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Vander posted:Been playing this for years, and I still have never used the original tile set. Anyone else like that? Can we get an updated startup guide to tiles? I love the default, but I have it as a 12x12 tileset. The wiki has a huge list of tilesets. I think Jolly is my favorite tileset outside of the default. Zesty fucked around with this message at 19:25 on Mar 13, 2014 |
# ¿ Mar 13, 2014 19:21 |
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# ¿ Apr 24, 2024 06:08 |
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Internet Kraken posted:I meant my own personal mod, but thanks for the links anyways. I'm not sure how up to date it is, but it should have everything up to a month or two ago at the worst. Dwarf Fortress Fan-Compiled Changelog
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# ¿ Mar 14, 2014 14:43 |
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Hot Sexy Jupiter posted:But at least with those things they just add extra detail or challenge to the game. Superfluous or overly difficult perhaps (I had elephants on my previous embark site and I never had trouble with them personally), but not especially egregious. Tying up containers full of stuff other dwarves need just to fetch one item seems like a really bad design decision, full stop. Yes? Welcome to Dwarf Fortress.
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# ¿ Mar 15, 2014 11:07 |
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scamtank posted:Metal clothes only work by kind of accident right now. The ELASTICITY_WOVEN_THREAD tag that all ordinary clothes have caps the garment material's shear strength values to 20,000 yield and 30,000 break, only marginally stronger than bare skin. I would read it. By the way, no fun text in the thread name? I was hoping Dwarf Fortress: A section of the thread has collapsed! would make a comback. Zesty fucked around with this message at 15:39 on Mar 15, 2014 |
# ¿ Mar 15, 2014 15:34 |
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That's a lot to process. Does that mean I would be better off with metal clothing than armor in some cases?
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# ¿ Mar 15, 2014 18:33 |
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Alexzandvar posted:It depends on how angry/reactive your local elven population is. So it's a hit or miss if you get a siege. I just have really lovely luck when it comes to not pissing off elves. I much prefer this than rigid conditions where something happens everytime given the player's identical input.
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# ¿ Mar 16, 2014 23:54 |
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Carsius posted:Make sure you don't atom smash your junk. Okay. Speaking of junk management, is there a convenient way to make a tunnel straight down without killing a dwarf in the magma sea or have extra tunnels leading out of it?
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# ¿ Mar 18, 2014 06:19 |
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I haven't played around in Legends mode in a couple years. Saw this today:
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# ¿ Mar 27, 2014 17:51 |
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EightBit posted:Multi-tile trees, climbing, I'm sure there's other huge things but that is what is sticking in my head for mode. Fan-compiled changelog, may be incomplete.
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# ¿ Apr 6, 2014 14:24 |
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steinrokkan posted:So in short the adventure mode would be much better if it were plausible to sustain oneself on wildlife while progressively making your way through missions. As it is the AM is nigh unplayable. I thought you could butcher wild animals and cook their meat on a campfire. What I didn't like was being hungry/thirsty but too full to eat/drink.
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# ¿ Apr 13, 2014 00:22 |
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Beak dog, as imagined by Zach Adams.
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# ¿ Apr 15, 2014 14:12 |
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scamtank posted:dwarf dwarf dwarf dwarf dwarf dwarf devlog What filming and audio recordings?
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# ¿ Apr 30, 2014 11:02 |
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Found the perfect dragon to slay. Mistrum. The very last female dragon in the world, though there are still a few males out. 500 years in, hundreds of notable kills. Associated with wealth and fire. By killing the last female, I can personally guarantee the end of the dragons.
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# ¿ Apr 30, 2014 15:29 |
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my dad posted:Hatches. Hatches are a lifesaver. Does opening a hatch slow down travel time?
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# ¿ May 11, 2014 15:18 |
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Do megabeasts ever meet in world gen and fight?
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# ¿ May 13, 2014 19:02 |
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TheOmegaWalrus posted:Would anyone like to sum up what's going to be new in this release? https://docs.google.com/document/d/1Vgy5h5tmWFZLqCJMYd1cbGG67SUCSIn30Y--DNymzdg/edit?pli=1 It gets edited all the time. I swear there used to be more on it. I'm sure you could browse the edit history if you were so inclined.
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# ¿ Jun 2, 2014 06:20 |
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Sometimes I tell myself he's doing a lot of the behind-the-scenes work so future development will produce tangible results more quickly.
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# ¿ Jun 7, 2014 08:28 |
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The Something Awful Forums > Discussion > Games > Masterwork Honestly though, love reading about it. Might try it out again.
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# ¿ Jun 11, 2014 11:07 |
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Bad Munki posted:Aaaaand true to Toady style, a new release right out of the blue, raise your hand if you saw it coming: This is hilarious and the forums are better because it exists. Way to go, you.
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# ¿ Jun 16, 2014 16:45 |
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Tuxedo Catfish posted:I'm still not sure if you're kidding or not. Oh, I don't know. Some of these will be neat. Megabeasts occupying civ sites. Reclaiming sites from them with your adventurer. Civs building sites after worldgen. Site claiming. Fleeing commanders try to return to their camps. Patrols that raise alarms. Anything Entity Group or Heritage related. That's just stuff related to the living world. There's lots of neat poo poo. Though I'm not so keen that it took two years for this update. Makes me worry about future releases. Zesty fucked around with this message at 15:50 on Jun 18, 2014 |
# ¿ Jun 18, 2014 15:48 |
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chiefnewo posted:For some reason I want to see if it is possible to build a road across the world by starting and retiring forts all along it. Each fort builds a patch of the road as far as they can and is then retired, the new fort starting up right next to them to continue it. It won't appear as a road on the map, nor would it be perfect because you can't build on the map edge, so there will be a blank couple tiles along the road every map site distance. It sounds amazingly to have wanted to do that at all considering the size of the world and how long dwarves take to actually build poo poo.
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# ¿ Jun 19, 2014 07:19 |
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Zereth posted:You can build roads on the map edge, I think. Maybe also floors. Hm. I was extrapolating from a question I had years ago about using two forts to create a bridge across a sea that was narrow enough to only cover two map sites. Maybe that would make a viable bridge now that we can jump.
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# ¿ Jun 19, 2014 08:27 |
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Bad Munki posted:It'll stop being funny exactly one week after the actual release, when everyone realizes a week's worth of posts saying "new release is out" were genuine. At that precise point in time, it will cease being funny and will become deathly hilarious as this thread implodes. ...no? It was never funny. It's rickrolling.
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# ¿ Jun 20, 2014 06:18 |
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quote:Civilized World Population It was just a medium world too. 550 years of generation though. Also, this is pretty great DF fanart.
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# ¿ Jul 9, 2014 17:06 |
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Zoe posted:Holy poo poo. Where'd this come from? This thread moves fast. Sorry it's 100+ replies late. http://kruggsmash.deviantart.com/art/Greed-The-End-of-Duralthob-463209684
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# ¿ Jul 10, 2014 13:58 |
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So how are tilesets different? I checked the default 800x600 in .34 and .40 and they seem to be identical.
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# ¿ Jul 11, 2014 17:46 |
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What's the difference between "No Quarter" and "Lethal"?
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# ¿ Jul 11, 2014 21:48 |
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HerpicleOmnicron5 posted:At the moment you'll hate the glitches, the crashes, long loading times and nobody aggroing onto you unless you yell at them. Wait for a while, then get stuck in. cheesetriangles posted:That sounds kinda disappointing. On the other hand, it's really cool that I can find specific people/places/events without having to have a copy of the world running legends in the side. I can just ask people where things are and they'll either tell me or guide me. Conversation is my favorite feature so far. It feels a lot more organic than it used to be. What's the command to climb in Adventure mode?
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# ¿ Jul 12, 2014 10:53 |
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Saturnine Aberrance posted:
I kept getting this response when searching for a dragon for my quest. The cave was merely on the other side of a mountain range. I wish they NPCs would just say that rather than "inaccessible".
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# ¿ Jul 12, 2014 12:06 |
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I thought I heard a TF2 sound effect in there.
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# ¿ Jul 12, 2014 17:12 |
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edit: damnit, ignore
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# ¿ Jul 14, 2014 02:06 |
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Dungeon Ecology posted:quick question -- if I export a map from Legends, where can I find it? I've been poking around the program files for DF, but I can't find anything... Your main Dwarf Fortress folder.
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# ¿ Jul 14, 2014 04:21 |
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That island in the very middle west there. Those purple circles are cavern entrances, I believe. That is hell island.
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# ¿ Jul 16, 2014 09:45 |
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SynthOrange posted:Man I wish I knew what all these status effects are. Blinking blue ! you are no help! Melancholy.
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# ¿ Jul 16, 2014 14:47 |
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I haven't seen many opinions on trees in .40, but I think they look absolutely great. Maarak posted:Is that an antarctic volcano in the SW? Oh man, it is. The problem with that world was that I was just testing some population numbers after my custom world always had one or two sentient species getting wiped out within the first hundred years. That world had all the boring/not-fun stuff like bogeymen, low megabeast numbers, etc so I didn't bother keeping it.
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# ¿ Jul 16, 2014 17:57 |
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Dungeon Ecology posted:Has there been a Phoebus tileset released for 40.03? I'm getting pretty tired of losing every fortress to a crash during the first 30 minutes. I don't understand how those two things are connected. But yes. dragon_pamcake posted:I lost an entire year's progress to a crash today. I am well aware it is my own stupid fault, but I'm switching back to Masterwork for now. Autosave spoils me. This is why I don't make the meeting hall the crossroads of the fort and make extensive use of doors as vision blockers so I can get dwarves moved where I need them during an emergency.
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# ¿ Jul 17, 2014 07:08 |
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I absolutely hate bogeyman as they currently exist. They only bother you if you're alone at night in adventure mode and there are seemingly an unlimited source of them and it's impossible to deal with them without literally fighting all night or managing to find an "indoors" without the help of quick travel. I wish Toady would rework them to somehow be interesting and not a roadblock... and then take another look at Aquifers while he's at it. Until then, I'll just keep modding both out of my worlds.
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# ¿ Jul 23, 2014 02:09 |
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I get a lot of enjoyment out of Legends mode. Just generated this world. Isle of Man up there in the north-west. Civilized World Population (year 220) 1 Dwarf 25631 Humans 29880 Goblins Total: 55512 My worldgen settings only get what I'm expecting a fraction of the time. Entire species probably get lost from my abundance of megabeasts... but even under the best circumstances, I get merely dozens of Kobolds. I don't see an option in advanced world generation parameters to make Kobolds more prolific. Is there anything I can change there without going into the raws?
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# ¿ Jul 23, 2014 16:13 |
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Didn't keep that world. I just punched a falcon so hard that it smacked straight into the ground and died. Game of the Year.
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# ¿ Jul 23, 2014 17:50 |
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# ¿ Apr 24, 2024 06:08 |
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OwlFancier posted:Did you shout "falcon punch!" while you did so? Holy poo poo.
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# ¿ Jul 24, 2014 07:32 |