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No loving joke with these worldgens. Man, the way mine's been going, it's looking like it simulates the growth of the world in real time. I just wanna get mutigenic horror rain that causes frogmen to turn undead
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| # ¿ Feb 14, 2012 19:48 |
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| # ¿ May 22, 2013 09:34 |
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Hmm, so my comp is still bangin' away at The Past Planet. I'm thinking of generating a pocket world while this instance tries to finish. Good idea / terrible idea? FYI my computer occasionally makes a woooOOOooo sound like wind through the trees. Its weirdly discordant, and it's never made this sound before, even under extreme load. I'm choosing to believe its some form of curse, rather than a messed up fan or anything like that.
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| # ¿ Feb 14, 2012 21:15 |
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babies havin rabies posted:It's your system fans speeding up to reduce your cpu temp a few degrees. No way, it has to be the curse of DF. "Fan speed" ok.
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| # ¿ Feb 14, 2012 21:45 |
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Internet Kraken posted:So I've been trying to generate a large world to play in, but it keeps crashing at various points during world gen. Anyone else having issues like this? I tried making a default-sized one with 1050 years. It crashed between "recounting legends" and the menue that lets you save pics, etc. I think having too much "stuff" just makes it unstable after a point. E: cultures was set to low on that particular crash. SniperWoreConverse fucked around with this message at Feb 14, 2012 around 23:08 |
| # ¿ Feb 14, 2012 23:05 |
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Gladi posted:Bright day The way books are described makes me think it could be possible that the bookbinder is a different person than the author. Also maybe there could be books that are combinations of tracts? Is it possible to get something like: On Evil was a legendary dwarfbone-bound book. The written portion consists of a 12 page guide entitled blablabla and a 56 page essay entitled etc. etc. It would be cool if some legendary scribe was able to compile all the world's secrets into one book.
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| # ¿ Feb 15, 2012 02:35 |
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Haha, so he thinks someone (or some... group
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| # ¿ Feb 17, 2012 18:11 |
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Bad Munki posted:More to the point, he thinks that it is hypothetically possible, and regardless of the odds of such a clause actually applying in a meaningful way, he feels compelled to account for the situation. *shocked gasps from the jury* e: every time I search for a river it gives me a brook. Is there a way to force it to give me a real river? SniperWoreConverse fucked around with this message at Feb 17, 2012 around 18:19 |
| # ¿ Feb 17, 2012 18:16 |
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Aren't picks listed as the only entry for "Digging Implements" or something like that? The assumption being that some framework to make other diggin' things either exists or is planned?
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| # ¿ Mar 22, 2012 04:04 |
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I was dicking around with worldgen and ended up with a huge contiguous mountain range that formed a giant crescent across the map. It was mostly Joyful Wilds and had five volcanoes. It's name: the Towers of Blazing
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| # ¿ Mar 26, 2012 02:19 |
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If pipes make it in, then sewage will, and a reason to avoid danger rooms -- they improve skills but not courage: "Urist McSpearlord cancels kill dragon: poo poo himself."
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| # ¿ Mar 27, 2012 12:48 |
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Dareon posted:On the subject of pets, I'm mildly saddened that I apparently can't train this troll I trapped. I want a troll fur clothing industry like the goblins have! Aren't trolls people too? You can't tame beast people or humans or whatever, right? I wonder how the goblin - troll relationship is set up in the code. Like can you edit the raws to have a wooly dwarf and then get them sheared? Is that how trolls are in the goblin camps, or is it some weird hardcoded thing where goblins spawn with trollfur clothes? Do trolls even wear clothing themselves or is their fur good enough for them?
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| # ¿ Apr 8, 2012 17:08 |
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Rock salt? Might as well make ice cabochons.
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| # ¿ Apr 12, 2012 01:22 |
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T-man posted:So I had a idea for the next LP. Basically, Roller Coaster World. All overseers start a 10X1 embark and must build a minecart track from one end to the other, and document it. However, and this is the fun part, it doesn't have to be a straight line. All that matters is that it goes from the furthest square on one end to the other. Possibly we can build it in mind to get from one city to another, but that might not work. That'd be cool, but it'd be even sweeter if we could have it go through the caverns for part of the journey. I mean, we could have it dip in at the beginning and then pop up to make it to the next map, but it'd be better to be completely subterranean. Nothing like breakneck speeds through troglodyte infested lava pits. Have it rocket over the edge of a canyon through a waterfall into a tunnel. Then pop out miles away through the elf forest, across a lake, and through a human city. It'd be hell to architect at the world level, but you could even have people sign up for whatever segment, and then we make them all at once so it goes a bit faster. That'd get me involved, if each contributor built part of a huge ultrastructure, rather than sequential fortress. Are adventurers able to ride minecarts?
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| # ¿ Apr 14, 2012 00:20 |
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Has anyone modded in a geothermal building? I'm thinking it needs access to magma like a smelter but it produces power like a windmill. That should be in, especially if carts need power.
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| # ¿ May 1, 2012 21:02 |
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scamtank posted:None of the mechanical stuff has made it to the raws yet. Boo. Do water wheels work with any underground water, or would it have to be an underground river of some kind?
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| # ¿ May 1, 2012 21:08 |
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scamtank posted:Me this morning: I would consider keeping tannable hide on things like giant cave swallows and other crazy birds that don't exist in real life and are huge as hell. But don't almost all animals have huge versions now? I dunno what the details would look like regarding 500Γ chickens.
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| # ¿ May 22, 2012 20:13 |
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So I loaded DF for the first time in quite a while, and genned a really weird smallish world. No age of myth -- it immediately jumped to the age of Roc and Taiga-Titan. This ended in 173 when the Roc was killed by a dwarf, and ~25 years later the Titan was killed by another dwarf. Thus began Eight Hundred Years of Goblins. They've conquered everything except the mountainhomes and no other civilizations exist. In 1050 I led an expedition to extend dwarven influence to some coastal hills. Other than a migrating flock of emu, a few badgers, and a family of otters, the map was completely quiet, even after hitting the first cavern layer. Until the troglodytes came. I was able to hold them off a few times, including a crazy fight where the expedition leader got his teeth blasted out, and one where my main rookie was thrown from a subterranean cliff and then found later. I started fortifying the landing, and just as the walls were coming together, the giant spider strolled in. We lasted a while, but it was a wipe. I tried to reclaim but I don't know what I'm doing. I was able to kill all the named creatures that were waiting in the halls, but more came out. My mason went berserk, but before that one of my miners was found "twisted in fear." Any idea what that means? I'm assuming pretty much nonviolently insane or catatonic, like how berserk would be a violent psycho. Any advice on how I should run my second reclaim? Keep to the surface for a while? To be honest I haven't "prepared carefully" in real life years, and I'm not sure what to bring, or how to distribute skills. For example wardogs were not very effective, although I didn't know what to do other than pasture it where I wanted it to guard. I don't believe my civ has access to anything better than copper. I suppose one of those guys should be a good level mason, because there was a shitload of bodies and I think those ghosts traumatized some of my guys, so I'll need to inter or memorialize them pretty quickly. Somehow I just now got the idea to cut out the slopes around the cavern landing instead of wasting all this time building walls and doors.
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| # ¿ Nov 14, 2012 23:19 |
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Sweet. Do ghosts stay between reclaims, or would they have to be more recently killed? This time I'm just gonna cap off the stairwell and hope for the best, until I can get the military figured out. e: Vabok Wiphopeful the deranged mason has been waiting in ambush for the past year! She's now a professional wrestler, according to the therapist. Is there a way to hide dwarves that aren't "mine?" e2: Oh god everyone's dead SniperWoreConverse fucked around with this message at Nov 14, 2012 around 23:45 |
| # ¿ Nov 14, 2012 23:27 |
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Well, ~20 coffins later and almost all the ghosts are squared away. I was able to survive until the first migrant wave before I saved & quit. Somehow my killer mason shows up as dead, even though she killed multiple axmen at once and then wandered the countryside strangling otters and badgers while we hid in the dirt. All the ghosts that are left are just the "mournfully float around" kind. Had some elkbirds show up, but they're driven off, and I was able to get walls & doors up before the army of hostile antmen and women got too close. So I have ten or so dwarves. Normally I'd end up getting bored and quitting pretty soon, but I want this one to make it. Any advice on transitioning to the midgame? I've never had like 25 dwarves without just quitting. I guess I'm not sure what do do with them, or how to assign them jobs. Neddy Seagoon posted:They spawn as a type and stay that way, and yes they can indeed kill someone out of sheer terror. I think it's at least partially dictated by the way they die. If I had to guess, murder or tantrum spirals would probably get you a Sadistic ghost. To me, this seems 100% believable. I bet mine was torn apart by that named giant spider / three named trogs.
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| # ¿ Nov 15, 2012 01:52 |
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Thanks for all the advice posted earlier, things are starting to come together for my fort. A few ominous happenings: A migrant bonecarver somehow went around all the locked doors that led to the rest of the cavern, in a poorly thought out attempt to get some facetime with the antwoman queen. Instead he got his face removed. On the other side of the landing is a giant toad just sitting in the tunnels. I've never seen her move, she's been still as a stone since I first noticed her, yet nearby doors seem to disappear. Also missing is a farmer. I went ahead and put in some walls. Looking at the units list, I've still got a ghostly woodworker that needs taken care of, and something weird is going on with the ant people. One of them is friendly: Worriedhowls the Queen Ant Woman Spearman. She only owns her spear and three shields, and the splatters of dwarf blood. What happened between her and Zulgar Hatchetlull? Another case of ill-fated love? Did she recognize the tunneling ways of dwarves? Impressed by heroic combat? We may never know. It's kind of neat that ant people have four arms, and it's also interesting that they would hold three shields instead of two weapons and two shields, or whatever. Is that hardcoded, or is it dictated by that particular tribe's culture? It would be cool if cultures could be voluntarily cosmopolitan. I would totally incorporate these ant people into my fortress if there was a way to communicate with them - and if they would actually do jobs, maybe they could be army ants . Can't you buy enslaved beastpeople from the elves, but they won't actually do anything other than noble it up? Are they represented in the raws as animals or something? It kind of sucks that there are "lesser" civs that don't get a chance to greatness, like kobolds and all the mutanoids like slugmen and keawomen. Having friendly non-dwarf-characters integrate into the fortress could be a toehold that lets them into the culture at large.Plus you could have all kind of weird alliance based cultures, and different species could be more or less likely to unite with others. Your starting seven would always be dwarves, and maybe after the two first migrant waves you could start getting others. I mean, surely ant dudes love industry as well? And humans like to booze it up from time to time. Elves love natural beauty or whatever *checks out this amazing diamond.* It could be a cool dynamic process that "selects" what kind of traits a main culture retains from it's client cultures. I don't see a human-dwarf alliance dominating all the rivers and plains and mountains in the world being good gameplay, so they would culturally prefer one or the other. Beastpeople could only really donate cultural things like gods and customs, you can't have nomads building a fortress. Leading a band is for adventure mode. Cultural traits could probably be modeled in a similar way to how physical traits are, so maybe it wouldn't be too hard to set up. Then again ants probably hate alien-smelling tribes, humans are all around dicks, and elves are stinking hippies. If cultures were less set in stone it would be more of a living world.
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| # ¿ Nov 16, 2012 16:55 |
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Dwarves can get light-sick, but they're happy to just run down into a pitch black hole in the earth. Would humans just refuse to go in unless you lit everything up with torches/lanterns/skylights/magma-filled-glass-pipes?
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| # ¿ Nov 16, 2012 18:47 |
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Obviously shrines should check the surrounding terrain vs the things that god likes. God of death and water wants a pool with interred followers. God of the sky and stars wants a spire on the surface. God of fire and war demands magma forges nearby. C'mon people this is basic stuff here.Bolverkur posted:Sweet Jesus, I just envisioned Dwarf Fortress: New Crobuzon edition. Having to deal with the difficulties of clashing races, cultures, taboos being broken, the ensuing tantrums and riots. Glorious. If you're not familiar with China Miéville's fiction, then that's basically what happened. The question comes down to what Toady wants from DF. How closely does he want to follow Tolkien? Objectively evil goblin hordes will be over if civs are that fluid, because the ye olde literary technique breaks. This is important -- hasn't he said DF is a story generator?
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| # ¿ Nov 18, 2012 02:06 |
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So what's the deal with pipes? Can I just make a ton of pipes and a few pumps to move water upwards / sideways / whatever? I guess not vertically because otherwise the pump stack wouldn't be worth it. Is there any benefit to using pipes instead of an aqueduct?
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| # ¿ Dec 6, 2012 08:03 |
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Better make sure your artifact diapers are forbidden, otherwise you'll end up with some very unhappy clothiers when baby urist takes a dump. I wrote half of that and almost quit the post because I was just looking at the PYF ugly and awkward thread
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| # ¿ Dec 8, 2012 05:43 |
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Oh, come on, it was a touching engraving that honored his memory. Just like how one of my craftsdwarves constantly made little statues of a named giant badger ripping the limbs off of dwarven children in the meeting hall.
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| # ¿ Dec 9, 2012 05:57 |
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Do "good" titans, like the ones radiating love and kindness and sublime peace benefit the fortress? It'd be cool if they blessed the fort with effects that were based off their biome + flavor. I'm thinking they should spread their biome, overwriting whatever it was they walked past. This would work for evil ones too. Or do they just wreck up the joint? I haven't gotten one but I bet there are peace loving titans with ten million kills.
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| # ¿ Mar 5, 2013 08:24 |
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On the winter solstice everything lines up and the last bit of adamantine is burned away, finally opening hell.
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| # ¿ Mar 9, 2013 07:47 |
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So one thing I noticed on the embark screen: if you have a name or some character string that is too long, the game will automatically use shorthand instead of just chopping off the end. Along the Path of Guards runs a Brk: Htcnfsd th Shm of Dvd. Panning around I saw Strm: Slknbbld th Hs of Sp, as well as Brook: The Adorable Glsss, Strm: Tmdrdgs th Mn of Grd, Volcano: The Worthy Fontns, Stream: The Asslts of Tggng, and the Strms Drnchdstryd th Tntcl and Achbnd th Tld Jgglr Also I forget how to pick a site anymore. E: What does it mean if you go to pick your civilization and it doesn't have any Ωs? SniperWoreConverse fucked around with this message at Mar 15, 2013 around 01:35 |
| # ¿ Mar 15, 2013 01:26 |
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So earlier I went to start a game and noticed a civilization with what I thought was no territory. It has no blue omegas. Does that mean that the expedition is the last group from there? No traders / migrants? I checked legends, and the last entry is a city being destroyed by elves in like year 190. I looked at the historical map and some hills and such are still owned by them in 1050. So what gives? Are they dead or what?
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| # ¿ Mar 24, 2013 01:45 |
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Ok, so a few pages ago I posted about a 1050 year old dwarf civ that apparently had no sphere of influence and had no history past 190. I was able to start a game as them, and I could see their previous capital city during embark mode. They are on a tropical forest continent with two elven civs, one is friendly or neutral, the other is at war and has been since the dawn of time. However, according to the legends map, there are two other civs that I can't figure out, they're just one word untranslated dwarfspeak, so I'll have to look closer and try and suss out who they are. The embark screen didn't mention them, so maybe they're some kind of beastpeople, who knows? I embarked in a tropical forest, it's kind of like a thousand lakes region with a poo poo ton of pools all over and a pretty neat spire that is honeycombed with ore veins that I plan on swiss cheesing and putting apartments in. So far I've made it to the first migrant wave without getting stomped by the herd of boars, so we'll see what happens when I get to wave three / trade caravan. What does the game do if you build more than one trade depot?
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| # ¿ Mar 26, 2013 10:07 |
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So I continued my fort from the ghost civilization. I just now made it to my second migrant wave, and I Nerridlisid Nidòstôsed, 'Groundclashed the Ferocious Maze,' a perfect purple spinel posted:This is a perfect purple spinel. All craftsdwarfship is of the highest quality This object menaces with spikes of purple spinel. e: figures as soon as I post I get the liaison. SniperWoreConverse fucked around with this message at Mar 30, 2013 around 04:26 |
| # ¿ Mar 30, 2013 04:22 |
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| # ¿ May 22, 2013 09:34 |
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So I just had a real-life Dworacle experience. I was taking a quick nap and had a dream. In this dream I had been building a huge wooden great hall style structure in what was probably adventure mode. It was in a rainy, forested environment and other players were helping me. Some rain had gotten inside -- the roof was sloped wood but some gap let it in and a number of mattresses got soaked. Someone was telling me "No man just get rid of them we're gonna end up with mold," but I had a better idea. Part of the building used some kind of open lattice truss construction for ventilation. Because these constructions were hollow they could be used for storage. I put all that stuff in there to dry out. Also, there was a cupola construction that I was able to put up there too. Then this transitioned to dwarves building a new fort in a wooded swamp. They were building up wooden minarets and connecting them with bridges. Then the space in between would be floored over to provide safe space for buildings. In between, on the ground, a lowercase r was running around trying to escape some unseen "swampboss" that had a crazy rate of attack with some ranged poison web thing. I had to caution dwarves to stay away from the edges, not all the flooring was put in and they might get hit. Then I woke up with a very strong feeling like I'd been listening to some mixtape from music for programming for a few hours straight. Man, what the gently caress just happened? I haven't played DF in months. Was that swampboss like a swamp titan? Was that it's translated name? Was I thinking in dwarvish? Is this how Toady experiences life all the time? Did I have a prescient vision of updates to come?
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| # ¿ May 5, 2013 03:56 |





Component production by way of standard item tags, sure, but you're stuck with the ol' windmills, axles and gear assemblies.
Hell yeah, gonna get some Fortress action all up in he-
. Can't you buy enslaved beastpeople from the elves, but they won't actually do anything other than noble it up? Are they represented in the raws as animals or something? It kind of sucks that there are "lesser" civs that don't get a chance to greatness, like kobolds and all the mutanoids like slugmen and keawomen. Having friendly non-dwarf-characters integrate into the fortress could be a toehold that lets them into the culture at large.