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Something bizarre just happened. I embarked on a mountain that turned out to be 50 z-levels above ground, so it was above level 200, and it looked like a pretty cool embark. But then after a minute or so my kittens were found dead, with nothing in the log, and then my hens died, and then finally my dwarves started suffocating one by one. Although two of my dwarves survived for quite a while after that so I just abandoned. There was an evil biome nearby that had some sort of rain, but it was quite a bit from where my dwarves were. Is there something like a soft limit on z-levels where the air is too thin or something?
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| # ? Apr 9, 2012 23:52 |
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| # ? May 19, 2013 04:21 |
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Either your worldgen has some hilarious bug or they walked into the evil rain
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| # ? Apr 9, 2012 23:55 |
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Can you imagine if altitude was modeled realistically in the game? Smelting would take 3x the fuel at higher levels, and suddenly your mountain-hardened dorfs could survive much longer underwater than their sea level brethren.
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| # ? Apr 10, 2012 00:49 |
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Is there any ASCII/Codepage trickery to get specific icons in a dwarf's nickname? I'd like to custom-name their professions as their burrows and nickname them with the specific job they do, and/or military status. Icons would cover more information to me.
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| # ? Apr 10, 2012 00:51 |
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Taking a break from fortress mode to go back to an average adventurer I saved awhile back. I'm now an unstoppable force that just ripped apart a gas spewing deity. Also noticed that now that I'm a vampire, mummies are my friends. Do vampires heal? My adventurer has busted feet and they don't seem to be healing. As badass as he is, crawling on the ground is annoyingly slow.
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| # ? Apr 10, 2012 02:18 |
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So, I've not played this game since 40d was the current version. I decided to give it another try and check out the changes. Pretty soon I was reminded why this game is so drat cool. My fort was chugging along as normal (precariously, that is), until I was presented with the message "Aban Machinecrown has been found drained of blood". What the hell? I googled the message and it turns out dwarves can be vampires now. Apparently the best way to find out which dwarf is the vampire by looking for one with a long list of associations. So I pulled up the unit listed and started going through it. After going down the list most of the way, I found this (click for big): ![]() Hmmmm. Looks a little bit suspicious. Sarvesh, my great diagnoser, chief medical dwarf and mayor. She's been a member of a lot of groups and she's over 100 years old, but surely someone this senior couldn't be a vampire? Further investigation was needed. I had a look at her relationships: ![]() Two dieties and a couple of friends. No big deal so far. I decided to look a little closer: ![]() She worships the god of... darkness, the night, nightmares, rain and lighning. Oh dear. Furthermore this god cursed someone with vampirism. This was starting to look bad. I checked out her second diety: ![]() So she also worships a rotting male dwarf god, associated with death, rebirth and fishing. I don't know about you guys, but I find fishing an incredibly creepy pastime. Stabbing hungry fish in the mouth is the act of a sadist. This seemed like pretty damning evidence. Oh, and it also seems that this diety is worshipped by the same accursed vampire dwarf as the other. All this together left me convinced I'd found the vampire. "Sarvesh", or should I say Lorbam, the highly respected chief medical dwarf and mayor was actually a foul creature of darkness! A chilling deception indeed, going right to the heart of my fortress' society. But what to do? Nobody saw the murder and I didn't have a justice system in place regardless. So, I did what any good roguelike player would - savescum, and look at her history in "Legends" mode. This is what I found: ![]() It turns out the deceitful Lorbam has been all over the civilisation of the Torrid Mirror before coming to my fort - Threefist. In addition to this, it turn out that my mayor isn't just any vampire. She's one of the first vampires. She has a colourful past too. Former ruler of "The Savage Cult" at a charming sounding place called "The Ruthless Chapel", she was obsessed with her own mortality for nearly a decade, before profaning her dark chapel for which she was cursed by her diety. I'm not a member of any corrupt evil death worshipping cults (Christianity never really appealed to me), so I have no idea what exactly you need to do in order to profane one of their chapels, but I'm sure it's got to be pretty badass whatever it is. ![]() Three hundred and twelve kills, of which were 106 dwarfs in Ironcuts fort alone! Good lord. It seems she's a mass murderer. In her un-death she's been responsible for nearly as many fatalities as Christine Lagarde was yesterday afternoon. Quite a number. I decided to check out both the Ruthless Chapel and the Savage Cult it hosted: ![]() ![]() ![]() So she ruled this cult and it's chapel for around 50 years, before abandoning it to Urist and beginning her murderous campaign as a vagrant. I wondered what kind of organisation would allow such violence and evil to exist at it's core unchallenged? NATO and the Chicago School presumably don't exist in this dwarf-world. Who are the Torrid Mirror, really? ![]() Ah. Turns out there are necromancers in this version, and two of them founded the Torrid Mirror together and ruled for a very long time indeed, despite pissing off a bronze colossus as an opening move. So to summarise, it turns out my fort is ruled by an ancient vampire doctor, who once was the head of an evil death cult, hosted in a civilisation run by a pair of ancient necromancers. I thought this map said "Joyous Wilds" when I started? To cap this off, just before posting this, I noticed the mayor was up on the surface at the edge of the map "fishing" in a dank murky pool, all alone except for a single lone child... ![]() I'm not sure what to do now. Do I arrange an unfortunate accident for my mayor, or should I just let things play out as they will? Either way, I think that child is not long for this world.
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| # ? Apr 10, 2012 03:01 |
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Pretty sure you can just go z > justice and convict her of the crime, and if you have a chain and hammerer she'll either get time served or splattered. And vampires happen no matter where you embark, they're not restricted to bad biomes.
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| # ? Apr 10, 2012 03:05 |
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I just got a vampire as well. I noticed mine as soon as he entered the map, because he had a list of skills and former allegiances as long as your arm. So I recruited him into the military, stationed him in a field, and made him a nice little hut that happened to not have any doors on it. Then, a few months later, he entered a strange mood. After a certain amount of internal debate I let him out long enough to make his artifact (a coffin, appropriately enough). Somehow on the way back to his hut he managed to murder a child. So I stuck a chain in there, designated it For Justice, and sentenced him to a year of imprisonment. Even without a justice system, walling up the vampire seems to work pretty well. They don't get tired, hungry, or thirsty (conventionally), so they'll just stand there contentedly forever. You can always let them out if you want to let them help you murder goblins.
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| # ? Apr 10, 2012 03:09 |
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Toady's answered some questions over on the "Future of the Fortress" thread. Of note: quote:
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| # ? Apr 10, 2012 03:13 |
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This is going to be so beautiful.
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| # ? Apr 10, 2012 03:14 |
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Now the real question is... will it be possible for two or more carts to collide in mid-air? And if so, what'll happen?
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| # ? Apr 10, 2012 03:21 |
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So amazing. I really can't wait to see what we get in the way of loading/unloading, and how automatic that can be.
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| # ? Apr 10, 2012 03:23 |
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idonotlikepeas posted:Even without a justice system, walling up the vampire seems to work pretty well. They don't get tired, hungry, or thirsty (conventionally), so they'll just stand there contentedly forever. You can always let them out if you want to let them help you murder goblins. This seems like a good solution.
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| # ? Apr 10, 2012 03:29 |
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It sounds like we'll be able to send minecarts flying into the faces of enemies and do damage. Lead minecarts full of lead blocks.
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| # ? Apr 10, 2012 03:57 |
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No room for lead blocks: too full of angry, steel-clad dwarves. The first LP after this release drops is going to be the most implausibly amazing thing ever.
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| # ? Apr 10, 2012 04:03 |
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Zaldron posted:Now the real question is... will it be possible for two or more carts to collide in mid-air? And if so, what'll happen? That's already been answered and the answer is yes and probably carnage.
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| # ? Apr 10, 2012 04:03 |
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Ah, must have missed that. Anyways, that's awesome. First thing I'm going to do when minecarts come into play is to set up a sports arena with dwarven jousting and gladiatorial combat and any other fun stupid crap I can think of.
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| # ? Apr 10, 2012 04:07 |
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If dwarves can fit into carts (has that been confirmed?) it will be completely possible to build sub-fortresses completely cut off from the rest of the world. We can now make jails (see burrows) kept afloat only by the occasional flying cart full of booze and plump helmets. Hell, we could have a fully functional goblin diaspora.
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| # ? Apr 10, 2012 04:08 |
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I want to build a Large Dwadron Collider.
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| # ? Apr 10, 2012 04:09 |
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Bad Munki posted:I want to build a Large Dwadron Collider. We can build a Large Dwarf Collider
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| # ? Apr 10, 2012 04:10 |
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I wonder what sort of delay will be in place for carts triggering other things like bridges. As long as it's not instant, you really can do things like "circulate this cart on this loop until it hits a certain speed, then exit." I like that, I like it a lot.
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| # ? Apr 10, 2012 04:12 |
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I'm still in favor of what somebody mentioned earlier about a cart made out of lignite on fire. Better yet, a lignite cart full of lignite barrels of booze on fire. But really, even considering all the fun things you can do with this, I think I'll enjoy tantrum spirals from wayward kittens being splattered on the rails more than anything. I mean really, the amount of pets that this system is going to kill is going to be loving amazing.
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| # ? Apr 10, 2012 04:16 |
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riznar posted:It sounds like we'll be able to send minecarts flying into the faces of enemies and do damage. One of the earlier updates mentioned being able to stack minecarts vertically and break the stack by launching another cart into the middle of it. Outer walls topped with stacks of lead-filled lead minecarts, connected to pressure plates that launch carts from the fort into the walls.
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| # ? Apr 10, 2012 04:16 |
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Toady also confirmed you can set triggers for empty carts as well. In fact, the whole system sounds wonderful.quote:Yeah, you can send a cart along after a time if it is empty (or immediately if it is empty). The timer can also send it along regardless of contents, and you can have as many timers with different conditions running as you want for a single stop. Once any timer is triggered, the cart will be set to depart.
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| # ? Apr 10, 2012 04:20 |
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I really want to believe that some day, dwarves can ride in these things. And that even further, that we'll some day be able to build walls that're meant to be crashed through without hurting the occupants much. I really, really want to send my army at goblins by having them bust clean out of the side of a loving mountain riding mine carts into the enemy horde. Then the cart comes skidding to a halt at the end of what I hope will be a long red streak, only to hop out and add to the gore with their own various implements of death and dismemberment. Oh god, decorate the carts with spikes. Not that it'd made a difference when it comes to impact damage, but holy crap would that be awesome. Really, we're only a few steps away from fully enclosed carts with gunwales for a load of angry marksdwarves. Dwarven tanks! Until some bronze colossus steps on one and you see blood spray out like a squashed grape. Bullstuff fucked around with this message at Apr 10, 2012 around 04:28 |
| # ? Apr 10, 2012 04:25 |
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Bullstuff posted:I'm still in favor of what somebody mentioned earlier about a cart made out of lignite on fire. Better yet, a lignite cart full of lignite barrels of booze on fire. But really, even considering all the fun things you can do with this, I think I'll enjoy tantrum spirals from wayward kittens being splattered on the rails more than anything. I mean really, the amount of pets that this system is going to kill is going to be loving amazing. Now that's just a waste of good booze! Especially considering the only interaction alcohol in DF has with fire is that it will eventually boil away as a scented steam... Only the barrels catch fire. I love how this myth continues to live on.
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| # ? Apr 10, 2012 04:39 |
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On riding carts:Toady One posted:I don't have a final verdict on riding minecarts. Of course it has to happen, but as for when or how the dwarves actually make that decision... kind of a can of worms. Sounds like it's more of an AI issue than an issue of carts being able to transport dwarves. I hope we'll at least be able to ride them with our adventurers.
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| # ? Apr 10, 2012 05:27 |
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If he can get dwarves riding minecarts then mounts would come "for free", so that'd be a very exciting addition
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| # ? Apr 10, 2012 06:18 |
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Presentation first, practical application second. Once dwarves can fit in minecarts, create upward tunnels with tracks. Launch carts with military dwarves from the ground/walls through the air at invading sieges.
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| # ? Apr 10, 2012 06:26 |
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Laser Spider posted:Sounds like it's more of an AI issue than an issue of carts being able to transport dwarves. I hope we'll at least be able to ride them with our adventurers. Adds an entirely new dimension to Trap Fort. Can you cut your hair as an adventurer? I want to create a vampire necromancer version of Mola Ram and put the entire Wild Minecart Theme Park around him.
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| # ? Apr 10, 2012 06:30 |
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I'm going to build in a long-and-narrow site with a steep river valley running between them. I will establish two, independent and non-interacting forts on either side of the chasm (using burrows of course). Each fortress will dig into their side of the valley, and construct battlements. Then, on the first day of winter, the minecart artillery battle will begin! Whose precision minecart volleys will prove to be decisive? Which side will employ the cleverest Siege Cart Engineer? We will discover the answer through fire and blood (and minecarts).
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| # ? Apr 10, 2012 07:26 |
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Construct a series of 1x16 embarks with a shitload of embark points. Carefully count squares to construct a single rail line running across the entire world, with some speed-up mechanisms at the end of each segment to launch you off a ramp and onto the next segment (unless it'll let you build rails all the way to the map edge, which it might). Abandon, play an adventurer, and get inside a minecart at the leftmost point. Ride across the entire world.
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| # ? Apr 10, 2012 07:31 |
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Leperflesh posted:I'm going to build in a long-and-narrow site with a steep river valley running between them. Best part? This will actually be possible using DFterm.
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| # ? Apr 10, 2012 07:31 |
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Man, the new training system just refuses to work for me. I try to train war dogs, they never try to train them. I try to tame a bugbat, they only tame it until semi-wild and then ignore it. Edit: It seems now you can only train animals if you set up a zone? That's stupid. Why can't we use the kennel like we used to? What's the point to a kennel now?
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| # ? Apr 10, 2012 07:54 |
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Lareine posted:Man, the new training system just refuses to work for me. I try to train war dogs, they never try to train them. I try to tame a bugbat, they only tame it until semi-wild and then ignore it. Capturing and taming small critters. And to look nice.
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| # ? Apr 10, 2012 08:12 |
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PublicOpinion posted:Construct a series of 1x16 embarks with a shitload of embark points. Carefully count squares to construct a single rail line running across the entire world, with some speed-up mechanisms at the end of each segment to launch you off a ramp and onto the next segment (unless it'll let you build rails all the way to the map edge, which it might). Abandon, play an adventurer, and get inside a minecart at the leftmost point. Ride across the entire world. This is why I love DF. This can be a totally feasible thing to do.
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| # ? Apr 10, 2012 08:56 |
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Speaking of war animals.. somehow my embark had Grizzly Bears, so I took a pair and now I have 50 war bears in my entrance tunnel(with a whole bunch of cubs in another room). I hope the goblins show up soon, my bears already ate a group of kobolds.
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| # ? Apr 10, 2012 08:57 |
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When their training wears off, do you have to deconstruct the chain to train again? That would be a terrifying job.
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| # ? Apr 10, 2012 09:02 |
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What do you guys have to do to get kobolds on your world generation? I've played many gens with 31, 34 and 34+Masterwork but I've never seen kobolds survive. When checking their civs in worldgen in legends after a few years the only activity I see is an increasing list of non-sentient enemies. I know there was a bug with the carnivore and bonecarn tags but I thought that was dealt with when Toady switched off eating for kobolds and goblin civs.
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| # ? Apr 10, 2012 09:17 |
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| # ? May 19, 2013 04:21 |
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Corsec posted:What do you guys have to do to get kobolds on your world generation? I've played many gens with 31, 34 and 34+Masterwork but I've never seen kobolds survive. When checking their civs in worldgen in legends after a few years the only activity I see is an increasing list of non-sentient enemies. Uh, that did get fixed for 34.01. Just about the first thing my forts get are thieves these days. Maybe you're just infinitely unlucky?
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| # ? Apr 10, 2012 09:32 |



































