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Shibawanko
Feb 13, 2013

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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Shibawanko
Feb 13, 2013

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.

Shibawanko
Feb 13, 2013

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.

Shibawanko
Feb 13, 2013

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.

Shibawanko
Feb 13, 2013

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.

Shibawanko
Feb 13, 2013

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.

Shibawanko
Feb 13, 2013

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.

Shibawanko
Feb 13, 2013

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?

Shibawanko
Feb 13, 2013

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.

Shibawanko
Feb 13, 2013

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

Shibawanko
Feb 13, 2013

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...

Shibawanko
Feb 13, 2013

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.

Shibawanko
Feb 13, 2013

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.

Shibawanko
Feb 13, 2013

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.

Shibawanko
Feb 13, 2013

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.

Shibawanko
Feb 13, 2013

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.

Shibawanko
Feb 13, 2013

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.

Shibawanko
Feb 13, 2013

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.

Shibawanko
Feb 13, 2013

The sock scattering problem suddenly makes sense when you remember that Toady hasn't programmed contraception yet.

Shibawanko
Feb 13, 2013

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.

Shibawanko
Feb 13, 2013

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.

Shibawanko
Feb 13, 2013

Met posted:

It was just a medium world too. 550 years of generation though.

Also, this is pretty great DF fanart.



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.

Shibawanko
Feb 13, 2013

Still no sewer system / poo poo-based weaponry / Poop Men in this update. Disappointed.

Shibawanko
Feb 13, 2013


Dwarf cancels drink: Gigantic rear end.

Shibawanko
Feb 13, 2013

nielsm posted:

Dear mayor Lorbam Munèstnish,

Your recent demand for a "frosty metal bed" in your bedroom may not be possible to fulfill. I would like to lead your attention to two facts. First of all, our small outpost is not currently in a position to obtain divine metals, which may as well only be fairy tales. Second, we have no means to build beds from metals, usually. Only dwarves caught by moods have been known to ever produce beds from materials other than wood, and it would be unwise to depend on chance to produce such a unique bed.

On these grounds, I would like you to reconsider your demand.

-Your overseer

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.

Shibawanko
Feb 13, 2013

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.

Shibawanko
Feb 13, 2013

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.

Shibawanko
Feb 13, 2013

I want a fortress with a supply of paraplegic magma crabs to empty out cisterns and lakes with.

Shibawanko
Feb 13, 2013

Dante posted:

Yeah these are good points. I usually don't build a lot constructions, but most people will want more dwarves with Masonry.

Other newbie tips:

Egg/leather industry:
Create two rooms (they can be underground, soil/rock doesn't matter), put doors on them and make them pet impassable. Designate the first one as a hen pasture and put all your hens there plus the rooster. Do the same with turkeys for the second room. Build a bunch of Nest boxes, then turn off turkey and hen eggs in the kitchen menu AND the food stockpiles. Now wait until the eggs hatch. Now you can begin harvesting hen eggs for amazing amounts of food and slaughter turkeys for vast amounts of leather.

Early export industry:
Make a craftdwarves workshop as soon as you dig out your essentials and set it to make rock crafts on repeat. Quick and easy exports for those first caravans.

Low stress defense:
For your first trial fortresses you probably have enough to fiddle with without worrying about getting slaughtered early on.

Cheaty version:
Caravans need a three-tile wide non-trapped path to your depot (which is much safer inside). They can however move down z-levels, just build a tree-wide tile of channels, then next z-level you dig three-tiles wide, then another three-wide tile of channels etc. Enemies will always take the shortest way to slaughter your dwarves. You can exploit this in the following manner:

Caravans enter on the left and take the long path. Enemies also enter on the left, but take the shorter one-tile wide path. The one-tile wide path is lined with traps (cage traps are very good). If they dodge the traps they have a high probability of dodging into the tiles you've channeled out. If you make this around ten tiles deep they will basically splat when they hit the bottom. The stair to the far left near the entrance is so the dwarves can get up from digging the falling area and also go down to scrape goblins off the ground and take their poo poo.
The first room after the trap area is a pasture filled with dogs. That makes sure that those trap-avoid stealth thieves get discovered. After that you have your depot.
The long narrow area marked for mining leads to the barracks. Dig it out then carve fortifications into the wall that faces the one-tile wide path. This will let your archers shoot your poor invaders.

Non-cheaty version:

Same deal except you tunnel into a mountain and use a bridge that raises south, effectively creating a wall. Put the lever in your dining room/meeting hall so there's always a dwarf nearby.

For both options you want to create a burrow for the inside area of your fortress, then create an alert for civilians you can toggle. This will help minimize your losses (mostly fisherdwarves, hunters, lumberjacks etc). When in doubt, pull the lever. Dwarves are replaceable.

Also in that last picture you can see the main "shaft" up/down stairway is a 3x3 except the middle tile isn't dug out. Do this on all levels, then after awhile dig it out and place high-quality statues there. Helps your happiness levels since it's a high-traffic area.

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.

Shibawanko
Feb 13, 2013

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.

Shibawanko
Feb 13, 2013

El Disco posted:



I'm tempted to laugh it off but giving and kindness? I don't want that to touch my dwarves. :ohdear:

Give it two lungfuls of magma, out of kindness.

Shibawanko
Feb 13, 2013

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.

Shibawanko
Feb 13, 2013

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.

Shibawanko
Feb 13, 2013

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.

Shibawanko
Feb 13, 2013

... and the severed part sails off in an arc...

Shibawanko
Feb 13, 2013

GorfZaplen posted:

You don't want Toady to make an actual UI.

https://www.youtube.com/watch?v=-ARLSii23w8

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

Shibawanko
Feb 13, 2013

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.

Shibawanko
Feb 13, 2013

scamtank posted:

Man, Toady has been cutting some corners with these new trees. For an example, let's take the bayberry tree.



This is myrica gale, a small deciduous shrub that grows near shores of salty waters. Emits a strong herbal odor, easily confused with young willows. American distribution: Alaska, Canada, New England for the most part.



And this is myrica rubra, a big-rear end tropical fruit tree native only to Southeast Asia, the southernmost bits of Japan and the sub-Yangtze China where it grows in mountainside groves up to an altitude of 1500 meters. Also called the chinese bayberry, mountain peach or waxberry.

In-game, it grows in any temperate forest region all the way up to frozen taiga. No wonder my arctic expeditions have been a little ridiculous.
:negative:

Shibawanko
Feb 13, 2013

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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Shibawanko
Feb 13, 2013

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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