Author Topic: The Dwarf Fortress Thread  (Read 5141 times)

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saltmummy626

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Re: The Dwarf Fortress Thread
« Reply #330 on: June 26, 2016, 07:42:23 pm »
time to domesticate snakes. woo!
I'm really just a sexy skeleton in a suit.
Fingering techniques are very important
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Chaosvolt

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Re: The Dwarf Fortress Thread
« Reply #331 on: June 26, 2016, 07:52:22 pm »
And make them all adorable little hats?

saltmummy626

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Re: The Dwarf Fortress Thread
« Reply #332 on: June 27, 2016, 08:30:41 pm »
And make them all adorable little hats?
*perfectly serious* Yes. Small top hots in fact. We are working on making them wear little cravats as well.
I'm really just a sexy skeleton in a suit.
Fingering techniques are very important
Quote from: Six
Using guns while sober? Sounds like you're a coward.
Yes, little hats for every noodle.
Everyone is forks it seems.
"Everything is fucked forever, and ever, and ever." -Forrest 2016

Chaosvolt

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Re: The Dwarf Fortress Thread
« Reply #333 on: June 27, 2016, 09:21:03 pm »
Yes, little hats for every noodle. :V

Chaosvolt

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Re: The Dwarf Fortress Thread
« Reply #334 on: July 06, 2016, 02:05:34 am »
Well, .43.05 is out. Time to bitch about the 32-bit version not being on the front page with the 64-bit version, and with the folder now having a FUCKTON of new DLLs.

Forrest

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Re: The Dwarf Fortress Thread
« Reply #335 on: July 06, 2016, 11:21:12 pm »
Well, .43.05 is out. Time to bitch about the 32-bit version not being on the front page with the 64-bit version, and with the folder now having a FUCKTON of new DLLs.
Ooh, anything interesting get added, or is this just a bugfixes-and-other-small-additions-like-that update?
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Event: An elderly human feeding itself to a group of kakapo. Did not express pain, appeared ambivalent.

Chaosvolt

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Re: The Dwarf Fortress Thread
« Reply #336 on: July 07, 2016, 02:18:32 am »
Mostly just gorlaks being able to open doors, and being able to stockpile paper slurry properly.

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Re: The Dwarf Fortress Thread
« Reply #337 on: July 07, 2016, 02:58:32 am »
Mostly just gorlaks being able to open doors, and being able to stockpile paper slurry properly.
DUDE HOLY SHIT WHAT

I LOVE GORLAKS. I WAS SO HAPPY WHEN I FOUND OUT THEY COULD BE PLAYED AS INTELLIGENT WILDERNESS CREATURES. And now I can play one that can actually function!
Area Record 1782:
Date: 08/29/██

Event: An elderly human feeding itself to a group of kakapo. Did not express pain, appeared ambivalent.

Chaosvolt

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Re: The Dwarf Fortress Thread
« Reply #338 on: July 07, 2016, 03:10:09 am »
I fully suspect Toady would've never fixed them if it weren't for Shonai_Dweller bringing the bug up in response to my whining about giant desert scorpions, prompting me to bump the issue on the bug tracker and assign tags.

Or if I can't steal credit for that, I can take credit for having fixed them in Adventurecraft an update BEFORE 43.05.

saltmummy626

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Re: The Dwarf Fortress Thread
« Reply #339 on: July 07, 2016, 05:27:00 pm »
I downloaded Dark Ages II. The most recent release of that mod actually contains zero mod. Just LNP and texture packs. The file available for download does not contain the mod it claims to contain.

Also about Dark Ages II, I find it absolutely fascinating that you can extract gem stones in adventure mode, but once you have them you can't actually do anything with them because you can't seem to cut them. The guns it adds are weaker than crossbows and yet they require more time and materials to create. All animals appear to have been changed to be "great," whatever that means. I can turn on ALL labors on a dwarf and seal them in a room with a woodshop, but they will never make the wood masks I have queued. The stone forge requires a "slicing knife" to be built.

I like that it doesn't add stupid fantastic metals though. Most of the large mods add shit like red and blue steel, "vulcanite," *madeupwordinite,* etc etc etc. Honestly, I hate made up metals. Dwarf fortresses randomly generated metals are great because they don't have ridiculous names or explanations as to how they exist. They just do and you can't produce them yourself. There's something both mundane and special about them. If dwarf fortress had mithril, that would be fine. It's an established fantasy metal. Cobalt? No. Cobalt contains no significant source of metal and will poison you with arsenic fumes if you attempted it. It's only uses are in pigments and in alloys for increasing heat resistance. Alloys that are surpassed by using nickel instead. Orichalcum is alright, but orichalcum is already a part of vanilla dwarf fortress. It's called brass. Orichalcum = brass. It's one of the old words for brass.

Started with a silver axe as an adventurer. Silver is not as effective as a cutting weapon but at the same time if that's the kind of damage you can do as a novice axeman with a silver axe, I wonder what I can accomplish with a steel axe. Actually, I already know the answer to that. I made a fortress and instantly got bored of it, so I made adamantine weapons for an adventurer. An adventurers who then systematically went through the group of dwarves standing outside with an adamantine axe and then discovered that most of the dwarves inside the fort were already dead due to a forgotten beast sealed in the caves teleporting into the fort proper and butchering the residents inside while I butchered the ones outside. Cutting a dorfs feet off with and adamantine axe from behind and then systematically hacking him to pieces as he tries to crawl away.
I'm really just a sexy skeleton in a suit.
Fingering techniques are very important
Quote from: Six
Using guns while sober? Sounds like you're a coward.
Yes, little hats for every noodle.
Everyone is forks it seems.
"Everything is fucked forever, and ever, and ever." -Forrest 2016

Chaosvolt

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Re: The Dwarf Fortress Thread
« Reply #340 on: July 09, 2016, 12:33:34 pm »
So much derp. So, I've been mucking about on a Monster Island as a kobold. Rather interesting going from slaying megabeasts by the dozen as something human-sized, to a land where the few megabeasts on it are actually a decent challenge.

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Re: The Dwarf Fortress Thread
« Reply #341 on: July 11, 2016, 06:25:41 pm »
Man. I've had this Dwarf Fortress character for two weeks, and he's been my favorite character ever so far. He's a guy with the Peasant background, and no skill in combat besides Wrestling and Dodging. All his other points went into the performing arts. He's basically been running around from town to town stealing liquor from taverns and meat from markets while bragging about the few goblin and kobold bandits he's been able to kill. All while writing poetry. He fights with a well-made bronze pick, and I've trained him up to the point where he's an Expert Fighter and Professional Wrestler.

But I arrived in this town a few days ago, and it's super isolated, and it seems like wherever I try to go, it gets him killed. I shut off the application so I can try again, but whatever I do, he never leaves the town alive ;w;
Area Record 1782:
Date: 08/29/██

Event: An elderly human feeding itself to a group of kakapo. Did not express pain, appeared ambivalent.

Chaosvolt

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Re: The Dwarf Fortress Thread
« Reply #342 on: July 13, 2016, 01:36:53 pm »
I'm thinking about reviving my "playable intelligent dragons" mod, and expanding on it some. Like adding elemental varieties. Easy enough to add fire breath, and I just need to test how to make the most effective freezing for supercooled liquid, for water dragons. And of course something solid makes cave-in knockback useful for earth dragons.

But what to add for wind dragons...ideally a gas-based breath weapon since solid, liquid, and "flow" will all be used. But I'd also want it to be sorta lightning-like. Stunning and pain are natural choices for syndrome effects, I guess.

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Re: The Dwarf Fortress Thread
« Reply #343 on: July 14, 2016, 10:12:58 pm »
I think I made dem durgons too hardcore.

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Re: The Dwarf Fortress Thread
« Reply #344 on: July 16, 2016, 01:40:56 am »
Playable dragons must also be able to wear hats.
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