
>>
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I've been running a fort that takes as many visitors as it can gets, but now I've been visited by a troupe of elves/goblins, who all seem to be entertainers. However they're all carrying books and scrolls around.
>>
>>211963372
Should I kill them. Is what I meant to ask.
>>
>>211963492
>elves and goblins with anything of value
>should I kill them?

Should you even need to ask?
>>
>>211961871
Can't wait for bugs related to it causing adventure mode npcs to actually blurt out things like this >>211961493, or some combination of personality traits making certain npcs into freaks who get horny when they witness an adventurer brutally killing someone.
>>
>>211963529
Well, I seem to be getting buttloads of visitors this game, and I thought that might be due to not using visitors as live-practice for my military dwarves for once.
>>
How do i dig channels without leaving ramps?
>>
What sort of scouting solutions do you have around the map to warn you of ambushes in advance?
>>
>>211964551
Animals are useful for that purpose
>>
>>211964435
You can’t. If you want to make a pit have no ramps without leaving a dwarf down there you need a tunnel you block with a wall or use dfhack’s command “deramp”

>>211964551
None, but that is a planned feature to be put in before “the big wait” so give toady a several months
>>
Is tallow cooked by default? My soap workshop is halted even though I'd figure I'd have plenty of fat from the butcher+kitchen. I can't find tallow under the kitchen menu either. Has it just rotted away or what?
>>
>>211948295
Update: Apparently I was right. The ramps need a wall behind them otherwise the cart can't come through.

Is this normal or a bug?
>>
>>211964942
normal, ramps need a wall.
>>
>>211964851
Tallow by default is food used for meals. To add on top of that annoying fact, tallow is defined by its specific animal. So it’s defined as Cat Tallow, Cow Tallow, Sheep tallow. Not “tallow”. So if you can’t find it in the kitchen menu look for specifics types. If it’s not there at all, then it’s all been used.
>>
>>211964851
Yeah it's allowed by default, it's under meat/fish/other.
>>
>>211965031
>Tallow by default is food used for meals
Why would an essential item in soap industry be labeled as food by default
aaaaaaaaaaaaaaaaaaaaaaaaaaaa
>>
Is there anything I can do to prioritize refuse/garbage hauling from a partcular place?

Right now I have my butcher on stand by because his workshop got cluttered. But my haulers are hauling a bunch of other things around the fort instead
>>
>>211965083
Master the rock nuts young padawan
Rock nuts are love rock nuts are life

Rock nut oil soap. Never have a shortage of soap ever again.I think you need a quern, some jugs, and a screw press?
>>
Yeah but where do you place them? Do you put like dog houses around the map limits? Or in chokes at the entrance?

I want to have advance warning so I can react and close the drawbridges just in case. So I've built "dog houses" of sorts with restraints at some key areas (I've noticed elves only spawn south on my map), with walls protecting them from getting insta gibbed, with the open space facing towards areas the elves would have to traverse to get to me.
>>
>>211965273 meant for
>>211964696
>>
>>211965273
DESU I would just spam dog houses all around the perimeter. Maybe make a inside perimeter wall with openings on purpose(north, east, south, west) so that the NPCs pathfind through a choke point. You would be sacrificing some land for an alarm system.
>>
How much booze/food do you keep stocked, max?

I'm up to 1200 booze in my fort and like ~4000 prepared food. I think it may be overkill by now
>>
>>211965557
Yeh you can wind down food production at that point. Gets to FPS damage levels. This is the point where you make stupid wealth and arm every dwarf for raids and sieges
>>
>>211965163
Burrows
>>
So I'm taking your guy's advice on starting in an evil area, but if all of my dwarves are either miners or combat based dwarves, how do I even survive? You can't really do much with that other than fighting off corpses
>>
No I know DF only uses one core and it’s graphical usage is very minimal. But what tech can actually increase the performance? Is it’s just ram and cpu speed? I’ve got 16gb ram but a 6-7 year old CPU
>>
>>211966153
dig a hole, wall yourself off
>>
Do burrows have to be connected for dwarves to move between them? Or can they move between two separate zones of the same burrow?
>>
>>211966153
Every dwarf can do every labor you know.
>>
>>211966221
Hyper threading and newer CPU architecture could speed up parts of it. Ram speed, Ram latency.
>>
>>211966221
RAM latency (not amount) and single core CPU performance.

>>211966364
The wiki mentions that burrows do not restrict a dwarf's movement.
>>
>>211966153
Biomes with a reanimating quality are always best to be sealed off from. espcially early on. Once you have a militias and trapped entrance, you can use burrows to force dwarves not to go outside. This also means butchery is not suggested. Farming and underground fishing is your best bet.
>>
>>211966221
I imagine the map rework will probably help FPS in the future.
A man can dream.
>>
>>211966474
How do I let migrants in though?
>>
>>211966551
When they arrive you drop the drawbridge and hope the hordes of undead ravens don’t kill the migrants or get into the fort
>>
>>211966489
I would not think so. While I'm sure there will be some optimization compared to the old code, especially worldgen will be slower with more shit to do. And with the strict separation between map boundaries and abstraction layers falling away, I would be cautious to make assumptions about improved performance.

Honestly, like with everything in technology, I expect the gained performance increases to be eaten up by more features, and we'll end up at approximately the same FPS as before.
>>
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>the first thing my militia commander does in a siege
how based can one dwarf be?
>>
>>211966551
Area 51 style air locks and decontamination rooms, make them walk a long winding path full of drawbridges, doors and traps before entering the actual fort
>>
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>>211966713
>>
>>211962519
Usually green glass but Iron is probably fine too if you embark somewhere with tons of magnetite and no sand.
>>
>>211962792
he had a gf, that's a lot more than most people in 4chan

the vast majority of fantasy tales have two thematic pillars
>Combat
>Romance
We have one, it's time we begin to have the other pillar. in an equally complex approach as the combat system
>>
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>>211967340
>tfw toady has a better life than you do
>>
>>211882276
>tfw my fort was saved from a werebeast by a hunter
>want to reward him and make him a baron
>he thinks the quest of knowledge is a stupid fantasy when i was trying to make a huge library with books stolen from all over the world
Why is picking a baron so hard?
>>
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>>211967340
Honestly, if he took the time off to make a proper "romance" update, I'd probably be more hyped for that than for economy or wizards. I wanna travel to all the goblin sites of the world and conquer their leaders with my dick.
>>
>>211967484
Just pick someone and if they suck then draft them into your military and send them out to fight your next forgotten beast or siege in glorious single combat.
>>
>>211967443
>toady is paid 8k a month to build his dream game and have a nice cat
>>
>>211967726
It's not that easy anon, why should a pick a useless cheesemaker to lead us instead of someone who deserves it?
>>
>>211967484
>picking a leader based on strength alone
>thinking someone strong will be smart enough to run a fort
You're a pretty smart guy, anon.
>>
>>211968091
It's not a reward, it's a punishment. Many dwarves dream of crafting great works of art or get very upset when they go a long time without doing anything productive. Making someone sit on his ass all day and doing nothing but talking to some diplomats once a year is painful for them.
>>
>>211968173
He was a hunting but he's actually a talented trader.
>>
>>211967443
>>211967727
Toady is actually my hero. He lives the ideal life.
>>
I think this is what the wiki is saying, but just to be certain: does mangling a body/parts of a body prevent them from reanimating even in a reanimating biome? I'd much rather watch a squad of macedwarves gradually reduce everything to mush than have to race around dumping reanimatables down pits.
>>
>>
>>211969872
Is that from the racism mod?
>>
>>211970448
No I'm working on a fantasy cowboys mod
>>
>swordsdwarf barracks is just before the shaft for the cavern access
>make a small pond before the barracks with 3/7 water that dwarves have to go through when going to and from the caverns to clean contaminants
>swordsdwarves going down to train keep tripping in the pond
>one had his lips explode into gore
Didn't even know they could trip.
>>
>wall off exit ramp to outside to keep the corpses outside
>one of my dwarves fucking traps himself outside
What do? I risk getting invaded by corpses if I try to let him in
>>
>>211971736
RIP in piece
>>
>>211971736
He will be remembered as a hero. A dumb hero but still.
>>
>currently on z-level -41
>still haven't hit a cavern
>>
>everyone in the caravan just fucking died because of the corpses
Do I need to make memorials for them?
>>
>>211972451
>currently on z-level -86
>still haven't found a single ore
>>
>>211972451
nevermind, literally hit a cavern as soon as I posted that

Ugh, it's a shitty cavern with tall, skinny open areas going from z-level -19 to below z-level -70
>>
All this z-level talk has me thinking, how much slower would a 200 or 300 z-level map be compared to a 100 z-level one?
>>
Well I'm currently trapped underground thanks to the corpses, I have plenty of food but I'm running out of drink, I'm right next to a river, If I channel a small hole into the ground next to the river, and then a dig into the river, will the water safely flow into the small hole or will it just overflow and kill everyone inside?
>>
>>211973174
Why not just brew some drinks you fucking elf
>>
>>211973290
because all I have left are plump helmets and I need those to eat
>>
>>211973174
It won't flow above the river level
>>
>>211973369
expand plump helmet farms, disable plump helmets for cooking. Cooking destroys seeds so you get no plump helmet spawn back to plant more, brewing them or eating them raw produces plump helmet spawn.
>>
>>211973369
One plump helmet makes like 5 fucking wine, you can feed a fortress of 100 with some 5x5 plot farming plump helmets
What the fuck, Urist.
>>
>>211973174
It's safer to dig down into the caverns, the cave moss will also help you keep whatever cattle you might have alive. Unless a bunch of trogs or animal people already died down there, in which case they'll fuck your shit up.
>>
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why the FUCK are monsters walking right past my cages?

just had a troll and a cave crocodile wander into my fortress, completely ignoring the cages
>>
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>>211973686
>>
>>211973686
Did you build cages or cage traps?
>>
>>211970667
Fuck yeah
>>
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>>211973686
EXCELLENT post
>>
>>211973053
Not too bad? It’s when the block is open and has to simulate the things. If it’s filled with rock it’s alright
>>
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>>211973686
Graphicsfags everybody.
>>
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>>211973798
>>
>>211973686
What I dislike most about people who use special tilesets is that I usually don't know what half the shit on the screen is anymore. Also you need cage traps rather than just cages.
>>
>>211973053
a lot.
>>
>>211974073
I usually dislike these kinds of people because they are incapable of consulting the wiki
>>
>start new fort, all good for two years
>a werecamel turns up, wrecks my shit, entire military of 15 dwarfs and their children slaughtered
>werecamel, shredded with bolts, wheezing on the floor about to die
>turns into a human and walks out like nothing happened

Also, how do I make mercenary dwarfs join my fort?

And it's been three years, and no goblins yet?
>>
>>211974073
>What I dislike most about people who use special tilesets is that I usually don't know what half the shit on the screen is anymore

I wish tilefags understood that. The tiles aren't neccessarily any more "clear" to everyone.
>>
>>211973648
>bringing cattle on a reanimating biome

Jeez anon.
>>
>>211974329
That's an even better reason. It literally has all the information you might need. Well, I guess it doesn't explicitly tells you that you need to build cage traps rather than regular cages.
>>
>>211974590
ASCII is "standard" though, once you understand what's going on with one tileset then all the others more or less follow the same pattern and can be easily interpreted. Graphics sets vary wildly in style and appearance so knowing what's going on in one graphics set doesn't necessarily carry over to other graphics set.
>>
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>>211974058
>>211974073
>>211974329
>>211974590
the only reason i use tiles is because i don't like designing fortresses with rectangles

pls no bully
>>
>>211974630
Just have dedicated tanners and spinners always ready and it's fine. Reanimating biomes are just a micromanagement challenge.
>>
>>211974842
The default ASCII tileset has a square version too.
>>
>>211974349
Is there any civilized population near your fort?
>>
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>>211974842
They make square ASCII sets friend...
>>
>>211974349
You need at least 80 dwarves and goblin neighbors to get sieges.
I heard if you pillage/raze them they can retaliate regardless of distance or population but i can't confirm it.
>>
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>>211974349
Werecreatures do that on transformation, yes
Do you have a tavern?
Have you met the conditions for a siege?

>>211974630
Just don't let them get killed and it'll be fine
>>
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r8 surface level
>>
>>211975294
wot tileset and scheme?
>>
>>211974808
Yeah, I can tell what goes on in ASCII pics since I use it myself - and while most of the info on graphical sets is kind of obvious since they do follow the same patterns, some of the tiles (creatures mostly) are very unclear and at that point it makes it hard to tell whats actually going on without context.
>>
>>211975386
tileset is >>211975024

color scheme is cowthing's darker scheme:
http://dwarffortresswiki.org/index.php/DF2014:Color_scheme#CowThing.27s_color_schemes
>>
>>211975294
looks comfy
why no qsps though?
>>
>>211975654
qsp = quantum stockpile?

I just haven't really felt the need to make any for this fortress. In the past I used them all the time but I haven't used any in about a year of playing now.
>>
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>>211975227
>that pic
no matter how many times I see it I wonder who the fuck thinks that set is acceptable. its on another new level of shit even compared to the other really unclear-looking graphic sets.
>>
So whenever migrants show up, they can't seem to figure out how to get to my underground hideout, I think it's because I set the door to it to forbidden, but I know making it passable will get me swarmed by corpses, I know this because it's happened to me twice already
>>
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>>211973174
>only growing open-air crops
why
>crops outside your main line of defense
WHY
You know you can just excavate any of the dirt layers between the surface and hitting stone and farm subterranean crops to your heart's content, right?
Here's what I've been doing to bring down water.
>>
>>211976068
Setting a door to forbidden is basically locking the door, the only way a creature can get through it is to break it down which dwarves won't do. Since the migrants have no available path to get into your fortress they will just mill around on the edge of the map.
>>
>>211976232
Then what do I do, I tried opening and literally the second I died, a corpse attacked
>>
>>211975991
>>211975227
>m*ph
>>
>>211976307
make an entrance with a long trap corridor that's filled with loaded cage traps, open the door, migrants will run inside, any corpses that try to enter will get caught in cages.
>>
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>>211975991
>>
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wat do?
>>
>>211976825
This pic always makes me laugh. I want to save it on my computer for reposting, but at the same time I don't.
>>
>>211977183
Sure, why not. Whatever it is, you can make better.
>>
>>211977785
I'm wondering why he is taking it to an unknown building, is that just world gen fuckery?
>>
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Quantum Stockpiles and Atom Smashers are exploits.

Why do you cheat, Urist? Don't you like a challenge?
>>
>>211978472
QS full agree.

But atom smash is not an exploit unless you use it to dispatch enemies.
>>
What is an easy way to tell at a glance how many dwarves have old/tattered clothes or are missing clothing parts, so that I can assign my clothier/leatherworker to make the appropiate replacements?
>>
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>>211978745
Dwarf Therapist
>>
Absolute newbie here, I cannot for the life of me get my beekeeper to harvest from my hives, I tried toggling everything I could, but the little fag won't just go get the jelly even though it's in the hive. What am I missing?
>>
>>211975294
>ramp only fortress entrance
>never seen an up/down staircase in his life
>big bridges
>gold statues
Absolute chad
>>
>>211976825
I always wonder why games with modding communities inevitably get some obnoxious/lolcow who makes a shitty mod that's somehow popular.
>>
>>211978472
When the toad adds an easy way to start a fire, so I can burn my garbage, then I'll stop atom smashing. Until then you can slobber my knob.
>>
>Capture ettin in cage
>check cage ~2 years later
>he's dead
What happened? Did he happen to die of old age?

How do I get his corpse out of the cage?
>>
So my armorer got a strange mood. Should I give him steel or adamantine? I think adamantine is good against slashing, but not against blunt. Would steel be more well-rounded?
>>
>>211980235
Adamantine, definitely. It'll make a more expensive artifact, and what if it's chain for example?
>>
Newfag here.
What things should I change in my kitchen settings? ie what things should I definitely not cook, etc.
Also, how do I obtain seeds aside from herbalists?
>>
>>211980626
don't cook Tallow (It's used for soap production), don't cook your booze unless you have a lot of extra.

You get seeds from brewing/processing plants.
>>
>>211980626
Cook whatever you want. I tend to turn off cooking booze, but you'll probably be making so much it doesn't matter.

You get seeds every time you process, brew, or eat a plant. Cooking or milling plants destroys the seeds.
>>
>>211979609
The first big mods get the most traction and grow exponentionally as newbies see the mods that are already popular and download them thinking they are the best.
>>
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will pic related mean I cannot get sieges?
>>
>>211981160
Not necessarily. In-game, your civ screen only shows civs you've actually interacted with. If the civ screen showed that when you were deciding where to embark, then yes, you're screwed.
>>
HoMM 3 mod when
>>
>>211981415
Hmm, I think it did, fuck.
I just sent some dwarfs on a mission (first ever) to recover an artifact last held by a goblin.
Hope they somehow piss off a Goblin CIV.
>>
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>>211981809
I'm fucked anyway, last were camel killed 15 guys
>>
>>211982059
He just killed a legendary stonecrafter then changed back. phew
>>
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>>211982059
At least it wasn't the most frightening of all wereanimals
>>
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>>211980235
Well, I have a cool low boot without a pair now.
>>
>>211982506
christ

And great, mission just pissed off a Dwarf civ, now I'm at war.
>>
>>211910630
DF is the kind of addiction that would have trapped me infront of my screen 24/7 but the graphics and UI are so bad I can't get over it sadly
>>
>>211983106
Same, but for me, it's the FPS death that dissolves my interest these days.
>>
>>211962376
Beards? A bunch of babyfaced kids isn't dwarven.
>>
>>211976825
>meph
based idiot
>>
>>211973686
>oh hey, looks like a happening place
>yeah I know man, fucking cages for gogo dancers
>let's go check it out
>>
>>211983106
>graphics
>bad
calling bad graphics a game with no actual graphics is like calling bad a song because it has ugly colors
>>
>>211961974
It's an intentionally designed game mechanic that's been around since 2d. Atom smashing, the "crushed under a bridge" death cause, and the size limitations for smashing have all existed for as long as bridges have. You might as well ask if screw pumps or magma forges are exploits.
>>
>>211984328
Im an Ascii purist dont get me wrong, but your analogy is not perfect because you still stare at the screen while playing. Even with "no graphics", there are still graphics.
>>
>>211973686
What pixel is the monster?
>>
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>tfw sniper marksdwarf killing stuff with a single bolt to the head
Was worth figuring out how to get them training.
>>
Anyway to trigger a goblin siege if I'm not near any goblin civs?
>>
>>211985656
The monsters aren't in that screenshot. Just the bridge, stairs and the constructed cages
>>
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>>211973686
nice "cage traps"
>>
>>211985828
Please teach me your ways senpai.
I can't get my stupid marksdwarves to actually shoot at things, they instead try to bash them with their crossbows' stocks.
>>
>2015 i was getting started in dwarf fortress
>install game and start playing
>i can barely grasp the concepts of up/down stairs thanks to ascii roguelikes
>shit is almost unreadable, better i get graphics
>instal spacefox because it looks charming and colorfull
>learn how to dorf properly
>i open the spacefox tileset folder to edit some tiles
>shit looks different
>holy fuck, what is happening
>run the game as usual
>it looks very blurred
>i was playing the game like that all along
>try to find solution
>my screen is too small to run 16x16 tilesets
>downgrade to 10x12 ascii
>actually its pretty comfy
that is how i became an asciifag
>>
>>211980235
Once you dig adamantine your metalworkers will only accept adamantine as the base material for moods, even if they have another material preference and even if they only request metal bars without a qualifier. You didn't really have a choice.
>>
>>211982749
How do single boots work, anyway? Will dwarves prioritize paired boots or just not equip unpaired boots period?
Will a one-legged dwarf put it on?
>>
>>211987135
>downgrade to Ascii
>im an Ascii fag now
You got a long ways to go anon.
>>
>>211973686
The brainlet wojack suitable enough for this post hasn't even been created yet.
>>
>>211985828
I think I read that they use archery ranges more if you don't have them assigned to a barracks, but I think I prefer them getting good at close combat since they end up there so often anyways.
I put up a fuckload of archery targets designated as individual ranges in hopes that having more choices would make them choose target practice more often. They do get somewhat frequent use.
>>211987084
You have bolts assigned and quivers equipped?
>>
>>211987084
Not that anon but google “DF, advanced marksdwarf guide”
There is a wiki page, I did it for the firs time last night and worked perfectly. Would link it myself but I am a dumb phone poster at work waiting to go home
>>
>>211987084
http://dwarffortresswiki.org/index.php/DF2014:Advanced_Marksdwarf_Training_Guide

https://www.reddit.com/r/dwarffortress/comments/2k65yc/mechanixms_archery_training_primer/

This forces them to only use archery ranges to train so their relevant skills actually get trained instead of them becoming hammerdwarves but has the side effect of making them laze around A LOT.
>>
>>211987556
Even if I forbid all adamantine wafers?

>>211987594
I Assigned the boot to a dwarf and he dropped his previous boots and equipped only that one. I assume you can then assign the other boot manually too.
>>
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>>211974710
It kind of does. To find that out, all you have to do is read the first sentence of the wiki article. And to find out how to make traps out of them, you need to continue reading the second paragraph of the article.
No wonder DF has a reputation of having a steep learning curve. I mean, why would you bother READING in this day and age?
>>
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>>211973686
holy FUCK
>>
>>211968625
there's no need to exaggerate desu
>>
>>211989253
Maybe being a balding plump middle-aged bachelor is his idea of an ideal life
>>
>>211984328
>is like calling bad a song because it has ugly colors
I also remember the last time I took lsd
it was pretty lit to be honest familia
>>
>>211990016
>take acid at a festival
>the smoke machine smoke had chromatic aberration on it
And people say unrealistic in video game graphics
>>
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>>211723686
And here are the rest
>>
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>>211990959
I'd like to make a fine *Microcline Door* out of that, if you know what I mean.
>>
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>>211990959
>>
>>211990959
That's not gneiss, it's a piece of schist.
At least go for something marble.
>>
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>>211991195
These are all right side up for me but post sideways so sucks to be you I guess
>>
>>211990171
>take acid at a festival
but why tho
>>
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>>211991434
>microcline poster
>can't properly orient his pictures

seems about right
>>
>>211991640
>this is your brain on microcline
Not even once
>>
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>>211991434
Alright I only meant to spoiler text

And here is the last one, these were all seen at the Denver science museum.

Just a massive exhibit or all sorts of rocks, gems, minerals, and all of their various forms.
>>
>>211991754
>go to a museum to look at rocks
Truly a dwarf's life.
Admire any fine doors or chairs while you were there?
>>
>>211991596
Its a normie thing. Autist nerds prefer tripping in well-prepared private settings
>>
>>211991945
No I wish, and by the time I realized there was a massive mine tour it was already closed at 5pm, gives me a reason to visit again I suppose
>>
>>211991754
Drew?
>>
>>211992438
Nop sorry
>>
>>211992884
>>211992438
kek I thought the same thing
>>
what would Macrocline look like?
>>
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3 training at the same time, that's a record for these lazy bums.
>>
>>211993828
I never put ammo in bins, creates all sorts of problems.
I always make a quantum stockpile for ammo.
>>
Do you guys use the same world for multiple forts to carry on the "story"?

I usually find myself creating a whole new world everytime I make a new fort, but I also usually make small or smaller worlds.
>>
>>211993694
BIG
DORF
CLINES
>>
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>>211995776
>>
Holy shit.
Giant Cave Spiders do not fuck around.

I lost more dwarves to one than the last two elf sieges or forgotten beast battles.

I guess I was dumb in sending them all with a generic attack order. Should've tried to send them all together and surround it.

Webs fuck you up, goddamn.
>>
>>211996187
I'm guessing your dwarves had shitty helmets, if any at all
>>
>have 2 dukes living in my fortress
>one keeps mandating that I mint coins
>the other keeps mandating that I construct ballista arrows
>can't export coins, cages, or ballista arrows

Those ballista arrows take up a lot of space, maybe I'll just plop down a ballista arrow stockpile in that fucker's bedroom.
>>
>>211996285
atom smash them
>>
>>211996285
Why don't you plop a ballista arrow stockpile through his head?
>>
>>211996285
Invite him to test out his ballista arrows
>>
>>211996187
I wish GCS could wrap up and carry away creatures caught in webs. It would be so cool to send a squad into the caverns to search for the spider lair after several people went missing and then find some of them cocooned but still alive.
>>
>>211973686
Haha, reminds me of when I first started playing.
>>
When you start a new fort in an already established world, do you wait until spring to retire your current one and embark once more?

Or do you just embark whenever?

Is the difference in difficulty steep?
>>
Trying out babby's first attempt at aesthetics with some geometric patterns.
This is my workshop/craftsdwarves floor. How does it look?

Trying to go for a WoW Undercity kind of vibe.
http://wow.gamepressure.com/gfx/maps/41.jpg
>>
>>211997256
I don't usually have anything worth trading at first caravan visit, so in that case, it doesn't matter.
Also I don't need water until someone gets hurt, so it doesn't really matter at all to me.
>>
>>211997620
(Ignore the water bit, that was an accident, gonna fix it later)
>>
How does the AI generally do when taking over a fort you retire?

Does it go off the rails, does it make comprehensive changes, does it leave it mostly as is... etc

Anything I can do to increase the AI's chances of survival when I'm hands off the fort?
>>
>>211992164
desu, seems like a bad idea
why not just pop a molly? They are the kind of dumbfucks that then complain after a bad trip and help demonize the drug
if it's your first time and you take it sorrounded by lots of complete strangers and estrident noise, it's bound to go badly
>>
>>211993828
non ironically pick non-lazy people
the personality will affect how much will they train
>>
>>211997047
This absolutely needs to happen.
>>
>>211998127
or candy flip
>>
>>211997620
The more I look at it the more I like it. Theres a lot you could do with that 8-shop pod design.
>>
So I've been playing for a few forts in this world now, and ever since the second fort I've been getting the capital (queen moves in).

Is this sign that my civ is doing particularly shitty that even my newbie forts get capital status quickly? Or is it normal if you're playing somewhat okay?
>>
Strange cults are taking hold in my fortress... my dwarves have erected the Profane Chambers of Pimples, a temple dedicated to The Pulpy Juice of Blisters, deity of deformity. A lone human worshiper meditates on deformity surrounded by statues of dwarves being tortured.

I created the walls, doors and statues out or rose gold, the coffers and floor are cinnabar. I wanted something kind of irregular and organic. Might play around with the walls a bit more and try to make it feel more bulbous.
>>
>>212000297
>gubmint using my tax funds to promote degeneracy
too real, anon
>>
>>212000297
You've got more wall in some places than other places
This disturbs me
Fix it now
>>
>>212001131
pretty sure that's because it's the deformity temple
>>
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>>212001206
PURGE THEM ALL!
My autism demands it.
>>
>>212001352
nah, filling the room with unsightly colors and adding deformed structures is a bit more creative than "lol purge them all" in my opinion
>>
>>211997047
>cocooned
Don't you mean foreverially delitized?
>>
So I noticed that after retiring my fort, the ambushes / quasi-sieges that happened to me weren't registered in legends. At least in legends browser, it only shows dwarves striking down elves, but no "Group A" attacked "Group B", defenders were led by blah blah blah, like it does on my previous forts (with sieges I wasn't present in)

Is this normal? Or does that mean I never got an actual siege? I did get page and a half of invaders.
>>
I have one tile, deep underground, with grass on it. Not cave grass or whatever. Actual above-ground green grass. There's no hole in the ceiling above it. The tile even says Inside, Dark, Subterranean if I examine it with [k].

Explain.
>>
>>212001938
>foreverially delitized
please never speak or think about this again thank you
>>
>>211997620
Looks nice, although the cavern and the water somewhat spoil it.
Mop the water up, cut down the trees that are in the way, and complete the pattern with constructed walls and it'll be good.
Those one-tile doorways to the stairs might cause pathfinding issues if you have a lot of dwarves on the floor.
>>
>>212001938
>foreverially delitized
my man
>>
>>212002020
A siege gets a different message than an ambush. Presumably its recorded differently.
>>
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>>212001938
NONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONONO
>>
>>212001131
>>212001206
yeah, I might return to it and try to make something shaped stranger. Hard to work in such a small space (and it's not even that small for a temple).

On to other temples! There are roughly 20 deities that I can dedicate temples too, they're all getting neat themed temples.
>>
>>212002246
>Those one-tile doorways to the stairs might cause pathfinding issues if you have a lot of dwarves on the floor.

I've always been doing one-tile doorways. Why does that cause pathfinding problems?
>>
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Just how much !!FUN!! can I expect if I embark at a site where my civ is at war with Elves, Humans, and Goblins, and the only friendly neighbors are apparently Dwarves?

Also, the neighbor screen doesn't actually tell you when there are friendly humans/elves nearby if there is even just one warring faction of those races near also, right?
>>
>>212002872
Pretty sure only 1 civilization of every race interacts with your fort, even if there are multiple that can.
Be sure to have a military set up as soon as you are likely to hit 80 pop, that's when the ambushes and sieges start.
I got like 50 ambushers in my fort the second I hit 80 dwarves.
>>
>>211996280
Helmet quality barely matters ever since Toady introduced shaking attacks. If that thing shakes your dwarf around by the head, he's dead.
>>
>>212003603
How do you safely take down GCS then?
>>
>>211979062
Would you go near a hive full of bees even if some asshole god told you to?
>>
>>212003660
crossbows
>>
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What's the difference in tactics you should use when defending vs
>Goblins
>Elves
>Humans

Or is it all really the same for you?
>>
>>211940223
>any islands anywhere
>massive obstacles (mountains and oceans) in the middle of the continent that ruin adv mode
>>
>be watching forgotten beast as it chases down crundles while i set up a trap for it
>it's a dust attack skinless dimetrodon
>for scientific purposes, follow around some crundles that got caught in its "frozen extract"
>first their eyes go blue on the wound screen
>then they go yellow
>then back to regular white
>no wounds whatsoever reported on either its wound screen or its description, but checking its inventory reveals its to be covered in spatters of crundle pus as well as the FB extract

What does this mean, /dfg/? Are they somehow unaffected by the dust because of their scales, or is this just the most pussy dust attack ever seen in the history of forgotten beasts? Temporary blindness (if it even was that) and a bad rash don't quite stack up to the other one I had, which had necrosis-causing spittle.
>>
>>212003941
Humans can evade traps their diplomats have seen.
Other than that it's pretty much the same.
>>
>>212003941
Its mostly the same. Goblins could require a bit more spears since they have trolls and ogres occasionally - they're pretty much their main advantage.
Humans main advantage is their supersonic whips, whereas for elves its their archers and war animals.
>>
>>211956698
>music made by scraping a stone with a metal bar
sounds fucking terrible
or extremely avant-garde
>>
>>212003941
elves aren't the same since they're actual primitives armed with sticks and armored in bark
>>
>>211966868
the lady consort is the lady's husband, not the lady herself
>>
>>212004538
The lady consort is the lord's wife
Lord consort would be a lady's husband.
>>
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>>212004309
Still sounds better than elf music.
>>
>>211974987
the default square is horrible though
>>
What could Toady do to make elves an actual threat?
>>
Is there an easier/faster way to build walls than having to manually designate a pathetically short section then manually designate the stuff they make it out of? Can I just tell dwarves make a bigass wall out of stone blocks in these spaces?
>>
>>212005147
wait for magic, they'll be more integrated with nature spirits and such
>>
>>212005147
Probably through a standard fantasy trope
Elven magic being OP as fuck or something.

But that's gonna be in a long long time.
>>
Just installed Perfectworld, will a 44.05 worldgen.xml work fine with 44.07 dorf fort?
If not how do I convert the 44.07 worldgen.txt?
>>
>>212004930
This reads like some kind of abstract shitposting instructions
>>
>>212004930
So elves just invented death metal?
>>
>>212005248
DFHack is what you're looking for
The extra menu options are seriously game changers. Can't play vanilla after experiencing them, they're just too convenient.
>>
>>212004930
https://www.youtube.com/watch?v=rbs7q5E5mHE
>>
>>212004371
>>212005147
>tfw elves are a credible threat for me right now
I'm such a newbie shitter
I don't even want to imagine what humans/goblins will be like for me.
>>
>>212005147
Make grown wood have more sharpness and weight than training weapons.
>>
>>212004807
well shit
>>
>tfw you're a peaceful dorf civ that just wants to dig and be merry, but everyone has to start shit with you

How do wars start? Is it just 4X AI mentality of "player is in that civ, gotta kill them reeee", or are there actual political triggers for war?

And how do wars end? Is there ever a diplomatic solution or is it always a fight to the death?
>>
>>212004084
Well, it turned out to be deadly after all. He blew himself up into the air and his entire lower body split in half when he came down.

At least now I have an FB trap set up, I guess...
>>
>>212005997
goblins hate you always because they are actual demons, humans and elves will war you over ethical disputes and they may end in time.
>>
>>212006175
What can I do to help a war with humans/elves end? Is there some way I can send diplomats or is the only way through show of force by raiding/taking sites?
>>
>>212006175
>goblins hate you always because they are actual demons
That's speciesist
all intelligent species are one of heart and soul, don't bring your dwarven hatemongering into this.
>>
Gimme your tasty square-ASCII tilesets with diagonal walls, please

>>212006175
then how come you can get goblin mercenaries/visitors that are cool with you?
>>
>>212005997
Depends on the civ. Gobs always will fight you regardless and will not want a peaceful solution.
Humans and elves fight over ethics - elves are notorious for that since they're vengeful but also immortal, ergo they hold onto past losses and greivances for a really long time, and their ethics are odd enough to make them very likely to start wars with anyone else.

>>212006419
Because visitors don't take their own civs relations with yours into account for now. Or you could interpret it as them being outliers who aren't interested in fighting dwarves.
>>
>>212006582
What are the elven and human ethics about?
Will I be able to end the war by doing things like not cutting any trees or what?

(Elves never warned me about that by the way, it must have been one of the AI controlled forts)
>>
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>>212006793
I finally get to post it again
>>
>>212006851
Also, I should mention human ethics are 100% randomized for their respective civ.
>>
>>212006851
based ancap goblins desu
>>
>>212006851
This is really neat, thank you anon
Is this current?
>>
>>212007051
Yes.
afaik, Toady has not messed with civ ethics in a long while.
>>
>>212007001
Their ethics arent randomized. Their values are.

Ethics are stuff like whether they think slavery or cannibalism are ok or not. Values are stuff like how much they value knowledge, peace or martial prowess.
>>
>>212007001
no they aren't
>>
>>212007167
You're right, from the DF wiki
>The devouring of sapient beings and of dead enemy combatants are the two most horrific crimes to humans, who see them as unthinkable acts; this puts them at odds with both elves and goblins, who are more lenient. Humans routinely use torture to extract information and to set an example, but find torture for sport appalling and shun the torture of animals.

>In stark contrast to the ethics of elves, kobolds and animal people, humans find keeping trophies of animals, sapient beings and of other humans perfectly acceptable. Like dwarves, humans find killing animals, enemies and plants acceptable. However, humans can avoid punishment for killing other humans if the killing had been done for good reason, unlike dwarves, who sentence murderers to death regardless of whether they can provide justification. Humans find the killing of neutral beings acceptable so long as there are no repercussions.

>Human ethics regarding crime are the same as dwarven ethics (where assault, theft, trespassing and vandalism are seriously punished while some crimes such as breaking oaths and treason are punishable by death) with the one exception being that slavery is considered acceptable. Human values, unlike other races', are randomized in every world generation, so as to fit with the common thought of humans being the most varied and flexible race

My mistake, I knew their values were randomized but not their ethics..
>>
So for some reason, the game just decided to not let me mine, I try to designate where to mine but I can't highlight anything
>>
>>212007590
are you marking or designating?
>>
>>212007590
Did you press a to automine ores/gems?
>>
>>212003208
>Pretty sure only 1 civilization of every race interacts with your fort, even if there are multiple that can.
Aw man, that sucks. Is there any mod/DFHack plugin to fix that?
>>
>>212007706
man I never even heard of that being a thing. Unless he provides a source, you probably should take it with a grain of salt
>>
>>212007638
I'm designating, I made sure I wasn't marking, I can do other things like channeling and cutting down trees, but mining won't work for some reason
>>
>>212003660
Well, I can say this: if you're webbed, setting the webbing on fire doesn't help.
>>
>>212009178
he he he
>>
Do leaves provide support?

I'm trying to collapse a big section of the surface, and I can't see any other reason it hasn't fallen yet.
>>
>hair and skin of yak I just slaughtered just fucking reanimated
What the fuck
>>
>>212010243
leaves only support socialism and feminism
>>
>>212010306
Always have dedicated tanners and spinners in reanimating biomes. Alternatively, have a slaughterhouse with lever-activated traps that will mince anything you drop in.
>>
>>212010243
They might support sections, seeing as they serve as sort of floors
>>
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>>212010514
kek
>>
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digging out a baracks
>>
>>212010703
Is that entire thing supposed to be a barracks?
>>
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>human caravan arrives
>one of their wagons spontaneously deconstructs near the edge of my map
>other two wagons turn around and leave
>check logs, no combat or anything
>all of the wagon's contents are laying in a single tile where the wagon disappeared
>wagon shows up as deceased on my units menu

ok, what the fuck was that about?
>>
>>212011020
It's a bug
They probably got spooked by something, that's the only logical explanation I've got so far.
>>
>>212010782
4 barracks for sleeping/training
8 archery ranges for different teams
2 ammo stockpiles
4 rooms for armour/weapons/clothes

forgot to designate a mini dining hall
>>
>>212011153
well damn, hopefully they don't decide to go to war with me, the human civilizations are almost gone from this world, they only have 2 sites left and under 200 population in both of them combined.
>>
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A couple newbie questions:

>What is your preferred modus operandi for building forts? Do you prefer
>a) Building your main fort in the early rock layers, and then digging down to the caverns (protected by a drawbridge or some buffer exiting your fort
>b) Building your main fort in the first cavern layers themselves, with a well defended main entrance down there also
>c) Building your main fort aboveground and only using the ground as a quarry to give you blocks
>d) Building your main fort in the early rock layers but this time digging straight down to the magma sea, making sure you plug any holes that lead to the caverns, without building a buffer so you have more direct access to the furnaces down there

>How early do you get pump stacks for magma/wells? Are they a priority?

>Have you ever played so many forts in one world that you feel like you've actually altered the course of history somehow? Story time it
>>
>>212011524
I've had that bug tons of times, hasn't caused any wars yet
>>
>>212011536
I create a mini fort in the first layer for easy farming. I set up the entire industry. Make do with coal production.

Once that is self sufficient, I create the main fortress, giant dining room with waterfalls.
Entrance design etc.
>>
>>212011876
In the first rock layer or dirt layer, you mean?
And where do you make the main fortress?
How many farms do you typically make? All underground or some above as well?
By entire industry you mean absolutely every profession?
>>
>>212011536
There's 2 kinds of forts I usually do.
I either dig straight down and build my fort right under the surface with a surface for for those orchards and such.
Or I dig a few z-levels down, make a long entryway with traps and then dig up stairs to the soil level to farm.
Either way, I usually don't bother with using wood for forges and just dig all the way down to the magma sea to set up my forges, making ore stockpiles and metal bar stockpiles down there.
>>
>>212011536
Thanks to raiding I can alter the course of history with any fort by genociding whatever countries my armies can reach.
>>
>>212012203
How temporary is that setup? Or is it permanent?
Last time I tried something similar the haul times between magma sea and the actual fort were horrendously slow. I really have to learn how to pump stack
>>
>>212012334
How large are your invasion forces? I've never tried it but I don't want to get my best dorfs bitchslapped quite yet. Do you actually go for the high population ~1000 places or do you avoid those?
>>
>>212012393
I usually make it permanent
Don't really use forges for more than bulk orders of weapons and armor for my troops and the occasional glass industry.
Placing ore, metal bar stockpiles and sand bag stockpiles right on top of the magma workshops helps.
>>
>>212012075
>dirt layer
>current fort if 5 layers down, entrance is a large walkway with a shooting gallery on either side
>going to have a 30 layer pit on either side
this walkway leads to a barracks area
after that there is a stairwell down to dining room - this will be 4 layers deep with waterfalls and shit
>then habitat levels
>stock piles
>empty space
>workshops

I usually just build a 9 x 9 farm and that serves me with a couple of good growers. This is enough for brewing plump helmets.

I breed turkeys for butchery - with this I create lavish meals.

Yeah, entire industry minus glass making/textiles.
>>
>>212012698
>Barracks is undeground
So you don't really care about all the vomiting and combat debuffs when they go above ground? Or do you just never fight above ground? Or maybe some other solution?
>>
>>212012874
My aim is to not go above ground at all.
>>
On a scale from 1 to 10 how much of a pain in the ass is it to make a skylight to shine on a barracks, so warrior dorfs won't get sun sickness in an aboveground battle?
>>
How come dwarven sites tend to be very little, but elven/human embarks tend to be fuckhuge 10x10 sites or something like that?
>>
>>212013364
Depends on how deep the barracks are and the shape of the barracks themselves because of the possibility of cave-ins if you're not careful.
>>
>>212012546
I can cause serious damage using ten or twenty fighters with a skill of 2 or above using copper weapons and no armor. The trick is to target small sites on the verge of extinction. Killing real people gets you way more xp than training, and when they're defenseless peasants who don't know how to fight back, its a fast way to level up. If you don't mind training your recruits on innocent women and children you will be guaranteed to have an army of hardened brutes in a year or two, maybe less. just keep doing that as your army gets bigger and you'll have a horde of babykilling savages that can tear through most enemies.
>>
>>212013364
1-2. Gotta be careful when carving so nobody accidentally carves the floor out from themselves. Also probably want to have a retractable drawbridge or something over it so you can seal up in the event of bad guys.
>>
>>212013513
Dwarves probably build in layers while humans settlements just spread horizontally. Haven't been to a dwarven place in adventure mode yet but if they're anything like player forts that's likely the reason.
>>
>>212013673
Is a retractable drawbridge a better solution to using glass in this scenario?
>>
What are your preferred embark settings for these options:
>Elevation
>Temperature
>Rain
>Drainage

I've never really messed around with those too much. I usually just pick a place with mulitiple shallow metals, multiple deep metals, a river, and flux.

>>212013665
Why no armor? Just for style points or do you find it's better for raiding? Also, do the civs ever capitulate to you or try to bargain for peace or something?
>>
>>212013887
I don't remember the specifics, but you can't have a roof over your dwarves, even a glass roof, if you want them to not get cave adapted. If they have a constructed roof, they won't get more cave adapted, but they also won't get less cave adapted. The only solution is clear, open sky.
>>
>>212014329
Gotcha, thanks
It's gonna be funny-looking, but such is life in Armok's world.
>>
>>212014153
>>Temperature
Of those 4, temperature is the only one I pay attention to. I like warm-hot, because I don't like dealing with ice. Also I think warm-weather animals are cooler. I don't do scorching, because in the hottest areas, your dwarves can die on the surface from their fat melting.
>>
>>212014153
I like flatter maps unless I'm specifically going for a mountain embark.
>>
>>212014453
I don't get why it is that dorfs can die on a scorchijng desert, but nothing happens to them if they're standing right next to magma.
>>
>>212014578
me neither. I think magma doesn't actually heat the air or something.
>>
>>211965557
Enough to do my fort for a year Which is fort pop x 12.
Drinks is double that because they drink twice as much as they eat.
>>
>>212014153
>Why no armor? Just for style points or do you find it's better for raiding?
Making armor is tedious and I don't care if they die. I make or buy one weapon for every dwarf to my fort and conscript them all into my military to send out on raids. The survivors get to live another day and if they loot some armor they can have that I guess.

>Also, do the civs ever capitulate to you or try to bargain for peace or something?
Not yet.
>>
>>212014919
Good rule of thumb, I didn't know that

>>212014950
Anon are you sure you're not just a goblin trapped in the body of a dwarf
>>
>>211966551
Bridge airlocks.
They'll automatically path to the only meeting area they can access.
Once you get used to it reanimating/terrifying areas aren't that bad, it's just a lot more luck, way more micro management and no room for error.
>>
What happens if you raid a site that is high pop (~1000)? Is it basically suicide? Or can you win somehow / not wipe all your squads?

Can you actually take on capitals with a sufficiently good military?
>>
>>211972451
Happens sometimes.
>>
I've found myself in a dilemma, I'm in an evil area so I'm pretty much trapped underground, I've gotten through it well for a while, but I really need to build a forge because my stupid ass accidentally removed the axe from the embark menu, the issue is that I left my anvil outside and despite the fact that it's in my wagon which is right outside my hole, whenever I open my door to try and get it, my dwarves run right past the wagon and try to raid the caravan that was killed by corpses on the far edge of the map
>>
Can you ever wipe the curse off an "evil" place? Or is it permanently stuck that way?

Do other civs still siege you? Do they get BTFO'd by the stage hazards too?
>>
>>212014453
Same here, warm-hot is the master race of temperatures
Glaciers and tundras are cool as well, but other than that it's boring.
>>
>>211978745
Make a sock
See how many dwarves clamber over each other to get it.
>>
>>212015403
Forbid everything besides the anvil.
>>
>>211983221
Then play 0.34, Urist
>>
Flat fort vs Mountain fort
Which fort best fort.
>>
>>211987084
Never use attack command with marksdwarves, they'll melee.
Just move them near what you want dead, or consider making a burrow on your walls.
>>
>>212015879
0.34 is boring as hell due to there being so much fun stuff added after it my friend.
At this point I can't even imagine a fort without multi-level trees, let alone raids, adventurers and citizenship petitions by exotic races.
>>
>>212015915
Mountain fort.
Flat forts are for elves and humans.
>>
>>212015060
>Anon are you sure you're not just a goblin trapped in the body of a dwarf

The method works so I'm not going to complain. I'm surprised I haven't heard much about raiding techniques and such on here, you'd think it'd be talked about more frequently. Discussing tactics and such. Its a major new feature.
>>
>>212015421
perma
>>
>>211947439
If you ever buy something through Steam, technically it's just being lent to you. You don't own it.
>>
What popcap do you prefer playing with?
I'm looking for a good balance between not feeling like my hands are tied but also getting to know my dorfs / FPS concerns
>>
>>212016446
Is a fort primarily dedicated towards aggression and raiding better suited to not have warring neighbors? Or is it better on the other hand to have them right up close so raids are fast (but I'm exposed to their ambushes from the start)

I guess what I'm asking is - are travel times a big deal for you, or not really?
>>
>send dwarves to raid kobolds
>come back with F I V E giant cave spiders
>and 10 helmet snakes

I thought I was about to have the most bangin' silk farm ever, but wiki tells me tame spiders won't shoot web. Oh well. At least I still have a wild one. Any tips on breeding these fuckers?
>>
>>212015421
It's evil forever. Other civs will still try to trade with and lay siege to your settlement. All the bad shit applies to them too, it makes goblin sieges really dangerous because their corpses and body parts will reanimate until they're all pulped into mush with blunt weapons and continue to attack anything that's still alive.
>>
>>212018393
>I guess what I'm asking is - are travel times a big deal for you, or not really?

The difference is small but kind of important. If you raid a nation that is close to you, its retaliatory strike will happen much sooner. I've found that raid distance on your end is a minimal problem, in my opinion. At worst its a week or two, nothing that will take very long. But like I said, what really matters is picking your battles. The ideal plan is to target weak and ailing sites to train your soldiers on to get that EXP bonus. I don't even train my dwarves past novice anymore, its that effective.
>>
>>212018439
I don't think you can. According to the wiki, they're born as adults, and so can never be fully tamed. But if yours are already fully tamed, I don't know what happens.

I'd definitely breed the helmet snakes though. Poisons are cool as fuck.
>>
What weapons do best against humans?
>>
>>212019913

As with anything, whips are the best melee weapon against humans because they're broken as fuck. But your dwarves can't make whips. Out of the weapons you can actually make, war hammers are the best for dealing with armored enemies.
>>
>>212016317
The Dwarfy thing to do is to cast a mountain out of obsidian where there aren't any mountains.
>>
Is it worth it to embark with a miner(s) if you're not in an evil biome (therefore not a huge rush)? Seeing as you level it quite quickly
>>
>>212019772
Yeah, animals you steal are fully tame.

I've got markedly less interest in the helmet snakes. I can't actually harvest the venom and they won't be very effective against armoured invaders. Plus they're tiny so using them as meat animals isn't appealing either.

Especially when I already have a breeding threesome of cave crocodiles.
>>
What are some of the better war animals to breed? I don't imagine dogs get you that far.
>>
>>211911495
I hate fist fights in adventure mode.

Why is it that my weak humie swordsman can snap a dorf's neck by headpunching him before he gets knocked out?

I feel like shit for paralyzing a guy during a fun bar fight
>>
>>212021397
Assuming Cave Dragons are excluded because of how long they take to grow, Jabberers.
>>
>>212021761
Are Jabberers unique to certain biomes or can they spawn anywhere in the caverns?
>>
>>212021905
Anywhere. It can be a pain to get a breeding pair, though.
>>
>>212021397

War dogs are pretty decent, if somewhat expendable. You definitely want to field them in large numbers, if at all.

Any "giant x" creature is good. Jabberers are among the best and because they're cavern-dwelling, they can be found in any biome. Among the more mundane options, grizzly bears are good because they're big, powerful, and grow quickly.
>>
Alright, so after a zombie apocalypse event that took literal ingame years to clean up the caravans have stopped coming even after it is all over, does that mean I pissed them all off and I won't be getting caravans anymore?
>>
>>212020404
Unless I'm missing something and this was changed, those can easily be modded to be made by dwarves. I used to mod my entities for RP reasons so that dwarves could make everything. I didn't actually use oversized weapons, and rarely used ones that were broken like whips.

Anyway, which is better: whip or scourge? And against what?
>>
Do you bring engravers with you on embark? Or just train some for years and years?
>>
>>212023503
For most jobs, especially if they involve quality levels, I only have one dwarf. So I'll have multiple furnace operators but only one each of blacksmiths, armorers, weaponsmiths, metalcrafters. Having only one engraver may be relatively slow in terms of getting your whole fort smoothed, but the speed picks up a lot once he gets legendary, and you will sooner be able to get high quality engravings.
>>
>>212023503
never ever
i always set 2 engravers and just let them go, by the time they are done smoothing they are legendary
>>
Does Teacher/Student apply to other jobs apart from military?

ie, if you set an engraver with high teacher skill and a newbie with high student skill, would the newbie pick up XP in engraving faster when they work together?

That would be super cool, having like master/apprentice type relationships in the fort.
>>
>dwarven child gets a strange mood
>makes native copper crown
>on the crown is an image of [Duke of Fortress] admiring a coin
>that duke continuously mandates the production of coins

wew
>>
>>212024564
OY
>>
>dwarves getting stitched together with adamantine strands
seriously can this stop
>>
>>212024564
At least yours asks for coins, those can just be melted down for more metal. Mine asks for low boots.
>>
>>212005147
t. Guy who's never been sieged by grand master bowmen riding giant war panthers
>>
>>212010306
Yep. Warned ya bro. There used to be a bug too where the undead hair and skin was too small to hit so all attacks would phase through them m.
>>
>>212016090
I agree with you there, but at least you won't get fps death, constant large invasions and there are hundreds of mods for the version.
I'd love to play the new versions but knowing that I'll die of fps death in a few years and you literally never get attacked by goblins just frustrates me.
>>
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>>212006851
>dwarves are meant to be the most traditional of all the fantasy races
>but they're a bunch of tumblr trans genders queers in DF

TOADY
STOP
>>
>>212026971
What?
>>
>>212027071
don't give it attention
>>
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Rate my dwarves sleeping quarters
>>
If I want to be aware about any ambushers spawning in my map immediately, how much distance should I put between guard hunting dog houses around the perimeter?
>>
Why are Kobolds sometimes depicted as lizard people as sometimes as dog people?
>>
>>212027580
Are you using fucking comic sans anon
>>
>>212027695
kobolds were more doglike in early versions of DnD
>>
where are the names/adjetives for the procedurally generated metals stored and can I add names?
>>
You.
Yes, you, Urist.

Show me your hallways or you get thrown to the eerie pit.
>>
Do vertical spikes deal damage to creatures moving horizontally?
>>
>elves bring male and female pair of rattlesnakes
>excited to try out reptile egg farm after hearing about how prolific they are when laying eggs
>put snakes into pasture with nestboxes
>curiously, female snake never goes to a nestbox
>wait months
>nothing happens
>finally look it up, find out that unlike most other reptiles, rattlesnakes give birth to live young

Fucking elves, they knew the only reason I bought the damn snakes was to start a reptile egg farm. They can go to hell, I'm cutting down every tree on the map and then send squads of axedwarves out to cut down their stupid treehouses.
>>
So the whole Tiles vs ASCII argument basically boils down to elitism right?
>>
>>212029374
It's just shitposting, just use whatever you like.
>>
>>212029316
Well I learned something today
>>
>>212011516
>>212010703
Nice! Post a follow up when you have your squads all training and everything's smoothed out
>>
>>212023503
I brought 4 miners and 3 engravers and im in year 10 of a bustling hamlet, but i got bullied buy anons for having so many stoneworkers early game. Just do what you want, and unless you are in some hostile embark with Nuzlocke Challenge tier restrictions, then you will be fine.
>>
>>212030838
By*. Sorry, need alcohol to get through the working day over here.
>>
Are there any games somewhat like DF Legends? I really dig the archiving of events in Legends
>>
>>212031483
don't mean to be snarky but honestly, try a history book
>>
>>212026812
Owned.
>>
>>212028435
Anybody know?
>>
Whats with these guys wanting to stay in my fort eradicating monsters but i cant assign them to my military?
>>
>>212018439
Train them for war
>>
>>212033720
They're monster slayers, they come to your fortress once you breach the caverns. If you leave an open path to the caverns they'll go kill shit down there on their own.

Once they stay in your fortress as a permanent resident for a while they can petition for citizenship, once they're citizens then you can change their labors and assign them to the military just like your regular dwarves.
>>
>>212021397
War dogs are effective in numbers, paired with squads. They'll bite and immobilize targets letting hammerdwarves get sick brain crushing headshots. Wrestlers are the same. An Anon did testing here a few years ago.
For war animals, bigger = better. Also anything with hooves will jam skulls through brains pretty reliably.

One Anon in 2013 had giant desert scorpions that got infected with a were creature, got killed, chopped into three parts, raised by a necro then transformed and regenerated as three full clones, but that was patched out I think.
>>
pros and cons of a small embark?
>>
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>>212029054
I'm using a tile set sorry. My population just exploded from 10 to 60 so i'm trying to make up for all the bedrooms.
>>
>>212034645
>1 tile wide hallways

wew lad
>>
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>The changes to stress are in. There are three main elements (paired with several small fixes that came up along the way): all of the numbers have been rebalanced, the overbearing effect of alcohol has been diminished, and there's a new memory system that emphasizes the ongoing effects of important events over lots of small day-to-day pleasant/bad feelings.

The numbers might change, but the current system allows for eight short-term memories, which are the emotion+event combinations that have had the highest positive or negative impact on the dwarf over the last year (on a rolling basis). Every so often a dwarf can "remember/relive/dwell upon" the memory, if their personality leans toward the given emotion (positive or negative), and receive an additional stress change. Once a year passes, a short-term memory can be saved to one of eight long-term memory slots (if it is stronger than the current memories), or else it is forgotten. Long-term memories periodically return to affect the dwarf forever, until they are overwritten.
It'll take some player testing in longer, real forts to see if various parameters need to be adjusted, but initial testing showed differences from the previous behavior. Dropping a boulder on somebody and then leaving my dwarves unattended outside with nothing to do for a year resulted in tantrums, depression and oblivious wandering, so it seems to be working. When the first long-term memories were stored for one dwarf, it was horror at seeing their lover die, grief at their lover being dead, and fright at being haunted by their dead lover, with proper impact values not likely to be overwritten any time soon, certainly not by the old culprits of seeing nice furniture and completing jobs, though those still decrease stress a little bit day-to-day when experienced and are thus good to have in a dwarf's life.

HYPE HYPE HYPE
>>
>>212034828
>implying he'll ever actually release it
he he he
>>
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>>212034645
>phoebus tileset
>>
>>212034635
Pros:
Better frame rate on new versions or old PC's
Less minerals give more challenge
Easier to wall of the whole surface if you want

Cons:
Chance of less/no adamantine
Chance of getting cucked on metals

My advice is go 2x2 on the border of 2-3 biomes if you want a small embark.
>>
>>212034645
>5x5 bedrooms
Give them all 1x4
>>
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>>212034645
>using a tileset
It is terrifiying
>>
When did dfg start giving a shit about tilesets? I've been here since the start and traditionally we don't care, exception being if you post something in an obscure hipster tileset you expect to get flamed.
>>
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>>212035227
>Posting frogs outside of /r9k/
>>
>>212035227
Dumb frogposter.
>>
>>212035412
lots of anons shitposting over nothing lately, I don't like it either, maybe it's because threads haven't been as active in recent years so maybe some people think it's necessary? I wouldn't say so.
>>
>>212035412
Just ignore them.
>>
hopefully the stress changes help so that there will be dwarves throwing tantrums in-game instead of anons throwing tantrums in /dfg/
>>
>>212036243
I'm wondering how extreme the stress changes are going to be. Might have to start actually doing more for the bastards beyond a 2x2 smooth room with a bed and a cabinet.
>>
>>212036617
>>212035170
How much space am i wasting? I just want to make underground commieblocks
>>
>>212036776
when you go beyond 4 columns and/or 4 rows for the average non-noble dwarf, you're pushing it
>>
>>212036776
a single tile is approx 2mx2m wide x 3m tall

A 2x2 bedroom is going to be around 175 sq ft, similar to the average bedroom size in a real world apartment. A 3x3 bedroom would be around 325 sq ft, a pretty large bedroom by real world standards. A 4x4 bedroom is equivalent to a 700 sq ft room, absolutely massive for a bedroom.
>>
Does a dwarf accomplishing dreams do anything besides give a good thought? Maybe with the new memory system it can easily be one of those long-term memories that sticks with a dwarf.
>>
>>212037794
Can't wait to selectively breed dorfs that only want to genocide anything non-dorf and build mighty artifacts from their corpses
>>
>>211962180
>howstheunderwaterfortgoing.jpg
>>
>>211962180
>teaching-your-dwarves-to-swim.jpg
>>
Since when mules need pasture? I remember you could use them as sentry
>>
>>211962180
>squad-loses-target-in-depth-3-water.jpg
>>
>>212043185
according to the wiki, since .31
>>
>werebeast attack
>engage standard protocols, hide everyone in safe room, station military at entrance
>he kills a fisher and bites the mayor who gets sent to the caverns as quarantine
>transforms back to human
>send military after him
>marksdwarf finally catches up, knocks him down and kills him
>other axedwarves in pursuit decide to randomly loyalty cascade and kill one of their own who was nowhere near the kill

huh?
>>
>>212043989
On further investigation, turns out this guy had two sisters at the fort (one a visiting hammerdwarf, the other a farmer). We'll see if they take revenge...
>>
>>212011536
i build workshops on the surface, smelt tools and gear from supplies I brought (bit. coal, copper and cassiterite), slaughter and pot my animals, then I dig down to cavern layer 1 and build my fortress around there. magma is a real hassle to move more than a few Z levels so i build my foundry at the magma sea.

personally I don't see much of a reason in the long term to being at or near the outdoors, the caverns can provide all you need and can be made safe via strategic walling
>>
Can a caged goblin work has a sentry?
>>
>>212037385
>giving them big rooms actually stresses them out because dwarves are agoraphobic
>>
>>212044852
creatures in cages don't exist as far as most features of the game go... hostile enemies also don't reveal hidden enemies to you, either.
now, if it was a goblin who petitioned to stay in your fort, you could theoretically put him in a 1 tile burrow and he'll never move from there.
>>
What music suits dwarf fortress? What do you urists listen to?
>>
>>212045543
The default, sometimes soundsense or Irish/rpg tavern mixes on YouTube
>>
>>212045464
Goddammit, then my only option is just some shitty pet bird, that just not cool and it's going to be years until I can reach the caves to capture an exotic animal
>>
>>212043989
were creatures being killed seems to pretty regularly trigger a loyalty cascade (I have seen minor and severe both), just kill them with upright spikes
>>
>>212045970
>not wanting your canary in the coal mine to be an actual canary
this lack of imagination and adaptability is downright elflike
>>
>>212046286
I'm talking about a sentry, mate
>>
>>211885423
How many dorfs?
>>
>>212046029
WELL I JUST FUCKING CRASHED AND LOST ALL MY PROGRESS SO THEY'RE BACK TO LIFE FUCKING TITS WHY DID I FORGET TO QUICKSAVE
>>
>>211885423
looks great
>>
>do the adamantium coins smelting exploit for the first time just to see how it works
it does indeed work, better than I expected. it is a ton of dorf labor though, 500 jobs plus hauling per stack of coins.
>>
>>212047356
he he he
>>
If I made a farm aboveground, and it isn't worked, for how long will the soil remain tilled?
>>
>>212047698
Forever
>>
>>212047930
Fuck
No way to remove it?
>>
>>212047698
forever from what I've observed
>>
>>212047991
This is a valuable moment to learn that your actions have consequences
>>
>>212047991
build something over it (like floors) then deconstruct
>>
It sure is dark down here.
>>
>>212045543
default or ambience
>>
>>212047698
try deconstructing it and have animals/dwarves walk over it a bunch
>>
>>211951083
uh, maybe it was a drunken fist fight?
>>
>>211965083
because food is more important than soap
>>
new thread:
>>212049006
>>212049006
>>212049006
>>
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>>211973686
fantastic work anon
>>
>>212037794
>Does a dwarf accomplishing dreams do anything besides give a good thought? Maybe with the new memory system it can easily be one of those long-term memories that sticks with a dwarf.
hadn't even thought about that

I can already see myself abusing the mood system so I have a lot of dwarves protected from depression if the stress stuff is too intense




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