dwarven ethics editionPrevious: >>2312368Avaliable for free at https://www.bay12games.com/dwarves/or as a paid premium version on Steam or Itch.io>What is the difference?Both are the same game on the same version (53.xx). The free version uses ASCII as a tileset (but you can mod other usermade tilesets and graphic packs)With the premium version you pay for a premium tileset + premium OST + access to beta branches and steam integration (if on steam).>!!NEWS!!1/12/26 - Dwarf Fortress 53.09 and 53.10 released since the previous /dfg/ with bug fixes, new portraits, and replacements for the goofy animal portraits.>What is next?Bugfixing/maintaince cycle and later Siege Update Part II, which aims bring some magic into fort mode by adding spellcasters and warlocks into the besiegers ranks, and have them set your dorfs pants on fire. Also some form of magical defense for your dorfs.>What has changed since I last stopped playing X years ago?Check the version history on the wiki:https://dwarffortresswiki.org/index.php/Version_historyDwarf Fortress has an extensive wiki which can help you with your question about DF, as well as providing info about modding and 3rd party tools:https://dwarffortresswiki.org/Main_Pagehttps://dwarffortresswiki.org/Utilities>Utilities that (you) should know about:DFHack: https://dwarffortresswiki.org/Utility:DFHackDwarf Therapist: https://dwarffortresswiki.org/Utility:Dwarf_therapistLegends Viewer: https://dwarffortresswiki.org/Utility:Legends_viewer>Tutorials:Quickstart Fortress Mode: https://dwarffortresswiki.org/index.php/Quickstart_guideQuickstart Adventure Mode: https://dwarffortresswiki.org/index.php/Adventure_mode_quick_startOther tutorials: https://dwarffortresswiki.org/index.php/Tutorials>A bunch of guides to various parts of fort-based living:http://imgur.com/a/nGyRFStrike the earth!
I can't wait for Thursday to come, so i get paid and grab DF+SoS bundle :^)>inb4 hurr durr get the free versionNo.
>>2350087hurr durr get the free version
>>2350088
>>2350059i have never built minecrats so i cant appreciate the op pichow hard is it to into minecarts?does it make things faster?
>>2350087Is the bundle at least cheaper than buying them individually?
>>2350244Yes, just 10% but it's something. If i wait i will save 5 euros but who cares. SoS never goes on sale.
>>2350248Well, I never played SoS, but I got dorf for like 40% off, so I dunno.Maybe buy SoS since it never goes on sale and then buy dorf whenever it does?But honestly? I would just go for dorf, the game is worth it, it was a passion project decades before it got a premium version on steam, so it is not a cash grab like other similar games like rimworld, which instead of providing updates to improve the game as a whole just dumps Bloatware DLCs for the same price as the base game, which often wrecks the performance of the game instead of trying to optimize it.But again, never played SoS, so I have no idea if it is worth it.
>>2350280I've considered many things that you said. The difference in price between DF and Rimworld is extreme, i was just craving a more complex game and after a lot of thought, i decided to buy DF. How did you get it for 40% off if you don't mind me asking? Tbh i'm a bit more hyped for SoS because it looks like i'm in for giga-autism time. It combines strategy with colony sim and i'm a sucker for the latter genre.
>>2350289I just saw it for sale at steam and bought it.Not sure about SoS strategy elements, but dorf is the best colony sim I have ever played, I highly reccomend it.If you want to try it before buying, you can get the free version and install a custom tileset for it so you do not have to get used to ascii, there are many community made tilesets available for free.But yea, to be honest I believe dorf deserves the financial support that the premium version offers to the dev, which truly loves the game and is not just in it for a cash grab.So if you want to pay the full amount for dorf I believe it is worth it, if nothing else, as a form of support for the project.
Want to play the latest DF?Then solve This RiddleTry Before You BuyDelve Into The ArchiveAbove The Oldest VisageWithin The Thread Of OriginMy Shrouded Prize Awaits YouAs This Is An Echo Of The CallAnd The Response For Those Poor
For the unknowledgeable, the Steam version of DF REQUIRES a new gen every significant* RAW change due to mods not being baked into the save anymore,*For an idea of what constitutes a significant RAW change, see https://www.bay12forums.com/smf/index.php?topic=29157.0Graphics IDs are baked into each save, and require a world regen to see changes.The path to the RAWs differs based on pre or post steam versions(if 47.05- then raw\objects)(if 50.01+ then data\vanilla)The following are examples of simple tweaks you can do yourself with minimal effort===============How To Remove Gays/Bisexuals/Asexuals From All CreaturesNotepad++open all creature RAWs (creature_X.txt)ctrl+H[CASTE:MALE][CASTE:MALE]\n\t\t[ORIENTATION:FEMALE:0:0:100]\n\t\t[ORIENTATION:MALE:100:0:0]Replace in all opened files[CASTE:FEMALE][CASTE:FEMALE]\n\t\t[ORIENTATION:MALE:0:0:100]\n\t\t[ORIENTATION:FEMALE:100:0:0]Replace in all opened files.--NOTE: If you want your Adventurer to not be Indeterminate(asexual), you need to change their Orientation via DFHack in two places--view the Adventurergui/gm-editor in DFHack panel/windowwrite down the hist_figure_ID of the creature(you'll need it for the second part)navigate to status > current_soul > orientation_flagschange as desired.now type "gui/gm-editor df.global.world.history.figures" in DFHack panel/windownavigate to histfig ID > orientation_flagschange as desired.===============How To Remove Black Dwarves>creature_standard.txt at line 437-439(435-437 if on versions 47.05-), replace contents with[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN][TL_COLOR_MODIFIER:PALE_PINK:1:PEACH:1:PINK:1][TLCM_NOUN:skin:SINGULAR]===============How To Remove Bald Dwarves>entity_default.txtunder [ENTITY:MOUNTAIN]at line 862(850 if on versions 47.05-), replace contents with[TS_MAINTAIN_LENGTH:100:NONE][TS_PREFERRED_SHAPING:NEATLY_COMBED][TS_PREFERRED_SHAPING:BRAIDED][TS_PREFERRED_SHAPING:DOUBLE_BRAIDS][TS_PREFERRED_SHAPING:PONY_TAILS]
You know, I think I've finally grown accustomed to the mouse controls.
>>2350289FYI SoS has a free demo that is just always one major update behind the full version
>worldgen>dragon is slain by an elephant>dragon is slain by a cougar>dragon is slain by an ogreWhat’s with these jobbers
>>2350861unfortunately for dragons (and FBs) fire isn't an apocalyptic instant win weapon in world gen
1 day left and i can dig into this autistic kino
>>2350861small size and lack of skills at the start make them die from elves and dogs
how do i get cursor?i'm trying to digcircle with dfhack but i dont know how to get cursor in steam versioni miss keyboard only
>>2350941You will love it.Just remenber, if you do not know what you are doing, then read the wiki on how to get started. I suggest you go with the tutorial for your first fortress, that will put you somewhere relatively safe and provide you with a balanced team of initial dorfs and items.
>>2351029Thanks for the heads up. I'm gonna do the tutorial and watch everything related to DF on youtube so i can wrap my head around all the knowledge surrounding it. In around 24 hours i will get paid and will grab it first thing when payment arrives. Also i'm a rimworld player so it's not going to be a really different experience than the one i have. I know it's a way different game but i should at least know the very basics.
>>2351044>Also i'm a rimworld player so it's not going to be a really different experience than the one i have. I know it's a way different game but i should at least know the very basics.See, I also played rimworld before dorf, so let me tell you the biggest difference you will experience is the shift from a 2 dimensional map to a 3 dimensional map.Sure, the game is 2d, but now you will have several different Z levels to work with.This means that you do not need or should build your entire base on the same floor.Therefore, you should make good use of the different z levels, like making each floor for a purpose.So, the first z level below the surface, for instance, is usually where you build defenses and your trade depot.The floor below that is usually where you will have your farms, kitchen and food related workshops, a meeting place that will later become a tavern and a stockpile of food.Then below you make your wood related workshops and stockpile.Then a stone related floor, a metal production floor, a graveyard floor, a temples and guilds floor, offices and bedrooms floor, and so on.Another useful tip is to build stockpiles below or above an industry floor and link then with stairs, this way you can have stockpiles of materials used by 2 differeny industries in between their floors, thus allowing you yo have quick and easy access to the materials with a simple stair.This is specially useful for fuel stockpiles, as you can have a wood burner on the wood industry floor to make charcoal, stock it in the floor below right above the level where you place metal, clay or glass industries.Doing this will greatly reduce travel times in between workshops and stockpiles, making it much more efficient.Also, I usually make my fortresses with a centralized 3x3 staircase, with the middle square empty. You will later place a statue in the middle spot so your dorfs get a mood boost every time they move through different z levels.
>>2351060Great, i'm taking a screenshot of it. Many thanks for the info.
Has anyone checked what I suppose is the first graphic set for DF past 5x.xx?https://steamcommunity.com/sharedfiles/filedetails/?id=3662002056
>>2351234no but hewn looks cool, the inspiration from CoQ is obvious but it's still great, for people who want to keep the older ASCII vibes with a new twist
>>2351171Also read>>2340732>>2340762>>2341300
>>2351248>>2351268another screenshot taken
LESS THAN 24 HOURS TO GET THE DF+SoS BUNDLE LESSS GOOOOOOOO
>>2351361Nice!Another important tip for you: when you embark on a map, be sure to go to the labor tab, select kitchen tab and unmark plump helmets from being used for cooking, use them for brewing only.The reason is not obvious at first for a new player, but when you cook a plant it does not yield seeds, so you will run out of them if you do not unmark their use for cooking.You get seeds back when you brew them AND when your dorfs eat them raw, this way you can replant them.Afterwards, select the stone usage tab next to the kitchen tab, and unmark all economic stones from being used.The reason for this is because there are MANY other stones you can use for furniture, construction or crafting, but there is a VERY limited amount of economic stones.The most important of these are what is known as flux stones, which are a necessary ingredient for steel production.Most kinds of flux stones can only be found in the upper layers of the map, known as the sedimentary layers.If you waste these, you will have a hard time producing steel, as the only flux stone you will find deeper underground is marble.You will also need to take care of your fuel, your initial source is turning wood into charcoal, but then you can use that charcoal on a smelter to transform bituminous coal and/or lignite into coke, which is exactly the same as charcoal but it yields more.If I am not mistaken, 1 unit of charcoal or coke is used this way, but you get 8 units of coke for each bituminous coal and 4 per lignite.You NEVER want to run out of fuel, as it will stop your metal/glass/pottery industries.When making steel, you can save up on fuel by using magma smelters/smiths, but you still need a flux stone and 1 unit of coal per bar.Also, much like flux stone, iron ores such as magnetite or hematite are only found in the upper layers, so try not to waste it.Lastly, the process of making steel rrquires you to turn iron into pig iron and then into steel. Continue....
>>2351425So, you need iron to make pig iron to make steel.A great investment of your trade resources such as cut gems or various crafts is to buy steel and pig iron from caravans.Every fall a dwarf caravan from your kingdom will come, and you can select what you want them to bring next time, this will double the cost but ensure you get what you want to trade in the caravan.This, however, ends once your king moves into your fortress during late game, after your fortress has developed enough to become the new capital. You will still get caravans, but will not be able to order anything, and will be restricted to what they bring you.So be sure to always buy steel and pig iron bars when you can, as these will be limited resources that are very important.Steel armor is the best, same for weapons.However, one notable exception are blunt weapons. Steel is great for it, sure, but you get nearly the same damage from silver blunt weapons such as warhammers and maces, so you can use that instead and save steel for armors.Steel weapons are the best in general, but there are 2 exceptions to that, divine weapons cause a it more sharp and piercing damage, and adamantine causes even more, but sucks for blunt weapons and armor, so do not waste it on those.If you have any questions as you play do post here, I am always around and will try to answer them as they come!
>>2351425>>2351434You really are a lifesaver anon
>>2351361I already have both. I didnt even played SoS that much but I bought because the dev made me laugh with his raw dev blogs
>>2351548Tbh SoS has me more hyped than DF but that may change. I can't wait to play both.
I finally finished my magma moat. The drawbridges kill entire sieges without needing to fire a single bolt.For some weird reason, in human-led sieges, about half of the invaders just fall off the one tile wide path around the outside of the map and into the magma.
5 hours left buyfag bros...df+SoS bundle incoming!
>>2350248does SoS really never go on sale?
>>2351734is it not this?its already on
>>2351838Yes, i meant i will buy it.
Is a 2 wide water moat enough to keep me safe on default settings?
>>2352316Dont know if creatures can jump more than one tile way. probably better check this out. Besides that flying and swiming creatures wont give a shit, and siegers can build bridges over things.So, it might be a good initial foundation for your fort defence but you will eventualy need more than just that.
>>2352332how long of a bridge do siegers build? i thought it'd just be like one tile things like a ramp to get arounddo they know to build stairs to overcome tall walls?
>>2352316It will not do shit now that we got the siege update, do not even bother with moats unless they are made of magma.>>2352406Yep, ever since the siege update siegers will build bridges to overcome moats or precipices, will build stairs to overcome tall walls, will dig down to breach your fortress, will break/dig through walls to reach you.Read these>>2351268You will want to make a killzone defense like described there to hold off invaders, but you should have at least a couple melee squads and a ranged squad to send out to attack the siegers BEFORE they reach your base, this way they will not learn about your defenses, otherwise their civ will remenber how their allies died and will take measures to bypass yThe defenses.Also, water moats will at most give you slight protection against animals, but there are plenty of flying and swimming animals who will ignore it.One very dangerous example of this are werebeasts. They are immune to drowning, so the water will not affect them at all, and when they fight your dorfs they transmit their curse through any scratch or bite that breaks the skin of the dorfs.This is how I lost my first fortress, those infected will later transform during full moons and attack others, killing people and infecting the survivors.I went from like 198 dorfs to like 8 in like 4 months before I purged them all.My advice is to quarentine all dorfs injured during the fight in a special, enclosed hospital with a gapped wall on the side of a ranged training area, so that marksdorfs can safely shoot whoever turns.Otherwise, you can just build a dungeon chamber with a tall shaft several Z levels high, drop the injured there and wait to see if they turn, and then kill them if they do.Another safer option is to either exile or outright kill all dorfs injured in the initial fight, thus eliminating any potential werebeasts at the expense of any dorf that was injured but not infected.
>>2352474You’re underselling water moats, they are still useful, especially with a wall on the other side.They slow down sieges enough that you can get civilians to safety.Also, a lot of enemies don’t build so you can have one bridge over your moat that’s defended by bolt throwers to stop thieves, werecreatures, megabeasts, stealth siege squads, and battering rams.Human and Elven sieges don’t build as well.Invaders are also vulnerable while building bridges, so if you have bolt thrower towers around the inside of your moat you can shut down builders easily.
>>2352630I dunno man, I would rather have it full of magma instead.Besides, I have never seen a siege that could not be handled by a few well trained and equiped dorf squads.Regarding civilians, why on Earth would they be outside your fortress? The only dorfs that should be going there are hunters, gatherers, fishers and a few haulers, and even then you should have them go on the caves instead of surface.
>>2352659>I love building the same ultra-secure fort over and over againgood for you but I personally enjoy making thematic forts
Are dwarves ever going to be allowed to wield big weapons in fortress mode
>>2352812>building the same ultra-secure fort over and over againNever said I do that, I was just giving my personal opinion on water moats.Besides, I never really rely on defenses, I almost always send forth my warriors to meet the enemy on the field of battle, rather than let it come inside my fortress.Unless it is something like a flame spewing FB, then I wait for it to be in range of the bolt throwers and rush it with warriors to keep it in place.>>2352821Good question, maybe in next update? You should ask in bay12 forums for insider info.
Just had a world pass back into the Age of Myth
>>2352834Always nice to see megabeasts and semimegabeasts breed
You know, setting work orders is a major pain in the ass...I noticed that dfhack gives you the option to import manager orders...Is there any pre-existent file I can use to set up the basics of a fortress work orders? Or anything that will aid me in setting them up without much work?
Can I change the .init mid save on the steam version? I forgot to cap my pop and don’t want the default 200 dwarves plus 100 visitors to kill my fps
>>2353002...The fuck are you talking about?You can change the population cap by pressin esc, going into settings, choosing the Game tab and chaning the population cap setting.You do not need to start a new game to do this.
>>2352969Bump for this. It's basically always the same
>>2352821I'm like 40% sure a strong enough dwarf can.
>>2352821>>2353083It is based on size threshold, not strength.So your big boys will be able but the average urist will not
>>2353083>>2353114This is a long-running issue that has yet to be resolved. Dwarves refuse to equip large weapons even if they meet size requirements.https://dwarffortressbugtracker.com/view.php?id=0005812
>>2353118>the weapon bug is 14 years old
>>2353072After I posted asking I figured it out, we can set all the work orders as we need and then export it with dfhack, this way you only need to set it all up once and can avoid having to do it every time.You can also use the default import files available to set a bunch of basic orders for everything, then you just need to change the amounts and conditions, it is not as easy as having a single file ready, but it will save you a lot of time making the initial file to export.
>>2353418>>2353072In fact, you do not even need to change anything, just use the templates from import and remove the ones you do not want, they reset daily so you just need to leave them as they are.
My current map is weird...Surface is at elevation 7, the first layer of thr cave system is at -16, but it does not seem to have a bottom! It is just an endless open space all the way down!I dug straight through a pillar all the way until the open space that was originally revealed disappeared at elevation -76, and I still did not see a bottom! I stopped digging down for now as I am worried I will breach the underworld far before I have an army!Is this normal? Seems to be a much bigger and taller cave system then anything I have seen before!
>>2353885>I stopped digging down for now as I am worried I will breach the underworld far before I have an army!You wont breach hell by just digging down through common rock>Is this normal? Seems to be a much bigger and taller cave system then anything I have seen before!its not common, or most likely, it is rare for you settle in a zone of extreme cave shapes, but as long as all the 3 caves generates, everything is working as intended.
>>2353894Well, I am going to wait until my army is equipped before trying to find the bottom, so I dunno if there are e cave layers until then.
>>2353936Sounds like a Deep Pit. These don’t go all the way to the underworld. Throw someone down the hole to see how far it goes.https://dwarffortresswiki.org/index.php/Deep_pit
>breach underworld>eldritch horrors beyond our comprehension>stopped by locked floor hatch
>>2354249lets see you get enough leverage to pop the lock on a trap door while standing on a ladder or hovering in mid air underneath it
>>2354263>hovering in mid air underneath itwouldn't the levitating demon simply push himself away from the hatch? guess it depends on the force that lets them stand up mid-air
>>2354371they could still fly at the hatch and ram it, demons are 200 times the size of a dwarf, a feather tree wood hatch shouldn’t be an issue for them.
What is the difference between any other type of cloth and linen? How do I make linen? I apparently have a single linen shirt and pair of gloves, but hundreds of cloth, silk and yarn clothes. I'm trying to get my military to wear clothes (I dont care what material) along with their armour, but only a few of them will wear any clothes as part of their uniform. What do I have to set as uniform to make this work?
>>2354476They have been cursed to never leave hell unless there is an open exit. Otherwise they could just mine through the adamantine
>>2354487linen is a plant cloth like pig tail, it's just made from a plant (flax) that dwarves don't get easy access tofor the second half of your question: the uniform UI is a disaster and dwarves some times ignore it because they're lazy
>>2354550That's incredibly frustrating. I can get them to wear any piece of metal armour with 0 issues including boots and gauntlets, but they refuse to wear clothing under their mail shirts and greaves.
>any news on the luafication of the UI? will there be a beta for it or just a straight-up release?>* Putnam has various things they're doing, so no news here yet.This is going to take a while it feels
>>2354761>This is going to take a while it feelsThat is the way of dorf, things are slow.
>>2354761>luafication of the UI?What is that?
>>2355029iirc it will allow keyboard controls to come back
>>2355029basicaly moddable interface for DF
Clickbait Dwarf Fortress thumbnail
>>2353997>Throw someone down the hole to see how far it goes.I decided to do that and sacrificed a dorf to armok, the pit goes from elevation -16 down to -104.A lot of it is still covered, so I am sending an expedition down there later on.I wonder if there eis something unusual down there other than the great depth.
>>2352834Dug too greedily and too deep?
New update dropped. Will upload in a bit
General updatesMade happy food thought levels easier to obtain (more in line with newer food values).Dwarves seek good meals more aggressively and value better foods over worse ones more precisely.Stopped dwarves from forgetting friends/grudges they rarely meet after a few years.Added item dimension check to strange moods to make sure they don't gather e.g. infinite cloth from hospital zones.Stopped world gen interrogations from sometimes disordering known site records.Fixed crash issue with error-logging for certain modded languages.Fixed some potential multithreading stability issues.Added some crash-proofing to conversations.Worldgen now aborts instead of quitting the whole game when a raw object is missing.Fixed issue causing deletion of nemesis records for units.Made several distance calculations euclidean instead of rectangular.Fixed issue with temperature check so that certain items (butchery products etc.) respond to temperature properly.Changed filesystem for certain setups to support UTF-8 strings.Fixed problem causing party tactical AI settings to be unchangeable.Fixed display problem for desired metal cages and chains in dungeons.Fixed problem causing generated creatures to not be immune to their own poisons.Stopped channeling in the undiggable underworld.Made choreographers and composers use existing music and poems for their works instead of always making new ones.Made werebeast types duplicate if necessary rather than creating blobs (only applies if werebeast curse number set higher than 72).Fixed typo in angel descriptions
>>2355552>>2355600Does this means we need to make a new world gen, or can I continue playing my current one?
>>2355614It should be fine. They will usualy warn if something fucks up saves.The only updates that break shit is when so big data structure changes. And when new stuff gets added to the game, then they might only show up in new worlds since your current worlds never generated them.
Uploaded
>>2355600>Dwarves seek good meals more aggressively and value better foods over worse ones more precisely.They'll finally stop eating raw dog lung instead of the lavish meals I keep all over the fort
What exactly is the reasoning behind plants not yielding seeds when cooked?
>>2356143There is a non zero chance that it is due to Toady spaghetti code
>>2356143when a dwarf eats an apple he eats a WHOLE apple
>>2356396And yet, doing so yields you seeds, while cutting it up and cooking with it yields none.>>2356355This is my guess, but am too new to know either way.
>>2355959bro didn't you hear about the patch? why are you eating pig intestines?
>>2356652>why are you eating pig intestines?Dorfs love chitterlings.
>>2356652bro just want some sausages
caught my first necromancer today.
>>2357058Did you recruit him, or just imprison?I once had a necromancer king, it was OP.
>>2357066He was a visitor. I saved the moment I seen him and walled him off.
>>2357071I wonder if you can recruit him, or at least get him to teach one of your dorfs in the necromantic arts.
>>2357071Check his items, does he have a scroll of life and death?
My third cavern layer is covered in blood-thorns only, can I somehow get it to grow nether-caps by dumping water in it?
>>2357058How does your revival chamber work? I'm looking for ideas.I have two books (and a slab) with the secrets of life and death, but the necromancers who read them wind up with the ability to summon nightmares and boogeymen.Every time I've tried to revive a dead dwarf, the summoned creatures just kill everyone involved, so I have the books locked up now.
>>2357148im not sure if visiting necromancer vs player is any different. i think the odds for boogeyman are lower but idk. its summoning friendly or purple ghouls 50/50 for me. i also have one of the ghouls set to permanently attack them instead of a hostile npc like every guide recommends. much easier to control.
>>2357076no scroll.
>>2357148>How does your revival chamber work? I'm looking for ideas.>I have two books (and a slab) with the secrets of life and death, but the necromancers who read them wind up with the ability to summon nightmares and boogeymen.>Every time I've tried to revive a dead dwarf, the summoned creatures just kill everyone involved, so I have the books locked up now.Not that anon, but let us discuss this.First, check this link https://dwarffortresswiki.org/index.php/NecromancerAs we can see on the "secrets" part, the number of secrets used in worldgen is directly related to the powers a necromancer has.The only 2 abilities who are always assured is "raise corpses" and "intelligent undead".So if your necromancer is summoning nightmares and boogeymen, it is because of the "secret" value that was used during world gen and your luck on RNG.So in your case it is harder because your worldgen RNG gave the necromancer the ability to summon nightmares and boogeymen.I honestly do not know enough about the inner calculations of game mechanics to be able to advise you about whether it is more likely or mandatory that the necromancer uses those skills instead of intelligent undead, but I do not think it is impossible, just statistically harder to have a success.So, keep trying, you are likely to suceed eventually, several times even if you try enough times, but be ready to deal with failures accordingly, I suggest a room with gapped walls and bolt throwers ready to fire so you can attempt without worries.
>>2357169>no scrollSelect the necromancer, go to the groups tab, check where he came from.Chances are, there is a scroll wherever they came from, and you could send squads to look for it.If you find it, a dorf can read it and may become a necromancer.
>>2357163I just realized what the display pedestals are for, that's genius. I was wasting my time with stockpiles and filters>>2357186Yeah, the necromancers were summoning boogeymen and reviving dead dwarves at the exact same time. Four necromancers wound up killing themselves this way, so I canceled my dwarves immortality project.But this gave me an idea, maybe there are other books in my world that contain the secrets of life and death, but not the secrets to summoning boogeymen. Time to go on more raids.
>>2357353I also need to figure out a better method to kill the dwarves instead of launching them off a bridge or dropping iron walls on them. I don't think this ghoul will ever stop bleeding.
>start on a haunted ocean>heinous slime pours out of the sky for a day before I can dig a hole for dwarves to hide in>dwarves rush to wash it off but it's already too late>my starting fort is now made of 7 blind, mutated dwarves whose skin is blistered and melting off their bodiesOh yeah, it's forting time
>>2357353>this gave me an idea, maybe there are other books in my world that contain the secrets of life and death, but not the secrets to summoning boogeymen. Time to go on more raids.If you want to check before continuing searching, use dfhack command necronomicon --w, this will show a list of all the secret containing items in the world. This way you will know if there is another book containing the secrets of life and death, or if you would need to either restart in another world or continue using your necromancer as is.>>2357459You could use a lever operated grate floor in a small room you send the dorf into, with a flooded room below, this way you can drop them in and let them drown without causing any bleeding.
>>2357108Anyone know this?
>>2357665Only one way to know. Maybe if you cut the blood thorns other stuff will start growingThere seems to be little information on the workings of cave layers biomes. I remember once in my fort where one of my layers was just mud, and nothing else growing. I tried finding more info on if it was bug or something else and couldnt find much info
>>2357675I see.Well then, I will figure it out through empirical research and report back when I have some answers.Do you have any more cavern related questions you would like answered? I will be performing some tests in the following weeks...
>>2357675>>2357665At least in my fort, there are no nether-caps, and my attempts to get them to appear out of nowhere by creating tree farms on low levels have not worked
>>2357692Will see if I have success and let you know.Honestly? I think that unless it was in your map from the start, you do not get it by changing your enviroment, unless you use dfhack.Who knows? I might be wrong, but only through testing can I know for sure.
>>2357580How’s it going? Total fort collapse or have you somehow managed to hang on? I love evil biome starts, some new FUN every time. Currently playing a reviving biome and had giant elephants show up alongside a necromancer siege, that was impressive
>>2357890Does the reviving effect kill all plants and trees on both the surface and caverns, or only at surface? I noticed that once you breach the cavern that fungus floor start growing, as well as harvestable plants, but can fungus trees grow as well?
>>2357583thanks, drowning them works perfectly. >>2357193i'll actually try getting the book because i want a second necromancer to keep anything i dump in this pit permanently ressed.
>>2358058>thanks, drowning them works perfectlyGlad to hear it.>>2358058>i'll actually try getting the book because i want a second necromancer to keep anything i dump in this pit permanently ressed.You could also try getting a vampire, while you are at it.
Every time I send squads to raid somewhere they get stuck and never return.Is there any fix to this?
>>2358112There should be a dfhack command for that
>>2358147Fix retrieve units is not working.
>>2358178Dunno then mate, sorry
>>2358250>>2358112I reloaded the game and started experimenting with it.Turns out there is a much higher chance to avoid this bug if you send a single squad instead of multiple squads...That is not to say that a single squad will never trigger this bug, it still happens, but it is far less likely to do so.I believe the problem happens when 1 or more dorfs are injured, they get stuck leaving the map and prevents the mission from being carried out.Will test it further later on.Also noticed that the necromancer tower I raided still has 1 rumored artifact inside despite the numerous raids I sent to collect them all, not sure if that means it is much harder to find or simply a fake rumour.
>>2358513I had some dwarves go missing on raids, fix/stuck-squads didn’t work, and then about 1/4 of them came back with migrant waves 20 years later (no migrants for that long because of an bugged civil war with my civ)I started saving before every raid just in case. No shame in savescumming if you’re doing it because of bugs.For the artifact in the tower, I’ve seen that too. Try a “retrieve artifact” mission.
>>2358619>Try a “retrieve artifact” mission.Uh, that option does not show up in the mission list, how do I do that?
>>2358619If the enemy is travelling to attack your fort and your dwarves leave the map for a raid etc before the attack happens, it usually bugs the fuck out of any dwarves that leave. Getting them back doesn't always work so I recommend saving before any raid.
>>2358652There is a button on the world menu that shows all the Artifacts. Scroll down to the one you want and click it to create a mission.
>>2358914Wiki says it is a mission that can take up to 3 years...How many dorfs do I need to send? I would rather not send a full squad to a mission that might bug and get them stuck, specially one that I will only figure out is bugged after 3 whole ingame years!
>>2359243It’s up to 3 years if the artifact’s location isn’t known and your squad needs to travel around collecting rumors.Since you know the site, it should just be the time it takes for your squad to get to the tower and back.Dwarves will engage in combat to retrieve artifacts. If you’ve killed everyone in the tower already you don’t need a big squad.
>>2359533Sounds good, I will try later tonight.
>>2357926Anyone knows this? I am planning on embarking on an evil biome next fortress, need to know what my limitations would be in such an enviroment...
>>2359889If saplings for mushroom trees appear on the fungus floor after breaching, yes. The issue is they don't have the space to grow unless you make the space.
>>2359959So, how many z levels of empty space ould be needed for fully grown trees? 4 or 5?
dorf butt
>>2360878oh nasty!!
>>2360878>>2360889Kill yourself
>Make world>Playable civilization has 30 Pop and 4 sitesI’m playing this one regardless because being the last gasp of a dead civilization is awesome, but what am I in for? How does 30 pop actually impact migrants? I’m asking in a more mechanical sense, like are the first two waves auto-generated people made from the aether or is every Dwarf (even the starting 7) part of the Pop Total.
>>2361422Luckily for you, Steam Fortress actually has two hard-coded migrant waves instead of pre Steam where you naturally wouldn't get any
>>2361422Your 3 first migrations are free, from then on you should take care of your dorfs, specially mothers.What is your embark enviroment, savegery and spirit?
i made a new one.
>>2353885You cant reach hell "by accident" diging down on normal rock, eventualy you will reach magma/molten rock and be unable to dig down further. You can only reach hell by digging the adamantine/obsidian veins in the very bottom of the map, and not every map is guaranteed to have said veins. During world gen they are spaced out to only happen every 126x126 or so tiles, so at the bare minimun you need a 4x4 embark to guarantee "hell veins". You can still find them in 1x1, 2x2 and 3x3 embarks but the smaller the map, the smaller the chance you actualy hit one.
>>2361529>What is your embark environment, savagery and spirit?I don't know. I haven't decided yet. That's the big thing I need to figure out tonight. I'll look into Legends to find out what happened to this civilization, and go from there. Any ideas? The small number of Dwarves means each Dwarf "matters," and I could give them proper housing and care instead of the usual 3x2 bug pod a big Fortress gets.Speaking of which, what is the "mandatory" medical skill if I want to have effective medical care? It's been a real hot minute since I've played, and last time I went Diagnostician I remember it didn't end too well.
>>2361715I reached it by accident once, i happened to be digging right into one of these veins by sheer luck.Also, cant you use water to generate obsidan at the magma sea? Or does it evaporate into mist instantly?
>>2361791>don't know. I haven't decided yet. That's the big thing I need to figure out tonight. I'll look into Legends to find out what happened to this civilization, and go from there. Any ideas? The small number of Dwarves means each Dwarf "matters," and I could give them proper housing and care instead of the usual 3x2 bug pod a big Fortress gets.Well, you do not need to push your luck, so avoid evil and savage biomes, try finding a "good" spirit biome, those are usually easier due to less aggressive wildlife "mostly", bountiful with forageables such as sun berries, which produce the best alcohol in the game.I would also rely mostly on bolt throwers, to reduce your pop inestment into warriors.
>>2361811Yes, you can essentialy create infinite obsidian if ou have divert a river or an aquifier to the magma, wich is kind funny because obsidian is the most valuable rock ( multiplier of 3), where most rock are either multi2 or multi1, and all others are finite.
>>2361847Right, but if I dump a river there, wont it start creating a new obsidian vein through which you can breach hell? Provided you have an infinite source of water like a river for this purpose.
>>2360910qrd?
>>2358058>>2357353>>2357186>>2357163>>2357148I just got my slab containing the secrets of life and death, seems to be the original too!How do I make a proper revival chamber?
what are some>must havethings when running worldgen for you guys?big oceans, necromance towers, huge forests
>>236263010x the amount of volcanos
>>2362094autismmany such cases
>>2362094Autism and thread ruining faggotry.he hates actual drawfags and kept trying to split the thread or bait flamewars with /rwg/, which is why to this day they still have an asshurt line about df in their general's OP.
>>2362255That’s the neat part, you don’t. Dwarves can’t read slabs in fortress mode. I have one in the middle of my library as decoration, next to my slightly-less-useless adamantine floodgate.You can try raiding towers for copies, or retire your fort and visit it as an adventurer and write a copy.
>>2362708So, even if I leave it at my library in a pedestal, open to all, no one will randomly read it and become a necromancer, even if they are visitors? And there is no way for one of them to make a paper copy of it?
>>2362838If you fuck off for a while and play another fort or an adventurer they should sometimes read it during the few-week backround world gen
>>2362894But I would need to retire my fortress in order to start an adventurer game right?
>>2363030Yeah, but it isn't like you can't unretire at any point
>>2363045Never done that, but wont i lose all my dorfs, stockpiled items and leave my fortress in ruins doing so?
>>2363078not really, IIRC it just fucks the liquid related stuff in the fortbut its a safe method to get vampires/necromancers inside your fort
>>2363089>just fucks the liquid related stuff in the fortLike what? Depleting cisterns? Destroying waterways that I use to detour a river? My magma pumpstack?
>>2363093yes pretty much all of that and it's pretty random at times
>>2363093>>2363094oh and I dont exactly remember what kind of furniture gets removed but you will have to rebuild all the, let's say, cabinets you have build
>>2363095Daam, with a floor dedicated exclusively to 400 individual bedrooms, this will be a alot of furniture to be replaced.
>>2363103its cabinets and chests/coffers IIRC
>>2363105Oh god, that is a massive amount of furniture to replace.Guess I should at least ATTEMPT to find a scroll or book with the secrets of life and death BEFORE I resort to these extremes.My fort has just reached a nice point in which I have everything too! I have an underground greenhouse for surface plants, an underground tree farm for mushroom trees, magma pumpstack feeding magma for magmasmelters/furnaces, obsidian factory, I even began widespread modification of the caves!Cant just leave now!
>>2363166or use DF to make a dorf a vampire/necromancer
>>2351001You toggle it in settings or there is also a togglecursor command in dfhack.
>be me not paying attention while map is on fire and the 300+ animals i pillaged are being converted into llama grease.>notice 4 goblins(tame) in my fort.odd. i've never had this happen before.
>>2364130Never seen it either, can you train them? Or are they guests?
>>2364348They're not affiliated with any civ and don't do any jobs. They can't even seem to form relationships so I can't farm them for goblins. Might try expelling them to a conquered spot to see if they reproduce offscreen.
>>2364348
>>2364610>can't even seem to form relationshipsI wonder if you can get them to reproduce if you stick then in a pen, could be useful to creating a colliseum to train troops.
>>2351699impressive. well done, anonsome FUN stories to share from that fort?
>>2352474>siegers will build bridges to overcome moats or precipices, will build stairs to overcome tall walls, will dig down to breach your fortress, will break/dig through walls to reach you.Lame. Can I disable that?
>>2364880The fortress of Syrupbridges is nearly 30 years old now, and this magma moat has brought about the second golden age.Dwarves get a few random months off each year to read in the well-stocked library, and happiness among the unmaimed is at an all-time high.A lot has happened here, especially in the earlier years when there were epic battles against invaders and megabeasts, with the glory and death that brings.Three children saw their parents get killed by a forgotten beast, became depressed, haggard, and destructive- but eventually turned their lives around and became upstanding citizens, before all getting shot while manning bolt throwers during sieges.“Rip Van Winkle” spent 20 years stuck in a hospital bed, resulting in an army of legendary doctors. He died of thirst when I didn’t notice the dwarves used up the entire cavern lake we were using as a reservoir.The careful excavation of an unusual volcanic wall was not careful enough, and water swept a dwarf through a fortification and into the hollow adamantine tube. With some perfectly staged construction, good timing, and a lot of luck, we rescued him and established a foothold in the underworld] that will eventually be a sun berry farm.A weredonkey turned two of my citizens. I built an isolation cabin outside with a library, a temple, nice bedrooms, and bolt throwers just in case. The plan was to let manage work orders and bookkeeping in a cozy environment with a friend. One full moon, one of them was standing next to the bolt thrower, and a hunter saw him through the fortifications and shot him dead.My champion is one of my original 7, and is an absolute legend of a warrior, clad with a full set of artifact adamantine armor except for one masterwork gauntlet.A giant came bearing a slade slab containing the secrets of life and death, which possibly could have saved her if she knew how to read. It took forever to haul it to my library due to the weight.
>>2364952Do not think so, maybe with mods?
I started a game near a necromancer tower, expecting constant merciless raids and griding warfare.What I got was a single lonely raid in year 2, and nothing from that point on.Is this normal? Do I need to start sending raids against other civs in order to get them to attack me back?
>>2365063Maybe I should just play an older version of the game. It's curious how you can customize those options like other games like Project Zomboid.
>>2365208*can't
>>2365208>It's curious how you can customize those options like other games like Project Zomboid.I never said that, I said I personally do not know, and maybe you can with mods.There is a big ass list of custom settings for world gen, for example, which I have little understanding of, so maybe try there?
>>2365014>The careful excavation of an unusual volcanic wall was not careful enough, and water swept a dwarf through a fortification and into the hollow adamantine tube. With some perfectly staged construction, good timing, and a lot of luck, we rescued him and established a foothold in the underworld] that will eventually be a sun berry farm.I am new, what does the underworld havr to do with a sunberry farm? And where did you get sunberry seeds from?
>>2365394It’s just for style pointsSunberries are used to make the most valuable alcohol in the game. They’re only found in good surroundings. I embarked in a savage good region that turned out to be barren, so I had to demand tribute from some goblins in another good region across the map to get some.They only grow aboveground, so to grow them in the underworld you need dig a channel through the entire Z height of your map and make a safe spot to farm in an extremely dangerous area
I need some help, the fucking queen, liason and entourage declared my fortress the capital, moved in, but remain as guests!Now I got the queen, consort and liasoj as guests, and I cannot assign them a bedroom, dinning hall or office because they are guests, not residents!What do I do? Will I have to start over a new game?
>>2362708After carefully checking the "written contents" tab of the object window, I have found a scroll called "New Secret" that contains the secret of life and death!I am building a burrow with everything needed for a necromancer and his family.What is a proper necromancer lair design I can build to create a revival chamber later on?
have they fixed marksdwarves yet?
>>2365985yes but no
>Embark on part of a small island with beachfront property>Horseshoe crabs roaming around>Dig down>3 layer aquifer>Fugg how do I get through this>Figure out I can quickly dig out a 5x5>Water doesn't rise fast enough and I can build wood walls to make it a 3x3 staircase>Water doesn't seep through the wooden walls eitherThat was easier than I thought>Have my dwarfs chop down and gather from large swathes of land>Fisherdorf going ham catching a pile of fish>Suddenly agitated ravens getting dwarfs killed>Apparently agitation is a thing in wilderness biomes>Wtf, I learned a new mechanic>Giant ass grizzly bear has joined the server>Bee-lining towards the wagon>Migrant wave brought like 10 dwarven children>They're hanging about the wagon>Ruh-roh>Fuck it, maybe the bear can adjust the ratio>Dwarf children actually ganging up on the bear>One dies but they're driving it back to the woods>Bear is vomiting and everyone is tired from the fight>Random miner dwarf comes in and drives his pick through the bear's skull and proceeds along his path like nothing happenedI'm surprised the dwarven children were able to win that 10v1 versus a giant grizzly bear
>>2366263Dorfs are a though race of hardy stock.
I am attacking a ~200 necromancer fortress using only 10 elite warriors in steel gear, and am taking all their books slowly with each raid.If I loot it all, and they are not fully dead, will they refill the library with new books?
>>2364611just like in my mindbreak mangas
>>2365842Anyone have any idea on how to fix this?
>>2365842Armok wants you to break the laws of hospitality and write a tragedy about damned fortress.
>>2366990>break the laws of hospitalityWhat would those be?
>Build tomb with coffin and door>Says it's assigned to a dead dwarf>No one brought the dead dwarf's skeleton to the coffin>Now dwarf's ghost scared another dwarf to deathWhy aren't they burying the dwarf's skeleton? The skeletal remains are accessible.
How to get the best possible soil for farming?
>>2367167Do it on the cavern layers, use fertilizer too for max yield.
>>2367166Is it forbidden or unreachable?Either way, make a slab and have t engraved in memory of the ghost, then place it somewhere, ghost will be put to rest.
>>2366990>Armok wants you to break the laws of hospitality and write a tragedy about damned fortress.Any suggestions?
Any way to change the rate of forgotten beasts coming to my fort (also with DFhack)? I play very long games in the same world so usually the first fortress collects all the existing ones...
>>2368068During world creation ick a very large number of FB.
Has there anything been done about FPS death in the last couple of years or are we still forced to basically abandon a fort after 15 years?
>>2368165Not old enough in the game to tell, but I guess so?From what I read, the gane has been updated to handle multi-threading, as well as several streamline improvements to allow for lesser impact on your FPS.Of course, if you run it in an outdated notebook like mine, you will not have enough processing power for these updates to make any visible difference.But what I have found to make the late gane bareable is the usage f dfhack fastdwarf command.Fastdwarf 1 will make your dorfs always move at max speed, and fastdwarf 1 1 will make them teleport to destination as well.The years pass much slower, but you can still operate your fortress.Other than that, your max dorfs setting will have a heavy impact on performance. The game was designed to handle around 200 dorfs in your fortress, when you begin to mess with those settings during late game you slow your game to a crawl.Population should increase slowly through childbirth, not migration.It takes like 15 to 18 years for a child to become an adult.ALSO, and do not quote me on that, I heard you can greatly improve performance by messing with high/low priority travel areas. I dunno enough to tell you otherwise.All I can say is that I started at the steam version and am enjoying it ever since.
>>2368165It’s a lot better than it used to be. I have a 200 population, a bunch of livestock, and a mist generator running at 30-40 FPS on a laptop, without using any of the FPS tricks on the wiki except traffic designations.That would have been unthinkable back in the 40d days when computers were slower and the software sucked.
>>2368239Yeah I was using all sorts of tricks on my 25 year old fort, all the dfhack cleanup scripts, etc. but I was still scraping by at like 10 fps which for 25 years is pretty good but it usually just becomes a game of fighting FPS death and becomes unenjoyable. Plus at that point if there is a fire or something you need to live with 0-1 fps until you manually remove all the smoke and shit as well and stuff like that
I got a human monster slayer visitor that was exploring the caverns and now can't pathfind his way back. I'm getting spammed with messages about how he can't find a way back to eat and it's making my game chug and lag hard.
>>2368733Did something block his path back?If nothing else works, you could just exterminate him using dfhack.
Getting a fucking wierd bug where I can't place walls. Dwarves have access, wood all over the place, but the only material choice that displays is copper bars and they can't seem to build from that either. Pretty game breaking, unsure if this is a bug or if I'm retarded.
>>2368832Either something is obstructing pathways to the area, or you messed with some settings like using only metal bars, post a screenshot of you trying to build a wall and seeing only the bars, please.
I think every available building material is already linked to a quick fort construction.So the items aren't forbidden, formally, but a script prevents them showing up as binding mats. Thus nothing can be placed or qued until the autobuild is finished. This is a new bug,I think it came with the planner utilities.
Can't tell if this is suspend manager update or some other DFhack utility. But it was force integrated in my version. Seems the issue related to shallow water, but honestly fuck this. I can't even dig 4 tiles down. Turning off suspend manager doesn't do anything, nor does resetting suspend settings, can't find anything on buildingplan filters. This would fucking agrivated anyone. Someone broke the game again
>>2368733Make a one dwarf squad and see if it can path to the human. Sometimes it's stairs disconnected. Another cause is a sentient unit climbs or swims somewhere because they fell, but won't willingly swim/ climb back.
>>2368239Pathing conflicts create massive lag because up to 200 dwarves are trying to dynamically path around each other in halls.Now that enemies can destroy walls the age of one tile access hall is over, players will build much more open bases and defend with far more army and far fewer static traps. I recommend low travel on all flowing water, beside bridges, beside gates. You want dwarves to duck over each other in order to stay on their original path and not have to repath.The ideal central staircase is a hotly contested issue, but my take is even hotter, build an open base. Multiple staircases, no collisions.
Bolt throwers. Starting skills. How many combat dwarves to you deploy with, is it justified having no melee dwarves, or having a siege engineer on deploy. Because what enemy can charge a bolt thrower? Siege engineer is only one skill point, whereas your melee dwarves need several before they're effective. Which bolts do you deploy with for bolt throwers, what's the dam/cost meta here? I'm taking copper bars for copper stacks.
>>2368864I never embark with combat dorfs, bolt throwers can be manned by anyone and are just as effective as if they were used by legendary siege engineers, you just need a lot of bolts.Usually, I go with copper bolts for a hunter, then use the bones of the dead animals to make bone bolts, as well as mass producing wooden bolts.
>>2368819>>2368858I think I'm going to dig a path to make sure he was a way back because he's holding my framerate hostage. The upper cavern is huge and spans the entire 5x5 tile. My base is near the north edge of the map and he made his way all the way to the south.The nice thing is the human monster slayers explored and found some magma a few Z-levels beneath the surface layer.
How are you supposed to deal with a forgotten beast with a 30-dwarf fortress? These.monster slayers are useless.
>>2370764A 10 dorf squad wearing metal armor should be enough if they trained for a while.
>>2370868It's over then. I guess the FBs own the caverns until I up my fortress pop.
>>2371061Do not be so sure.Do you have the means to mass produce bolts? If so, you just need to build a long corridor with a gapped wall at the end with a bolt thrower, and then use your soldiers to draw it to the trap.Bolt throwers are the current meta, nothing can survive them.Just be sure to have enough bolts to feed it.
Do demons come back to life? One that was leading a goblin army and was killed by my champion is somehow leading armies on the map again? Or are the news and rumours sometimes not entirely accurate?
wtf are recommending to me, youtube.https://www.youtube.com/watch?v=oHMpq8kteEc
>>2370764Controlled cave in
>Hello. Since the last patch, things have been afoot in Magicville. I spent some time on magical populations of people, and the infrastructure we need for that. For instance, a world can have an earlier civilization where everybody can links to one of the procedural generated magic forces and use effects more freely than the lab-using wizards of the fort mode era. That sort of thing is in now, with the relevant objects generated by lua but available in the regular interaction txt files.>The next chunk of time I spent working on the labs, since Jacob provided over three hundred images of lab bits for me to use ha ha. The game can now construct images of workshops supporting a variety of different vibes, from botany to rune-carving to orbs and mirrors to necromancy to brewing and alchemy to scrolls and books to lightning. We've kept them the standard 3x3 tile size to make it all manageable, but there are some animations (for mechanisms, electricity, candle flames, etc.). It's pretty wholesome.>I'm going to switch gears now to the next routine patch, for sometime mid-Aprilish. So far it seems like magic work and routine patches will co-exist nicely, which is good. If I can keep up a monthly patch cycle while making progress on the magic/army/diplomacy release, that should be good enough.
Building a castle with a very deep moat, and a defensive hall underground just in the entrance. I need a shortcut so my dwarves dont have to walk the entire spiraling defensive halls to get to-and-from the surface. Whats the best way to do this? A retractable bridge perhaps?Also, is it good to also have walls on the outside of my moat too?How tall should my castle walls be in general?
>>2371240The sky is the limit, but nowadays enemies will just dig through your shit anyways if they find no other way. What you probably should consider is the firing arcs when planning galleries for your bolt throwers since i dont know if they get a minimum range based on their hight
>>2371240A retractable bridge would work but depenfing on the setup, if the siegers have flying mounts they might bypass it. Some flooding chamber contraption might be harder to setup but do the job better.
>build room>engrave it all>realise I need to make a door out>take down three walls>place floor>can't engrave floor>what>clicking on the tile brings up the previous wall engravinghow fix
>>2371247Got it. Yeah, firing arcs was something I was wondering about. The firing platforms themselves are 1z above the halls I'd be shooting into (i'm carving the halls with "ramps" below the shooting platforms, so theyre 2z tall). I think it'll be mostly effective, but I'm inexperienced with DF in general, and haven't really made defenses like this before.>>2371249Thats a good idea! I did kinda want my defense halls to be flood-able, I'll try to make it so the shortcut entrance also floods when this happens. Or maybe I'll keep them seperately flooded. Anyway, thank you.Another thing I'm thinking about is: the hallways are 2z high, but to if I wanted to flood safely without leaking into my shooting platforms, I'd only flood 1z. But is this as effective at killing my enemies? I made a figure below. See how my dwarves get flooded>______ ceiling>~~~~~~~~~~~~++(dwarves)++~~WATER LEVEL> (goblins)vs the safer but less flooded>______ ceiling> ++(dwarves)++>~~~~(goblins)~~WATER LEVEL
>>2371247>dont know if they get a minimum range based on their hightThey do, the higher the z level, the further you can reach but the minimun range increases as well, so throwers on z levels above the enemy will stop firing if they get close enough.>>2371240Do not make shortcuts, just let them take their time going to the surface, it is better than risking enemies using it to get inside
>>2371291Yes, firing archs are a thing, if the thrower is at the same z level as the enemy it can shoot at enemies that are directly in front of a gapped wall, but the one on above z levels will have greater max range but also a min range in which they will not be able to fire at. This does not apply to firing at enemies on z levels above the thrower, so you can shoot at flying enemies normally, as long as they do not reach the operator and engage in melee.About the flooding, I would say it would work better with magma, but I guess flooding the first z level would force enemies to swim, which I believe makes them vulnerable. A good option would be to have a flushing sustem attached, allowing you to flood the z level and then open the floodgates so that it quickly drains the water, creating a current that would drag enemies away into the flooding system. If you have it attached to a cistern that gets flooded several z levels high, you could use a lever operated grate to lock the units dragged by the current inside, allowing you to flood it completely and drowning any enemy inside.
>mfw I just want to make a big shiny Bass Pro Shop Pyramid in the desert but the surface is a dysgenic nightmare of pebbles, grass patches and bare stoneI don't want irrigation, I just want a nice uniform shade of shiny yellow sand so my eyes don't go "NYEH!" Every time I go to the filthy surface world.
>Things are going well over here. As stated in the recent dev log, we have the graphics up for the magical research labs that'll be in fort mode. We've also been working on the "era mode" that occurs before regular world gen now, where some thousands of years pass and civilizations can be more reliable destroyed for later digging up by yourselves, the magical ruins finders.Cool, things have really speeded up. Will DF be on v1.0 by 2030?
>>2371649>Will DF be on v1.0 by 2030?We went from 50.xx to 53.xx in 3 years. Now I dont remember what Toady said about its version number system and at what number he would consider DF to be 1.0, but I doubt it is going to happen in the next 4 years, save for unless maybe if he hires another 1-2 new programmers
I was looking at DF version history, and it left me wondering what was happening Toady between december 2015 and 2020I get that starting from mid 2020 he was working on 50.xx, but during this time it looks like fucking nothing happened compared to the previous years, and now that he hired putnam. I guess he must have toggled the old man switch real hard.
>>2371756Well, considering this was a f2p game project whose expenses he was paying for out of his own pocket, it is a miracle he pushed it as far as he did with no financial aid.
>>2371155>>2371227What's the meta with caverns anyway? Are they supposed to be generally avoided due to the forgotten beast problem? At least until late game? The potential for tree farms, exposed ore/gem veins, fishing, and gathering is super strong. Maybe I should just ignore them or keep them sealed at least.
>>2371957I build a drawbridge at the entrance, then rush walls in narrow passages to enclose as much area as possible with as few walls as possible.Caverns are useful for grazing, water, and everything else you mentioned.I do this at the start because it’s hard to open up a cavern that’s been sealed for a long time. Forgotten beasts will have been fighting each other for years in there, and you’ll wind up facing the strongest one. Plus, your dwarves will want to rush in to every corner to haul a bunch of crundle corpses.But, if you’re ok with surface grazing and woodcutting, then you could just seal the cavern and never think about it again
Having problems with meta stockpiles after the last update. DFhack keeps automatically assigning boxes to feeder stockpiles, over and over, which results in an endless loop of box throwing with the dwarves never unloading the boxes.
>>2371957I usually dig down till I find it, wall it up and make a barracks with a corridor leading into the cavern, this way if anything wants to invade your fortress from below they would need to get past the warriors.FBs are hardly a big enough problem though, you just need to avoid them until you have 10 warriors equipped with iron or steel armor and weapons.The only real problem are fire spitting FB, not because they are hard to kill but because the fire and smoke will cause fps drop to 1. Use dfhack to extinguish the fire and clear smoke.
>>2371182I dont think so. Maybe it could be someone assuming a fake identity, or as you suggested inaccurate rumours
got back into this, did an easy mode serene temperate base for warm up and now I've been trying to git gud by doing embarks near necrotowers, savage or hauntedgoal is to just get a fort running without cheese like just instantly boxing up and burrowing down or fully closing the base off otherwiseI got pretty close to having a viable fort last time (savage+necrotower) but year 1 undead 1 legendary wrestler + 6 decent undeads wiped my warriors (1 leader/melee+3 melee, 1 marksdwarf)I got 5 decents down but then the wrestler finished off my wounded dorfsI feel like it would have been survivable with 3 melee+2 marks and a proper moat chokepoint; but I had focused on getting everything else setup first which was is an obvious mistake in hindsight. moat+bridge first in the future.embark was raw mats > iron weapons+full copper armour for the 5 military, iron tools for my "lumberjack" (actually 5 leatherworking+5 bowyer) and "miner" (actually 5 armorsmith+5 weaponsmith), alcohol, milk for cheese, a few war dogs (saved me from an elephant three months in)+chickens+a few random mats like leather for quiver/waterskins etc.it's pretty fun getting a little further along every time
>>2372547Here is my suggestion to approach savage necrotowers, from my limited experience.You dig a 3x3 channel down, make a 3x20 corridor as an entrance, turning a corner. Then you dig the wall at the end of the corridor, make a reinforced gapped wall and place 3 bolt throwers.Rush that, and crafting workshops to make bulk amounts of wooden and bone bolts.Place a bunch of stonedrop and cage traps in the corridor.When the necro forces show up, activate emergency burrow to draw in all your dorfs, remove animal pen of outside pastures and set one inside to make the animals move there.Then, with your dorfs and animals safe, have your warriors gather inside of the corridor, at the corner after the throwers.Have your thowers manned and ready to shoot at enemies, and then you wait patiently as the slow ass undeads shamble towards the entrance.Allow the traps and bolt throwers to take out as many of them as you can, and only order your warriors to attack once they reach near the fortified walls.This way the bolts and traps will weaken the enemy, allowing your dorfs to have a much easier time finishing them off.And no, this is not cheesing it, it is in fact the proper approach to hard battles when you are in your early years and lack a proper military force.And most importantly, when you DO attack them, first check if there is a necromancer amongst them, and if so target it first, otherwise it will revive corpses and body parts and draw out the fight longer.
>Things are going well over here. As stated in the recent dev log, we have the graphics up for the magical research labs that'll be in fort mode. We've also been working on the "era mode" that occurs before regular world gen now, where some thousands of years pass and civilizations can be more reliable destroyed for later digging up by yourselves, the magical ruins finders.We Indiana Urist now
>>2371240Easiest way is to use floodgates to build a water lock. Building destroyers will break the flood gate, which just leaves it flooded with no way in. But in peace time, you can use the flood gates to drain it, and you can use that as your main entry
>>2370764Depends what kind of beast it is. It's far more common to get FBs with deadly attacks than to get impenetrable armour, archers behind fortifications or bolt throwers, or a ballisa will often totally wreck even the harder beats..If they're invincible armour? Not stupid to just wall off the cavern and wait for them to go away, or fight other hard cave enemies. You can drop when in a pit with bridges, not all can climb, especially the invincible ones. Cobalt mine cart full of cobalt blocks? You an also use supports to hold up a very large section of the cave roof, just cut the roof away until it's only connected to the hallway beneath it
War rinos OP.Three soldiers, 9 war rinos just curb stomped a necro tower and killed an implausible number of minions, hundreds.And you don't really need to equip them, you can train them in year one
So building destroyers can destroy doors and floodgates but not walls, floors, or staircases. Can they destroy bridges?
>>2372826no
Is there any work being done towards fixing the issues of sending squads on missions? Tired of having to savescum in order to perform a mission after 10 or so attempts that bugged...
>>2372908I think one of the previous updates tried to address at least some of the problem, but clearly wasnt enough.As things usually go with those types of bug (see marksdwarf) the only "garantee" of a fix or at least some improvement, will be when toady decides to do a full rework of the feature. In this case when toady decide to add controllable off site battles.
Why are forgotten beasts such racist assholes
>>2356652
>>2373502oooh nasty!!!
>>2373512Fuck off cunt
>>2373652dorf butt!
>>2373502It do be like this
does it have shortcut support yet
>>2371756He had ass cancer at the time. Why do you think he had to sell out and release a steam version?
>>2371881He has/had donations.
>>2373823That was his brother
>>2371881He had regular donations mate, it isn't like he made nothing from it. If anything he released it on steam because his bro had medical debt
>>2373823It was his brother.And was something on his nose ircc.
>>2373809There has aways been shortcuts in the game. Not for everything however, if that is what you are asking.
>>2373825>>2374037Yes, but taking donations for your f2p game is not the same as selling it on steam or having some gaming company backing your project up financially.The fact is that you do not even NEED to buy the steam version, you can download the free ascii version and add tilesets.
Forgotten beasts tongue my anus
>The first part of the month I'm working on a routine patch. This time around we're focusing on some more long-standing usability issues.>I've changed how bins work on the trade screen so you can select all the items by clicking the bin, and then uncheck items if you want to remove a few (rather than the other way around, which was weird.) You can also click anywhere on the entry rather than having to hit the checkbox.>There's a list of accepted building petitions for temples and guildhalls now so you can remember them and check on your progress, and more information is shown in location lists about the religions and guilds and petitions.>Traders bring properly sized clothing, including a proportional amount for any oddly-shaped long-term residents and citizens. They also bring more finished clothing. I also made clothes wear down more slowly.>I added tooltips when adding a new workshop task to show the product and required materials. I also reordered some buttons on the work order menu.
>>2374860oooh nasty!!!
>>2371756Because literally nothing happened in that timeHe kept promising the magic update for several years, then he turned back and said he's doing the graphics updateOriginal timeline for the magic update was supposed to be 2018. He kept pushing it back and back. Then he took about 4 years to do the graphics. Strange times.
A dwarven caravan arrived and the merchant instantly got wrecked by wildlife before the merchant guard could protect him. The guard survived but the merchant died. All their trade goods were dropped on the floor. Has this happened to anyone before?
>>2375823Yeah. Merchant caravan can be destroyed. Even on purpose.
>>2375996Will they get pissed and declare war on me? Am I allowed to pick up their stuff? If so that seems pretty cheesy, you can get all the trade caravans' stuff by wiping them out. You don't even need to trade lol
>>2376029Yes, they might get pissed off or stop comming because their caravans repeatedly fail to return home; and even declare war on you if you are the one fucking with them. And yes you can take their shit, the trade depot even give you an option to seize shit in it.
i haven't been in this gen since before the steam version released, why is it on /vst/ now?
>>2376041Because the /dfg/ doesnt have as many frequent posters as it used to, and was having peaks and downs in activity, which with /vg/ being spammed by gachashit generals, staying there became quickily unsustainable, even before the steam release. Anons were having DF threads here anyways. So when the mods lifted the No Generals rule, /dfg/ just officialy migrated alongside other /vg/ refugees.
>>2376072god damn, I didn't know the gachaslop was as destructive even to /vg/, that's sad
Did stationing guards always work so terribly? They don't seem to do anything unless they're directly attacked. They'll just let kobolds et al run away
>>2376038Okay I need to get my army to clear out the wildlife come next autumn. I really need to trade.Speaking of trade. How do I get humans and elves to send their trade caravans to me? Do I need to raise the value of my exports? I've got like 20 visitors among humans, elves, dwarves, and even a goblin in my tavern. I made sure to choose to embark to a site less than 3 days travel to each race so they should be close enough.
>>2376121If you are in range of a human/elf settlement(you get this info when picking a embark location) and they are not at war with you, they should send their own caravans during spring and summer. Otherwise, or if you want some other civ to also send trade caravans, I belive but I'm not entirely sure, that you have to send some dwarf on a mission to demand tribute from them. They will reject but if i'm not mistake this opens up relations between your fort and said nation and they will send caravans.
>>2376287That's nice
>>2376177That is correct.You can only have 1 caravan of each race coming to you on their respective season, if you start a war with the one near you, you can replace it by sending a dorf to demand tribute from another civ of the same race, which will begin sending a caravan.
There is nothing to catch in the eastern swamps.
I was panning around the map and noticed a fresh dwarf corpse show up in my corpse stockpile. The weird thing is, I didn't get any announcements. Nothing like "dwarf was found dead." No notifications of fighting. Nothing. Anyone have any ideas?
>>2376830Strange, my first guess would be a vampire killed, but it would have triggered a warning for his body being found drainned of blood. It could have been a visitor who got KWABed, but I dont know how visitor death trigger the announcments. Maybe this dwarf was goblin soldier slave who got killed invading your fort?
>>2376970>my first guess would be a vampire killedThat's what I thought at first too. These vampires seem to always show up and I haven't had one yet. But no one finding the dwarf drained of blood is throwing me off. And I can't examine the corpse. So I checked the wiki page on vampires to freshen things up. I checked the noble screen to screen for dwarves with a lot of social skills that I don't recognize. I got a 127 y/o legendary bowyer in my last migrant wave. She has a lot of social skills. Lots of group affiliations. And when I checked her thoughts, there it was. A thought about being terrified over seeing a dead dwarf and none other than our victim dwarf, and satisfaction over a recent meal. My best guess is she drained the dwarf, got him killed, then found his body and decided not to report anything. Since she was the one who did the crime. Only secretly dropping his corpse off at the corpse stockpile and acting like nothing happened. That's my best lead so far. I'm going to seal her away and maybe replace her as my bookkeeper. Vampires don't need to drink, eat, or sleep and can survive indefinitely. And if somehow catastrophic happens to the fort, she'll be my lifeline. I don't want to kill her because I remember reading somewhere that there is a cap to vampires or something. If I kill her, then another vampire might show up. If I don't, the game knows I already have a vampire and won't send more, or at least not too many more. I want to reload an earlier save just to see what dwarf I lost.>It could have been a visitor who got KWABed, but I dont know how visitor death trigger the announcments.Yeah, I would have gotten a fight notification.>Maybe this dwarf was goblin soldier slave who got killed invading your fort?No invasions thus far thankfully.
>>2376499>demand tribute from another civ of the same race, which will begin sending a caravanDemanding tribute won't start a war or have negative repercussions?
>>2376984>I remember reading somewhere that there is a cap to vampires or something. If I kill her, then another vampire might show up.I can't find this though. Maybe it was changed.
>>2376985No. Its just casual dwarf diplomacy protocol.
>>2376985No, most it will do is get them to actually do start sending tribute.You can demand tribute from goblins and kobolds too.One use of this is to demand tribute from villages on specific biomes, such as a good biome, to get exclusive seeds like sun berries, which are used to make the best alcohol in the game.The ongoing tributes work very similar to caravans, on a determined season they will show up on your fortress carrying tribute. It is pretty nice to get several tributes from different civs.
>Forgotten beasts cockblock me out of caverns>Agitated wildlife cockblock me out of surface wood and fishDo I just concede those areas and make my own artificial rivers and tree farms deep into the ground?
>goblin sieges>elf sieges>undead peasant hordesI feel like all I do now is pick up garbage and corpses from constant sieges littering the map
The mineral density setting in advanced world gen doesn’t seem to work I set the number high but the metals are still everywhere
>>2378415yes
Wtf is wrong with captcha today. Fix your shit website Hiro.>Here's a quality of life patch that addresses various issues. You can see your active petitions now and it's harder to disband squads accidentally. Clothing wears down more slowly. Selecting items inside bins during trade works more intuitively. You can see the products and required items for jobs in workshops. Soldiers wear boots properly. See the full list below.
General updates>Added display of accepted petition building projects (guildhalls and temples).>Added standing orders to automatically accept or reject citizen petitions and various residency petitions.>Added standing orders allowing mining designations to globally ignore new warm/damp stone warnings.>Squad disband icon is no longer a red X that looks like it closes the menu.>Disbanding squads now requires confirmation.>Items suffer less damage from age and worn items wear down more slowly.>Traders bring clothes properly sized for all fortress citizens and long-term residents.>Added tooltips showing products and required materials when adding new tasks in workshops.>Changed behavior of bin selection in trade menu. Clicking the bin now selects all items inside as well, and these can be unselected one at a time. Clicking a selected bin unselects all of its contents.>You can now click anywhere on item listings in the trade/barter menus to select the item.>Added a select all button to the move-goods-to-depot menu.>Made squad soldiers remove shoes properly if they conflict with their uniform's boots.>Reordered work order buttons.>Clicking on name of work order or shop text allows number entry.>Made the difficulty setting "priesthood unit count" properly effect temple petitions.>Closing the unit selector no longer also closes menu that opened it.>Made stone use and children's chore scrollbars work properly.>Changed citizens label to residents in unit list to reflect all who are listed.>Show residency vs. citizenship status on unit summary sheet.>Shows the deity being worshipped in meeting hall location info box.>Shows the deity being worshipped in location assignment list.>Shows location type in meeting hall location info box.>Shows location type in location assignment list.>Shows current guildhall existence/petition status when choosing a new guildhall.>Shows current temple existence/petition status when choosing a new temple.
Also some news from the toadman>Sprites for the procedural magical workshops>Some gay MTG crossover>Toady will expand the animals raws to include prehistoric creatures and shithttps://www.youtube.com/watch?v=LTV5R7JIMQY
>>2378601Possibility 1: The curve for mineral scarcity is asymptote, so difference between two high values is probably hard to notice. Possibility 2: Shit is actually bugged
>>2378808>Magic in Dwarf FortressWhat do you guys think about this?
>>2378851I think you meant Dwarf Fortress in Magic(the Gathering)
>>2378851People have been waiting for so long that I dont even know what to think anymore. I hope it's fun. But what I would actually like to see is being able to actually go outside your fort and fuck shit up as well as major economy revamp. And no, I'm not talking about THAT economy, but rather a rebalance/rework of production since it is just so easy to just have everything if you can get the basic resources. And the stuff that usally scarce isnt essential.
>>2378851goblins getting obliterated by fireballskobolds getting zapped by storm magicturning forgotten beasts into popsicles and then farming them for silkElves getting turned into trees and chopped down and turned into beds, barrels, binswho knows what will be possible but i think it could be exciting
>>2378415You can, or you could stop being a bitch and go kill those FB and take back the caverns.Why would you not be able to? Do you still lack a full squad wearing metal armor?>>2378470I think there is a dfhack command to remove or dump all forbidden items that you could use to clean the trash after a raid.
How do you die to a butterfly? Now I lost all my legendary carpenters.Also I sent out a squad to demand tribute. It failed. They came back and lost all their fucking metal armor. At least I only geared them with iron. I'll send them out naked next time. Fucking annoying.
>>2379391I sent them on another mission. When they came back, they dropped the gear they had originally at the edge of the map after the 2nd mission for some reason. Also giant monarch butterflies are apparently no joke. I just saw one fuck up a leather-armored human swordsman and now he's drowning in a murky pool. F's in the chat for that guy.
This is what happens when you mess with a giant butterfly. Do not mess with giant butterflies.
>>2379401No one suspects the butterfly...
>>2379406ANOTHER BUTTERFLY JUST KAMIKAZED ITSELF INSIDE THE FORT TO RUIN MY TRADEI was so close to having my first trade finally after years. My dwarves finished bringing all the goods to the depot. And it literally just went on a suicide mission to kill the merchant and a dwarf child before it died. Where are the merchant guards. Now it says I can't trade. This is ridiculous. I'm about to rage abandon this fort and never settle in a savage biome ever again. It's so not worth the trouble.
Just saw it updated, will be back home tomorrow and will add it.
>>2379391>>2379400When sending out a mission to demand tribute, create a special squad of only 1 or 2 dorfs with no equipments, it makes no actual difference. And yea, giant wildlife from savage biomes will mess you up, regardless of looking harmless.>>2379414Wait...How did it even get inside? Do you not have defenses on your entrance? Or do you have a breach somewhere?
Will Dinosaurs save DF?Will DF get a snoot game mod?
>>2379512>create a special squad of only 1 or 2 dorfs with no equipments, it makes no actual difference.Ah I didn't know that. I presumed dwarves wearing armor would affect the success chances.>And yea, giant wildlife from savage biomes will mess you up, regardless of looking harmless.It's just the agitation mechanic that's way too much. It's like being sieged by monsters constantly. Because when one agitated animal goes down, another one instantly enters the map. It's like they're queued just outside the tile a hundred animals long waiting for a spot to open up to give the fort a piece of their mind.>>2379512>How did it even get inside?I have a 3-tile wide drawbridge I had down to allow the merchant traders in to the trade depot. The trade depot is just inside. Actually let me attach a pic of it. I was thinking of remodeling it so the way through the cage traps is much shorter and more enticing for wildlife and have the 3-wide tile caravan route snake around a bit to increase its access distance compared to the access distance to the fort and outside, if that makes sense.Right now I have a burrow set up so no dwarf can go outside lest they become butterfly food. Pump stack to provide magma isn't powered yet but that moat is where it'll fill.
>>2379604Dude, it is no wonder why you are getting your ass kicked, your defenses would be considered inadequate even on a peaceful biome, much less for a savage one!For starters, your drawbridge and moat are useless against flying creatures, they would just fly over it like it was not even there.The corridor you got there is too short, and there are no bolt throwers either!Make your corridor at least 20 squares long, fill it with traps and have reinforced, gapped walls with bolt throwers at the end of it.By setting those throwers to be manned and shoot at enemies, you ensure that whatever flies in will be shot down, or at least severily injured before reaching any of the dorfs.And yea, make a long ass corridor for your caravans to snake around, the enemies will take the short route.
This fire-breathing savanna titan that showed up started fighting a wren in the corner of the map. Now that faggot set the whole forest on fire and it's tanking my fps and spamming me with surface collapse messages. It's interesting how wildlife gets agitated at the dwarfs for chopping like 10 trees down meanwhile this titan can set the whole forest on fire unopposed and not get aggro'd by the protective wildlife. The map looks ugly now. The ground is scorched and the trees are all dead. And for some reason this bastard can set everything on fire and not take damage from the fire.Are fire megabeasts the worst? Nothing can even touch it because it just starts spewing fire and makes whatever that wanted to fight it panic and not land a hit in.
>>2380196You can use the extinguish command on dfhack to stop the fps death.What I do to deal with fire breathing FB is to take all my dorfs and animals inside, let it reach into my entrance corridor where my bolt throwers are and then rush it with all my warriors to hold it in place while the bolts kill it.Usually works great, as long as you are prepared.
>expanded creatures mod>embark on a half mirthful half untamed wilds surelay nothing will go wrong right?so far I'm trying to catch giant tortoisesand theres also a unicorn waltzing around
>>2380268Oh boy, this will be a lot of FUN.
>>2380196You can easily kill it by having a full ranged squad shooting at it while a melee squad hold it off.In fact, if you had a full steel armor and weapon squad at lord level, you could kill it with no archers.Just gather your army up instead of just ordering them to the target, otherwise they will come 1 by 1 and get killed.Also, have you considered war trained animals? They sure come in handy at times like these.
>>2380206>bolt throwersYeah. That's it. I'm done with these useless cravenly marksdwarf bastards. I positioned them on the top floor of the gate tower so they can shoot the titan through fortifications. I used the station mark on a tile right next to the fortification and they still insist on standing in the middle of the room. They only shoot through fortifications if they're standing next to them. So I forced them to the edges by walling the inner area off so they're forced to stand on an edge tile. But now they just run away like cowards when they have a clear safe shot at the titan. And relying to raising and lowering the drawbridge to bait the titan closer is unreliable because you don't know if and when a dwarf will get to the lever. I'm going to try to build bolt throwers in the gatehouse tower and maybe they won't run away leaving a poor innocent defenseless kitten to the mercy of the titan when they could have saved it and shot the titan.
>>2380593>I'm going to try to build bolt throwers in the gatehouse towerJust remenber, the bolt throwers can only shoot at enemies directly adjacent to the reinforced wall if they are on the same z level as the enemy.If you build them on a higher z level, like a tower, their max range will increase, but they will also get a min range, so enemies that get too close will be on their blindspot.This is increased the higher the z level difference.I suggest having throwers on both the ground level where your warrior dorfs will be and on the tower, this way you have extra range on the top ones and no blindspots for the lower ones.And yea, marksdorfs have been bugged forever, they are unreliabe at best when used with fortifications, they are only good on open fields when combined with warriors to meele the target.
I am seeking suggestions on where my next fortress should be.I have no experience dealing with high temperature or low temperature biomes, what do I need to know before embarking?Also, is embarking by a sea much different from a river? How do you normally deal with salt water? Can I just pump fresh water from a cavern, or would that be salty as well?
>>2381554>I have no experience dealing with high temperature or low temperature biomes, what do I need to know before embarking?Rivers might freeze for most if not all year long, and water on surface might evaporate in extreme heat. So you need to have a plan for water security asap, for when your dwarfs inevitably have to go to the hospital. Otherwise you will have to get water from the caves, which there is a non zero chance to not have any.
>>2381596But what do I do about water security? If the water is frozen, can I melt it somehow? And if it is evaporating, could I just drain it into the underground to prevent loss of water?
>>2381599embark on a tile with light aquifer, dig down until you hit wet stone. dig a 3x3 pit 2 deep, you can make a little hall with a door to get out. water will seep from the wet stone constantly. build a well in the middle of the 3x3 and build floor around it. water security for the whole year, and you dont even have to dig down to the caverns
>>2381618Wont it freeze/evaporate?
Started a game in a joyous wild, but for whatever reason my fps is 1 forever.All there is is a river, do those really consume so much fps?
>>2381641depending on the size they could eat some perfomace, but unless your pc is garbaggio it shoulndt be at 1fps. something else must be going on.
>>2381692I am too new to know any better as to why it is happening, will just make a new world and see if it works.
>>2381618What if I embark in a tile without an aquifer? What then?
>>2381754Like I said, if the river is a larger river(something like 5-7+ tiles wide) I could see it causing peformace drops, specially if they have a waterfall, but not put your game into fps death, and the rivers and brooks most players usually settle around (3-4 tiles wide) shouldnt cause issues.It could be something happening on your caves, like something starting a fire, or something, but the only way to know that with unplayable fps would be through DFHack commands to reveal all.
>>2381632no, water only freezes on the surface. not underground>>2381801you can build a well on the stream, redirect its water into an underground chamber and build a well on that, try to find some underground cavern water, or if you're desperate you can drink stagnant pond water. whatever your source of water, making an indoor underground reservoir is the best way
>>2381801If you embark in a map where there is no water at all on surface, and by chance the caves dont generate any water pools, and there are no aquifers. Then you have to accept that every dwarfs that get hospitalized will be at risk of dying of dehydration on their beds, even for minor injuries, since hospitalized dwarfs will only drink water instead of booze.
>>2381807The river was frozen, so I doubt it is the problem. Can caverns cause fps drop before they are discovered?
>>2381641Maybe something got stuck in a tree and went nuts on the pathfinder? I think that used to be a thing
>>2381854No idea, I did not even do anything, it was on 1 fps the moment I unpaused to start digging the entrance to my fortress.Whatever it was, it made the game impossible to play, so I deleted the world and started over.
>spawn in with hydra and gremlin
Is it possible for my dwarfs to reach superhuman levels of strength or is your army grounded to reality?
>>2382675What the fuck lmao>year 2what are you doing bro
I’m trying to play adventure mode but I don’t have a numpad and shift/control with arrows don’t work to move diagonally like google says. Any way to solve this?
How do I move diagonally in adventure mode without a numpad?
>>2382675I have so many questions. How is the wagon in the cave and how is the cavern open to the surface?
>>2383478>>2383573>He fell for the non full size keyboard memeKek just get a full size 100% keyboard. If you're a gamer you'll need it anyway.
>>2383133I haven't gotten that far but I saw an unarmored human lasher literally whip a forgotten beast to death like he was his bottom bitch with a silver whip. Unfortunately, the monster slayer turned FB-slayer caught a poisonous vapor blast towards the end of the fight and started rotting and died shortly after.
>>2383773>>2383133I once had a fisherdorf take on an entire goblin raid singlehandedly, unarmed and unarmored, and live to tell the tale.There was 20 goblins and a cave dragon.
>>2374244You said>Well, considering this was a f2p game project whose expenses he was paying for out of his own pocket, it is a miracle he pushed it as far as he did with no financial aid.which is clearly not the case. Sure it is a free game but he was still making money out of it.
>>2383854Yes, out of voluntary donations.Next you will claim winrar is not a freeware because you have the option to donate money to support the creator, despite the fact you can download and use it for free forever.But sure, you say tomato I say tomato.
>>2383866I never claimed dwarf fortress or winrar is free.You claimed >...whose expenses he was paying for out of his own pocket...>...with no financial aid.Neither are correct. He was clearly making money out of the game. And if donations stopped, he would probably stop working on it as well.
>>2383866>is free*is not free
post your guys' bases and defenses
>>2379770>>2383880>For starters, your drawbridge and moat are useless against flying creatures, they would just fly over it like it was not even there.It's a walled off gate tower and has a ceiling. The flying agitated giant wildlife and titans can't get in while the drawbridge is up.I made some initial modifications. I got my magma pump stack running to fill the moat and power all my magma workshops. The dwarves are working on making an obsidian farm next. I messed up with the moat by not building a drawbridge to block off the feeder channel for the moat. Any creature that can swim through magma and is a building destroyer could theoretically pass through the feeder channel and break the screw pump gaining entry. I'll try to wall it off. I learned how to use cave-ins to drop walls onto lower tiles when you can't build the wall on the same z-level. In the case it's surrounded by magma or water. Unfortunately constructed walls break from drops so it has to be a natural wall but the surface doesn't have any walls above to drop into that feeder channel.Now the caravan route snakes around before arriving at the trade depot. Any intruders are tempted to path through the shorter cage trap ridden hallway rather than path around the longer caravan route. I've been catching some giant storks and giant wrens this way and with burrows, my dwarves have been much safer. Agitated wildlife still hasn't calmed down even though I haven't fished, gathered, or chopped that many i.e. like 5 trees.
>>2383773>whip a forgotten beast to death like he was his bottom bitch with a silver whipwhips and scourges are still functioning like lightsabers?
>>2383870I am not even the anon you replied to.
>>2383764Those are actually a terrain feature that game generates on the surface to be used as lairs by semi-megabeasts. They are more like what IRL caves are, and I think that some of them can be connect to the cave layers too, or maybe that is another possible terrain feature, idk.That anon got unlucky and not only managed to select a spot on the map with one to embark on, but somehow managed to get his wagon to spawn inside one.
>>2383914>has a ceilingMakes sense.>>2383914>messed up with the moat by not building a drawbridge to block off the feeder channel for the moat. Any creature that can swim through magma and is a building destroyer could theoretically pass through the feeder channel and break the screw pump gaining entry. I'll try to wall it off. I learned how to use cave-ins to drop walls onto lower tiles when you can't build the wall on the same z-level. In the case it's surrounded by magma or water. Unfortunately constructed walls break from drops so it has to be a natural wall but the surface doesn't have any walls above to drop into that feeder channel.You can use water to make obisidian walls, just make a simple pumpstack tower and a raised channel to serve as an aqueduct, dump the water to solidify the magma, later you can just channel/dig it out the rebuild the moat, then just refill with magma using your pumpstack setup after fixing the mistake.>>2383914Yea, wildlife on savage biomes are like that, you should stick to caverns and artificial treefarms/farmland.Use the magma and water to make obsidian, it is a rock but works like glass, so you can use it to make a greenhouse. Just dig a large square area on the surface and build obsidian floors, or glass floors if you have a glass industry.This way you can grow surface crops and trees while being isolated from the rabid wildlife. Just be sure to have a couple squads escorting the miners and builders while you do you work.An underground room several z levels tall should also produce mushroom trees, so you can do that if it is easier or you do not care about surface crops and wood.
>>2384017Yea, it is likely a cave, and the cart being spawned inside actually happens with some frequency when embarking on 100% mountain biomes.
>>2384012pretty much. even if a megabeast is made of bronze a good whip makes limbs start flying
>An Ambush! Curse all friends of nature!>Oh shit, raise the bridge and mobilize the troops>I was wondering why the elves didn't send a caravan after the demand tribute failed>The Elf Bowman and Weremonkey are fighting notification>Wait, a Weremonkey?>Where?>Catch two elves in cage traps>See the rest of the elven ambush getting bogged down and ripped to shreds across the river>It's to an invisible weremonkey I can't see because it only gets revealed on the map once spotted by a dwarf>Apparently the elves decided to ambush me on a full moon that a weremonkey also decided to ambush my fort>Werebeast turns back into a peasant mid fight>Awkward.jpg>Remaining elves finish him off and head towards gate>3500 dorfbuck artifact warhammer dropped in the carnage>Two more ambushes out of nowhere>Lever still hasn't been pulled>Two hammer dwarves caught outside for some reason>First one gets humiliated by the unarmored wooden spear wielding elves and dies, not without taking down a few elves with him at least>Datan, the professional hammerdwarf meanwhile cleans up the first ambush and second ambush squads with not so much as a couple bruises on him>3rd ambush squad standing around awkwardly like 50 tiles away from the raised bridge with no way to get in>They just witnessed a hammerdwarf enter a martial trance and clean up the other elves and probably want nothing to do with thatI wonder why the elves attacked. I've been having plenty of elf visitors. The only thing is I sent a squad to demand tribute and it failed. I haven't had official contact or diplomacy with elves otherwise.
I played a ton of DF from 2012-2014. Coming back to it now. What's different? Doesn't look like too much at a glance. Did the Steam release slow development or what?
>>2384141they got rid of the old keyboard shortcuts and it took me hours to relearn everything>>2384129maybe chopping too many trees attracted distant angry elves or maybe your dwarven civilization is at war with the elves. it is so fun seeing the stupid bush goblins get murked by proper steel clad warriors tho
>>2384141The highlights for post 50.xx( Steam release)>Performance/multithreading>Siege - humans and goblins can dig and build over your defences>Lua - DF code has been through a code rework to make the game more moddable by taking stuff that is hardcoded and tuning them into Lua files that you can modify, or even add your own scripts to the game code. >Magic trinkets and magical healing for adventure mode
>>2384141>Did the Steam release slow development or what?Yes and NoThere was definitively a hiatus on an already slow and kind of boring content drip from 2016 to 2020, as toady had stop to work for some 2 years into fort mode release, then another ~1.5 year into adventure mode, plus all the bug fixing cycles. But with the money from steam toady hired another programmer and there has been updates for DF every month for the last 3 years
Are there any good mods for the game?
>>2384211>Siege - humans and goblins can dig and build over your defencesDamn, so the game isn't beatable with one wooden door anymore. Do they actually do this intelligently/persistently?
>>2384129>wonder why the elves attacked.Maybe you accidentally traded them some wood/shell/bone item and they got offended?Or maybe you took down 1 too many trees?Also, not sure about this, but maybe it was in fact a caravan that had just arrived and got attacked by the werebeast, causing them to go hostile?Another possibility is as >>2384175Said, your civ may have started a war with the elves and you are caught up in the conflict by extension. Although that seems less likely imho.
>>2384239>Do they actually do this intelligently/persistently?Yea, if you block all paths into your fortress they will dig their way in.Also, the faction will remenber how the troops from previous raids died and where, so consecutive raids will attempt to circunvent your defenses. So your trapped entrance corridor with bolt throwers will eventually be considered a dangerous area to avoid, and they will therefore dig their way in to avoid it.The best way to prevent this is to send your troops into an open field battle against the invaders on the surface, therefore they will not become aware of your defenses and will fall for them IF they survive the initial battle.
>>2384175>>2384245That's the thing. Usually they send a diplomat to discuss tree chopping quotas. They never sent any diplomat or trade caravan. So there was no quota or limit to break. Things were fine and peaceful with the elves until 1) I sent dwarves to demand tribute from elves and it failed. Maybe with failed tributes it causes war. 2) A fire-breathing titan showed up and destroyed the whole forest. Possibly setting off the elves against the dwarves even though it was the titan's fault. Or too many visiting elves got rekt by agitated wildlife and titans and that set them off.>your civ may have started a war with the elves and you are caught up in the conflict by extension. Although that seems less likely imho.Actually could be. I'll check to be sure.
>>2384221seconding that question. played a lot of stuff like Genesis or Masterwork, before Steam release.
>>2351837It does often just never for a lot
>>2384299>Maybe with failed tributes it causes war.Nope, as far as I know this does not happen.>>2384299>fire-breathing titan showed up and destroyed the whole forest. Possibly setting off the elves against the dwarves even though it was the titan's fault. Or too many visiting elves got rekt by agitated wildlife and titans and that set them off.This is far more likely, but still doubtful.>>2384299>Actually could be. I'll check to be sure.This is the most plausible explanation.
>>2384221>>2384300Forthammer Fantasy
Is it possible that the pool of potential migrants to be depleted if a fort loses too many dwarves? Is there any downside to taking heavy causalities?
I'm having trouble developing a military because it seems like every dwarf I draft into a military squad for training becomes depressed and gets an orange or red mood. Why is this happening?
>>2384863Usually, training makes dwarves happier. they get sad thoughts if they don't train, or practice a martial skill. Right? That is so strange. >>2384800No, that shouldn't be possible. I'm not entirely sure what causes there to be more or less migrants, but I think it has something to do with how much you trade with the dwarven caravans. If you trade with the caravan and it leaves the map with your goods, that causes more migrants to show up. Or it might have something to do with the wealth of your fort as well.
>>2384800>>2384893No, migrants will keep coming until you reach the max pop allowed for migration, you can adjust that in the settings. The base pop cap I believe is 200 by default, with 220 cap when including children.>>2384863Check the dorf personalities, if they hate combat they will be very unhappy when being assigned to a squad. Dfhack gives you some filter options when selecting dorfs for your squad, use that to hide dorfs that hate combat.
>>2384371>This is the most plausible explanation.I checked the map. Sure enough we're at war with the elves. Why it started, I don't know.
What kind of weapons should my dwarves be making?
>>2350059been thinking about picking up DF again, last time I played was when it was launched to steam. My biggest issue is the non inclusion of dwarf therapist. I really can't deal with not being able to find dwarves and sort migrants. Did they ever address this? The system they had at launch was incredibly taxing and annoying
>>2385482iron battle axes and short swords, or steel if you have flux stone. battle axes and short swords can slice enemies limbs and heads off. sometimes someone is sliced in half. you can kill lots of enemies quickly with themSilver war hammers and macespicks. have like a dozen miners with picks. dwarves skilled in mining are also skilled in combat with their pickaxes.metal crossbows and bolts certainly. A couple hunters will keep you stocked up with meat. Marksdwarves are also really deadlySpears are good against forgotten beasts. They aren't bad in general, but they get stuck a lot. if you can get good quality foreign weapons they're worth picking up too. dwarves cant use mauls, but if you have some humans they can and they're great
>>2385396Well, you might want to blame the gods of RNG, you had bad luck on your roll and got a war to deal with.You can use dfhack to force a peace treaty, if you do not want to deal with it.>>2385482If you got steel or iron, battleaxes Nd shortswors. If you have silver, warhammers and maces.Spears are situational, they can be really good or total shit depending on the enemy, they are usually pretty good against FBs.But the most OP and broken weapon is currently the whip. Buy it from caravans, it is retarded how good they are
>>2385650this metal whips are unreal. try using one in adventure mode. anyone can be deadly with a whip, even without skill
thoughts on an entrance like this? how do you guys do your defenses?
>>2385732dogdog can detect all manner of creatures trying to enter my fortthe bridge can definitely make a good portcullis though. a better door than the regular one now that they can be destroyed.
>>2384417I read that as femdom fantasy very briefly for some reason
>Elf ambush brings a squad of invader horses>They're super fast, traveling like 50 tiles per second>Unmounted>They just run around pointlessly until they retreat off the mapLol>>2384211>>2384239Can siegers dig through floors or is it only walls?
>>2383186I like embarking on year 2. Problem?>>2384017Basically this. Caves have a high chance of leading to caverns as well.
>Get bored again.>Work on setting up a climbing trainer that I did in previous threads but use Dfhack this time to track how slow progress is.>Some dwarves end up with as little as 300 climbing exp after 45 minutes, but others end up with Level 3 climbing skill.>...Notice dwarves spontaneously dying.>Save to figure out what's happening.>Dwarves keep dying, no vampires, no forgotten beast dust. nothing.>Inspect low health dwarf.>"Urist's ears and nose are mangled beyond recognition. All of Urist's teeth are gone.">Google and find out that cartilage never heals and technically bleeds forever. If the injury is severe enough the dwarf will eventually die, but it usually isn't so people rarely encounter this issue. Ancient poster from 2012 suggests adding healing rate to cartilage in the raw files, which is actually very easy.Hopefully this actually works.
>>2385950They're now reporting to the hospital.
>>2384893>I'm not entirely sure what causes there to be more or less migrants, but I think it has something to do with how much you trade with the dwarven caravans.Irrc, it is the outpost liaison that visits your fort with every dwarf caravan, and brings back to the mountainhome a report of your fort weath. Which in turns influences the migrant waves next year.
>>2385922>Can siegers dig through floors or is it only walls?Yes, dig through floors, walls, build floors over moats, stairs to get upward, the whole deal.
>>2385992>outpost liaisonMy outpost liaison has been stuck in my fortress for so long! It's probably why I didn't get a caravan this autumn. Another tradeless autumn. It says he's Attending Meeting. I think it's because my vampire mayor that I sealed away can't be accessed by the diplomat/outpost liaison so now he's stuck wandering the fortress. He can't meet with anyone else I'm assuming.
>>2386072>Yes, dig through floors, walls, build floors over moats, stairs to get upward, the whole deal.Bros I am so fucked! I think the strategy is to dig out the entire first ground layer and fill it with magma. Boom, they can't dig down anymore. Then fill the outer walls with magma. If they dig the outer wall, magma comes flowing out. Then an entrance hallway lined with cage traps, ballistas and bolt throwers.
>>2386101you know, it would be way easier just to start a new game when you get killed LOLThe floors thing is going to fuck me. I always have to build floors because when i chop trees little 1x1 holes get left behind if i dug up the layer beneath. I've had sieges since the siege update, but I have always managed to kill the invading army. That's not always going to work. At some point, they'll kill the two squads I send out, dig through the floor, and slaughter everyone. Well, I might just invite the circus to town if that happens.
>>2385952Is there a use for an earless noseless dwarf?
>>2386207what are they unable to do?
>>2386234i only see positive benefits in the wiki. miasma immunity and wall-less bedrooms anyone?
>>2386099This is likely a bug, use dfhack fix commands to try solving it.>>2386101>>2386126Why so scared? Did you avoid conflict all these years, like a coward? Just build defenses and fight the invaders.>>2386207Why wouldn't there be? You just got a dorf that is immune to stuff, it can do anything it could before.
>>2386259>This is likely a bug, use dfhack fix commands to try solving it.Okay I unsealed the vampire mayor and she went to the tavern to meet with the outpost liaison to establish a baron. Now I have to hope the captain of the guard interrogates the vampire mayor and imprisons her so I can seal her from the rest of the dwarves.
>>2386607Cant you just appoint another dorf as mayor? Seems easier.
>>2384221>>2384300Squamous mods are neat, Long Night, Broken World - borderline new games with how much they changeThe one major issue is that they're ASCII only and new UI is very hard on the eyes even compared to pre-steam oneI would really like if there was a way to keep premium UI but use ASCII for everything else
>>2386833>premium UI but use ASCII for everything elseI dont get itCant you just switch to ASCII mode with premium version at the configurations? Or are you talking about the old UI?
how the fuck do I chop wood? Where is WOODCUTTING?
What do I do with dead bodies? I’m a retard when it comes to this, and I’d like to decorate my furniture with the skulls of my enemies
>>2386989Read the whole list below, woodcutting is not in the woodworking division.>>2387105Use dfhack to unforbid all, have them transported to your refuse stockpile.Use the bones for bone bolts and the skulls for totems.
What do you think is the secret sauce that makes DF special and replayable?
>>2387444imagination
>>2387182as it turns out it simply does not exist, I was able to make them cut wood by assigning the preset "wood cutter" labour designation in the menu despite it not actually having a "job" associated with it. just posting in case anyone else runs into this problem. ALSO, is there a mod that makes custom labour assignments have more images other then the 1-2-3-4-5-etc-looping?
>>2387591>>2387591Huh, as it turns out, you are right.Seems like this was changed in the new UI, I guess? Some jobs are like wearing a uniform, you can have them enabled, but they will ONLY do that one job. This is the case for miners as well, maybe fishing too.Guess you could, in theory, have the woodcutter job AND a custom job setting enabled for a dorf, but it would likely lead to conflicts and bugs.So, have your woodcutters and miners separate from the woodworkers and stoneworkers.
>>2386989You have to designate trees for chopping. Hotkey is "L." Mark the base trunk tile of each tree you want to chop. Make sure you assign at least one dwarf to woodcutting and that you have at least one battle axe for him to use. You don't need to edit the work details for some of those preset defaults. By default for mining, woodcutting, and hunting it's all integrated.
>>2386628mayor is a voted position
>>2387634https://dwarffortresswiki.org/index.php/Mayor"Preparing a candidateIf an undesirable dwarf is elected, it is far from impossible to "groom" a different dwarf to win the next election.Elections are based on the Conversational/Social skills of all candidates, with the dwarf with higher social skills winning; but there are limited options for arranging for targeted extra experience in social skills. The simplest is to remove all labors/tasks from the chosen dwarf, and let them socialize in a central meeting area full time, season after season - all (possible) skills will increase, slowly but surely. The other side of this coin would be to keep all undesirable candidates away from social interaction as much as possible - keep them busy in workshops or far-away mines, or (better) enroll them in full-time military training. If the player decides to do mass-trading (with as many trade transactions as possible), the broker will earn significant additional social skill experience due to the high skill gain per trade transaction. This is the best reliable way to try to influence that a certain dwarf will gain the social skills to (eventually) become (and stay!) mayor.Of course, the brute force method is the ever-popular unfortunate accident, but that requires every other better-qualified dwarf to meet such an end, which could rapidly thin out otherwise useful citizens. Less extreme would be to send all such contenders off map on a quick mission just before election time each year, or year round (especially in the case of the Mayor themself, to prevent any experience gain) if your other residents can survive without the emotional support of meeting with the now-absent mayor."I may have not expressed myself clearly.I am proposing you keep your vampire mayor isolated, and instead train a dorf to take on the mayor position.If you set it as broker, and trade every available season, you WILL increase the necessary skills needed.
>>2387649The reason vampires often get elected is because their extrem age often results with them having obscene social skills. In fact, it's the 1# way to spot a vampire in the first place. What you are proposing would most likely take like years and years and years and years. All the while he would have to deal with the liason problem.
>>2387874I see, that sucks.
>>2387874>>2387967Yeah that vampire is like 126 years old. I unsealed her so the diplomat could talk to her and after she freaking killed 3 more dwarves before the captain of the guard could interrogate her and find her true identity. She only got 600 days in the dungeon for that but I'm sealing her forever down there. Bloodthirsty bitch.
>>2388658Didn't have a hammerer assigned? Usually murder is a death sentence
>>2387649the 'holy tumor' of my church and religion has been elected as mayor, they are skilled conversationalist, legendary persuaders, etc
>>2388780I don't want the vampire dead because then another vampire will come and start killing dorfs. Best solution is to seal her away and let her do brokering, managing, or something. Vampires have the benefit that they don't need food, drink, or sleep.
What does this mean? I've never seen this before.
>>2389194It means you are a barony or better and some rinky dink town was founded in your territory so you are it's ruler. I think you can ask them to send you shit or maybe people through the world menu but I never explored that. It won't effect your gameplay if you don't want it too
Too lazy to leave this open until they hit legendary. This is taking surprisingly long to do.
>>2389561They just immediately sent almost all of their population over as migrants so it seems I can't do anything with them for now.
Can you still breed mega size pigs for massive butchering gains? Is there any way to look through their traits that's more convenient then looking through them one by one in the livestock menu?
does anyone know if chopping the big mushrooms underground counts as a tree for the purpose of not pissing off elves who gave me a stern talking too about killing trees?
>>2390120yeah they do
can someone help me out with marksdwarves? I have their archery range set up and assigned, I have metal bolts assigned for combat and bone bolts assigned for practice and I have them set to constant training, but they're just running around not training.
>>2390120Yea, but I strongly suggest you disregard the elves. The worst they can do is send shitty raids towards you, which are weaker than goblin raids, and their caravans never really bring anything useful, other than some exotic animals.>>2390341Marksdorfs are shitty like that, they will hardly ever train because they are busy watching lessons on guilds on completely unrelated activities. They are also terrible at using fortifications.Best way to train them is to order them to attack raiders, fb and other creatures.
>>2390195Lol even my secret tree farm that I made by digging out a massive 100x50x5 cavernous space I dug out deep inside the ground? Like how would they even know that.
>>2390368they can hear the trees whispering or some shit idk>>2390361the thing is that they just don't seem to recognize the archery range as a valid training area, if I set a regular training area they go train archery(not shooting but the archery skill) and dodging and sometimes one or two will go off to train their marksdorfship but if I don't have the regular training area too then they just ignore the training order and go to the pub or take up jobs
>goblins: import violence, export violence>humans: import goods, export goods>elves: import nuisance, export violence>dwarves: import bituminous coal boulders, export allis this right? so humans are the only decent caravan trade partner?
>>2390390humans love three things, trade, war and slavery
>>2390385>>2390341>>2390361okay, if anyone else is fucking around with marksdwarves, here's how to fix it I figured it out, in schedule set ten 1 person training orders instead of one 10 person order and in ammo the ammunition you want them to use for practice has to be enabled for both combat and training, if you only have it on training they won't use it
>play dwarf fort in 2010>have to run all-melee militia because marksdwarves are bugged>[...]>dwarf fort releases on steam>trannycoder starts grudgefixing all the annoying bugs and shit>patch fixes marksdwarf bugs>play dorf fort in 2026>try to run marksdwarf squads>they're bugged, have to do melee militiait rhymes like pottery
>>2390368Yes, those cunts want to have a mo opoly on grown wood, that is why everyone hates knife ears.>>2390385Yea, if you make a regular training area they will train everything but shooting. The problem is that they will prioritize training other shit or watching lectures at guilds over training at the range. They will eventually do it, but not nearly as much as you would like.>>2390390Pretty much, you can also get nice things frorm dorfs, but humans are your go to race for trade. Buy all whips they bring, those are the current meta for meele weapons, they have no business being that daamed good.>>2390398Yea, sure, but you will have a much faster training progress if you use them for combat. I suggest trying to trap a necromancer and use it to create a training arena where your dorfs can fight endless hordes of undead all day long, just be sure to make a setup in which you can block his view from the arena when you want to stop the undead rising.
how do you guys set up clothes dying for your troops without it being stolen by other citizens?
>>2390595Honestly? I just dye it all.
>>2390398yes this is the trick, I personally also don't give them a barracks either
dubs and i incinerate the boy.
>>2391327you can pump through grates? interesting
>>2391330yup. there's a lot of hidden details that the game never mentions. i still wonder if shorter dwarves have higher odds of performing gelding strikes cause the odds of a gelding strike is so low no one is actually going to test it.
>>2391360What is even the advantage of a gelding strike? Does it cause more damage to the enemy?
>Merchants keep walking straight into murky pools>They get stuck but aren't drowning>Refuse to climb outDFHack's teleport feature is so nice for dealing with these dumb bugs. I really don't feel like putting floors over every murky pool on the map so the merchants don't get stuck
>>2391330Screw pump+grate combo is excellent for moving liquids inside your base without exposing it to outside threats. Creatures that can swim get blocked by the grate and building destroyers can't destroy grates from underneath.
>>2391372psychological damage
Guess this was why I was running kinda slow, a tribe of cave swallow women were absolutely demolishing all the trolls and crundles in the caverns.
>>2391551that's kinda hot
>>2391551>>2391735Based and femdom coded
Can you not mix helms or caps with masks now? I have a bunch of metal masks and I want a cool cuman style squad >:(
Now that my clothing industry is kicking off, it's nice to see my dwarves wearing high quality dyed clothing from legendary weavers, dyers, and clothiers. Yellows, greens, blues. I don't have access to red but I'm starting to grow watermelons now for pink dye. Gives them pleasant thoughts and they look dripped up.
>>2391978>>2391735Tribal cave-swallow girls say TCD and TTDx2(Total Crundle Death, Total Troll Death, Total Troglodyte Death)
God help me I'm starting to get the urge to play this again. I last played RIGHT before the big siege update a few months ago, and even that was me just trying to relearn systems again after a couple years without playing. I got distracted by god knows what and haven't paid it much attention since.How did the siege (and subsequent) updates change general fort strategy? I always liked building labyrinthine entry tunnels full of traps and passive deadly and miserable situations for intruders, but it sounded like after the update I'd have to be more proactive about not letting them just bring ogres to tunnel down and around it all.
>>2391424They always follow the same path from their arrival location towards your trade depot, just follow their path and place bridges over the murky pools on their path, no need to close all of them.>>2391502So, it makes the enemy get scared and attempt to flee?>>2392142Well, if you do not fully close your fortress they should take the shortest route in like they used to, however, they will remenber how their allies died, and so if there is an area in which a lot of them died in past raids they will attempt to avoid it by taking a longer route or by tunneling their way in.They also are able to build floors over moats, climb, dig tunnels and other such things.The main difference is that now you cant just wall yourself in and avoid all intruders, you actually need to build some defenses.
>>2392043We need some rule34 pics of this, stat.
>>2392142>God help me I'm starting to get the urge to play this againLast time I played was like in 2016 or something. I saw it on Steam with updated UI and graphics and I decided to bite the bullet. This game is like crack. I haven't been this addicted to a game in a while.
>>2392153Oh okay, that sounds like it doesn't really change my strategy all that much. I never totally walled off. My last fort had the gauntlet of traps and stuff at either end (surface/caverns) of the main Z shaft and which only connected to the fort through a reception area halfway through where I kept my military training and staging ground. It was almost disappointing how quiet that fort wound up being, and eventually a forgotten beast managed to make it through the traps totally unscathed only for a crossbow dwarf to put a bolt through its brainstem in the opening seconds of what I thought was going to be a big fight.>>2392163That's what got me back in too. What a game. Really isn't anything like it.
>>2392162...do we not?
>>2391989just mess with their entries
>>2392226In the raws? I don't want to remake my world at this point
>>2392234such minor changes do not require a regen
>>2392043>TTDx2>registered as Transport Tycoon DeluxeI've been playing too much OpenTTD lately.
What biome is your favorite to settle on?
>>2393031temperate, because i love farming, and most of the crops in this game are above ground. I especially love growing hemp. Hemp can be used for making clothes, oil, soap, booze, food. Like rock nuts and pig tails had a baby and it was weed.I also like settling in savage areas because the giant animals yield lots of meat and fat and bones. just killed a roc, got like 1000 meat. it did kill about a dozen of my dwarves, though.
>start new fortress>10 minuts in>bee attacks elephant>elephant goes and kills all seven dwarvesMy shortest game yet.
Holy shit you can see Blind in clear light now.
>>2393031>volcanic island in savage good ocean
>>2393289Shouldn’t have tried to fool him.
I embarked on a joyous wild biome, there are unicorns everywhere.What is the best usage of this? Should I tame them or hunt them?
>>2393371Seems interesting, what do you find in such a biome that is unique?
>>2393487fear them
>>2393549Why? Are they that deadly? Are their products such as meat, hide and bones not worth the trouble?
>>2393555they are practically rhinos but with sparkles and neighing noises
>>2393560Sure, but are they not valuable? Is it worth breeding and training them for war?
>>2393567they are, just be wary as they are more dangerous than they would first appear
>>2393371If you settle on an island will you still get traders and migrants?
>>2393961in steam fortress(50.01+) you will get a hardcoded 2 waves, but otherwise that's a negative unless you make a land bridge or make/abandon a nearby fort belonging to the civ as a "port" or "colony" on the same landmass
>>2393961If I am not mistaken, the only race willing to cross seas to trade with you is your own civilization, you would be cut off from trade with elves or humans.
>>2394110>>2393964Different anon here, just started playing a week ago. So no making a massive island paradise/atlantis then? As complicated as this game is I'm amazed i can't make boats for travel/trade.
>>2394171I mean, in theory you can by doing this>>2393964But I am too new to advice you on the subject.
Whats the best way to deal with demons and stuff that are popping out from the big squares of diamonds and stuff?
>>2394330>Whats the best way to deal with demons and stuff that are popping out from the big squares of diamonds and stuff?
My worthless expedition leader/manager/broker is a worthless piece of shig wigh poor analytical abilitiy, poor focus and disdains hard, not to mention rude.Never talks diplomacy with diplomats, never goes to trade when requested, never seems to do anything but socialize and drink.What is a proper punishment for a dorf that has failed me so massively?
>>2394366Turn into the matrix agent guy?
Have any of you played Masterfork? I used to always have masterwork mod installed on classic, is the steam version any good? Can you still use the masterwork wiki for it?
>>2394330carving fortifications into the obsidian lets you see inside the pillars so you know what's there before you open it (be careful about doing this with warm stone it might dump lava on you)
>>2394581That is sensible, but cowardly advice.>>2394330Have 2 squads of heavily trained metal armor wearing warriors with steel weapons in hand nearby before digging, kill whatever terror comes out of it.By the way, these gem encrusted squares are the tip of an obsidian spire that will contain divine relics and will eventually lead to a magma-free breaching point into the underworld. You need those divine relics, so be sure to mark down all said spires for future excavation.
>>2394581Do it diagonally so the fireballs can’t get you.And build glass floors on the floor above to figure out where the empty spaces are.
>>2394581>>2394614>>2394647Thanks, lost a whole fortress because of a demon cricket or some shit. I'll have to start making sure my dwarves are actually ready before mining those then.
so, i got the message that my monarch moved to my fortress not long ago, and its now the capitol. But I haven't seen the monarch, only the outpost liason. How can i find them?
Nevermind, I found them. they were in the "other" tab. I didn't expect them to be a visitor, I thought they moved here.
>>2395543Yea, not sure why this happens, the opposite also is possible, having the liason as guest and queen/king as resident.I also had the bad luck once of having both as guests, which messed up the game and forced me to start a new fortress.
Gethusthosel(The Harsh Fragrances)
>>2396069And of course the creator is a brown doomer incel.10/10 emergent storytelling thank you Tarn.
>>2396069>on the item is an image of a numeral '4' in siltstonethat's how many rounds he's going , or what? what an artifact, and kek what a craftsdwarf >>2396074
>>2396069Is that what that translates to? Top kek. Dwarves are so funny.
>>2396300Idk, maybe how many wives he has in his isekai fantasy? He's been making friends and he's a master leatherworker but he has no family and he's a verifiable 37 year old virgin.>>2396304Yeah it means The Harsh Fragrance.He wishes to pontificate upon the harsh fragrance.
>>2396380>Not ambitious>Poor focus>30s virginHe's just like me! Except I don't have any masterpieces to my name.
>>2389753We're about to reach level 12 climbing.
>marriage announcement>look inside
>>2396410She can practice climbing all over me
>>2350059Any plans for adventure mode to get more fleshed out? It's fun, but there's just nothing to do and very little tools to properly make your own goals
>>2396549>nothing to doYes, it is planned to expand as with most things when Myth and Magic drops.Take joy in knowing that Tarn usually enjoys and updates adventure mode more than fortress mode, historically.
Duergar confirmed?
Now how do i tame this and make it apart of my military?
>>2352834I've never seen a world go into the Age of Legends, baka
>>2396982just use the makeown command in dfhack and then manually edit it?
I am curious, what exactly is the point and proper way to deal with scorching and freezing biomes? I can imagine it in game like rimworld, in which you can check the room temperature and adjust it accordingly by various means, but what about on dorf fortress?I can imagine I can heat a room up using magma I guess, but what about cooling?How would I even know that temperature is a problem or how to fix it?
NOOOO!!!!!THEY CAN'T DO THIS NOT THE HARSH FRAGRANCES!!!!!
>>2397685You are hereby honor bound to find out who stole it and punish them.If you fail this vital rask, you shall hereby have your name recorded in the book of shame, from which your name shall never leave as proof of your failure!
>>2397708I have the wolf man captain of the guard on the case, it was of course an elf who was threatened into stealing it, I locked them up but the main conspirator is beyond the fortress walls so I'm not sure how to proceed.
>>2397712>but the main conspirator is beyond the fortress walls so I'm not sure how to proceed.War, this is the time for war.
>>2396850>when Myth and Magic drops.Any predictions on when this will happen?
>>2397712>so I'm not sure how to proceed.pillage every settlement in the civilization they came from
>over a dozen dwarves starve at once>none were angry>plenty of food>find bodies >They're all on top of the giant mushroom trees>no ledges they could have fallen off of>keeps happening>catch ghost somehow picking them up and putting them up there
>>2397837possibly before the next generational epoch
can you catch forgotten beasts in cage traps?
>>2398104Ghosts are jerks.
Why are screw pumps so op? I only had my military guys pumping iron for a couple months but they are all strong to mighty, inexhaustible, tough and muscular.
>>2398480Try usung a screwpump irl for a month, see what happens.
>>2396977Whats this?Have they announced something for the 20th anniversary other than some fomo collection box?
>>2398357Only if they are webbed iirc, unless shit changed with the last siege update
>>2397999>>2397762I'm training the incel creator of The Harsh Fragrances to send him on a quest, what weapon suits this guy most do you think? >>2396074
>>2399139Whip, no question about it.
Had FUN with a arachnid demon which could climb, web, and made full use of my vertical stairway.Note to self. Always make the mine shaft seperate to the bases main stairwell, even if dream_fort would imply it's a good idea
Also encountered the first ringleader I've ever seen in a legit save. One of those mobs that you don't expect to be 162 times the size of a dwarf. The descriptions really need to improve in that regard.Saved only because it was so slow and approached my hard point, so got pelted by 6 bolt throwers and 8 marks dwarves at once, even then I had to set 30 war dogs and my best squad on it. And there was me thinking this cat sized enemy was bugged. Nope. Feline, 50 story high feline overlord of 10,000 goblins, 800 manera, 500 blind ogres. A cat it was not.
Some general observations with the new update, which took a lot of getting used to. Walls being destructible changes everything. You have to plan on external walls being more then one tile thick. Enemy engineers mean the traditional one tile overhangs are no longer solid protection especially on a large scale. But it's also a problem internally where enemies might ladder up chutes, dead zones left by ladders. Enemies being able to mine is even more of a nightmare, you have to excavate under your base to build walls, so enemies don't just dig one tile down then under your whole base through dirt. This makes building fortresses progressively especially difficult. All in all an active defence is much more valuable. The bolt thrower is OP, dwarven machine gun. Needs bolts stored right next to it, unironically build them like ww2 defences. Use bridges to create fire ports so your gunners aren't exposed to fire from a wide area. Three one tile bridges will allow them to strafe left to right.
>>2399243Honestly? I have yet to experience a raid or siege in which I actually had to face these potential problems, usually just sending a couple squads to attack the invaders on open field as soon as they arrive has proven more than enough to deal with them.
I like how DF teaches you things in frustrating and ridiculous ways>Find the first cavern layer.>Soon after find a deep passage that connects the first and second cavern layers together>Have the idea to block it off with a lever-activated bridge and some cage traps>Leave it open so my monster slayers can explore the caverns and slay monsters for me>I place a bunch of cage traps and it gives me a false sense of security>Instead they spend their time in the temple praying and meditating>Go to check up on it>A horde of crundles suddenly making a beeline up the passage with single-minded purpose and towards the entrance to my fort on the first cavern layer>They absolutely inundate all the cage traps>But there's so many they keep coming>Giant olm just outside>It's like the game coordinated the crundles to clog up my cage traps to allow the nasties behind them to get in>Fort is way too early so no military yet>Thought I could take advance of the beginning before all the FBs show up
>>2399630I started forcing 3 in the first wave of migrants to start training. Two melee one ranged. It's worked out pretty well in the early game to stop things from killing off the fort.
>>2399683Do you bring weapons+armor in the initial embark? Or do you trade for it? I'm working my way towards magma to build my forge set up.
I embarked to a location without a river but with light aquifers. Can I make an artificial river that can power water wheels with just light aquifers or did I need to embark to a location with heavy aquifers at the minimum?
>>2399702I'll bring the 3 weapons, but no armor at the start.
>>2399247It seems there's goblin raids, which are random, and sieges which are sent by a specific enemy settlement. Because most settlements you attack, you destroy or weaken their sieges tend to be very weak. And I think there's also some sliding scale where the sieges get progressively harder, and there's a cap on invader numbers for FPS.But if you attack a tower, you can get sieges of upwards of 100 invaders, which might include 20 mounted units, 10 sieges ogres, two rams, and in this case a ringleader.Elite bowmen will pose a serious threat to your elite melee dwarves, who seem invincible but that's skill based. They will take 50 arrows to the face just like anyone else
>>2399630Well there are a few lessons here. breaching caverns before you have a military. Mineshaft leading through main base (crundles and trogs are just rushing for the surface, not attacking you).Cage traps will only catch one enemy whereas weapon traps will wound a significant number.
>>2399704Sure, it is not hard. Once the water level is full enough to move the wheels it can easily work with drain closed just out of the water movement.
>>2399702Trying to dig down to magma before you even have a weapon is highly inadvisable, and i never bother with magma because it takes way to long to set up
>>2399720>Elite bowmen will pose a serious threat to your elite melee dwarves, who seem invincible but that's skill based. They will take 50 arrows to the face just like anyone elseYeah, I always send out an extra squad of marksdorfs to support them. With proper equipment and training, you can easily deal with 100 goblins and whatever else.My way of measuring their combat ability is killing FBs, once they take no casualties they are pretty much ready.
>>2399704The easiest way is just to dig an aquifer tap to drain the aquifer into a tank which acts as your fish pond/well, and an overflow channel leading off the map with a fortification at the very edge of the map. Then put your water wheels in the drain channel. Another way, more aesthetic, is to use a pump stack and windmills (or a dwarven nuclear reactor) to bring the water from your tank up to the surface, which is generally how you fill moats, drowning pits etc.
>>2399730While elite dwarf squads are overpowered it can take years to train them and their skills won't mean shit if they're poisoned, gassed, webbed, grappled by a larger mob, you may find your steel squad which can chop through hundreds of goblins all get killed by a single forgotten beast, or you lose them one by one to ogres, jabberers, cave dragons or a range of harder enemies. Elves seem impotent because they lack armour, but that changes very quickly if they bring war animals, many will be giant. A giant elephant is not something you want to fight at all.
Pro tips:Time is the commodity of df, merchant values are a trap. Hauling is a cost, it kills forts. Hoarding is an investment with no return. Building takes little time compared to Hauling, so wooden walls and palisades are better value then a stockpile. You can send any dwarf to loot an abandoned site for relics, which you can do the second you embark.Elves are not worth fighting, dwarves are. Caged enemies are valuable, dead ones are not. Giants don't like goblins.Never haul boulders up Z levels. It's not a defence if you have to defend it. The DF shape tools are way more valuable then you realise. Summoning every dwarf at once to do something is as bad as being sieged.Bins are not wheelbarrows. Workshops are stockpiles minus hauling.So my seminal observation is that quarry generates 1000 value a month in haul.
>>2350059>want to play a colony builder>DF feels like there's too much mechanical depth for a casual fort and unwieldy in terms of citizen count>Rimworld is way too basic and the map generation system combined with a lack of Z-levels fucks me up>tfwWhat do I do?
20 in-game years later. Just a few more and we'll have a legendary climber.
>>2399743Dunno, I have had very little trouble killing FBs, regardless of their abilities.The only thing that pisses me off is the fps death resulting from fire and similar, but that hardly makes it a threat regardless, I usually get wounded dorfs but no deaths.
Has anyone ever gotten a map where it's a nice mountain/cliffside next to the ocean, without it being on an island?
FPS crashed.Ruled out item temp, suspect it's a pathfinding loop.Any way to diagnose this?
Tried reloading the save. No dice. Killed a suspect dwarf, nope. Detasked everyone I could, nope. Turned off suspend manager. Nothing. Don't have a million items. Killed a moody dwarf. Killed some cavern animals. Abandoned save. Not worth.
>>2400024How did your stairwells, hallways, and dining areas look?
>>2400024Got any cats stuck trying to get through an animal-forbidden door?
>>2399798This seems counter intuitive.
>>2399849DF is scary, but easy to learn, do not be intimidated and remenber that losing is FUN.Also check the wiki for a starter guide.
>>2399935What will you use it for though...
>>2399986Is there moving water or magma?
>>2400730I have no idea. Maybe I'll figure something out.
>>2400820Well, maybe it can be useful for cave exploring, specially if you have a deep pit.Not sure it gives you any advantage on raiding towers.
>>2371756burgercare, that's why
>>2400724Just so. >>2400160Negative>>2400109Pretty normal. Not going to lose sleep about it, that's spaghetti code, you make peace with it. >>2400740Nope, none. Unless it's hidden or something.
Why are goblins overrunning my whole civ? I can't cap their sites as fast as a whole civ of them caps mine. Also having problems with losing valuable military dwarves, namely tacticians and leaders, to captured sites. This is a real problem because there seems to be no sensible way to train anyone in these skills. And is there a way to set a different siege trigger? I want to write a better value set which will lead to enemy civs sizing you up better and responding more intelligently to dwarven belligerence. Goblins should counter attack immediately from any settlement you pillage, elves should be diplomatically inclined so figure more on how you deal with their civ as a whole, humans should federate and attack you from their strongest hold if you pillage their weakest ones. My 40 dwarven machine gunners are dug in ready for a fight in year two, and have already overrun 8 goblin sites. The sporting nature of Goblins is misplaced, my fort will never hit 80 pop, I'm losing dwarves too fast, too overrun their sites too fast
>>2401166>Nope, none. Unless it's hidden or something.Were the 3 cavern layers revealed yet? Sometimes you get fps death even upon embark because creatures are fighting, maybe some spiders were genociding the crundles.
>>2401201So, you did not wait until you had a proper military and population BEFORE you start waging wars? That is a foolish move, no wonder you are being massacred.
>>2401231>Sometimes you get fps death even upon embark because creatures are fightingThis. I got massive stutters for seemingly no reason. Then I see a horde of 20 fucking crundles emerge from the fog of war making a conga line towards my fort entrance. They utterly clogged up all my cage traps. Then I see a blind cave ogre appear behind him that was damaged slightly. And that was the second crundle horde that showed up. The first crundle horde had like 15 of them.Use DFHack to run "reveal" and then you can see if any creature hordes or liquid flows are causing fps death.
>>2401287Lol he's playing Dwarf Fortress like an RTS. Dwarves are a defensive species because their numbers are limited. You're supposed to build up and then when you can afford it to expand. But I guess I'm wrong in the sense that you can play Dwarf Fortress however you want really.
>>2401337Just be sure to pause the game before you do that so you can use unreveal command afterwards, otherwise your map will be permanently revealed.>>2401338Well, if he waited to have at least 2 meele squads and a ranged one, well equipped and trained, he would likely not have trouble, unless he is near several goblin forts with like 4k individuals, then things get messy.
Any aboveground dwarfs in here? I want to get back into the game and my intention is to build an actual fortress with walls and a castle. Dream would be to have half of the castle merge with a mountain so royalty are mountain dwelling but the general population and farms are outside above ground but behind walls.Here is the thing though. I would like to make it in a savage biome because the idea of sending lone warriors out to fight potentially giant predators sounds hardcore and fun too, and the legacy of the battles would add to the individual dwarfs lore.The issue however is that last time I played this was an experience much like dragging your dick over a splintering plank. If I remember correctly you would get locked into an infinite combo of non-stop angry animals and at some point the ones of the flying varieties would just kill all the fun. Somehow even making losing.. NOT FUN.Did they fix this since I believe even Tarn said that's not intended? Additionally any other tips on effective aboveground building, methods and good things and tips to know before investing a ton of time? I usually only made fairly non-ambitious normal underground forts.
>>2401510>infinite combo of non-stop angry animals and at some point the ones of the flying varieties would just kill all the funYes, the agitation mechanic in savage biomes is still there. I learned my lesson from the first fort and now have completely ignored fishing, have made sure to chop down only a few feather trees and rely on the caverns for wood, and done select plant gathering to acquire seeds. I really don't feel like triggering and bothering with agitated wildlife. I believe there are options however you can change to adjust or even disable that mechanic. If not in the base game, in DFHack itself. You can adjust the sensitivity and fine tweak the level of aggro.
>>2401510Well, you are in for a hard time.My advice? Embark somewhere with sand to be able to have a proper glass industry, and build ceilings made out of glass to prevent flying enemies from just swooping in from above and killing your dorfs. This will take a while to be done, so you might have trouble with being above ground.A solution would be to do it on a volcano, so that you have early access to magma. If you can get access to water early as well you can just produce obsidian for the ceiling.Another possibility are watchtowers with bolt throwers, place them strategically and have throwers on all 8 directions, be sure to build a roof as well to prevent the flying enemies from simply attacking your dorfs and entering your fortress through the stairs.
>>2401510DFhack has a rebalance utility for wildlife invasions, which were far too frequent and caused FPS issues in the cavern. Design wise, flying enemies can still be caged if they fly through a one tile corridor, and guard dogs will take them out reliably. You can also set amarkadwarf to patrol, to attempt to clear them off the map
>>2401287If you are at war with the goblins they should attack you straight away, in earlier versions they didn't just sit back and let you build up. And if you spend years building a snowflake fortress with elite squads before you attack, well by the time you decide to raid a 20 goblin hamlet there's 50,000 of them and they've killed every other civ. >>2401427I've built in the middle of a hostile goblin civ, my 40 (now 30) dwarves have set up overlapping fire positions, serpentine trenches and dwarven artillery batteries. We have half a squad, no steel, no copper, no fortified walls, no war animals, no mega engineering. We've taken over 8 goblin sites in the second year, so lost 8 dwarves to the colonies. Anyone can defend a massive 200 dwarf fort against a hundred goblins, but can you defend a 40 dwarf fort against a hundred goblins in year two? And without gate abuse.
>>2401762>but can you defend a 40 dwarf fort against a hundred goblins in year two? And without gate abuse.Yes, actually, it sounds easy enough, as long as you rushed metal smelting facilities you should have enough time to fully equip an entire squad with iron armor and weapons, or copper/bronze if you are in an area without iron like a volcanoe. I would also have purchased all the metal I could from human and dwarven caravans to rush production.First thing I would do, is set a squad with a single dwarf and send it to contact a human civ, so you can get an extra first year human caravan. Then as I dig my base entrance I would set a jeweler workshop, a jeweler job setting and have a dorf dedicated exclusively to it. This way I can have 3 miners dig fast and have cut gems to trade.Your problem is that you did not consider rushing metal production, and neither did you make a single full squad to train early on.I would also have rushed bolt throwers at the entrance corridor and start mass producing bone and woode bolts.All in all, converting 10 dorfs into warriors early on may seem harsh, but you can easily get 13 dorfs in year 1, just be sure to use the remaining 3 wisely so your fortress remains operational while you wait for the next immigration wave.And yeah, I would keep my squad back near the bolt throwers, let them go into the corridor and start getting shot/trapped, and only charge at them when they get too close to the gapped walls of the throwers.Learned to do this out of necessity from spawning next to necromancer towers.
>>2401510Outside dwarves should be in military with ready status. I'm pretty sure military uniforms conflict with certain jobs like woodcutter so use your armed civilians to patrol the map. Try not to chop too much wood early on or your first 7 dwarves will get wiped out.
>>2401534>A large monster in the form of a stork>form of a storkSo it's not actually a stork? Because the way it's put makes it seem like it's actually just a monster that happens to take on the shape of a stork.
move when ready>>2402421>>2402421
>>2402422too soon nigga