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The silk robe soaking in puke can be found to the right, in a smoothed but non-engraved corridor, next to a wall.
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# ¿ Mar 13, 2014 18:50 |
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# ¿ Apr 26, 2024 12:33 |
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I prefer ascii too. It's going to be ugly. Better have it go full-on ugly and abstract than play dress up with RPG graphics from 1992.
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# ¿ Mar 14, 2014 06:41 |
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I turned off aquifers and never feel the need to turn them back on. It just sucks to have to tediously build penetration points, which tend to act like bottlenecks. Besides in real life I don't think that when you dig at a certain depth you are suddenly flooded with water until you drown.
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# ¿ Mar 14, 2014 19:29 |
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Nietzschean posted:You mean you don't constantly drown in real life when you dig a small hole? You end up in China in real life if you do that. Everybody knows that.
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# ¿ Mar 14, 2014 21:00 |
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Nietzschean posted:Why did the developer think it was a good idea to model every different type of creature's blood as separate liquids? Transfusions in a future update.
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# ¿ Mar 15, 2014 11:24 |
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Honestly a good dwarf genocide, where I end up with only a few survivors, tends to be good for my fortress. After some gameyears of playing it tends to become a chaotic mess where I don't remember who does what and where they live. Then when migrants show up again I can neatly categorize them according to profession and bedroom, and they have a whole prebuilt fortress to themselves.
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# ¿ Mar 16, 2014 08:35 |
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Bitter Mushroom posted:Exactly, it's like Logan's Run. Dropping dwarves in lava is very important for efficiency. And you've just given me a great idea for a fort: outdoor, jungle, step pyramids. For some reason I really enjoy building remakes of ancient civilizations in this, I already made a 200 dwarf Egyptian style city with a great pyramid and lashers to keep the unruly dwarves in line. It's weird when that stagnation happens. In theory, I have a ton of skilled dwarves walking around, but it gets harder and harder to make them do what you want when you want it. The hospital and healthcare services in general are a casualty when my fortress becomes bigger and bigger and urgent tasks get queued to some dwarf halfway across the map. It helps to just kill off the dwarven apparatchiks that clog up the system, magma dump all of the stuff you dont need and start off with a new strain of dwarves.
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# ¿ Mar 16, 2014 13:38 |
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But using adamantine for cloaks seems so wasteful if it's just going to wear down and become useless after a while. And there's no way to prevent wear right?
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# ¿ Mar 16, 2014 19:18 |
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I think the bottom line with this game is just that melee combat should be avoided completely if you want to keep your fort happy and safe. You don't even need a lot of armor, just concentrate on hermetically sealing your fort off and reducing dependency on the outside world and give your marksguys a place to shoot from behind fortifications. Of course elite goblin bowmen will still kill them through fortifications, but everything else should be easy game this way.
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# ¿ Mar 16, 2014 19:50 |
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My fort's FPS has decayed to the point where it has become virtually uncontrollable. There are over 50 dogs and 50 cats, despite the fact that they're all queued up for slaughter at my 4 butcher shops, and they keep multiplying. There are loving discarded clothes EVERYWHERE, messing things up and requiring ever more calculations to keep track of. My outside is littered with skeletons and whatnot, I have about 20 undead dwarf prisoners that I cannot assign to a pit and are therefore hard to get rid of. I'm working on a bunch of shafts straight down to the magma sea just to get a more efficient dumping system, but I really should've done that from the beginning. The socks especially are annoying because it's such horseshit and there seems to be nothing you can do about it once the problem gets out of hand. Even if i slayrace all the dogs and cats things don't improve by much, their corpses still litter the hallway and require cleanup. I guess it's one of those entropic deaths again. All of my games end like an episode of Hoarders, with my dwarves living in piles of filth and dead cats to the point where they stop moving. I need to start figuring out minecart dumping systems. Actually I think the solution for my fortress is exactly what they do on Hoarders; I'll use therapist to assign all of my dwarves nothing except for hauling jobs, and then just designate everything I don't need for dumping, and not stop until the entire fortress is clean. gently caress sieges, I'll just lock the door and give them the finger. After that I will assign only useful dwarves professions again and execute the useless ones. Shibawanko fucked around with this message at 17:58 on Mar 17, 2014 |
# ¿ Mar 17, 2014 17:37 |
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Thanks, that fixed it somewhat, still there's a lot of clothes scattered around though, unworn, tattered stuff. I'm just going to mark them all for dumping by hand I guess. FPS is still suspiciously slow though, so maybe some creature is just having pathing problems...
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# ¿ Mar 17, 2014 19:30 |
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Bad Munki posted:I'll ask the obvious question: did you open hell? Actually I think I found the solution, a weretortoise was hanging out on the edges of the map next to a herd of yaks. I think they were stuck in some kind of pathfinding loop bullshit because as soon as one of my dwarves spotted them they jumped into action and the monster started chasing the yak herd and my FPS went back to normal. The yak kicked him in the head and he scampered off in human form.
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# ¿ Mar 17, 2014 19:47 |
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Today's fun event: a human siege. I guess I mustve done something to piss them off, though i don't remember. They came riding in on the backs of camels while my army was dealing with a cave crocodile infestation, i pulled up the drawbridge just in time.
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# ¿ Mar 19, 2014 17:36 |
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DFhack is pretty much essential to being able to play the game at all, but it's so easy to get carried away with it and cheat your way out of legitimate problems.
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# ¿ Mar 21, 2014 14:02 |
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The other day one of my metalsmiths got a strange mood and started dragging a bar of adamantine into the forge only to emerge with... an adamantine animal trap.
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# ¿ Mar 21, 2014 14:43 |
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Elite marksgoblins always headshot my dwarves through fortifications and an adamantine helm while his squadmates are just a meat shield for my guys. Maybe they shouldnt be so ridiculously powerful.
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# ¿ Mar 21, 2014 18:52 |
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Do skeletal elephants have trunks made of a long series of femur-shaped bones? That's what I picture. I don't like flat embarks, they're probably the easiest to start out with (you can quickly dig out an emergency starting fortress in a soil layer, and quickly create a defensive moat) but anything other than a horizontal 2D-style gateway into a cliff face feels undwarvenly. I usually try to find an alpine meadow, preferably with a waterfall. That is the dwarven way.
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# ¿ Apr 28, 2014 09:05 |
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I want to start in a desert biome some time, and build a palace to a dwarven sultan. No brook or river, just digging straight down to the cavern waters like those sahara tribes did.
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# ¿ Apr 28, 2014 09:17 |
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The sock scattering problem suddenly makes sense when you remember that Toady hasn't programmed contraception yet.
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# ¿ Jul 3, 2014 08:38 |
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Neurion posted:Are you suggesting that socks reproduce? I'm suggesting the dwarves, for lack of condoms, put the socks on their cocks and discard the cum-stained footwear in the hallways after they are done loving. That's what I was suggesting.
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# ¿ Jul 3, 2014 23:03 |
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I wish giant sponges had some kind of use if you manage to trap one, obviously by (sustainably) harvesting portable sized bits off them for use in hygiene, infuriating the sponge and injuring its pride.
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# ¿ Jul 8, 2014 16:10 |
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Met posted:It was just a medium world too. 550 years of generation though. That's really cool, reminds me of the kind of thing I used to draw in elementary school, big castles and dungeons and stuff with lots of tiny characters doing things. I just spent about 10 minutes looking at that image.
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# ¿ Jul 9, 2014 20:29 |
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Still no sewer system / poo poo-based weaponry / Poop Men in this update. Disappointed.
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# ¿ Jul 12, 2014 15:04 |
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Dwarf cancels drink: Gigantic rear end.
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# ¿ Jul 15, 2014 16:22 |
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nielsm posted:Dear mayor Lorbam Munèstnish, Dear mayor, Against all odds, we have managed to construct the item you demanded. To obtain that which is rightfully yours, I merely request that you pull the lever found in the empty room at basement level 44.
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# ¿ Jul 31, 2014 11:09 |
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You can defeat an adamantium colossus by hitting it with a baseball bat so it flies off the map, or just wait for a stiff breeze.
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# ¿ Jul 31, 2014 21:45 |
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my dad posted:It would also be completely indestructable, and more than capable of strangling your dwarves or snapping every bone in their body. You could flick it off you with your fingers and its surface area to weight ratio would probably send it floating into the sky. I shouldn't play Kerbal and DF at the same time.
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# ¿ Jul 31, 2014 22:08 |
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I want a fortress with a supply of paraplegic magma crabs to empty out cisterns and lakes with.
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# ¿ Aug 8, 2014 16:28 |
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Dante posted:Yeah these are good points. I usually don't build a lot constructions, but most people will want more dwarves with Masonry. Hahah I think I'm going to build this setup next time, I never thought of the separate path for caravans. The only thing I can see getting by this is an undead legion though... So adding a magma chamber somewhere along the line would make it perfect.
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# ¿ Aug 9, 2014 15:04 |
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You can turn off aquifers by removing all [AQUIFER] tags from the inorganic_stone_soil, inorganic_stone_layer and inorganic_stone_mineral files in the raws. You need to generate a whole new world before it'll take effect though, but then you don't have to deal with piece of poo poo aquifers ruining like 90% of your good sites again.
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# ¿ Aug 10, 2014 20:31 |
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El Disco posted:
Give it two lungfuls of magma, out of kindness.
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# ¿ Aug 15, 2014 00:15 |
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The stock game really needs conveyor belts. I'm picturing one of those cartoon industrial machines where cages get emptied on a belt and the occupants get smashed, halved, cooked and maybe even canned or dumped into a shaft at the end. A mature fort really needs some kind of automated PoW processing facility and the standard mass pitting shaft isn't fun enough.
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# ¿ Aug 16, 2014 11:44 |
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Sultan Tarquin posted:ASCII is all about representing complex information with simple visuals. You know everything you need to know about a given unit just with 2 things, character and colour. Graphic packs try to cram as much visual information into the smallest space possible and it ends up looking noisy and confusing. I think a lot of information in DF is accessed at a glance. Squinting at the tiny mass of pixels trying to differentiate between a dwarf miner and a woodcutter takes a lot longer than just glancing at your fort and seeing a grey smiley face and a light yellow smiley face. Like I said here before I also just like the idea of a giant, monstrous spider being reduced to a capital letter C, the fact that something so abstract lets you imagine something horrible.
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# ¿ Sep 25, 2014 00:42 |
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I've never tried Liberal Crime Squad, but in my dreams it's some kind of great socialist parable about the corruption and betrayal of the working class by both American parties.
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# ¿ Nov 10, 2014 15:26 |
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... and the severed part sails off in an arc...
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# ¿ Nov 22, 2014 19:36 |
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GorfZaplen posted:You don't want Toady to make an actual UI. There's a scene in Lem's Solaris where the living jelly ocean produces a shape like a human baby from its bulk and systematically checks out all of its joint movements and stuff and well
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# ¿ Dec 7, 2014 14:29 |
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I like the idea of using as few embark points as possible. My dream addition to the game would be some kind of cast away mode where you're a small group of dwarves washed ashore on a random island on your map and you have to survive without trade (and with only pirate sieges), struggling to get firewood and basic stuff using very little materials, kind of like Jules Verne's The Mysterious Island.
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# ¿ Dec 23, 2014 22:49 |
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scamtank posted:Man, Toady has been cutting some corners with these new trees. For an example, let's take the bayberry tree.
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# ¿ Jan 2, 2015 15:48 |
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I never got why you would bother with all those convoluted food sources when you can easily get more food than you'll ever need through farming.
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# ¿ Jan 8, 2015 17:37 |
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# ¿ Apr 26, 2024 12:33 |
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It'd be cool if the demons in hell were really strong against dwarves but weak to particularly adorable things. Like if a kitten scratches one its limb falls off and you can colonize hell by dumping cute stuff into it and flooding it with water and dolphins and coconuts
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# ¿ Jan 12, 2015 23:58 |