Utterly Mad

The Pit => Last Man Gaming => Topic started by: Siege-Loli on March 03, 2015, 07:48:08 am

Title: The Dwarf Fortress Thread
Post by: Siege-Loli on March 03, 2015, 07:48:08 am
Here we can talk about DF [both adventure and Fort Mode] in better detail without clogging up the other thread. Screen shots are awesome too.

In my latest Fort, I've finally reached Town level with a good 80 dwarves though I'm running into issues getting them all stable work. Colonization of the first set of the caverns goes well with all of the path-ways leading from off the map being sealed off so miners can finally get all that sweet silver ore. The second set of caverns is being much more difficult as several tribes of beast men and other spooky monsters have made their home there. Though annoying our brave Captain of the Guard 'Duncan' Honorbraces leads the charge against these savages and clears them and work now begins on the sealing process. On the third set of caverns, a full squad makes their home there to constantly battle against the Hungry Heads and other monsters that lurk. Admantine is found here and work has begun to mine it out.

Also, we should totes name dwarves after each other.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 03, 2015, 09:22:36 am
Bastiongate, Mountainhome

13 years old
211 dwarves, 111 adults
13.5 mil total wealth
2z walls with fortifications
Lava moat
4 legendary animal trainers and many domesticated species, including jabberers, voracious cave crawlers, and giant desert scorpions
10 legendary +5 melee dwarves, including 4 with titles, clad and armed in masterwork steel/silver
Macelord militia commander that once killed an entire siege by himself
A caged forgotten beast
~7 FPS
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on March 03, 2015, 09:34:00 am
Nice Fort mate. I recent got a meat-shield Migrant wave with 20 effing dwarves in it, which now puts my fort at 100 dwarves. My last two artifacts [worth 1.3 million!] on their own was a admantine braclet and amulet. This is only my 3 year after starting the fort ..
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 03, 2015, 09:37:40 am
I've found adamantine and I'm fully capable of taking on hell, but I haven't mined any yet.
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on March 03, 2015, 09:50:03 am
Aye and if you ever do, you gotta post screen-shots mate and after driving off the hell-flith you gotta colonize Hell.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 03, 2015, 10:16:46 am
I will. Also I think I'll use this thread as a log and repost everything to Bay 12 when I get home because it's blocked at school.
Title: Re: The Dwarf Fortress Thread
Post by: ajwilli1 on March 03, 2015, 12:55:50 pm
Damn, I need to start playing this game again. My last fort died with my old computer, and it was going strong too. I had a fully functioning military plenty of dorms, food, etc...

My last fort that actually died due to in-game events was raided by goblins, my military was busy boozing it up so when the goblin menace arrived it was too late. The goblins pretty much blocked off all the floors. They'd patrol the stairs which would scare the dwarves away from escaping. They all slowly died from dehydration and starvation. With a Dwarven Child of about 3 years of age, being crowned king of the mountain home before he slowly starved and froze to death.

Kinda like in my first town in Banished. Everyone starved and froze to death... only that was because they were a buncha lazy dumbasses.
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on March 03, 2015, 01:45:45 pm
In a sad turn of events, the old Captain of the Guard died today but not before slaying a forgotten beast made of steel scales and acid spit. He punched that bitch so hard so flew back 7 tiles and into a lava pit. They had a long pitched battle with both sides having lost limbs. Captain will finally rest now, his journey over.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 03, 2015, 03:11:56 pm
Did I mention the entire edge of my map (4x4) is outlined in cage traps?

Goblins came and died. I captured several. They will replace the captives I executed. I hope to use goblins to soften the demons when I conquer hell. There are less than last year - perhaps they are running out of soldiers. I hope they send recruits then, they have plenty of citizens.

Since the invaders always come out of the same place on the map, I've begun building walls around that area as well as more cage traps and some weapon traps.

Both dwarven and impish merchants came - but the fire imps dragged their pack animals through my lava moat and then got mad and left when they burned to death. Shit, there goes half my trade this year. I hope they don't declare war, because that would mean every singe civilization would be against mine. Bastiongate would probably end up as the last bastion of dwarfkind.
Title: Re: The Dwarf Fortress Thread
Post by: Hayle on March 03, 2015, 03:25:21 pm
You guys should totally try the Dwarven Martial Art (http://www.bay12forums.com/smf/index.php?topic=148015.0) in adventure/arena mode.

Real fun, and the techniques actually work pretty awesome. Especially Aknunakith and Korumid abod.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 03, 2015, 03:47:26 pm
Yeah, I've seen it and performed it. It's fun, but ironically humans are the best practitioners because of their size.
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on March 03, 2015, 08:51:29 pm
Magma forges are now up, numbering at 20. Factory-like mass production is now an ability which will be utilized post-haste. Another admantine spire has been eaten into and the first admantine breastplate has been produced.
Title: Re: The Dwarf Fortress Thread
Post by: Hibou on March 03, 2015, 09:03:36 pm
Had a small fortress of around 20 dwarves with a burgeoning clay industry in the making, but that all changed when the WEREDEER attacked.

11 dead. The rest abandoned in their subsequent tantrum spiral.

At an approximate total up time of around two months, this has been my fastest failure by far.
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on March 03, 2015, 09:33:02 pm
I think my shortest fort was one day and that was when I started on a beach and then a tidal wave crashed down on my dwarves. Wet !FUN! was had.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 04, 2015, 07:49:27 am
I'm going to be the founder of Deathgate III, Slaughterhelm. I'm working on the mods I'll need.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 05, 2015, 10:08:50 am
Oriole with webs came to the second cavern, killed some crundles, fell for my FB trap, and was shot to death by marksdwarves.
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on March 05, 2015, 01:14:44 pm
Sounds like a forgotten beast. What was it made out of?
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 05, 2015, 03:25:21 pm
Oh, yeah, of course it was an FB. It was made of flesh. I thought it was obvious what it was so I didn't mention it.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 05, 2015, 03:38:17 pm
You guys made me re-download DF.
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on March 05, 2015, 03:42:42 pm
You guys made me re-download DF.
Your welcome Exodus. Prepare to lose your spring break.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 05, 2015, 03:44:05 pm
I've played before...it's just nothing ever happens.
Title: Re: The Dwarf Fortress Thread
Post by: Stopsignal on March 05, 2015, 05:06:01 pm
I remember being slain by a wild chicken or something like that. I don't remember very well. Anyways, I was really bad, hahaha.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 05, 2015, 08:47:43 pm
So, I don't know how to post saves but would anyone be up for a parallel DF game?
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on March 05, 2015, 10:44:11 pm
Sure why not.
Title: Re: The Dwarf Fortress Thread
Post by: Forrest on March 05, 2015, 11:19:30 pm
Oh wow, I'm gonna start up my old Cata forums DF game, actually.
We have Spyder, the crazed murderer and our best (sorta only) soldier, Forrest, the doctor, Lorknis the brewer, Dusty, the bard who kinda beat a trog's face in with a rock trumpet at some point, aaaand some other people who's exact jobs I forget.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 06, 2015, 08:14:11 am
Hill titan came. Hill titan died. My stressed macelord Kib now has a title, Kib Arrowunited the Waters of Work. That makes five dwarves with titles.

EDIT: I CAUGHT A MALE CAVE DRAGON WOOO
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 06, 2015, 03:27:26 pm
Playing DF right now. So far I have a fairly functional fortress but have yet to receive any kobolds or gobos.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 06, 2015, 05:45:44 pm
Hey guyz. I got dem questions.

1. How much wealth I gotta get til dem koboldz and dem gobos show up?
2. Are lightly trained soldiers enough to actually open the Caverns?
3. How do I capture a giant cave spider...and then what do I do with it?
4. When do FB's and Titans and Dragons start showing up?
5. Can I actually kill my own civilization?
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on March 06, 2015, 06:23:00 pm
1. How much wealth I gotta get til dem koboldz and dem gobos show up? Koboldz around 10k Gobbo seiges around 50k.
2. Are lightly trained soldiers enough to actually open the Caverns? Probably though you better make em armor and weapons.
3. How do I capture a giant cave spider...and then what do I do with it? Not sure since I kill em all.
4. When do FB's and Titans and Dragons start showing up? 100k for me. don't take these beasts lightly.
5. Can I actually kill my own civilization? Yes.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 06, 2015, 06:33:38 pm
So far I have 2 soldiers, their armor consists of one iron chestpiece and one bronze chestpiece. Both have iron swords [one's a longsword, one's a double handed]. They only have leather helms which shouldn't be very good against spiders...considering they bite heads off. Also, I'm past 10,000 and I have no kobolds. I'm one square away from two goblin fortresses and I'm past 50,000 I think but I haven't seen them yet.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 06, 2015, 07:00:06 pm
You catch forgotten beasts.

That's what you do with giant cave spiders.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 06, 2015, 07:30:45 pm
Can you tame a GCS?
And if so, when does a dungeon master show up?
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 06, 2015, 07:34:22 pm
Dude, you've been gone a long time.

There hasn't been a dungeon master for 8-9 years. You don't need one. You just need animal trainers and a zone set for animal training.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 06, 2015, 09:49:45 pm
Wow, only stopped like last year. So u dony need dungeon master for crazy monster animals huh. That's nice.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 07, 2015, 08:53:43 am
I've got a bunch of useless peasants from kids growing up, so I think I'll create a new ranged squad. Can't ever have enough crossbowmen!
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 07, 2015, 11:25:46 am
Breached the caverns.
Discovered there were literally no monsters minus one animal that just leaves my people on their side of the cavern.
Started mining.
Game crashed.
GRRRR!
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 07, 2015, 11:42:13 am
Three dwarves drowned because of goddamn crundles, including a legendary thresher and my manager.

I've initiated a full-scale crundle war.
Title: Re: The Dwarf Fortress Thread
Post by: Perigrin on March 07, 2015, 11:46:48 am
i would be up for a succession game. I'd start, as im not good at years past the first few yet.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 07, 2015, 11:59:17 am
Maybe a succession game would work better then a parallel game.
Also don't feel bad Peri...my dwarves haven't fought anything yet and we are currently lining the caverns with traps in attempts to capture a family of troglodytes [Definitely a family...they're always together and they all like...stop and just wait for a while and then move on.]
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 07, 2015, 12:09:48 pm
Hey, had an idea for that succession game thing.
First though...we might need a new forum post because....it'd be awkward to do in this one.

Anyways, I don't know if you guys have ever heard of Steelhold or Demongate but basically they have named dwarves with backstories and stuff that later become Overseers/Gain control/ Get the succession game. It leads to a lot of intrigue and whatnot and since a lot of what this forum does is RP it'd fit in pretty well.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 07, 2015, 12:26:12 pm
I'm one of the founders of Steelhold III.

But yeah, a Cataclysm succession fort would be good. Someone with an unmodified copy should start it, though.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 07, 2015, 12:32:05 pm
I play with LNP...basically just for DF Therapist and the Graphics though. I could technically do without DF therapist but I don't see why it would bother anything too much.

Also Flame, was Steelhold III called Demongate or is that something else entirely?
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 07, 2015, 08:37:13 pm
So...Peri. You wanted to start off a succession game?
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on March 07, 2015, 09:02:20 pm
So what will be the guidelines to the fort? I assume the basics are that someone rules the fort for a year then passes it on.

Also, here's a list of the turn order: Peri-Kun, Exo-Kun, Flame-Kun, Lorknis-dono.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 07, 2015, 09:24:18 pm
Sweet. So are we going to be doing something story-based like I recommended because that sounds like a ton of fun.
Never played a succession game before so someone will probs have to help me set it up but...it sounds awesome.
Title: Re: The Dwarf Fortress Thread
Post by: Perigrin on March 07, 2015, 11:14:53 pm
gimme a sec. ive got other shit on my radar today, but i will try as soon as possible.
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on March 08, 2015, 03:15:41 am
I've actually just started a fort and was wondering if everyone was alright with using it? Peri-kun would be the first to retrieve it so I also need to make sure he's still on board.
Title: Re: The Dwarf Fortress Thread
Post by: Perigrin on March 08, 2015, 11:47:26 am
i up for it.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 08, 2015, 12:15:15 pm
sweet
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 08, 2015, 02:38:34 pm
Sure, sounds good.
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on March 08, 2015, 04:20:41 pm
Excellent, now I just gotta get to next spring. Also I named the fort something cool: Hammerchannels!
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 08, 2015, 04:34:11 pm
Post them updates as u go lork.
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on March 08, 2015, 04:39:22 pm
Really nothing interesting has happened yet besides finding a vein of gold and so much ore I'm considering turning some of it into fancy gems.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 08, 2015, 07:45:41 pm
No, save it. Dig for magma, build magma forges, and mass smelt thousands of bars of gold.
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on March 08, 2015, 07:46:55 pm
Of course I wasn't going to turn the gold ore to gems. I have an over abundance of nickle ore.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 08, 2015, 10:09:56 pm
Not really what I meant Lork
 Havent you ever read succession games where they like...get into character?
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on March 08, 2015, 10:22:12 pm
Oh you wanted that... I'll write a full in character report at the end of my shift. I'm in mid-winter so expect Peri-kun to pick this up soon
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 08, 2015, 10:28:56 pm
Fair nuff. So once we all go will we just start in order again?
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on March 08, 2015, 10:37:31 pm
Yeah pretty much.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 08, 2015, 11:44:46 pm
Sweet.
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on March 09, 2015, 12:03:42 am
Indeed, anyways here's the link to the fort.

http://www.mediafire.com/download/5osba7z7b90ud8v/Sexy_Fort.rar

I'll write a Supa Fancy in-character thingy later.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 09, 2015, 12:24:24 am
Guess that means it's peri's turn.
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on March 09, 2015, 01:44:59 am
Waiting on you Peri-kin.
Title: Re: The Dwarf Fortress Thread
Post by: Perigrin on March 09, 2015, 01:50:28 am
Waiting on you Peri-kin.
I'm in bed mate. Tomorrow.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 09, 2015, 12:13:21 pm
In Bastiongate news, I've built a second live capture FB trap using an artifact shale coffin. It worked perfectly and I now have a captive flying, fire-breathing worm. I'm going to use it against hell, as soon as I get a breeding pair of GCS so I have a disposable one. Any GCS I use to capture it will be fireballed.
Title: Re: The Dwarf Fortress Thread
Post by: Perigrin on March 09, 2015, 12:18:17 pm
ah hell, my version of DF is the wrong one for this save. someone else take my turn. ill get one later.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 09, 2015, 12:31:54 pm
It's my turn then. What version is it?
Title: Re: The Dwarf Fortress Thread
Post by: Perigrin on March 09, 2015, 01:06:29 pm
its the newest one i believe. im a few versions behind right now.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 09, 2015, 02:09:55 pm
Ah. Taking the save now, let's see what's happening. I'll post screens.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 09, 2015, 04:22:50 pm
What is this! Nothing but a wood wall keeping out invaders? Bedrooms in the soil layer? Workshops out in the open? Dwarves drinking from ponds? This fort looks like it was made by humans!

1. I'm going to carve out a whole new fort in the stone layer.
2. I'm going to build the walls thicker, higher, and maybe expand them a little.
3. I'm going to put all our hunters (8 of them) in a ranged squad.
4. I'm going to dig a well and floor over the ponds inside the walls.

OH GOD THE UNDEAD THERE'S LIKE 50 OF THEM AND TWO NECROMANCERS AND THEY ALL HAVE WEAPONS AND THEY CAN CLIMB THE WALLS GRHRBGBHGBHGRHBGRBHRGBRBHGRGHDED

((I only managed to make it to fall. Everyone is dead except one kid, so I'm going to do an adventure as said kid.))



Everyone is dead. Everyone but me. My name is Zasit Breedrope, and I am the last survivor of Hammerchannels.

When the zombies came, I managed to get past them while they were distracted by some other dwarves and flee the main fort. I lived in the hills above the fort for a week, subsisting on the plentiful fruit and pond water. When the last dwarf's screams echoed from the valley, I decided it was time to flee for good. Hopefully someone will take me in.

I set off immediately with no preparation, figuring I could find food and water as I went. I traveled southeast, hoping I would find a town or a hillock. After traveling all day, I saw a hillock to the east. But night was falling, so I climbed up into a tree to rest. Unfortunately, I am not a historical figure, so the game fucked up and I couldn't continue.

THE END

So what now?
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 09, 2015, 04:31:46 pm
Well...good work Flame, you found out why people were living inside the mountain instead of building a wall.

[By the way...on my current private game...I caught a troglodyte, and with it was it's family of 8 others. My dwarf ran over to try and collect the cage and I was like 'NOOO!' and then the trogs like...made a path for it, let it collect the cage, and just let him leave.

Are trogs supposed to not be hostile or something?
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 09, 2015, 04:37:20 pm
Now I could have locked the inner doors against the invasion, but after I saw how many zombies there were I just thought 'fuck it' and let the fort die.
Title: Re: The Dwarf Fortress Thread
Post by: Wheel-Son on March 09, 2015, 04:47:33 pm
Quote from: Flame
Breedrope
Is there last name basically...

Penis?
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 09, 2015, 04:59:00 pm
Hey! It's just a young child!

Jk...yes I believe it is.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 09, 2015, 05:42:54 pm
My tiny dwarven militia refuses to spar and was moving far too slowly in skills with 'demonstrations.'

So, since the trogs downstairs seem to be passive to my peasants and since I'm still capturing this one family of eight trogs gradually...I'm using them to train my military.
I never knew trogs were so pathetic, my troops are wearing some bismuth and copper and whatnot but don't have good skills at all so I expected the trog to at least land a hit. It attacked twice, missed both times. One of my dwarves struck twice, took it's arm off with the first blow and then decapitated it with the next.

I'm gonna need more trogs.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 09, 2015, 06:00:22 pm
Fire imp merchants are idiots.

They keep pathing though my lava moat, setting their animals on fire, setting the ground on fire, and then leaving in a huff when their animals bleed to death. I'm going to remove fire imps' ability to swim in magma, maybe that'll help.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 09, 2015, 06:59:30 pm
How did you manage to get fire imp merchants?

Also, since our succession fort already died...now what?
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on March 09, 2015, 07:10:30 pm
Well the general rule of thumb is to take the most recent save and pass it onto the next in line. Also seriously, just pull the damn lever next time and they won't get in.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 09, 2015, 07:16:09 pm
I pulled the lever. The gate closed.

The problem is that they climbed the walls. I didn't have enough time to put up fortifications on top of the walls, which would have prevented this. Next time, let's either embark on a flat area or build entirely underground.
Title: Re: The Dwarf Fortress Thread
Post by: RedVulnus on March 09, 2015, 07:23:35 pm
....damnit, time to go grab LNP, a wiki, and 2-5 hours of my life to learn to play this game.
Title: Re: The Dwarf Fortress Thread
Post by: Perigrin on March 09, 2015, 07:26:56 pm
....damnit, time to go grab LNP, a wiki, and 2-5 hours of my life to learn to play this game.

those Dam Nits man, they will fuck you up. its worth learning though, and trust me, ive played about 40 hours, and im still confused and terrible at it, so its a long commitment to learning.
Title: Re: The Dwarf Fortress Thread
Post by: Rhodri on March 09, 2015, 07:30:10 pm
....damnit, time to go grab LNP, a wiki, and 2-5 hours of my life to learn to play this game.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 09, 2015, 08:24:13 pm
Im also terrible...
but my personal game is the best I've ever done.
I finally breached the caverns,  have 300,000 wealth, plenty of food, an amazing gem industry, bismuth bronze soldiers.

 And I havent even had to fight anything yet.
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on March 09, 2015, 10:11:43 pm
Oh yeah, forgot they climbed. Didn't think they were smart enough to do that.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 09, 2015, 11:49:05 pm
Haha, Supposed to build roofs I think.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 10, 2015, 07:24:25 am
How about another succession game, started by me? Warning though, it'll be using Blood for Armok so look out for animal men.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 10, 2015, 03:34:55 pm
Animal men are already a feature in the game aren't they?
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 10, 2015, 06:02:38 pm
So...when you gonna start that succession fort Flaaame.

Also don't do dem mods.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 11, 2015, 08:17:09 am
Fiiiiiiine. I'll have to extract a new folder for DF so I have a vanilla copy, but I'll start the fort.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 11, 2015, 04:13:11 pm
Had to retire my awesome week long fortress...
The expedition leader forgot how to path or something and was lagging the game to death by trying to get to drinks and sleep but being 'unable to find a path' even though one was right in front of him.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 12, 2015, 08:14:56 am
"Focusdiamond", the new fort, is up and running. It's in a flat, wild swamp. There isn't a tower anywhere in the world.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 12, 2015, 03:15:10 pm
First year done.

Save: http://dffd.bay12games.com/file.php?id=10669

Notes
 - There's a dry moat, but no walls. Block production is ready, use the mason's workshop in the mines to make blocks. Put fortifications on the walls to keep invaders from climbing.
 - The bedrooms are being dug, you'll have to build the beds once they're made.
 - We have militiadwarves but no weapons/armor/shields/barracks. They're designated to only use the weapon they have skill in.
 - Not all the farm plots have things to grow.
 - Make bags. Lots of bags.
 - Also fill the rest of the dining hall with tables and chairs, they are queued up.
 - The main stairwell goes straight down to the magma sea. The first cavern is breached and sealed. The other caverns are marked where to breach - just extend the random hallways.
 - Get some cage traps up in here.
 - Also get some marksdwarves together to defend the walls. There are titans in this world.

Wow, I'm a controlling bastard.
Title: Re: The Dwarf Fortress Thread
Post by: Super Level Furaotic on March 12, 2015, 03:30:25 pm
It's the little things of this game that ruin me. Such as smelting and arming up military, or even having a military in general. (heh) I'm really unsure how to set one up and control it, too much depth for me. I read the "How To Play Dwarf Fortress" book a long time ago, but stopped reading at that section because it was 2complex4me
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 12, 2015, 03:39:04 pm
Military setup can be complicated I suppose though I never really found it too bad. I recommend watching videos.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 13, 2015, 07:28:47 am
I couldn't figure it out until v.40 even though nothing changed about the military organization.

Also, don't chop down the trees within the walls. They're there for easy access fruit. Who even has the save next? Lorknis?
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on March 13, 2015, 07:46:54 am
Whoops, forgot it was my turn. I'll grab the save and start playing ASAP.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 14, 2015, 09:52:34 am
Hey, can anyone help me create a new civilization?
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on March 14, 2015, 10:15:37 am
I'm not sure what you mean... you mean during adventure mode?

Also update on the CataFort: Several new members have joined the fort and I'm having trouble finding enough jobs for them all. The walls and fortifications are done and the the mines have been expanded. Flame left the fort with hardly any food but I've solved that problem quite handily. I'm in the early stage of winter so expect the save to be posted within the next few hours.
Title: Re: The Dwarf Fortress Thread
Post by: Six on March 14, 2015, 11:27:07 am
I have literally no idea where to begin with DF and I've never once played it before, but I might spend an hour or two  downloading it tonight while I'm out. (I have no internet connection to my computer so I have a complicated and lengthy way of downloading things)

Any beginner tips that I won't find on Wiki/Forums?
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 14, 2015, 01:19:54 pm
Yeah, sorry, I was trying to get everything a succession fort needs together and didn't remember the basics.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 14, 2015, 04:55:52 pm
Nevermind, don't think I need any help. So far it's going quite well, I'm not even close to done yet but here's what I have so far.

Spoiler (hover to show)



   
   
   

   




Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on March 14, 2015, 05:01:24 pm
It's alright Flame, I fixed the food problem but had to kill most of the animals off or else everyone would've died while we waited on the expanded farms and fishing to kick in. Anyways I'm in late winter now so expect that to be posted shortly.
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on March 14, 2015, 06:08:37 pm
Anyways, here's Focusdiamond. Year 252

http://www.mediafire.com/download/ajvnjtg7q3by471/CataFort.rar

Something else I'd like to mention: I have begun to creation of magma furances and forges on floor 62.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 14, 2015, 06:19:13 pm
Who's turn now?
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on March 14, 2015, 08:29:42 pm
The order is still: Peri-Kun, Exo-Kun, Flame-Kun, Lorknis-dono.

so it's peri's turn.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 14, 2015, 10:38:31 pm
Okay, sweet.
Also if you guys could give some more details with those updates it would be much appreciated by future overseers.

In other news, my custom made civilization is practically ready. Anyone want to see it?
Title: Re: The Dwarf Fortress Thread
Post by: Hibou on March 14, 2015, 10:44:21 pm
Okay, sweet.
Also if you guys could give some more details with those updates it would be much appreciated by future overseers.

In other news, my custom made civilization is practically ready. Anyone want to see it?
Hecks to the yeah, Exodus! Let's see it.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 15, 2015, 08:55:57 am
Okay here it is so far, it's basically done but I might rename a few of the noble positions and whatnot as they are currently just a direct DWARF copy.

First, the creature.
Spoiler (hover to show)







   
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 15, 2015, 08:56:17 am
And then the entity/civilization
And now the entity/civilization.
Spoiler (hover to show)

Hope it works!


   










Title: Re: The Dwarf Fortress Thread
Post by: Rookie on March 16, 2015, 05:52:40 am
When I noticed that the forums are going down I took a break (still lasting) from CDDA and I will now bridge the time until Bloodborne arrives with DF.
HORY SHET those damn new mechanics. Jumping,climbing,new sneaking, tracking etc.

I started an elven (no hate pls ;_;) peasant adventurer today. He got ambushed by a sasquash recruit. I thought that beast was gonna wreck me but I stabbed him in the neck an he ran off like a little bitch,probably crying.
That giant ape was too fast for me to hunt him down however so I returned to fast travel.
One tile westwards and ambush again. Same ape man, same wound in the neck. Went stralth mode and stabbed him hin the foot.
Gorey ultra violent skill grinding until suffocation ensued and Im now chilling in those cozy hill houses of the dwarfs.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 16, 2015, 07:17:43 am
Nice, if anyone is curious the underdwellers didn't work.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 16, 2015, 12:36:03 pm
Bastiongate is doing amazingly. Out of 211 citizens, the most stressed dwarf is at only 230. The legendary dining room is working perfectly.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 16, 2015, 08:26:06 pm
Sweet, never had 200 citizens before.

How's the military?
How are our animals?

What have we fought so far?
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 18, 2015, 05:33:19 pm
Flame, I know who you are on the DF forums now.

Anyways, when is the save going up guys?
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 18, 2015, 06:48:50 pm
Yeah, what's happening?

Also, where did you see me?
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on March 18, 2015, 09:34:58 pm
Here is the link (again)

http://www.mediafire.com/download/ajvnjtg7q3by471/CataFort.rar

We're just waiting on Peri-Kun.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 19, 2015, 07:18:54 am
So how's Bastiongate doing right now?
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 19, 2015, 10:27:20 am
One of my spearmasters got tacked through two layer of wall into my magma moat :(
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 19, 2015, 01:21:38 pm
I'm breaching hell now, wish me luck...

EDIT: The sacrifice has broken the seal. The spikes are ready. Blood shall flow.

WHAT? THEY'RE NOT GOING FOR THE SPIRE? RETRY

EDIT2: Okay, doing this again. Working much better, the sacrifice and the humans lured them into the trap, 15 died before they got away. Many more demons are injured. I wish I had put the cages separately so I could release one human at a time. Also, a crossbowman managed to make it out the edge of the underworld, wow.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 19, 2015, 03:40:55 pm
Lol...wait a few years and then go visit legends. That crossbowman will probably be the leader of the underworld.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 19, 2015, 03:55:30 pm
Now I'm waiting for the demons to get bored and leave so I can build a hell bunker.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 21, 2015, 10:30:07 pm
Anyone up for making fun mod stuffs with your pal Exodus?

 How goes Bastion gate  flame?
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 23, 2015, 05:02:51 pm
I haven't played Bastiongate since that post. I'm doing a turn at Murdermachines right now.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 23, 2015, 05:29:27 pm
r u making Murdermachines III right now?
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 23, 2015, 08:23:43 pm
I'm waiting on people to make mods. You know, I might just take the mods I have now and start Slaughterhelm without everyone else. Maybe tomorrow.
Title: Re: The Dwarf Fortress Thread
Post by: Perigrin on March 24, 2015, 05:32:04 pm
*checks thread*

*realizes he signed up for a succession game*

FUUUUUUUUUUUUUUCK
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 25, 2015, 04:25:33 pm
Finally finished off my turn at Murdermachines, going to start writing the ending. Here's what I've got so far, not exactly in order and there will probably be stuff between.



Armok looked down at his favorite fortress, Murdermachines. He knew it was doomed, be it from voidspawn, demons, goblins, deliberate sabotage, or even simply the stupidity of an overseer. He knew it could not last. There would be a quick burst of blood and then nothing. The constant flow would stop, and Armok would have to move on. So he decided to do something about it.



Flame thought about the shattered military. There were too few dwarves to draft. Even with tricks like the danger room and the shaft of enlightenment, there was still no way to train enough dwarves. Her only hope was to reinforce what she had. With adamantine.



Down in once of the many catacombs, in a forgotten stockpile, there lay a skeleton. Nobody knew who it belonged to, their profession, or even their gender. All they knew is that it was dwarven. There was no moss or lichen on the bones, they had lain there so long the moss had long since died. The bones lay in a rough arrangement, where the corpse had been placed all those years before.

Slowly, the skeleton's bones began to blacken. The gnaw marks from vermin began to fill in with fresh bone. From the joints grew rough gray ligaments and muscle. Over the muscle formed shining gray skin. Through the skin the glow of the earth's blood could be seen. Closed eyes and a mouth formed on the face. The eyes opened, revealing a firey glow beneath. Finally, a magnificent beard of glowing blue strands grew on the face.

Armok rose from where he lay. He walked into the nearby catacombs, raising his godly hand toward the coffins.


Flame stood in front of one of the coffins of her former bodies. She occasionally visited the catacombs, for sometimes her past lives remembered helped her in this one. Suddenly, her perception seemed split. She felt as if her whole body was itching terribly, but it didn't. She saw darkness, but she also saw the coffin in front of her. She pushed the coffin lid open, but she stayed standing where she was. And she saw herself standing in front of her coffin, and she saw herself rise out of the coffin in front of her, fully formed and very much alive.

All around her, corpses rose from their coffins, flesh forming on their bones. And in the center of it all, a dwarf with metal skin and glowing eyes. A god. Armok.
Title: Re: The Dwarf Fortress Thread
Post by: Forrest on March 25, 2015, 11:49:46 pm
You know, I'm bored. Time for some pocket-world adventure time, after setting the stopping point in generation to 1000+ years. Funnily enough, this ends up in a tiny world with no organized civilizations. Everyone's half-clothed and good at wrestling, 'cause there aren't really any weapons besides those your own character starts with and the rare few on a goblin, kobold, or bandit.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 26, 2015, 11:32:12 am
Playing Bastiongate, the spikes are working perfectly. I've killed almost the entire demon horde with only two lives lost. I'm also building my walls higher and adding towers. I expanded my food stockpile as well to hold all the demon meat roasts.
Title: Re: The Dwarf Fortress Thread
Post by: ajwilli1 on March 27, 2015, 08:16:22 pm
Alright since I've beaten almost every game I've wanted to beat and nothing but Liberal Crime Squad is filling the void on Wanton RNGesus and chaos. I've decided to pick up Dwarf Fortress once more and play it.

Why'd I quit the last time? One simple reasons: 1. Because I don't have the time for it. I'm planning on getting all my shit caught up before springbreak (April 6th) and then binging a buncha games I normally don't have time for.

And that's what irritates me, I've gotten most of the basics down, I've been mostly trying to get the fucking military to work. I mean I just play vanilla dwarf fortress, no Lazy Newb Pack or Dwarf Therapist, no tilesets. Just me, my keyboard, ASCII graphics, and Armok glaring angrily at my civilization. When the game gets going its a helluva lot of fun, but I always end up quitting due to my real life becoming a cluster fuck again.

But no excuses this time. I'm going to get my second real fortress up and see how long it lasts. My first fell to the hands of goblins. But this one, on the latest build, and in the middle of what I'm going to rename "Swamp Ass Valley", this fortress will thrive. STRIKE THE EARTH.

My second fortress's name is: Passionfountain.


TL;DR: Getting back into Dwarf Fortress, will try and get screencaps to include with my play-by-play of my fortress that is built in the swamps of... shit I'll get the name soon just give me a moment. And the fortress's name is Passionfountain.
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on March 27, 2015, 08:41:13 pm
If you ever need help, just ask us.

Also... can we get dwarves named after us?
Title: Re: The Dwarf Fortress Thread
Post by: ajwilli1 on March 27, 2015, 09:58:36 pm
Update:

I just now started the fortress, I went down stairs for a moment had to take care of my sick brother, ended up watching two episodes of Malcolm In The Middle with my sister, and finally went back to my laptop to find the "prepping" menu still open.

I RNG'd their names several times and got: "The Abbey of Dangers" which feels like a perfect name knowing my experiences with the past few forts. My group consists of a fair balance of the basics, two adequate miners, Woodcutter/Carpenter, a grower/herbalist, animal keeper and trainer, hunter that is also my main food guy, and my leader doctor.

I sold one Copper Battle Ax since I only have the one lumberjack, and got hunting dogs male and female, hens and a rooster, and finally some cats that will basically act like MREs if I ever fuck up near the end.

With that, the fortress of Passionfountains... fuck I need to go eat dinner. Give me 10 or so minutes and I might be able to finally play this fucking game.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 27, 2015, 10:48:23 pm
I was thinking, ya know...everyone always buys expensive pigs for food.

Female untrained dogs only cost 16 points, I can buy like four of those for the price of a pig, throw in a male and I can do this a few times and suddenly I have a steady food and war source.
Title: Re: The Dwarf Fortress Thread
Post by: ajwilli1 on March 28, 2015, 12:20:35 am
I was thinking, ya know...everyone always buys expensive pigs for food.

Female untrained dogs only cost 16 points, I can buy like four of those for the price of a pig, throw in a male and I can do this a few times and suddenly I have a steady food and war source.

You fucking monster! Don't you know that is cruel!

Clearly you don't know the value of a kitten sweetbread and biscuit based economy.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on March 28, 2015, 03:01:50 pm
Meat is meat.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on March 29, 2015, 08:42:05 am
Bastiongate is now 20 years old! I'm building a bunker in hell!
Title: Re: The Dwarf Fortress Thread
Post by: Flame on April 03, 2015, 05:14:34 pm
Hey, how is the succession fort going?
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on April 04, 2015, 02:27:29 am
Peri won't take his damn turn so we're skipping over him. I think it's either Wilsons or Exos turn now.
Title: Re: The Dwarf Fortress Thread
Post by: Wheel-Son on April 04, 2015, 02:54:51 am
I uh, can't for the life of me play Dwarf fortress. I'm all like "The fuck is this?!" and go back to playing Dying Light.
Title: Re: The Dwarf Fortress Thread
Post by: Zaweri Runewright on April 04, 2015, 04:41:54 am
I need help with starting out Dwarf Fortress again. It's been 2 years since i last played, and I have forgotten everything but the basic mechanics. Please help. And join the IRC; #UtterlyMad on Freenode
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on April 04, 2015, 10:05:45 am
I've not had a turn of Bastiongate yet. Cri.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on April 04, 2015, 10:29:58 am
Bastiongate ain't the succession fort, it's my fort. The succession fort is Focusdiamond or something.

You guys probably wouldn't like playing Bastiongate. For one thing, I usually get about 8-11 FPS and my computer is pretty good. For another thing, it's 21 years old and doesn't really need any extra input besides the occasional brewing of more drinks.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on April 04, 2015, 10:38:31 am
Ohhhh.

I didn't know dat.
Title: Re: The Dwarf Fortress Thread
Post by: RedVulnus on April 04, 2015, 07:23:34 pm
downloading the latest version of LNP and got a wiki. Wish me luck.
Title: Re: The Dwarf Fortress Thread
Post by: Zaweri Runewright on April 05, 2015, 04:19:57 am
downloading the latest version of LNP and got a wiki. Wish me luck.
If you are playing fortress mode, i'd like to watch you play if I could? :)
Title: Re: The Dwarf Fortress Thread
Post by: RedVulnus on April 06, 2015, 04:10:05 pm
I'll see about recording it. Also, would you really want to watch someone sit around thirty minutes just figuring this game out...
Title: Re: The Dwarf Fortress Thread
Post by: Flame on April 06, 2015, 05:57:46 pm
Just look up 'dwarf fortress lets play' on Youtube and watch some of them.
Title: Re: The Dwarf Fortress Thread
Post by: Zaweri Runewright on April 06, 2015, 11:11:45 pm
I'll see about recording it. Also, would you really want to watch someone sit around thirty minutes just figuring this game out...
I would help you out if you screenshared some of it on Skype or something.

Just look up 'dwarf fortress lets play' on Youtube and watch some of them.
I have easily over... 100 hours of DF videos taht I have watched and I haven't learned anything except basic info.
Title: Re: The Dwarf Fortress Thread
Post by: RedVulnus on April 06, 2015, 11:16:29 pm
yeah...skype doesn't like me...at all. It's pretty well frozen everytime I've booted it up, even after updating. Thus why I was all for having an IRc...that I need to actually get on...because it's doing me nothing if I don't.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on April 07, 2015, 10:43:18 am
I'm doing a little glitch with artifacts to see if I can get two artifacts with pictures of each other on them. I know it's possible because I've done it before.
Title: Re: The Dwarf Fortress Thread
Post by: Zaweri Runewright on April 07, 2015, 01:17:43 pm
I'm doing a little glitch with artifacts to see if I can get two artifacts with pictures of each other on them. I know it's possible because I've done it before.
Why don't you do another Planepacked?
Title: Re: The Dwarf Fortress Thread
Post by: ajwilli1 on April 07, 2015, 05:57:02 pm
Whelp I finally got around to playing with PassionFountains again, and it is now 2(or is it 1? I'm on the 2nd spring) years. It is still early in development and I'm still digging ever deeper to find some of dat' Adamantine.

But so far this is what has happened/what I learned:

-My hunter (Kush) has the most kills, she has mainly hunted giant rats and moles that have entered the fortress through the caves. She has no friends, but recently grew fond of her crossbow, I think she dry humps it at night due to how active she is in her room when she is "on break". Her favorite hobby is just staring at people that come and go out of the dining hall while she is cooking.

-Dwarves don't brew they're own fucking drinks.

-Dwarves harvest leather on their own and you don't need to assign it, I now have legendary crafted Mole Leather armor.

-Finally figured out the military, and learned that anyone can be assigned a noble position. Now my useless traders are of use, one is a manager, and one is a book keeper. I'm currently working on my execution pit that is just down the hall from their offices. So if they start fucking up, then I can let them go for a swim in the deep-end of the pool.

-I don't have to worry about crops, apparently running out of seeds is common, and when the crops are fully grown you get more seeds. Now I feel like an idiot for focusing on this my previous 3 fortresses.

-I found out that if you dig channels a certain way it turns into a slope, I don't have to build stairs everywhere. Now my military base is comfortably situated right next to the execution pit.

-Parties are a great way for doctors to not do their fucking jobs, thank Armok that no one has been injured... I realized I don't have a hospital.

-I also learned why Catsplosions are bad, my computer is having an aneurism. Cat genocide camps will be going up soon in my meat dungeon along with screenshots when its done.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on April 07, 2015, 07:18:26 pm
Because the Planepacked bug was fixed, that's why. Otherwise I would have Planepacked a bone artifact by now. I have way too much bone, no matter how much I make into bolts and put on clothes.

An herbalist is making a something out of forgotten beast bone. Cool.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on April 07, 2015, 07:29:00 pm
Wish i got FB's...
Title: Re: The Dwarf Fortress Thread
Post by: Flame on April 08, 2015, 07:53:44 am
I've got a caged FB that spits sleeping poison. If I had a vampire, I would use the FB to put crundles to sleep for the vampire to eat.
Title: Re: The Dwarf Fortress Thread
Post by: Zaweri Runewright on April 08, 2015, 11:02:57 am
Whelp I finally got around to playing with PassionFountains again, and it is now 2(or is it 1? I'm on the 2nd spring) years. It is still early in development and I'm still digging ever deeper to find some of dat' Adamantine.

But so far this is what has happened/what I learned:

-My hunter (Kush) has the most kills, she has mainly hunted giant rats and moles that have entered the fortress through the caves. She has no friends, but recently grew fond of her crossbow, I think she dry humps it at night due to how active she is in her room when she is "on break". Her favorite hobby is just staring at people that come and go out of the dining hall while she is cooking.

-Dwarves don't brew they're own fucking drinks.

-Dwarves harvest leather on their own and you don't need to assign it, I now have legendary crafted Mole Leather armor.

-Finally figured out the military, and learned that anyone can be assigned a noble position. Now my useless traders are of use, one is a manager, and one is a book keeper. I'm currently working on my execution pit that is just down the hall from their offices. So if they start fucking up, then I can let them go for a swim in the deep-end of the pool.

-I don't have to worry about crops, apparently running out of seeds is common, and when the crops are fully grown you get more seeds. Now I feel like an idiot for focusing on this my previous 3 fortresses.

-I found out that if you dig channels a certain way it turns into a slope, I don't have to build stairs everywhere. Now my military base is comfortably situated right next to the execution pit.

-Parties are a great way for doctors to not do their fucking jobs, thank Armok that no one has been injured... I realized I don't have a hospital.

-I also learned why Catsplosions are bad, my computer is having an aneurism. Cat genocide camps will be going up soon in my meat dungeon along with screenshots when its done.
Be sure to use the "z" menu, go to the kitchen tab and ban all the brewing stuff from being cooked, because otherwise you don't get seeds. And also dwarves are stupid and carry around the bag when they collect the seeds that belong, causing job cancelation spam.
Title: Re: The Dwarf Fortress Thread
Post by: ajwilli1 on April 08, 2015, 11:16:32 am
They don't brew seeds by default so I got nothing to worry about there.

No, what I need to worry about is the three blind cave trolls I pissed off. I didn't know what the fuck I was thinking sending in baby-faced untrained recruits in there with crossbows. Because now I have a whole dead militia group, a sealed off mine exit, and dwarves crowding around the trolls watching them tear their fellow dwarf limb from limb AND THEY WON'T FUCKING MOVE TO LET THE GUYS BUILD THE QUARANTINE WALL!

So to prevent more retarded dwarf death, I assigned those unlucky three into the military squad to get them to move.
Title: Re: The Dwarf Fortress Thread
Post by: ajwilli1 on April 08, 2015, 11:19:24 am
Never mind, they got sealed in and my leather worker was taken by a fey mood. I can see this being either the end or the first trail of Passionfountains.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on April 08, 2015, 11:21:53 am
Humans attacked and they brought an Avatar of Fire with them. It got caught in a cage trap, so I'm going to turn it into a fire turret. Then lion tamarin men attacked, but the military was away so some of my citizens got shot. The tamarins were defeated by a GCS and her three spiderlings, all of which earned names.

But now I have a bunch of shit behind three layers of webbed weapon traps - I've already lost a jabberer to them. What do?
Title: Re: The Dwarf Fortress Thread
Post by: ajwilli1 on April 08, 2015, 11:32:23 am
Whelp fuck. My dipshit dwarves didn't get the wall up in time, I put up an emergency hospital and got most of the wounded out... but there's a new problem... the orge is now in the fortress breaking my workshops and my leather worker went berserk. Unlucky for my leather worker my dwarves are already pissed off enough, and unlucky for me they killed him without any injury. (I was hoping my berserk leatherworker would tear apart the orge but oh well)

So I'm going to try and get some cages up in my fort to stop me from getting Shrek't.
Title: Re: The Dwarf Fortress Thread
Post by: ajwilli1 on April 08, 2015, 11:37:01 am
They broke through the cages and are now more pissed off, they're going after the wounded and those trying to enjoy a feast.... I think I'm going to abandon Passionfountains to ruin and then try out a new fort... but I kinda want to see how this turns out. All the dwarves I viewed (their thoughts) are getting pretty vengeful and are starting to hold grudges against others. And the one doctor I have is pussying out of any combat or healing, so the wounded are pretty fucked.
Title: Re: The Dwarf Fortress Thread
Post by: Zaweri Runewright on April 08, 2015, 01:34:42 pm
They don't brew seeds by default so I got nothing to worry about there.
I am talking about the plants themself. You don't get seeds when the plant is harvested, or cooked. You need to brew/let your dwarves eat it if you want seeds.
Title: Re: The Dwarf Fortress Thread
Post by: ajwilli1 on April 08, 2015, 03:18:33 pm
They don't brew seeds by default so I got nothing to worry about there.
I am talking about the plants themself. You don't get seeds when the plant is harvested, or cooked. You need to brew/let your dwarves eat it if you want seeds.

Well good thing my dwarves are too stupid to cook, if anything I'll just ban plump helmets from being stewed as my new fortress has a thriving meat industry now.


Seriously, all the mistakes and fuck ups really helped me understand what you need to get going in the long run. And to not forget about migrant waves. I already have a skilled hammer dwarf, a manager/leader/stock keeper, got myself a broker, have my large organized stockpiles going back up, again I got myself a thriving meat industry, found Tiger Iron (which I'll assume can be smelted), and the only threat that I found are a couple of batmen that are stuck in a hole they can't climb out of.

So the first year of Whippage looks really good.

(Yeah, I abandoned my old fort of Passionfountains... apparently its doing well from what I'm hearing.)
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on April 08, 2015, 03:50:53 pm
Batmen...stuck in a hole.
Man sized creatures...with wings...stuck in a pit...uninjured.

WITH WINGS!
Title: Re: The Dwarf Fortress Thread
Post by: ajwilli1 on April 08, 2015, 04:06:50 pm
Batmen...stuck in a hole.
Man sized creatures...with wings...stuck in a pit...uninjured.

WITH WINGS!

Apparently really shitty wings because they've made no attempt to attack any one of my dwarves even though they're labeled as "hostile"
Title: Re: The Dwarf Fortress Thread
Post by: Zaweri Runewright on April 08, 2015, 04:53:52 pm
found Tiger Iron (which I'll assume can be smelted)
Nope, 'tis a low value gem. Cut it and encrust your finished goods with it. Adds a bit of value.
Title: Re: The Dwarf Fortress Thread
Post by: ajwilli1 on April 08, 2015, 05:06:42 pm
Don't worry I found Adamantine and where some magma is... bad part? I need to bust a rock out which could potentially melt a we little dwarf miner, 2nd bad part I want to transfer it up but pumps (I DON' GET 'EM! Maybe if I stare at it more I'll understand) and the fact that I don't yet have a mechanic is halting that progress. So I might just have to build my smelter down in the depths.

Also warhammers are badass, killed a troll and a magma crab like it was nothing. But the magma crab almost took out my blacksmith with a glob of lava, but somehow he came out unscathed, no burns or nothing.
Title: Re: The Dwarf Fortress Thread
Post by: Zaweri Runewright on April 08, 2015, 05:21:28 pm
Don't worry I found Adamantine and where some magma is... bad part? I need to bust a rock out which could potentially melt a we little dwarf miner, 2nd bad part I want to transfer it up but pumps (I DON' GET 'EM! Maybe if I stare at it more I'll understand) and the fact that I don't yet have a mechanic is halting that progress. So I might just have to build my smelter down in the depths.

Also warhammers are badass, killed a troll and a magma crab like it was nothing. But the magma crab almost took out my blacksmith with a glob of lava, but somehow he came out unscathed, no burns or nothing.
Don't mine the candy, you might break into the circus and the clowns are mean, which can lead to a lot of fun.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on April 08, 2015, 05:21:37 pm
You don't just need mechanics for magma pumps - you need masons, architects, weaponsmiths (or glassmakers), and carpenters.
Title: Re: The Dwarf Fortress Thread
Post by: ajwilli1 on April 08, 2015, 06:40:18 pm
Don't worry I found Adamantine and where some magma is... bad part? I need to bust a rock out which could potentially melt a we little dwarf miner, 2nd bad part I want to transfer it up but pumps (I DON' GET 'EM! Maybe if I stare at it more I'll understand) and the fact that I don't yet have a mechanic is halting that progress. So I might just have to build my smelter down in the depths.

Also warhammers are badass, killed a troll and a magma crab like it was nothing. But the magma crab almost took out my blacksmith with a glob of lava, but somehow he came out unscathed, no burns or nothing.
Don't mine the candy, you might break into the circus and the clowns are mean, which can lead to a lot of fun.

That looks like complete gibberish and probably is spoilers, but I already did and nothing happened. I'm working on just smelting it using coal and other shit.
Title: Re: The Dwarf Fortress Thread
Post by: RedVulnus on April 08, 2015, 06:58:52 pm
...right, I need to actually get started and learn this game...Also thanks Zaweri for the tips last night, and sorry I had to cut and run suddenly. Some stuff suddenly came up I had to take care of.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on April 08, 2015, 07:25:31 pm
I just caught a second forgotten beast. I'm the best.
Title: Re: The Dwarf Fortress Thread
Post by: ajwilli1 on April 08, 2015, 07:53:18 pm
Whippage doesn't fuck around, several hours ago I saw my guys curbstomping a blind cave orge that wandered into the dining hall. The thing's head was probably black, blue, and all kinds of purple. I had to send in the military to mercy kill the thing, shit even the children joined in to curb stomp Shrek's whiter cousin.

After that I started up a glorious metal industry and now I've got a shitton of Iron maces since the mountain home is filled with lying assholes whom changed their minds. They want goblets and scepters now, so I made some golden goblets for when they get back.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on April 08, 2015, 10:24:43 pm
Nice work AJ.
Title: Re: The Dwarf Fortress Thread
Post by: Zaweri Runewright on April 09, 2015, 12:44:51 am
One of my fisherdwarves was attacked by a alligator, so he escaped into the fortress, where everyone just punched it in the head, buising the muscle. My miner came to eat, and 1-hitted it. Shame. I was planning on taming that thing too.
Title: Re: The Dwarf Fortress Thread
Post by: Zaweri Runewright on April 09, 2015, 12:45:31 am
Don't worry I found Adamantine and where some magma is... bad part? I need to bust a rock out which could potentially melt a we little dwarf miner, 2nd bad part I want to transfer it up but pumps (I DON' GET 'EM! Maybe if I stare at it more I'll understand) and the fact that I don't yet have a mechanic is halting that progress. So I might just have to build my smelter down in the depths.

Also warhammers are badass, killed a troll and a magma crab like it was nothing. But the magma crab almost took out my blacksmith with a glob of lava, but somehow he came out unscathed, no burns or nothing.
Don't mine the candy, you might break into the circus and the clowns are mean, which can lead to a lot of fun.

That looks like complete gibberish and probably is spoilers, but I already did and nothing happened. I'm working on just smelting it using coal and other shit.
One simply doesnt smelt candy.

Meanwhile:
(http://i.gyazo.com/28d513a08e6067918ada93f18dc2f279.png)
My dwarves thought it'd be a great idea to embark RIGHT NEXT TO a volcano.
Title: Re: The Dwarf Fortress Thread
Post by: Exodus on April 09, 2015, 03:40:07 pm
Lol Zaw.
So...they walked all the way up the mountain, basically to the point where magma could touch them and went.
'This seems like a good place to rest.'
Title: Re: The Dwarf Fortress Thread
Post by: Zaweri Runewright on April 09, 2015, 04:19:30 pm
Lol Zaw.
So...they walked all the way up the mountain, basically to the point where magma could touch them and went.
'This seems like a good place to rest.'
They all died, except for my 2 miners. Coyotes attacked the rest of my group and they dodged into the lava. My mountain tuskoxes of course got hella mad and flipped their shit, but still. The fort is still working fine.
Title: Re: The Dwarf Fortress Thread
Post by: Wheel-Son on April 09, 2015, 11:01:01 pm
This is probably how the other dorfs felt about it.

(http://gunshowcomic.com/comics/20130109.png)
Title: Re: The Dwarf Fortress Thread
Post by: Zaweri Runewright on April 10, 2015, 02:09:42 am
snip
Nah, the miners did have a couple tantrums, but otherwise, I got a huge migrant wave as the first one (13 dwarves)
Title: Re: The Dwarf Fortress Thread
Post by: Perigrin on April 10, 2015, 02:16:43 am
(http://i.imgur.com/0jrC4JW.jpg)

Oh thank god, I thought that you guys were doing Dwarven daycare or mermaid harvesting.
Title: Re: The Dwarf Fortress Thread
Post by: Mrnocamera on April 10, 2015, 02:56:03 am
Dude no.

Mermaids aren't as good for selling now.    Dwarven Daycare though...
Title: Re: The Dwarf Fortress Thread
Post by: Zaweri Runewright on April 10, 2015, 03:12:30 am
I may or may not be doing dwarven daycare...
Title: Re: The Dwarf Fortress Thread
Post by: Flame on April 10, 2015, 07:30:12 am
Some of my fortess-born are taking lovers, meaning I might have second generation kids... in ten years when some of the older dwarves have died off to make room.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on April 14, 2015, 10:45:10 am
I'm building a wall around the whole map!

IN HELL
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on April 18, 2015, 12:58:55 am
I haven't played adventure mode since the most recent major update, decided to try it out. I climbed a tree and couldn't get down so decided to stay up in the trees. Went to jump from one tree to the next, fell out of the tree, smashed my shoulder into an unrecognizable mass, bruised my lungs/liver, and broke my neck. I died of suffocation due to mashed lungs. Best game ever.

Started up Fortress mode. I got a dead civilization. I CAN WORK WITH THIS!

In the late winter of the year 249, the dwarves of Zansonglokum (the massive spears) decided that the time had come to abandon the mountain homes. The age of Elves had gone by with a whimper, and so it seemed the dwarven peoples too would go into that goodnight. One last effort would be made to struggle against the dying of dwarven light. A fortress in the deep jungles of the south would be built where their kind could rebuild away from the prying eyes of goblins. These few are the last of their kind.

They set off from the empty halls beneath the brute mountains which they had called home for so long, a caravan of what few dwarves could bear to leave. After traveling for little more than a few weeks, in the early spring of 250, a shadow fell upon them. From the blackened dunes about them burst forth hordes of foul undead, and there in the desert the dwarves were butchered. All but a few that is. Seven unfortunate souls escaped the onslaught, the only injuries attained being to their hearts and minds. The loss was great, and the sight of what had happened would not fade quickly. Taking stock of what they had, and believing that to return to the site of the massacre would be suicide, it was decided that the desert would be as far as they would get. They would go on to build an outpost in this desert and if any of their kind should follow, they would be refreshed on their way to the southern jungle.

If I keep going with this, I might as well start a whole new thread for it.
Title: Re: The Dwarf Fortress Thread
Post by: Zaweri Runewright on April 20, 2015, 05:33:41 am
Well, I don't know how my adventurer manages to move. He has only 1 limb, and it is his leg. I love ripping heads off with his foot.
Title: Re: The Dwarf Fortress Thread
Post by: Rhodri on April 20, 2015, 05:52:13 am
Well, I don't know how my adventurer manages to move. He has only 1 limb, and it is his leg. I love ripping heads off with his foot.
He probably uses his leg like a pogo stick, I imagine.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on April 20, 2015, 07:40:31 am
The Hell Bastion has now closed off all land-bound demons. Now all I need is to build the walls all the way to the SMR.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on April 24, 2015, 06:28:59 am
So somehow a werelizard got into the fort without anyone noticing and bit a beekeeper. I figured that because the bite didn't break the skin and only caused a bruise it wouldn't cause an infection. I was very wrong. nobody else got bit when he turned, but I lost three dwarves and most of the fort was layed up for a week with injuries. once they spotted him, even the children joined in on the pummeling. my one military dwarf choked the beekeeper to death while the rest of the fort kicked the living shit out of him after he had changed back. Also undead siege while all that was going on cost me a fisher dwarf.
Title: Re: The Dwarf Fortress Thread
Post by: ajwilli1 on July 30, 2015, 07:00:37 pm
Going to revive this since I've been getting back into Dwarf Fortress... and coffee. Dwarf Fortress as a coffee sipping game is up there with Civ5 and the first two Roller Coaster Tycoon games.


Anyway, my current project is my execution pit that looks like it came out of American Gladiator. Basically the concept is simple, I dig a huge pit to throw prisoners and evil shitlords down to the point that they won't be gibbed, but be bruised. The real fun comes with what the floor is made of, soap. Imagine if you will a platform suspended over some Magma Lakes, and the only way out is through a door that is unreachable for the prisoners. So they land, they go to get up, and then slide off the side and into the magma below.

Now the only problem is surviving that long and getting my hunters to do their fucking job. "CANCEL RETURN KILL: CAN'T FIND PATH BACK" the fucking kittens are better hunters then these assholes.

But I've been trying to find things to interest myself in, my fort is only two years old and I haven't had any baby snatchers. Only a Werellama Child the brutalized a human caravan that the outpost liaison was with, so I ended up getting some free shit out of the deal, but none of my Dwarves are brave enough to burn the thing so its just been festering on top of my fort now. I want to say one of my dogs started snacking on it, but I'm not sure.


It's the 5th of obsidian, in the glorious year of 126. I've finally gotten the basics down, and now my women are literally shooting out babies like its no tomorrow (one of my hammerdwarves was in a sparring match when her baby popped out. She's using it to block hits. She's a good mother. Ironically she's the one that killed the Werellama.)
Title: Re: The Dwarf Fortress Thread
Post by: Super Level Furaotic on July 30, 2015, 09:51:15 pm
pls stream dwarf fortress AJ
Title: Re: The Dwarf Fortress Thread
Post by: ajwilli1 on July 30, 2015, 10:56:45 pm
pls stream dwarf fortress AJ

I will bby. You want me too tonight, I can get a impromtu stream up.
Title: Re: The Dwarf Fortress Thread
Post by: Super Level Furaotic on July 30, 2015, 11:09:33 pm
pls stream dwarf fortress AJ

I will bby. You want me too tonight, I can get a impromtu stream up.

You know it ;)
Title: Re: The Dwarf Fortress Thread
Post by: ajwilli1 on July 30, 2015, 11:29:21 pm
pls stream dwarf fortress AJ

I will bby. You want me too tonight, I can get a impromtu stream up.

You know it ;)

Okay let me do some stuff real quick and I'll get the stream up... maybe.
Title: Re: The Dwarf Fortress Thread
Post by: ajwilli1 on July 31, 2015, 11:29:59 am
Alright I need to say it, the new Culture Update for DF is looking great.

Toady is a beautiful dwarven man that has just added the ability to make bands today... my God. Seriously read the dev logs, he's finally giving all those art dump skills a use. You can make your own taverns in Fortress Mode, there's philosophy and psychology books that can rewrite dwarven personalities and political beliefs. Like holy shit the new version needs to come out already, it sounds like a lot of !!FUN!!.
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on July 31, 2015, 11:45:41 am
Rhodri's cheese cult will finally have sway over the hearts and minds of his dwarves.
Title: Re: The Dwarf Fortress Thread
Post by: Perigrin on July 31, 2015, 01:08:24 pm
If you get enough Atheist dwarves together, can you weaken demons with the "NOPE"?
Title: Re: The Dwarf Fortress Thread
Post by: ajwilli1 on July 31, 2015, 02:07:39 pm
Alright so my "Get water to the dwarves" project was actually successful, but some problems happened.

You see I didn't know water could flow out diagonally, so there was one space next to the pump that the water also started flowing out of. This resulted in both pumps being flooded with water. And with both my dwarves freaking out over getting splashed with the pumped in river water. Obok, The Engraver decided that leaving his post instead of waiting for the ramps to the surface to be finished would be the better idea; the wave of water pulled him under several Z-levels to an old route that used to be the maintenance route for the pumping grounds. His friend who was also manning the pumps, a peasant named Avuz Ukertulon, dove in after him to try and save the body.

Sadly he wasn't able to retrieve anything but a few soaked socks and a pair of trousers. It was shocking to see the peasant resurface and run for the medbay carrying what he could from his friend's person. We erected a momument in the Hospital for Obok, the man that allowed the waters of life to flow freely into the hospital well.

The Engraver's Full Name: Obok Gidthurnish
Title: Re: The Dwarf Fortress Thread
Post by: ajwilli1 on August 02, 2015, 11:11:36 pm
(http://i.imgur.com/aw2m8V9.png)

Nuff' said about my justice system.
Title: Re: The Dwarf Fortress Thread
Post by: Super Level Furaotic on August 02, 2015, 11:32:26 pm
(http://i.imgur.com/aw2m8V9.png)

Nuff' said about my justice system.

50 SHADES OF DWARF
Title: Re: The Dwarf Fortress Thread
Post by: ajwilli1 on August 02, 2015, 11:47:36 pm
(http://i.imgur.com/aw2m8V9.png)

Nuff' said about my justice system.

50 SHADES OF DWARF

Did I mention that she's a farmer that's the wife of one of the nobles.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on December 03, 2015, 11:42:55 pm
I am flexing my magical lich muscles to infuse this thread with my necromantic might.

New version of DF is out, now we just wait for the inevitable patches to fix the bugs. Once it's all ready, I'll start a DF succession game in the rec room. That alright with you guys?
Title: Re: The Dwarf Fortress Thread
Post by: Perigrin on December 04, 2015, 04:40:12 pm
I am flexing my magical lich muscles to infuse this thread with my necromantic might.

New version of DF is out, now we just wait for the inevitable patches to fix the bugs. Once it's all ready, I'll start a DF succession game in the rec room. That alright with you guys?
I'm up for it.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on December 04, 2015, 08:00:38 pm
cool cool, anybody else? It might be gooo-oood?
Title: Re: The Dwarf Fortress Thread
Post by: LionSiege on December 05, 2015, 01:26:13 am
Might be me, but im so bad on Dwarf Fortress...
Title: Re: The Dwarf Fortress Thread
Post by: Wheel-Son on December 05, 2015, 01:34:55 am
It's not so bad, everyone is bad at dwarf fortress.
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on December 05, 2015, 03:40:30 am
It's time I made an official return to the forum.

Bring me Dwarf Fort or give me death.
Title: Re: The Dwarf Fortress Thread
Post by: Tesla on December 05, 2015, 10:18:50 am
ill do a dwarf fortress game but i suck
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on December 05, 2015, 09:23:50 pm
To everyone who says they suck, don't worry about it. So do I. being bad is a great way to ensure that things are !!FUN!! I'll take a look at the recent release and see whats what, then Ill get things set up. Any idea what we would like to go for in an embark? My preference usually leans towards savage desert regions, but we definitely don't need to do that.
Title: Re: The Dwarf Fortress Thread
Post by: ajwilli1 on December 05, 2015, 10:06:39 pm
Listen guys, ever since I've "figured" out Dwarf Fortress I've had considerably "less" !!FUN!!. Because there's not much that can go wrong unless you engineer it to go wrong, then it just becomes a waiting game unless you have a project or some kinda goal in mind.

Its like Minecraft (even after The End) you'll feel like you're having less fun playing it when you aren't failing or trying to amount your efforts to some kind of achievement.
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on December 06, 2015, 01:32:22 am
Well since a lot of people say they "suck" or are possibly new, I'd say the embark should be in a hilly area with both deep metals and flux metals but no aquifer. Also there needs to be a running stream and the temperature should be warm so the water doesn't freeze.
Title: Re: The Dwarf Fortress Thread
Post by: Tesla on December 06, 2015, 11:48:09 am
I need to look again at embarks no chance we could use Masterwork?
Title: Re: The Dwarf Fortress Thread
Post by: Wheel-Son on December 06, 2015, 12:10:37 pm
Is it updated to the newest version of DF?
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on December 06, 2015, 05:03:57 pm
Id prefer to not use mods, things tend to get tricky when stuff gets shifted around. An old succession I did ran into issues when some stuff Id modded in and forgot about suddenly cropped up in the middle of the game. It got fixed but it was a small hassle. Then again, I'll think about it.

Also, masterwork hasn't been updated for the most recent version of DF yet. the latest version of masterwork is for version 40.24. the current DF version is 42.02. None of the tilesets have been updated yet either.
Title: Re: The Dwarf Fortress Thread
Post by: LionSiege on December 08, 2015, 03:16:41 pm
Anyways, I am really bad. I mean I can't even make cats breed.
Title: Re: The Dwarf Fortress Thread
Post by: Zaweri Runewright on December 09, 2015, 05:57:44 am
Modded stuff would be nice tho. Add a possibility to making gold/platinum weapons pls. I want my platinum warhammer goddammit.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on December 09, 2015, 03:25:09 pm
Well, if we want to wait for the current releases to settle down (the bugfixing to finish) and then wait for mods to be updated, we could do that too.

Anyways, I am really bad. I mean I can't even make cats breed.
*squinting* how do you... i mean I guess... if you're like... i don't even... they do it on their own though... wut...
Title: Re: The Dwarf Fortress Thread
Post by: Perigrin on December 09, 2015, 04:23:46 pm
I'm up for it.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on December 13, 2015, 10:14:53 pm
OK, time to get started I think, since the lazy nub pack is in an experimental stage atm.

Or maybe not, gib some time to get the embark sorted. I hit an aquifer that was not announced on embark. The entire embark is covered by it and it is deep as hell.
Well since a lot of people say they "suck" or are possibly new, I'd say the embark should be in a hilly area with both deep metals and flux metals but no aquifer. Also there needs to be a running stream and the temperature should be warm so the water doesn't freeze.
this ^^^ is sound advice im gonna try to follow.
Modded stuff would be nice tho. Add a possibility to making gold/platinum weapons pls. I want my platinum warhammer goddammit.
Ill see what I can do.

Any idea of a name or should I allow fate to choose for us?
Title: Re: The Dwarf Fortress Thread
Post by: Zaweri Runewright on December 14, 2015, 01:03:08 am
Since we are all noobs (including me, I have forgotten most everything from this game) I'd suggest that we use the LNP feature to DISABLE aquifers. Aquifers are generally a pain in the fucking ass to handle, I'd rather just undermine a pond and use that for water (or use a underground river, but that's beyond the point). Also, I can not play without a texture pack, DF ASCII is way too fucking messy.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on December 14, 2015, 01:24:00 am
Since we are all noobs (including me, I have forgotten most everything from this game) I'd suggest that we use the LNP feature to DISABLE aquifers. Aquifers are generally a pain in the fucking ass to handle, I'd rather just undermine a pond and use that for water (or use a underground river, but that's beyond the point). Also, I can not play without a texture pack, DF ASCII is way too fucking messy.
I agree with all the points you make. I had completely forgotten that LNP lets you disable aquifers. AND it is fortunate that the LNP lets you effortlessly use any texture pack you want, and will even convert the raws of a save file, just in case you don't like the texture pack your peers are using.
In other dorf stuff, I havn't touched adventure mode in ages. I completely forgot about the market NPCs hocking their goods at you. My personal favorite; "YOUR VERY OWN CELERY! LIMITED SUPPLY!" Like it's some kind of rare thing that everyone wants. "Don't you want this celery? Don't you know? Celery is all the rage!" While filthy human hipsters run around the villages proclaiming loudly "I was into celery before it was cool!" and then that goblin threw me down the well.

Aaaand, one of the new things you can do in adventure mode is to write poems. The poetic styles (also musical styles) are randomly generated when the world is genned. I was looking through the styles I could choose to compose my first poem and noticed one called "the dead dusts." I looked over it's description and the style is basically the way one performs a standard three card tarot reading, except that this poetry style is mostly used to emphasize various aspects of death.
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on December 14, 2015, 12:11:15 pm
Zaweri stuff
Awesome poet stuff here.
Yeah between working on my secret project and trying not to trip over my own two feet, I've been playing as a battle poet who writes songs of his own battles.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on December 14, 2015, 03:36:42 pm
I didn't know you could see night creatures moving around the map until I encountered them moving around the map.
I asked a guard about the goblin that threw me down the well, and the guard said that such an occurrence was inevitable.
Title: Re: The Dwarf Fortress Thread
Post by: Perigrin on December 14, 2015, 04:16:55 pm
I will start the fort off, 2 year turns sound Kay? No mods, but I will probably use a texture pack and Dwarf Therapist.
Title: Re: The Dwarf Fortress Thread
Post by: Wheel-Son on December 14, 2015, 06:18:12 pm
I'm currently dicking around on the Fallout mod for Dorf Fort, I made a small thing, it has a longhouse that' packed with beds, there's 10 beds in there. It's a one room longhouse. There's a dining area, a storage cellar, a kitchen/butcher's area, and a quarry. Most of its above ground.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on December 14, 2015, 06:44:37 pm
I will start the fort off, 2 year turns sound Kay? No mods, but I will probably use a texture pack and Dwarf Therapist.
Dwarf Therapist isn't up to date yet I think, but two year turns? I think that would be fine. Texture pack is fine too. I use mayday, but as I said, LNP will let you change the pack used by a save game pretty easily. Ah wait I'm wrong. DFhack isn't up to date, therapist appears to be fine, but unstable.
I'm currently dicking around on the Fallout mod for Dorf Fort, I made a small thing, it has a longhouse that' packed with beds, there's 10 beds in there. It's a one room longhouse. There's a dining area, a storage cellar, a kitchen/butcher's area, and a quarry. Most of its above ground.
Above ground is tricky, but not unpossible. Not even hard really, it just takes time.

Ok, it's up, check the rec room.
Title: Re: The Dwarf Fortress Thread
Post by: Zaweri Runewright on December 15, 2015, 12:21:35 am
I will start the fort off, 2 year turns sound Kay? No mods, but I will probably use a texture pack and Dwarf Therapist.
Dwarf Therapist isn't up to date yet I think, but two year turns? I think that would be fine. Texture pack is fine too. I use mayday, but as I said, LNP will let you change the pack used by a save game pretty easily. Ah wait I'm wrong. DFhack isn't up to date, therapist appears to be fine, but unstable.
I'm currently dicking around on the Fallout mod for Dorf Fort, I made a small thing, it has a longhouse that' packed with beds, there's 10 beds in there. It's a one room longhouse. There's a dining area, a storage cellar, a kitchen/butcher's area, and a quarry. Most of its above ground.
Above ground is tricky, but not unpossible. Not even hard really, it just takes time.

Ok, it's up, check the rec room.
2 year turns is a bit long imho. I used to struggle to keep up a fort for a year back when I started playing,
Title: Re: The Dwarf Fortress Thread
Post by: ajwilli1 on December 17, 2015, 07:08:01 pm
So I started a fortress called "Pickname" (thanks randomgen) with the group called "The Harmonious Machine". I decided I wanted to build up near the north pole, it said there was a river and some trees. It's a frozen mountain, the water fall is frozen with no hope of ever being refilled, there are no trees anywhere.

The animals will probably die from dehydration within a month and everything is made out of stone, rock salt, or gems. On the bright side I can't piss off the elves, nor are there elves even in the general vicinity. On the bad sad I'm pretty sure I'll be dead within a year. GG Dworfs.

EDIT: Scratch that with the water, right as soon as I posted this water flowed forth from the bowels of off the screen.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on December 18, 2015, 12:02:21 am
aya, them frozen places are tricky. Fun fact, if you smooth the ice or build walls/floors with it, it wont melt. My favorite trick is ice crafts. keep them stored outside and trade them to the caravans in huge numbers.
Title: Re: The Dwarf Fortress Thread
Post by: ajwilli1 on December 18, 2015, 12:07:09 am
aya, them frozen places are tricky. Fun fact, if you smooth the ice or build walls/floors with it, it wont melt. My favorite trick is ice crafts. keep them stored outside and trade them to the caravans in huge numbers.

I had managed to establish it as a successful fort within a few hours, trolls were turned into mush as soon as they entered the fort, we feasted on plump helmets and mole dog spleen.

And then my computer fucking froze so goddamned hard that I had to hard reset killing the fort with it. I shut down and just watched h3h3 while taking a bath. I'll probably revisit it later, but right now I'm more in the mood to play adventure mode or another game entirely then open another fort.
Title: Re: The Dwarf Fortress Thread
Post by: ajwilli1 on December 19, 2015, 12:51:55 pm
http://www.twitch.tv/aj_the_wanderer


Streaming some DF Adventure Mode for those interested.
Title: Re: The Dwarf Fortress Thread
Post by: ajwilli1 on January 03, 2016, 03:38:30 am
Playing as a human peasant, after many failed attempts I made a lasher. In order to train my skills I've been breaking into people's houses, finding those who are all alone and then whipping/wrestling them to death.

https://www.youtube.com/watch?v=IIEVqFB4WUo

I also broke into a palace, killed the lady, threw her corpse into a room full of her guards and booked it outta there. Now I'm running through the country side whipping small animals as I make my way toward the Dwarven Fortress.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on January 04, 2016, 02:45:17 am
I had a flashback while reading about your sneaking around and whipping the piss out of lonely people. The flashback was of strangling people into unconsciousness and then seeing how many bits I could hack of with my copper knife before they bled to death. Usually started with the ears/nose/fingers/toes an then moved on to the tongue and eyes. After that, if they were still alive, I'd try to remove their hands and feet. They were almost always dead by the time I hacked the second of those off. The most I managed to remove was all that plus 1 1/2 arms. If they woke up, and sometimes they did, I'd just choke them out again, but if they did it was usually lost time and you might as well just stab them a couple times. They ruined the experiment by waking up. How is a necromancer supposed to get any work done when the test subjects won't stop struggling?
Title: Re: The Dwarf Fortress Thread
Post by: Zaweri Runewright on January 08, 2016, 02:22:22 am
Wat. Urist McDwarf made Shaftflattery, a soap breastplate!
...Send help, I am dying.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on January 09, 2016, 09:27:26 pm
Wat. Urist McDwarf made Shaftflattery, a soap breastplate!
...Send help, I am dying.
Thats gotta be a bug, screenshot maybe so we can see the gloriously clean creation? Such a fine piece of plate work is sure to keep the dwarves defended from all sorts of nasty things, Such as sweaty arm pits, dirty faces, and swamp ass.
Title: Re: The Dwarf Fortress Thread
Post by: Zaweri Runewright on January 10, 2016, 03:47:42 pm
Wat. Urist McDwarf made Shaftflattery, a soap breastplate!
...Send help, I am dying.
Thats gotta be a bug, screenshot maybe so we can see the gloriously clean creation? Such a fine piece of plate work is sure to keep the dwarves defended from all sorts of nasty things, Such as sweaty arm pits, dirty faces, and swamp ass.
The fort has fallen since then, and tip: Don't have a dwarf running around in soap armor in Masterwork. Soap is apparently flammable and dragons will set it on fire. I don't even.
Title: Re: The Dwarf Fortress Thread
Post by: Wheel-Son on January 10, 2016, 05:43:02 pm
Soap is made of animal fat I think.
Title: Re: The Dwarf Fortress Thread
Post by: Forrest on January 13, 2016, 01:43:10 am
Well, I've found that making animal people in Adventure Mode makes it ridiculously easy. Like, really.

So, I made an elephant seal axeman, and he starts with an iron halberd. This is in a rather small island world, a good amount of beasts, a few bandit camps here and there, some kobolds in one city's sewers.

End of my IRL day? Nothing left. Not a single trouble to this world. They just couldn't stop him. Anything human sized or smaller literally just couldn't break free whenever he used a chokehold, making them easily fall to the whole giant iron halberd thing, and anything else could just be dodged around until it was hacked to pieces, thanks to the fact that he moved as fast as any other creature.

Let's take something else into account here. An adult elephant seal man is 1,535,000 cm cubed. A fucking minotaur? 220,000. Trolls? 250,000. An adult human is 70,000. Like. Using something like this species just means you'll bowl over any other enemy, and I love it. Now, whenever one of my legit adventurers gets killed in a stupid, unfair way, as DF is wont to do, I just make one of these guys, and EVERYONE DIES.
Title: Re: The Dwarf Fortress Thread
Post by: Zaweri Runewright on January 13, 2016, 06:32:59 am
Well, I've found that making animal people in Adventure Mode makes it ridiculously easy. Like, really.

So, I made an elephant seal axeman, and he starts with an iron halberd. This is in a rather small island world, a good amount of beasts, a few bandit camps here and there, some kobolds in one city's sewers.

End of my IRL day? Nothing left. Not a single trouble to this world. They just couldn't stop him. Anything human sized or smaller literally just couldn't break free whenever he used a chokehold, making them easily fall to the whole giant iron halberd thing, and anything else could just be dodged around until it was hacked to pieces, thanks to the fact that he moved as fast as any other creature.

Let's take something else into account here. An adult elephant seal man is 1,535,000 cm cubed. A fucking minotaur? 220,000. Trolls? 250,000. An adult human is 70,000. Like. Using something like this species just means you'll bowl over any other enemy, and I love it. Now, whenever one of my legit adventurers gets killed in a stupid, unfair way, as DF is wont to do, I just make one of these guys, and EVERYONE DIES.
Holy shit. This also means you can be metagame as fuck and join your own retired fortress and appear later in fortress mode as a citizen. I wonder how well these guys fare against clowns. Of course you will be stuck with whatever you first enter the fortress with, unless somehow magically you get a invasion which gives big enough gear.
Elephant SEALs confirmed. (see what I did there?)
Title: Re: The Dwarf Fortress Thread
Post by: Forrest on January 15, 2016, 10:43:18 pm
Well, I've found that making animal people in Adventure Mode makes it ridiculously easy. Like, really.

So, I made an elephant seal axeman, and he starts with an iron halberd. This is in a rather small island world, a good amount of beasts, a few bandit camps here and there, some kobolds in one city's sewers.

End of my IRL day? Nothing left. Not a single trouble to this world. They just couldn't stop him. Anything human sized or smaller literally just couldn't break free whenever he used a chokehold, making them easily fall to the whole giant iron halberd thing, and anything else could just be dodged around until it was hacked to pieces, thanks to the fact that he moved as fast as any other creature.

Let's take something else into account here. An adult elephant seal man is 1,535,000 cm cubed. A fucking minotaur? 220,000. Trolls? 250,000. An adult human is 70,000. Like. Using something like this species just means you'll bowl over any other enemy, and I love it. Now, whenever one of my legit adventurers gets killed in a stupid, unfair way, as DF is wont to do, I just make one of these guys, and EVERYONE DIES.
Holy shit. This also means you can be metagame as fuck and join your own retired fortress and appear later in fortress mode as a citizen. I wonder how well these guys fare against clowns. Of course you will be stuck with whatever you first enter the fortress with, unless somehow magically you get a invasion which gives big enough gear.
Elephant SEALs confirmed. (see what I did there?)
That's the only real downside. They can equip any weapon just fine, but there's no species that makes armor this big, and I dunno if there ever will be. The fat and muscle on things this big is basically leather, though. They'd still give armored armored kobolds and goblins a real run for their money, thanks to how hard they hit and how difficult it is to break free of their grabs.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on January 15, 2016, 10:51:01 pm
Didn't DF have sponge men that were practically immortal, much like their giant and regular counterparts?
Title: Re: The Dwarf Fortress Thread
Post by: Forrest on January 16, 2016, 12:42:01 am
Didn't DF have sponge men that were practically immortal, much like their giant and regular counterparts?
Sadly, not. Sponge men are actually rather fragile, in my experience. I'm pretty sure they can be bisected, and they do still die above water.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on January 16, 2016, 09:08:52 pm
Maybe that's just me assuming they were immortal because the giant ones were. goddamn giant sponge creating job cancellation spam.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on February 25, 2016, 02:13:21 am
Glorious Soviet Necropost, while I seriously contemplate plugging the DF mod that's led to my most recent adventure-mode shenanigans.
Title: Re: The Dwarf Fortress Thread
Post by: Siege-Loli on February 25, 2016, 02:14:33 am
Holy Necro Post Dragon-Man!

Now gimme da goods.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on February 25, 2016, 02:41:17 am
Holy Necro Post Dragon-Man!

Now gimme da goods.

Swiggity swooty. It's the sorta thing letting me make treant wooden figurines like:

(http://i810.photobucket.com/albums/zz27/Chaosvolt/Assorted%20DF%20screenshots/kindling_zpstuzlmkqi.png)

Proper DF forum thread for the thing: http://www.bay12forums.com/smf/index.php?topic=153036.0 (http://www.bay12forums.com/smf/index.php?topic=153036.0)
Title: Re: The Dwarf Fortress Thread
Post by: Zaweri Runewright on March 02, 2016, 01:59:38 pm
https://www.youtube.com/watch?v=KjHclWPVij0

I have a feeling this belongs here.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on March 02, 2016, 06:19:07 pm
https://www.youtube.com/watch?v=KjHclWPVij0

I have a feeling this belongs here.
I lost my shit. What are those sprites from, they look familiar? Also, am I the only one who sees a "doge" on the elves brooch?

True to my word, I grabbed a copy of Random_Dragons adventurecraft for dwarf fortress. Played a kobold and managed to actually have a long run with her. Killed an albatross, an osprey, and a sturgeon. So proud. Then I made the mistake of going into the local temple where I was attacked by a kobold blowgunner. I managed to strangle the little fucker to death, but not before he managed a solid hit with one of his little darts. I collected the loot and thought all was fine until suddenly my bold went rigid and collapsed. Check health, paralyzed and unable to breath. I've seen these symptoms before. Check the darts I picked off the blowgunners body. "Coating of giant cave spider venom." GOD DAMN YOU DRAAAGOOOOOON!!!

Was good fun though. It is really satisfying to be able to make stuff as an adventurer in that game. A note though to Random_Dragon, are you aware that your mod allows you to convert a single coin into a whole bar of metal? 1 copper coin = 1 copper bar?
Title: Re: The Dwarf Fortress Thread
Post by: Perigrin on March 02, 2016, 06:35:12 pm
https://www.youtube.com/watch?v=KjHclWPVij0

I have a feeling this belongs here.
I don't know what to say to this.
Title: Re: The Dwarf Fortress Thread
Post by: ajwilli1 on March 02, 2016, 11:12:34 pm
https://www.youtube.com/watch?v=PyA4QD_6-2A


>Dwarf Fortress is getting magic in the next update
>One of the spells, "Create a bucket of water at the cost of your own life."
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on March 02, 2016, 11:44:34 pm
True to my word, I grabbed a copy of Random_Dragons adventurecraft for dwarf fortress. Played a kobold and managed to actually have a long run with her. Killed an albatross, an osprey, and a sturgeon. So proud. Then I made the mistake of going into the local temple where I was attacked by a kobold blowgunner. I managed to strangle the little fucker to death, but not before he managed a solid hit with one of his little darts. I collected the loot and thought all was fine until suddenly my bold went rigid and collapsed. Check health, paralyzed and unable to breath. I've seen these symptoms before. Check the darts I picked off the blowgunners body. "Coating of giant cave spider venom." GOD DAMN YOU DRAAAGOOOOOON!!!

Was good fun though. It is really satisfying to be able to make stuff as an adventurer in that game. A note though to Random_Dragon, are you aware that your mod allows you to convert a single coin into a whole bar of metal? 1 copper coin = 1 copper bar?

Huehuehue. Two things in response to that:

1. My mod is TECHNICALLY to blame for your hilarious demise, but only due to having given kobolds access to blowguns. Poisoned ammo carried by NPCs just kinda happens via hard-coded stuff associated with blowguns. I'm annoyed that I've found way to explicitly apply poison to a weapon in adventure mode, hence refining venom sacs into contact poison as a workaround.

2. Sadly, yes. The problem is a lack of finer control over item types allowed. I can either specify a SPECIFIC desired item type (weapon, shield, body armor, legwear, tool, etc), or I can call for no item type and instead control the input via other means (reaction_class, hardcoded things like any_bone_material, etc). Doing the former leads to a lot of recipe bloat, while doing the latter leads to exploits. As it is, you can already use metal bars found in forts or other non-adventurer-crafted sources and they'll be good for 150 uses, as Adventurecraft recipes do some Fun things to work around problems with product_dimension not working right in adventure mode crafting.
Title: Re: The Dwarf Fortress Thread
Post by: Zaweri Runewright on March 03, 2016, 08:57:54 am
snip
I lost my shit. What are those sprites from, they look familiar? Also, am I the only one who sees a "doge" on the elves brooch?
I don't know. The clip was from a Warhammer video.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on March 03, 2016, 07:05:07 pm
*snip*
2. Sadly, yes. The problem is a lack of finer control over item types allowed. I can either specify a SPECIFIC desired item type (weapon, shield, body armor, legwear, tool, etc), or I can call for no item type and instead control the input via other means (reaction_class, hardcoded things like any_bone_material, etc). Doing the former leads to a lot of recipe bloat, while doing the latter leads to exploits. As it is, you can already use metal bars found in forts or other non-adventurer-crafted sources and they'll be good for 150 uses, as Adventurecraft recipes do some Fun things to work around problems with product_dimension not working right in adventure mode crafting.
When you said "150 uses" I had to check, and of course you were telling the truth that was not in doubt, but the bars I made from coins were only good for a single use. I'd say that's a kind of balance
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on March 03, 2016, 11:57:50 pm
Gotta love it when I decide to play kobolds instead of dorfs.

(http://i810.photobucket.com/albums/zz27/Chaosvolt/Assorted%20DF%20screenshots/Trildis_zps6f1ckwl9.png)

And now my dogs are getting wrestlemania'd by a giant grasshopper.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on March 04, 2016, 01:21:29 am
And now my dogs are getting wrestlemania'd by a giant grasshopper.
(http://i.imgur.com/9R7BsmT.jpg)
I'd like to apologize for the low quality of this photoshop
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on March 04, 2016, 11:13:50 am
Hnng, my sides. Oh well, I eventually killed the overgrown locust. First I had to send my bowkobold after it, who shot it half to death with wooden arrows and ineffectually bopped at it with a bow. So I had to cancel the kill order, order some stone arrows, left him restock, and order up round two.

Amazingly the giant grasshopper was content to limp off and ignore the kobolds further.

And in belated response to earlier...yeah, normally-produced metal bars have a product dimension of 150, player-crafted metal bars have a product dimension of 1, while the adventurer reactions only use 1 unit of metal. I've tried make it use the require 150 units of metal, and in the case of adventure mode reactions seems to interpret that request as 150 separate bars, draining a single unit from each. :V
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on March 04, 2016, 09:47:56 pm
I like the looks of the recent DF doings. Small scale construction in adventure mode seems like it would be pretty cool. Would allow me to set up a base of operations without having to sleep in trees (which doesn't work) or lay claim to abandoned buildings.
Title: Re: The Dwarf Fortress Thread
Post by: RedVulnus on March 04, 2016, 10:28:09 pm
snip
I lost my shit. What are those sprites from, they look familiar? Also, am I the only one who sees a "doge" on the elves brooch?
I don't know. The clip was from a Warhammer video.
snip
I lost my shit. What are those sprites from, they look familiar? Also, am I the only one who sees a "doge" on the elves brooch?
I don't know. The clip was from a Warhammer video.
from an old PS1 warhammer strategy game, can't remember the name of it though.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on March 05, 2016, 02:32:08 am
I like the looks of the recent DF doings. Small scale construction in adventure mode seems like it would be pretty cool. Would allow me to set up a base of operations without having to sleep in trees (which doesn't work) or lay claim to abandoned buildings.

Hell yes. I'm going have to see just how I can exploit it in Adventurecraft, too.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on March 05, 2016, 06:30:25 pm
I lost my shit. What are those sprites from, they look familiar? Also, am I the only one who sees a "doge" on the elves brooch?
I don't know. The clip was from a Warhammer video.
from an old PS1 warhammer strategy game, can't remember the name of it though.
The video is ravindil's quest, the video game is "Warhammer: shadow of the horned rat." It looks familiar because my dad played a lot of it on the playstation. It was also available on the PC and you can still get it on GOG. I GOTTA KNOW FOR SURE!
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on March 05, 2016, 06:53:08 pm
Ah, interesting. Also, halp. This is now stuck in my head: https://www.youtube.com/watch?v=02nLHpSLTxo (https://www.youtube.com/watch?v=02nLHpSLTxo)

Meanwhile in Kobold Kamp, I found a way to make stone arrows stockpile correctly. Yaaay. This does mean stone mugs are now called goblets though. Oh, and you could forge stone furniture if kobolds still had metalsmithing. :V

EDIT: What's that, little kobold? I accidentally selected a single wooden log instead of a wooden block while building the wall? Tear that down and do it right. And no, I don't care that you have to dismantle another block or two to access it because we're building on top of the ground-level wall.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on April 02, 2016, 08:41:43 pm
A legendary stone worker was bit by a werechameleon at my most recent fort. Of the four who were bitten, he was the only one to exhibit signs of infection. Because I have never kept a live werecreature before, I decided I would keep him around and so began the process of building a cell for holding him. Before the cell could be completed, he went fey on me, broke out of his hospital room, and claimed a workshop. He is now a legendary stoneworker. Perhaps it was the uncertainty of his future that spurred on his fit of creative zeal? His cell was finished in time and he was instructed to inspect them. As he did so the iron bars slammed shut, sealing him in. A hatch was built so that various supplies could be dropped in to him for various projects but in such a way that he could not escape should his bestial side reveal itself.

THE PLAN
I have thought at length about what to do with this wretch, and have decided I will drop a pickaxe in to him. He will construct a sub fort and will survive within it by himself. (or until more werechameleons are created.) From now on, his life will be lived within a den of his own creation, the only rule is that he may not breach the main fort. (I may break that rule for various reasons, such as creating a delivery room to dump his crafts into the main fort.)
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on April 02, 2016, 09:06:24 pm
THE PLAN
I have thought at length about what to do with this wretch, and have decided I will drop a pickaxe in to him. He will construct a sub fort and will survive within it by himself. (or until more werechameleons are created.) From now on, his life will be lived within a den of his own creation, the only rule is that he may not breach the main fort. (I may break that rule for various reasons, such as creating a delivery room to dump his crafts into the main fort.)

Drawbridge airlocks are your friend.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on April 03, 2016, 12:23:45 am
Too late. When he was done erasing all his furniture, he just walked through the bars of his cell. By walked I of course mean that he ripped them out with less effort than it took him to reduce his table to dust. I've locked the doors and am now walling him in. HE MUST NOT ESCAPE! I notice though that once he starts breaking furniture, he doesn't stop when he changes back to a dwarf. That kind of behavior pisses me off. I might just change my mind about keeping him alive if he keeps doing that. That gives me an idea...

[edit] he did it again

NEW PLAN!
My miners have been ordered to excavate the earth around the building holding the werechameleon kogsak, taking special care not to breach his basement quarters. this is a special project, handed down by the mayor himself. the stone beneath the structure is to be dug out and removed, creating a deep bore in stone, and pillars built beneath kogsaks prison. When the bore has reached sufficiant depth, a lever will be pulled, and kogsaks prison, along with the vandalistic werechameleon himself, will plummet into the depths to be dashed into oblivion in the darkness below. I only wish I could see it in slow motion.

question, will this actually kill kogsak? considering how dwarf fortress works, I have my doubts. I know constructed stuff deconstructs when it collapses, but im not sure if the natural stone of the basement will collapse and smash him or if it will protect him.

[edit edit] he has escaped.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on April 03, 2016, 12:46:42 am
See? This is why no one is crazy enough to rely on floodgates or bars. Drawbridges can just point and laugh at building destroyers.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on April 03, 2016, 03:25:35 am
5 dead dwarves, 3 dead dogs, an exploded yak, and 4 seriously injured and numerous minorly injured dwarves later, the operation was an entertaining success. I didn't account for the fact that the room would leave a fresh cloud of dust for every level it fell. I dropped the room 30 floors. The blast cleared walkways and side tunnels. In one case, a gelder who had been, bafflingly enough, climbing up the bore was thrown clear of the pit entirely. He had been three levels below the surface when I dropped the room and ended up nine tiles away as a mangled lump of bone fragments and meat paste on top of the hospital. I know this because the game, obviously, auto pauses when a collapse occurs. I took the time to look and see what was what. Oddly enough, there is a combat log for every dwarf involved in the drop, except kogsak. He just died outright when the room fell. No combat occurred. The game just decided "welp, this fucker is gonna be dead, better pull the life out of him."
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on April 03, 2016, 07:06:16 am
I would assume that some of that junk fell right onto that last dwarf. Getting flattened in a collapse pretty much telefrags everything except ghosts, same as with forming obsidian and freezing water.

And good be worse. If that gelder had been gelded by skidding along the ground... XP
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on April 03, 2016, 11:43:18 pm
True true. The weirdest thing of all is the "telefrag" tendency of things getting caught in a collapse. Kogsaks body was present and accounted for. Not only that, but his body was completely in tact. Not a scratch on it.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on April 04, 2016, 01:05:31 am
If you mine out a natural cave-in the body will be there, whereas if the instadeath was due to a constructed wall falling, the body will remain exposed due to the falling construction reverting to an item on landing.

Meanwhile...Kobold Kamp again. Making a less dwarfy sort of artificial cave for them, but still using the untested hatch method of hopefully deterring building destroyers. Seems just hollowing out large spaces to pack workshops, stockpiles, and furniture is way more space-efficient that my "grid of 5x5 rooms" method of digging out dwarf forts.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on April 05, 2016, 01:08:55 am
And here I believed fortifications couldn't be climbed. Found myself to be horribly mistaken, as an entire goblin siege just effortlessly scaled them. 2/3 of the fort are now dead, my farms are in ruins, and most of my dogs have been killed. Poor dogs ._.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on April 05, 2016, 01:22:54 am
And here I believed fortifications couldn't be climbed. Found myself to be horribly mistaken, as an entire goblin siege just effortlessly scaled them. 2/3 of the fort are now dead, my farms are in ruins, and most of my dogs have been killed. Poor dogs ._.

Lessons learned the hard way. I lost a kobold camp to EXACTLY that. A dwarven siege arrived astoundingly early, and leave it to them to sprint straight across the bridge and over the wall.
Title: Re: The Dwarf Fortress Thread
Post by: Perigrin on April 05, 2016, 07:55:28 am
True true. The weirdest thing of all is the "telefrag" tendency of things getting caught in a collapse. Kogsaks body was present and accounted for. Not only that, but his body was completely in tact. Not a scratch on it.
Maybe he had a heart attack?
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on April 05, 2016, 01:00:05 pm
Construction-based caveins are twice as carcinogenic as natural caveins. :V
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on April 05, 2016, 04:21:35 pm
True true. The weirdest thing of all is the "telefrag" tendency of things getting caught in a collapse. Kogsaks body was present and accounted for. Not only that, but his body was completely in tact. Not a scratch on it.
Maybe he had a heart attack?
I like that explanation. So perhaps that's how it went down.
That pit was filled with four werechameleons before I decided to retire the fort. Then I made an adventurer who, conveniently enough, started at my pleasant little seaside hole in the ground. I didn't know that salt water would fill the fortress when I retired it. The chameleon pit had filled with salt water. luckily, the chameleon pit had been sealed by the rebuilding of quarters over the pit about halfway down. Unfortunately, that didn't help even in the least. Upon descending the main staircase I found puddles of water on the floor of the shaft. I left that room and entered the living sector of my fort, walking up a hallway filled with 3/7 water (and rising) and then nearly drowned fighting my way back to the main shaft. I look foreward to cleaning this mess when I eventually unretire the fort.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on April 21, 2016, 05:52:10 pm
I have a fort built on a volcano. Nothing new or innovative about that, but I've never really stuck with a volcano fort before. This fort is defended with a system of glass bridges which retract during invasions, making the only passage into my other wise open fortress a pair of narrow, trap lined, walkways. These work very well except when the dwarves are too lazy/slow to pull the retracting lever and a few invaders make it in or a few soldiers make it out onto the bridge. The defensive measure of the bridges is to allow part of an invading force to actually get out onto the bridge before pulling the span out from under them you see. This fort, vesselfountains, has a problem though. It isn't the giant vultures, and it isn't the bizarre pathing choices of dwarves. It's more a combination of these two things. When the vultures arrive in the early fall, my marksdwarves are positioned outside the entrance on vesselfountains glorious glass bridge and they spend a happy month pelting the vultures with crossbow bolts. The idea is that the vultures will fall into the volcano or onto the bridge for easy cleanup. Th trouble comes when a vulture does not fall into the volcano or onto the bridge, but rather falls on top of the hospital or the walkway leading to the mayors office. Most of the marksdwarves will do perfectly fine, pin cushioning the unconscious vulture like they should, some of them even going through the farms to give it a couple whacks with the stock of their crossbows. The regular dwarves of the fort, the scrappier ones anyway, refuse to go through the farms instead opting to try and cling for dear life to the inside of the volcano in an attempt to climb their way over to the walkway or up to the hospital roof. There are perfectly accessible safe paths to these two locations, but civilian dwarves who wish to be involved in the battle will always try to crawl along the walls of the inside of the volcano to try and get at the vultures. The results have been, without exception, the same every time. The brainless civilian loses his grip and falls into the volcano. I've had this happen with visiting warriors as well.

Also, I accepted a human poet into my fort to entertain people at the bar. That poet was a vampire. Because I can't draft human guests who are not fighters, I convicted the vampire of the crimes it committed and to my satisfaction, the guard captain chained her up in the open air prison. This vampire had killed one of my child prodigies and a legendary engraver. The original plan was to drop her into the volcano, but they I decided to put a little more effort into her execution. I removed several blocks from around her chain, leaving her on a narrow strip of block floor which limited her movement. across the volcano from her, I built a ballista. I've never successfully utilized a ballista before, and I must say the result was both underwhelming in the most fantastic way, but also completely satisfying to me, if that makes any sense. The copper tipped ballista bolt erased her from existence, leaving little more than a pile of pulped meat in clothing, a bloody smear on my prison floor, and the shitty book she had written about the time she escaped from a troll.

double post because why the hell not.

edit; holy shit, a giant vulture just THREW one of my marksdwarves through some fortifications and out into the volcano. I knew you could jump/fly/get thrown through fortifications, but it was a surprise to actually see it happen. (later) Ok, it's dead. But that Vulture managed to take down two dwarves before I could put it down and I have one seriously injured dwarf. Make that three dead dwarves, the injured one died as soon as I unpaused the game.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on April 21, 2016, 06:34:14 pm
My last fort...well, camp, kinda petered out after I derped some things up fixed the mod, and also still never got any invaders.

Maybe next time I'll embark right the fuck next to a goblin fort.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on April 21, 2016, 06:36:40 pm
My last fort...well, camp, kinda petered out after I derped some things up fixed the mod, and also still never got any invaders.

Maybe next time I'll embark right the fuck next to a goblin fort.
I think goblins are still getting that thing where they get stuck on landmarks and can't get to your forts, either that or they are far more cautious. I get plenty of undead sieges though.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on April 21, 2016, 07:51:37 pm
Does literally embarking as close as you possibly can make it easier?
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on April 22, 2016, 02:34:26 am
Does literally embarking as close as you possibly can make it easier?
Yes, in my experience, the closer you are, the more frequent invasions should be as the invading force has less difficult landscape to navigate. Of course, if you decide to retire the fort that close to a goblin town, it will not last long without you there to keep an eye on it. Undead are worse than goblins though because of the low invasion threshold for them. I embarked as close as I could get to a necromancer tower once and was invaded moments after my first migrant wave. The invading force was little more than a single zombie dwarf, a zombie goblin, and their hidden handler, but they ripped through my eleven dwarves and several children before I could mount any kind of proper defense.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on May 07, 2016, 08:35:18 pm
In my fort, a goblin macewoman visiting my tavern tried to start some shit, but was beaten into unconsciousness by an untrained human poet.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on May 07, 2016, 08:38:57 pm
That is one manly poet. Usually it's the guys with instruments that fuck people up best.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on May 07, 2016, 10:33:05 pm
except for the bit where a season later, the visiting goblin cornered the poet in the library and beat him to within an inch of his life with a rectangular gold plate, wrapped around a single sheet of paper. (one page book)

She did that while the militia was distracted by a moss agate FB in the caverns, terrorizing a gorlak. It managed to kill two of my less skilled militia and a legendary engraver before one of my more skilled swordsdwarves bisected it from it's legs with his *steel short sword* like a goddamn lightsaber through butter. The RNG in this game never ceases to amuse me. The FB was called "Mifuya Swamdrink, The Cavernous Filth of Fishes." The dwarf that killed it? Zaneg Waterclasps, fish cleaner by trade.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on May 07, 2016, 11:13:08 pm
The FB was called "Mifuya Swamdrink, The Cavernous Filth of Fishes." The dwarf that killed it? Zaneg Waterclasps, fish cleaner by trade.

"I'm here to clean fish and chew plump helmets, and I'm all outta plump helmets."
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on May 08, 2016, 12:17:18 am
Tavern keeper went down to build a wall, had his manhood bitten off by a toad, got pissed off, fucked the toad up, finished the wall, and went back to serving drinks.
Title: Re: The Dwarf Fortress Thread
Post by: Flame on May 08, 2016, 01:25:42 pm
I got a <<*jagged pale metal battle axe*>> from a vault. It turns people into chunky salsa. The vault was made by the goddess of death, war, and chaos.

That axe is a chain axe and that goddess is Khornette.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on May 08, 2016, 01:59:08 pm
Complete with a ton of squats for you to test it out on.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on May 09, 2016, 10:39:26 pm
Version 43.00 is out.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on May 10, 2016, 12:33:20 am
Version 43.00 is out.

Oh damn gonna have to investigate tomorrow, hnnng.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on May 11, 2016, 02:29:19 am
I went back to the change notes and noticed this:
Quote from: ToadyOne
Next up we'll be doing more bug fix releases to make sure we have a vaguely presentable DF before we disappear into a new compiler and 64 bits.
That's good? I think? 64 bits means better performance yes?
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on May 11, 2016, 02:36:25 am
Well, I had fun times updating my mods: Adventurecraft ( http://www.bay12forums.com/smf/index.php?topic=153036.0 (http://www.bay12forums.com/smf/index.php?topic=153036.0) ) and Kobold Kamp ( http://www.bay12forums.com/smf/index.php?topic=156989.0 (http://www.bay12forums.com/smf/index.php?topic=156989.0) ).

Still, so many bugs I hope Toady gets to fix. Like cannibalism being broken. :V
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on May 11, 2016, 07:02:36 pm
Delicious delicious cannibalism.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on May 11, 2016, 11:10:07 pm
I miss my minotaur leather loincloths. Also, 43.02 came out. I updated my mods a LOT faster this time. The most tedious part is always checking which raw files, if any, have changes. If no changes were made I can just re-use modded raw files from last version.

I repurposed my Github. Due to no longer contributing to CDDA, I had no use for my Github. So I created my own repository, and used it for a copy of the DF raws. So by branching, I can immediately get a view of every file changed.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on May 14, 2016, 02:15:35 am
Good good, re-purposing is always a good thing. My cousins re-purpose water heaters and refrigerators into salmon smokers.

Here at Vesselfountains, we love to socialize. We will even socialize with foreigners. We will socialize the living shit out of you.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on May 14, 2016, 02:52:33 am
I'm still trying to see if artificially populating my new site with recruited companions will do anything interesting.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on May 14, 2016, 10:48:15 pm
I am eager to hear the results.

I had a couple goblins walk up to my fort, at first I didn't pay them any mind until I noticed that they were attacking dwarves and they hadn't been announced. No siege, no ambush, just two goblins coming to vesselfountains to throw down. The sad/amazing thing is, they did more damage to vesselfountains by themselves than the previous three goblins sieges and two undead sieges had combined. A mercenary goblin macewoman (the same one who picks fights with the bards and poets, and harasses the scholars in the library) put both goblins down while they were trying to wade through a wardog "landmine."

Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on May 15, 2016, 11:50:31 am
Well, I got a dozen dwarven drunks who helps me clear out a night troll lair. Despite two of my dorfs getting KOed and one being crippled for life now, 1 copper great axe and 12 civilians curb-stomped 3 night trolls.

I had trouble recruiting any of them as hearthpeople, until those kills got my fame enough to do so. It seems the fame requirement to get heartpeople is now higher than the fame requirement to get a higher-than-baseline party.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on May 19, 2016, 05:47:36 am
I have encountered something irritating. Apparently the sites you can found as an adventurer don't prevent bogeymen, AND even though I am flying a good 10 Z-levels above them, they can still punch and bite me from the ground.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on May 19, 2016, 03:18:07 pm
I have encountered something irritating. Apparently the sites you can found as an adventurer don't prevent bogeymen, AND even though I am flying a good 10 Z-levels above them, they can still punch and bite me from the ground.

You haven't tried hiding inside the building itself? Sleeping outside in town is just as bad an idea. I just turn boogeymen off anyway. >.o
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on May 19, 2016, 04:44:29 pm
I wasn't in town. I was at a player made camp. So far, I've sacrificed four adventurers just trying to build one small building. One of those I wasted an hour on training wrestling on a crab. I guess it makes sense though, if the house doesn't have a roof on it. I've slept in trees before without being attacked by bogeymen. Sometimes I get a "you feel uneasy" notice while sleeping in trees. That last adventurer who died actually managed to hold off the bogeymen until she got knocked out and stayed unconscious until daybreak. She failed to regain consciousness and was killed the next night by bogeymen.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on May 19, 2016, 05:06:27 pm
Odd. I mean if you're in town, you can get ganked by boogeymen unless you're indoors. I'm saying to test whether staying indoors in your camp keeps them at bay.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on May 20, 2016, 07:14:55 pm
I figured it out. The bogeymen were mostly on the ground. What I didn't notice was that one of them will always be clinging to your feet, 1 z-level below you, at all times and can attack you from there. Don't know why I didn't spot it before. As for indoors, you are correct. I found that building a pillar and attaching a floor to one side of the pillar so that it acts as a roof is enough to drive off the bogeymen. Just step under the single tile roof and they "poof" back into the blackness from which they came. As long as the place you enter has the "indoors" tag, they cant come at you. You don't even need a floor under your feet.

Another observation, the various ambush/raiding parties that usually fall upon an adventurer as they travel have a habit of congregating around the edge of a player made camp site. Seriously. They just hit the edge and then refuse to get any closer, I assume, because there movement is determined on the overland map. The thing is, animal and night creature ambushes dont congregate. They just walk on up to the works, look around, and if they cant find you, they fuck off to bother someone else.

I managed to kill off half of a large group of accumulated bandits by luring them away one at a time and strangling them to death. I noticed right away that most of them were armed with books and musical instruments. Even though they had all the appearance of a traveling band of entertainers, they were still very aggressive. My strangling spree ended when a crossbowman I grabbed got a lucky shot through my iron breastplate.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on May 20, 2016, 07:18:05 pm
That reminds me, I found a naked kobold dancer in a mead hall I visited. He was friendly and claimed the hamlet went to a nearby cave to trade.

Went there, found nothing but a huge bandit awaiting. Thankfully damn near everyone was either unarmed or wielding an instrument instead. I got a decent hall of kobold instruments to stock my tavern with.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on May 21, 2016, 06:44:30 pm
That was another thing, a lot of the bandits that had pooled on the border of my camp were armed with instruments.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on May 21, 2016, 07:11:54 pm
That was another thing, a lot of the bandits that had pooled on the border of my camp were armed with instruments.

That seems to be a thing. "Stand and deliver, or we'll play Nickelback!"

Also, I'm engaging in some fortress mode shenanigans after having retired my adventurer. Plotting to dig a hellavator within walking distance of my fort.

EDIT: It is done. Whole starting 7 got rolled up by an eggplant brute.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on May 22, 2016, 10:14:02 pm
Gelding blows. Fairly common it seems, so I spent a happy few hours sack tapping elves at a forest retreat. Also managed to geld an elephant man living among them and ran away while it was unconscious. No elves where killed on this vicious assault on their testicles, they would usually pass out from pain, and if they didn't I'd just choke them out and leave them.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on May 22, 2016, 11:40:37 pm
So, I started up a fort fairly close to a goblin dark fortress, and...

(http://i810.photobucket.com/albums/zz27/Chaosvolt/Assorted%20DF%20screenshots/oh%20crap_zpsfhu1qupx.png)

Half the guys down there are listed as visitors, the other are invaders. I might've just created a loyalty cascade with my mere existance.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on May 24, 2016, 07:06:31 pm
You never realize just how lacking vanilla adventure mode is until you accidentally play it without adventurecraft.
Human outside is the only available adventurer? Well ok. Hm, nakedness. This does not feel safe. *kill deer* Ok, now to make... Oh, I forgot to install adventure craft...
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on May 24, 2016, 07:15:36 pm
You never realize just how lacking vanilla adventure mode is until you accidentally play it without adventurecraft.
Human outside is the only available adventurer? Well ok. Hm, nakedness. This does not feel safe. *kill deer* Ok, now to make... Oh, I forgot to install adventure craft...

I feel loved. o3o
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on May 26, 2016, 05:27:22 am
After 6 or 7 years of in game time, I have retired Vesselfountains. It has a military of around 60 fairly skilled fighters, most of whom are mercenaries, led by very skilled or not skilled at all dwarves all trained via conventional (non-danger room) means. It sports a library featuring a pair of imprisoned necromancers to poke at and ask dumb questions of. An in with 4 floors housing what is probably the cause of my low FPS: and ungodly number of poets and bards. The chapel is entirely non-denominational, and I never bothered to get real ones built. The main entrance is guarded by a magma crab turret that causes a majority of civilian losses during invasions, a line of cage/weapon traps, and a vomit covered retracting green glass bridge suspended over the mouth of a volcano. Under the fort (inside) is a functioning obsidian caster (because why not) and (outside) a man made lake. Our main exports were lead childrens toys and obsidian figurines of animals. Also, giant vultures. I had about 6 tame vultures and had butchered the semi-wild ones. I was trying to get giant anoles, giant leopard geckos, horned owls, and ibex going too.

The FPS became impossible before I could finish, even with DFhack fastdwarf I couldn't keep going. I used DF hack to finish the lake off and then I pulled my special lever. The lever that would stop everything and preserve vessel fountains forever. The dog switch. Mere seconds after activating this most potent of game ending levers, the cage it was hooked up to burst, unleashing a flood of around three hundred war dogs taking my FPS from 6 to 3, down to 0 to 0. Time stopped. I hit escape and retired the fort. Good bye vessel fountains, I will return when some of those lazy ass poets have left. (gonna found a new fort to draw dwarves/poets out of vesselfountains and then reclaim it.

By the way, in this world that vesselfountains exists in. All of the dwarven civs have no access to iron. I've been getting iron from melted down human anvils. Somehow the dwarves have steel though. My military is equipped mostly with copper/bronze armor and there are a few steel weapons lying around and in use.

Another side note, you can order/buy mugs made from bone and gems but you can't make them yourself.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on May 26, 2016, 01:28:13 pm
Very odd. You can make bone cabochans at least, but mugs...hmm. I should add skull goblets to Adventurecraft. :V

Speaking of which, added the underground animalpeople back to the list of playable races. And did some tweaks to them, namely their sizes. Even at human size, a serpent man is not very high up on the food chain when you start on a monster island. Especially when the first area you encounter is a lair with about a dozen ettins.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on May 26, 2016, 06:36:42 pm
Do animal person venoms actually have any effect in adventure mode? In both vanilla and adventure craft I've tried biting people/animal and then waiting around/avoiding them but the venom never seems to kick in.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on May 26, 2016, 06:52:51 pm
Do animal person venoms actually have any effect in adventure mode? In both vanilla and adventure craft I've tried biting people/animal and then waiting around/avoiding them but the venom never seems to kick in.

Syndromes are massively slow in adventure mode. For example, if you add an effect with a "start" value of 0 or 1, you still have to wait maybe 5-10 ticks before it occurs.

In contrast, serpent men (as a handy example) have the start time for their venom set to 5.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on June 04, 2016, 07:38:30 pm
Genned a new world and didn't realize until I went to play it that I had genned a world in which ALL races had been supplanted by kobolds. The small map is dotted with kobold forest retreats, kobold villages, a kobold dark fortress, and kobold hillocks/fortresses. The history was genned until 125, but the legends records stop at the year 47. The kobolds didn't conquer the world so much as they simply came to reside in places and then outbred the residents. In adventure mode, only outsiders are available for every race, and animal people are completely unavailable. The last recorded historical event was from the year 47 (as I said) was a dragon overthrowing the last dwarven civilization. Cannot seem to find a single being of any other race, but apparently there are still dwarves somewhere, though on embark it says that the civ is "dead or dying."

I accept your challenge dwarf fortress.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on June 05, 2016, 12:54:44 am
Meanwhile...oh yes. Yesss. Toady's set the "can't cut trees with stone hatchets" bug to "will be fixed in next version" it seems.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on June 19, 2016, 10:18:56 pm
Well, testing a playable kobold adventurer in Adventurecraft again. Decided to see if I can find some of my fellow bolds, instead encountered a wandering jabberer. So I managed to hobble it and poke at it with my copper short sword until it passed out from exhaustion, at which point I strangled it to death. >.>
Title: Re: The Dwarf Fortress Thread
Post by: Forrest on June 20, 2016, 02:01:07 am
Well, testing a playable kobold adventurer in Adventurecraft again. Decided to see if I can find some of my fellow bolds, instead encountered a wandering jabberer. So I managed to hobble it and poke at it with my copper short sword until it passed out from exhaustion, at which point I strangled it to death. >.>
Whoa. This is my first time seeing Adventurecraft, had no idea anybody here was workin' on DF mods. This looks awesome.

And on a different yet slightly related note, I've had my first DF adventurer who was able to retire for a reason other than permanent disability. Lastatt, a wandering, drunken, poem-spewing sloth bear man, has killed every single evil thing in his medium continent. This being about thirty bandits, twenty-something kobolds, four (?) trolls, two giants, two cyclopses, an ettin, a minotaur, two rocs, and a dragon. He's now the loyal hearthperson of his lord (a tall, creepy guy named Gognav who worships the god of death and disease, but he's a nice enough guy when you're his friend), with a sheep wool bag containing about five pages of gems, content to be rich as fuck and free to drown in all the rye beer and barley wine he can drink.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on June 20, 2016, 02:26:34 am
Whoa. This is my first time seeing Adventurecraft, had no idea anybody here was workin' on DF mods. This looks awesome.

You're no longer an Adventurecraft virgin? o3o

And honestly it's mostly just taking what the original Wanderer's Friend added, removing what doesn't work, then adding to it from there.

Speaking of which, I'm sad that kobolds still require the ability to speak PLUS utterances to make very entertaining adventurers. Otherwise not only can you not talk to your friends, you also can't perform. Even if you have non-verbal forms of art available.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on June 20, 2016, 04:52:41 pm
Well, .43.04 is out now. Lots of cute little bugfixes, and a few people are encountering DLL fuckups. Strangely I'm the only one so far that's instead encountering it claiming to have stopped working a few seconds AFTER closing it, with no evidence of it borking during play.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on June 20, 2016, 10:54:25 pm
Am I the only one who can't claim a camp with any adventurer? 43.03?
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on June 21, 2016, 12:11:39 am
Am I the only one who can't claim a camp with any adventurer? 43.03?

1. Are you an outsider? Outsiders can't claim shit unless they finagle themselves into joining an entity.

2. Did you add a zone, and designate it as the main hall?

Also, the new update added wear and tear for armor and weapons getting smashed up. Already updated Adventurecraft to include some repair reactions.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on June 21, 2016, 12:29:19 am
I noticed the wear and tear stuff. I can't wait for the 64bit release.
I didn't know that about outsiders. I will remember that next time.
Title: Re: The Dwarf Fortress Thread
Post by: Forrest on June 21, 2016, 02:56:35 am
Oh, right, Random, forgot to mention it there but that Haskel guy from the Adventure Mode questions thread is me :P
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on June 21, 2016, 11:42:05 am
Oh, right, Random, forgot to mention it there but that Haskel guy from the Adventure Mode questions thread is me :P

Oh derp. At least I'm predictable in my use of nicknames....okay, says the one that's been Chaosvolt or Valos depending on where you look elsewhere, but still. o3o
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on June 21, 2016, 06:20:24 pm
Speaking of changes, the 34.04 init file is different than the init file for any of the older versions.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on June 21, 2016, 07:31:47 pm
Augh. Jesus fucking christ.

Tearing apart giant bone armor with DOG BITES is goddamn moronic.
Title: Re: The Dwarf Fortress Thread
Post by: Forrest on June 21, 2016, 09:58:50 pm
Haven't actually done much of Fortress Mode in my two years of playing DF.

Just created a world using the Badlands template from the advanced generation page, so basically everything is scorching hot desert, there's no rain, no rivers, and only two civs. Also no surface vegetation.

Considering I can only play human outsiders and that fucking sucks, I'm making a fortress, finally. Gonna be lots of egg production, got a few guineafowl and blue peafowl. Peafowl for meat, guineafowl for eggs. Also some beekeeping. Wax crafts, honey for cooking, and mead.

So wish me luck. We're probably all gonna die.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on June 21, 2016, 10:06:52 pm
So wish me luck. We're probably all gonna die.

Name some poor bastard after me. o3o

Meanwhile...at last, I think I've made megabeast-tier armor less cripplingly vulnerable to dog bites.
Title: Re: The Dwarf Fortress Thread
Post by: Forrest on June 22, 2016, 01:03:00 am
So wish me luck. We're probably all gonna die.

Name some poor bastard after me. o3o

Meanwhile...at last, I think I've made megabeast-tier armor less cripplingly vulnerable to dog bites.
You can be the butcher-maceman, who's one of our two dwarves who know a tiny bit about fighting. We've got a bronze mace from embark.

The other I just made an axeman for simplicity's sake since we already have two copper axes. You two just have copper chain mail for the time being, so that kinda sucks. However, so far the only things I see on the map right now is a rattlesnake and some coyotes. I don't think anything's gonna give us trouble for the time being.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on June 22, 2016, 03:17:42 am
Hey, chainmail is better than nothing. I rarely embark with armor. o3o

However, so far the only things I see on the map right now is a rattlesnake and some coyotes.

You've embarked in Texas apparently. Guess that makes your dorfing me more fitting. XP
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on June 26, 2016, 07:42:23 pm
time to domesticate snakes. woo!
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on June 26, 2016, 07:52:22 pm
And make them all adorable little hats?
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 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.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on June 27, 2016, 09:21:03 pm
Yes, little hats for every noodle. :V
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt 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.
Title: Re: The Dwarf Fortress Thread
Post by: Forrest 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?
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on July 07, 2016, 02:18:32 am
Mostly just gorlaks being able to open doors, and being able to stockpile paper slurry properly.
Title: Re: The Dwarf Fortress Thread
Post by: Forrest 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!
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt 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.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 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.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt 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.
Title: Re: The Dwarf Fortress Thread
Post by: Forrest 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;
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt 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.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on July 14, 2016, 10:12:58 pm
I think I made dem durgons too hardcore.
Title: Re: The Dwarf Fortress Thread
Post by: Six on July 16, 2016, 01:40:56 am
Playable dragons must also be able to wear hats.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on July 16, 2016, 03:35:43 am
Playable dragons must also be able to wear hats.

Do masks and helms count? :V

In any case...I should NOT be able to effortlessly clear out a necromancer tower just by lashing them in the face with my tail.
Title: Re: The Dwarf Fortress Thread
Post by: Forrest on July 21, 2016, 08:53:51 pm
Pffft, starting another fort in a near-freezing taiga, just noticed one of my dwarves "absolutely detests worms," yet "When possible, he prefers to consume giant earthworm."
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on July 21, 2016, 08:55:53 pm
Well clearly giant earthworms are sexier.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on July 23, 2016, 01:32:20 am
Easier to make hats for them when they are large.

Due to certain... complications, my starting seven have become the starting one. I... I'm not sure what to do about that. For now, I've assigned every war animal I grabbed during embark to him for protection. This place has proved to be home to creatures both fearsome and powerful.
edit: abandoned due to bugs

I started a new fort in some badlands. A necromancer showed up before the end of the first year with a full compliment of 25... hungry heads. Each one equipped with a full suit of armor. The armor was promptly dropped upon unpausing the game. There are teeth everywhere, as my dwarves were unarmed but fully capable of punching the ever loving shit out of the undead hungry heads.

Heres a picture of the aftermath.
(http://i.imgur.com/K0QfGJL.png)
Title: Re: The Dwarf Fortress Thread
Post by: Forrest on July 23, 2016, 05:59:04 am
Huh.

In older versions, I observed that reanimated heads were nigh-unkillable, both in experience and on Youtube. I took inspiration from a video back when I was a necro in adventure mode, used to cut a head off, throw it at enemies, then reanimate it right after it hit them. They'd tear people apart, limb from limb, and shrug off basically all damage. It was crazy.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on July 23, 2016, 02:15:33 pm
Heres a picture of the aftermath.

You should quit while you're ahead. *ba dum tish*
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on July 23, 2016, 04:08:39 pm
Holy shit, what a fuckin mess. So many teeth. I'm gonna have to get my dwarves to ignore them.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on August 07, 2016, 10:07:56 pm
Meanwhile in Kobold Kamp...

Anyway, the updatening. I'd say that 80% in favor of reverting the faked stone fix is impressive, but it was only 5 votes. We return to the land of mugs being called goblets.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on August 08, 2016, 05:49:43 am
You know, I'm a bit surprised that you only managed to collect 5 votes. The DF forums are fairly active and I was under the impression that kobold kamp was fairly popular.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on August 08, 2016, 02:53:01 pm
You know, I'm a bit surprised that you only managed to collect 5 votes. The DF forums are fairly active and I was under the impression that kobold kamp was fairly popular.

Kobold Camp as a whole, yes. But given there are multiple versions of it, including one absorbed into the all-devpuring Masterwork mod, my version of it is just kinda there being smol like kobold. :V
Title: Re: The Dwarf Fortress Thread
Post by: ApatheticExcuse on August 11, 2016, 11:58:13 am
Would you guys have any interest in doing a community fort? I just started one the other day, and it seems fun, but the guy before me managed to kill the whole fort except for two dwarves and I suspect the place won't live till the end of my turn. Not much replay value for me there.
Title: Re: The Dwarf Fortress Thread
Post by: Wheel-Son on August 11, 2016, 12:51:37 pm
We tried that once, but not sure what happened to it. I think it's dead though. Feel free to do it. Seems fun.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on August 11, 2016, 01:30:51 pm
We tried that once, but not sure what happened to it. I think it's dead though. Feel free to do it. Seems fun.
It died out when lorknis took the fort and then never came back. It's still there if someone wants to pick it up. Probably better to start a new one though, it's one of the older versions of DF and as I recall it's on a version that will crash if you try to update it to a more up to date DF. Best to start a new one.

If you start a new fort Apethetic, I will be in.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on August 11, 2016, 03:15:44 pm
Tempting, maybe we should. Poke me when a thread for it is up, and figure out how we're going to handle who does it when.
Title: Re: The Dwarf Fortress Thread
Post by: ApatheticExcuse on August 11, 2016, 03:27:42 pm
Thread is up. If it goes nowhere, would anyone be interested in doing a Cata Community Survivor? It seems like a fun idea to me, but I'm not sure how to really get it going. I know the game takes a little less well to it, but we could buff up starting stats a little to give a good chance of survival and then trade off weekly (ingame) or something.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on August 11, 2016, 03:54:58 pm
Start up a community game of Salty Days Ahead, in a thread mostly founded by people with bad memories of its community. Bright idea. Might poke my head onto the DF fort's thread.
Title: Re: The Dwarf Fortress Thread
Post by: ApatheticExcuse on August 11, 2016, 04:11:53 pm
Start up a community game of Salty Days Ahead, in a thread mostly founded by people with bad memories of its community. Bright idea. Might poke my head onto the DF fort's thread.

Eh, by my reasoning, just because the devs have some social issues doesn't mean the game is bad (though it's getting there :/). It's been a year +, seems like it should mostly be Salty Days Behind. Plus, we wouldn't invite those other guys.
Title: Re: The Dwarf Fortress Thread
Post by: Wheel-Son on August 11, 2016, 05:10:16 pm
I'd be down, I don't have any qualms with the game, really.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on August 11, 2016, 05:11:21 pm
I'd prefer we try and get invested in a DF fort first. :\
Title: Re: The Dwarf Fortress Thread
Post by: ApatheticExcuse on August 11, 2016, 05:19:05 pm
I'd prefer we try and get invested in a DF fort first. :\

I'd agree, I think the logistics are easier, and it would be more fun for some of us that have gazed into the Cata coding abyss and had it gaze back at them. Backup suggestion is backup - if DF fails to take off or generate interesting stories, I'd like to give CDDA a go, but I lack the focus to do both at once.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on August 11, 2016, 07:59:44 pm
Exactly. Some of us have had experience actually working on the game, so... XP
Title: Re: The Dwarf Fortress Thread
Post by: ApatheticExcuse on August 11, 2016, 08:23:09 pm
Exactly. Some of us have had experience actually working on the game, so... XP

You may or may not be the person and or thing I was possibly or not possibly referring to in a potentially subtle or unsubtle manner.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on August 11, 2016, 08:30:29 pm
._.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on August 18, 2016, 05:32:00 am
I am getting a tad salty over the way Toady handles content additions versus bugfixes, and I'm starting to scare myself. ._.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on August 18, 2016, 05:38:11 am
I am getting a tad salty over the way Toady handles content additions versus bugfixes, and I'm starting to scare myself. ._.
Shhhh. We'll just take that salt and sweep it under the rug. Shhhhh. You need to stop telling yourself ghost stories this late at night.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on August 18, 2016, 01:05:03 pm
Or presumably you will steal this salt to continue preserving your body. :V
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on August 18, 2016, 02:24:12 pm
I wouldn't dream of using dragon salt. Much like dragon sand, the stuff is highly combustible AND caustic.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on August 21, 2016, 06:02:04 pm
So. Guess what? Turns out that stone was ALREADY on the material list for squad weapons. Know what that means? I can zig-zag yet again because I'm a fucking derp, and set arrows to use faked stone again. Just need to ensure the arrow-only version doesn't populate the material lists with redundant entries.

EDIT: Scratch that, just adding the demanded token for stone ammo to stockpile messes with uniforms. >.<
Title: Re: The Dwarf Fortress Thread
Post by: Forrest on August 21, 2016, 10:59:54 pm
Holy shit.

I'm a poetic fox man demigod, right? So I'm on a mission to kill this night troll, right? Well, he ambushes me a few map tiles from his lair, almost gets me with his wrestling skills, but I end up dismembering his limbs with my bronze scimitar before running his heart through and running around him 'till he bleeds out.

So I go into his lair, and guess what? Fucking night troll twins. I've never seen young ones before, actually, and for some reason, THEY'RE MUCH BETTER FIGHTERS THAN THE OLDER ONES. Their heads come off a lot easier, though. I'm guessing it's the size. The consort went down without throwing a punch.
Title: Re: The Dwarf Fortress Thread
Post by: Forrest on August 22, 2016, 08:28:28 pm
"You have discovered a vault."

OHHHHH FUUUUUUUUCK
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on August 22, 2016, 08:47:14 pm
"You have discovered a vault."

OHHHHH FUUUUUUUUCK

Well, you're boned. Unless you have plenty of skills, and maybe essence of giant's might. Well, depending on the mod you're using. o3o
Title: Re: The Dwarf Fortress Thread
Post by: Forrest on August 22, 2016, 09:22:17 pm
"You have discovered a vault."

OHHHHH FUUUUUUUUCK

Well, you're boned. Unless you have plenty of skills, and maybe essence of giant's might. Well, depending on the mod you're using. o3o
No mods, vanilla fox man with really good skills, a well-made bronze scimitar, and wool and leather clothing.

Along with a badass disabled human pikeman (legs ripped off by a roc) and a dwarf swordsman who was captain of the guard in a fort.

We killed the two angels of ruthlessness in the first room. I took one, it was really scary, but I was able to cut off its sword-arm and then bash its head in with a lucky shield smash. The captain dwarf fought the other, cut its limbs off, and then the pikeman crawled up behind it and stabbed it in the upper body, ripping it to pieces.

I'm gonna leave this place for now. Eslo the badass fox man has got more rocs and dragons to kill before he dies.
Title: Re: The Dwarf Fortress Thread
Post by: ApatheticExcuse on August 22, 2016, 09:24:02 pm
I have no idea how to adventure. I can't even usually get out of the mountainhalls I spawn in and end up just trying to rampage everyone.
Title: Re: The Dwarf Fortress Thread
Post by: Forrest on August 22, 2016, 09:27:33 pm
I have no idea how to adventure. I can't even usually get out of the mountainhalls I spawn in and end up just trying to rampage everyone.
Easiest to start in a human settlement.

And heh, we're basically parallels. I couldn't tell you the first thing about Fortress Mode, but I make a new large Adventure world every week after I'm done killing literally everything evil in the last one.
Title: Re: The Dwarf Fortress Thread
Post by: ApatheticExcuse on August 24, 2016, 12:29:31 am
You sure you don't want a go at the fort before I go? I'm pretty sure Salty's sucked up all the bad luck for the next year or two, and thanks to him and RD running things sensibly during their turns, it's pretty hard to screw anything up too badly.
Title: Re: The Dwarf Fortress Thread
Post by: Forrest on August 24, 2016, 12:46:12 am
You sure you don't want a go at the fort before I go? I'm pretty sure Salty's sucked up all the bad luck for the next year or two, and thanks to him and RD running things sensibly during their turns, it's pretty hard to screw anything up too badly.

I'd love to, thing is though, I actually don't really know how FM works. I got the general idea, but when I actually try it it's just me sitting there not knowing what to do. Cue death by wild animals, or eventual starving to death as I try to find out how jobs and stockpiles work. And that's embark. Wouldn't have the first idea of what to do with an actual large fort with lotsa citizens.

Plus, I've got school and marching band all week. My schedule's fuckin' insane right now.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on August 24, 2016, 11:26:15 am
I'd love to, thing is though, I actually don't really know how FM works. I got the general idea, but when I actually try it it's just me sitting there not knowing what to do. Cue death by wild animals, or eventual starving to death as I try to find out how jobs and stockpiles work. And that's embark. Wouldn't have the first idea of what to do with an actual large fort with lotsa citizens.

Plus, I've got school and marching band all week. My schedule's fuckin' insane right now.

Getting a fortress started and turned into a self-sustaining system is the hard part, and that's taken care of for now. Should be easy to work things out unless an invasion occurs. Okay, or if Salt causes another loyalty cascade. XP

Being busy however is understandable.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on August 27, 2016, 01:10:55 am
At last, my derping about today seems to have paid off. Hunting lesser dragons as a village-dwelling reptile man. Only annoyance is the animal-people civilization can still grow enough to develop towns, not to mention mead halls.

Naturally, playing defensively around a durgon gets my companion killed. D:

But soon, my adventure met a violent end. Next mission was to go hunt a legit dragon, fire-breathing and all. So I ventured in and managed to do a fine job of hobbling it, bleeding it out slowly. The fight got a bit more frantic once we took it outside, as I struggled to not linger in the grass too long. Strangely, my wooden shield never seemed to suffer from blocking dragonfire.

Then...I just up and melt, after no sign of damage, nothing on fire, and while standing on sand.
Title: Re: The Dwarf Fortress Thread
Post by: Forrest on August 28, 2016, 04:25:44 am
Holy shit, just got the latest version, where pulling damage is a thing.

Pulling damage is fucking BRUTAL. Like, to the point of being kinda broken. Every grazing hit to an armored goblin's neck so far by my cougar man's iron short sword has torn apart the upper spine's nervous tissue instantly. Which, as most of you know, causes the enemy to be unable to stand, renders their hands useless, and causes them to suffocate after a while. And gauntleted/greaved arms and legs are no different, semi-solid hits to armor of the same metal as my weapon still tear the limb, thanks to the pulling damage.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on August 28, 2016, 04:41:00 am
Yep. That's half of why kobolds in our community Kobold Kamp are so fucking hardcore right now. It doesn't matter if their dinky stone spears can't get past metal armor, what matters is we can dole out more hits than the enemy.

The armor DAMAGE system however is fucked. I beefed up megabeast-tier bone in Adventurecraft, to match or exceed the shear strength of copper. And mundane wildlife can still get through it.
Title: Re: The Dwarf Fortress Thread
Post by: Forrest on August 28, 2016, 04:45:00 am
Yep. That's half of why kobolds in our community Kobold Kamp are so fucking hardcore right now. It doesn't matter if their dinky stone spears can't get past metal armor, what matters is we can dole out more hits than the enemy.

The armor DAMAGE system however is fucked. I beefed up megabeast-tier bone in Adventurecraft, to match or exceed the shear strength of copper. And mundane wildlife can still get through it.

Yeah. I've noticed the armor fuckery. My lumbering characters in full iron get ripped to shreds by gobbos and kobolds. It's why I go for all-dodging and all-blocking, besides weapon parrying and all. Sometimes I still go with a helm, 'cause head armor still seems to work most of the time, unless it's a solid hit and pulls the neck.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on August 28, 2016, 04:48:42 am
Best option is to cheese the combat mechanics. Start an attack, select it as a multi-attack, then pick dodge instead of attacking a second time. Your strike will either hit or miss, then you'll automatically dodge away and avoid being hit. Unless you don't dodge AWAY from themn, or on the off chance they dodge your strike and it moves them close to where you'll be.
Title: Re: The Dwarf Fortress Thread
Post by: Forrest on August 28, 2016, 04:54:10 am
Best option is to cheese the combat mechanics. Start an attack, select it as a multi-attack, then pick dodge instead of attacking a second time. Your strike will either hit or miss, then you'll automatically dodge away and avoid being hit. Unless you don't dodge AWAY from themn, or on the off chance they dodge your strike and it moves them close to where you'll be.

Oh wow. Hadn't ever thought of that. Haven't had a need for it yet, at least, my usual tactic of stabbing legs, then stabbing weapon arms, and then slashing necks/heads works most of the time, thanks to the majority of points I put into weapon skills, I can usually get away with a Tricky strike fine.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on August 28, 2016, 05:11:23 am
Legs and feet are always good targets. I tend to also go for the upper and lower body. Windedness and nausea are incredibly useful debuffs.
Title: Re: The Dwarf Fortress Thread
Post by: Forrest on August 28, 2016, 05:18:17 am
Legs and feet are always good targets. I tend to also go for the upper and lower body. Windedness and nausea are incredibly useful debuffs.

True that. Something I've also found useful are heavy lower body slashes. About half the time, it'll spill the guts. Then, aim a precise slash at the guts themselves, since they're now unprotected. It'll sever the guts, which is essentially a mortal wound. It causes nausea, and the bleeding will never stop.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on August 28, 2016, 05:39:55 am
Huehuehue. The bleeding will stop if you bugger off to rest and basically let the victim recover. Which actually seems more cruel, though if you finagle your way into playing with missing guts, you'll find you can still eat. o3o

Still, spilling and severing is one of my running gags when mauling woefully outclassed enemies. See how many guts one can severe with a spear, for example.
Title: Re: The Dwarf Fortress Thread
Post by: Forrest on August 28, 2016, 05:41:54 am
Huehuehue. The bleeding will stop if you bugger off to rest and basically let the victim recover. Which actually seems more cruel, though if you finagle your way into playing with missing guts, you'll find you can still eat. o3o

Still, spilling and severing is one of my running gags when mauling woefully outclassed enemies. See how many guts one can severe with a spear, for example.

I know I know, I meant won't stop bleeding in a combat situation.

And yeah, it's my favorite thing to do when enemies do something to make me mad. Along with gouging eyes.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on August 28, 2016, 05:47:29 am
Maybe. Though slowly lopping extremities off, one by one, is comparably cathartic.

And now this thread has become a goldmine for out-of-context quotes.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on August 29, 2016, 09:43:24 pm
No no no. You can't preserve them, though I do like your dedication to the job. The goal is to see how much of them you can hack off before they bleed out. Stopping the bleeding is cheating. You start with the ears, the nose, the teeth, the lips, and the eyes. Then you move on to fingers and toes, then limbs. The lips and eyes are tricky because I've had shots to those areas accidentally destroy the brain. Best to use bites for those parts.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on August 30, 2016, 03:42:54 am
But stopping the bleeding means you can prolong the fun. D:

Also, my other ally is now reduced to having only one good hand, and having to use it for a crutch. There are NO other settlements aside from the starting two towns, and the scattered hamlets we're headed towards. Gonna be a long trek. Thamkfully, the few times my pal has been forced to rejoin the fight, he's proven decent at using that crutch I gave him as a weapon. Damn good thing I carved it from rather dense treant wood.

Rather poetic too, that the creature responsible for one companion's death ends up helping the other survive.
Title: Re: The Dwarf Fortress Thread
Post by: Perigrin on September 01, 2016, 07:55:26 am
I had a world once where one vampire had killed a fourth of all the people who had ever lived. Lost the save, but it is still awsome.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on September 01, 2016, 09:14:02 pm
That...yesss. I wish you retained the save. D:
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on September 06, 2016, 04:40:48 pm
Yes. At last, the call to war sounds.

(http://i810.photobucket.com/albums/zz27/Chaosvolt/Assorted%20DF%20screenshots/at%20long%20last_zpsihtfsqv6.png)

Sing your hymn of stone and bone, of blood and fury! The slayer of dragons, of giants, of titans, marches on Jonicolith!
Title: Re: The Dwarf Fortress Thread
Post by: Perigrin on September 06, 2016, 04:42:18 pm
Kill the fuckers. Show them the greatest nightmare.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on September 06, 2016, 04:44:37 pm
I already slew their lord for talking shite, so this time I'm barring the mead hall by fire, and ensuring not one leaves the building alive. Every. Last. Human, in that building.
Title: Re: The Dwarf Fortress Thread
Post by: Perigrin on September 06, 2016, 05:02:52 pm
Dwarf fortress. The only game where we can talk about genocide in an amusing manner.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on September 06, 2016, 05:28:05 pm
Dwarf fortress. The only game where we can talk about genocide in an amusing manner.
Wait, we couldn't do that before? Well aren't my cheeks red.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on September 06, 2016, 05:33:12 pm
Does it count as genocide if my reptile man is hell-bent on wiping out humans in general? What's the term instead, speciecide? :V

Either way, having the entrance barred by setting fires, and making my one ally wait outside to guard the entrance.
Title: Re: The Dwarf Fortress Thread
Post by: Perigrin on September 07, 2016, 11:05:31 pm
I am browsing through legends, and, guys, I just found elf sun tzu. Kifino Tuftbalances. She has been in charge if her civs military for 200 years, and has not lost a battle she was in command of. She has fought 259 battles, all against a human civ, for 200 years straight. She is winning the war. By a lot. She is literally a great military tactician who would put Hannibal to shame, and is responsible for 4 major deaths by her own hands, a few minors that legends viewer won't tell me and I will have to find in in game legends, and 7000 military deaths from the enemy caused by her tactical genius against them.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on September 07, 2016, 11:35:04 pm
Does it count as genocide if my reptile man is hell-bent on wiping out humans in general? What's the term instead, speciecide? :V

Either way, having the entrance barred by setting fires, and making my one ally wait outside to guard the entrance.
Genocide, yes. Genocide is the wholesale slaughter of a specific group of people, especially those of a particular ethnicity or nation.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on September 07, 2016, 11:56:12 pm
I discovered later on that I had humans living in the animalmen species. So humans did not go extinct, yaaaay.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on November 23, 2016, 07:13:11 pm
and then I built a minecart track. How do you minecart? I set up the routes and built a lead minecart. I filled the minecart with lead and sent it down the tracks (after watching some poor fucker haul the lead minecart from the forges up to the stone storage where the track starts). 1/3rd of my fort is now dead and there are no more cats.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on November 23, 2016, 08:19:04 pm
Fucked if I know, I've STILL yet to try minecarts. D:
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on November 23, 2016, 08:46:06 pm
They are great! I had them set to "push" when the first incident occurred. After that, I set them to "guide" and no more accidents. Then a forgotten beast got into the fort through the minecart access and I noticed the cart was almost full. I casually changed it's setting to "push" and the result was an utterly wrecked web casting diorite quadruped. Smashed that fucker to pieces with the cart alone, and the flying lead ore finished the job of powdering what was left of it's face.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on December 07, 2016, 07:17:42 pm
Welp, been a while. I think I might run another adventure. Gimme suggestions. Fairly normal world? Monster Island? A similarly-infested Monster World, basically a pocket world that gives more to explore while still packed with monsters? Pure evil, or pure good? Tweak a world to teeter on the edge of civilization dying out, likely leaving only a few towns clinging to life?

Note that Monster Islands and Monster Worlds basically won't be playable in adventure mode without the mod I'm using. :V

EDIT: Eh, screw it. I decided on an idea. Let me explain what's ensued.

The world is a clown-vomit mosaic of good, neutral, and evil regions. Megabeasts are all over the place. The elves are the only ones to have survived five years of this, while the goblins fell early on.

I am a nature-hating elf hunting a giant animated tree that's camped an hour's walk from the last hint of civilization in the realm. And I'm taking it on with what's basically a conglomereate macuahuitl, having discarded my wooden sword.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on December 15, 2016, 02:01:53 am
I like evil regions. You should push your world into the age of death/emptiness.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on December 15, 2016, 02:12:43 am
Maybe. I wish I could encounter evil mists more often in adventure mode.

Meanwhile, some Adventurecraft updates. Bugfixes? Check. Random addition of craftable masks, and making them wearable with helms? Check. Made hair have material tiers like with other body materials? Gee, I wonder why...

Gambesons? Fucking check.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on January 20, 2017, 12:15:14 pm
I just went for a fresh embark and the place I chose has what I can only assume are tents on it. one of them is made from troll fur thread and the other is cave spider silk. Is this a kobold camp or something?
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on January 21, 2017, 01:55:21 pm
Nope, you're boned. Goblins are the ones that tend to have access to troll fur.

Armies on the march will set up tents when they stop. Funny that ACTUAL bandit camps don't have them.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on January 21, 2017, 03:04:07 pm
I could deconstruct them for cloth. Their weren't any goblins around though. Campfires, yes, but no greenskins. I had to abandon the site due to how horrifyingly deep the aquifer was and how constently hitting q and then s is mind numbing when trying to execute the two slit method. (8 level aquifer)
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on January 25, 2017, 12:26:17 pm
...doh. How unfortunate. Meanwhile, a friend was playing with a save I uploaded to test happiness/stress balancing. Good 4 or 5 years of the worst conditions we both could engineer later...

(https://cdn.discordapp.com/attachments/214123559784546305/273220282909589504/unknown.png)
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on February 01, 2017, 01:36:03 am
"So, that was it then." Puffed Momuz Furnacewalk as the dwarven mercenary wiped the blood from her axe. She and the others of her band had been sent by the mountain homes to follow up on a pair of vanished expeditions to this canyon not far to the north of several rather wealthy human cities. The nobles back at home had feared that the goblins has set up a choke point somewhere along the way, or perhaps the humans had decided to break their alliance to throw in with the greenskins. "Send a messenger raven back and inform them of this development Minkot. Our employers will want to hear of this." "This" was a cyclops that had made it's home in the canyon. After the first two expeditions had vanished in the canyon, the nobility had feared the worst. As it turned out, the worst had come to pass. "Complete loss ma'am," said Minkot after sending away the raven with a lengthy report. "Dogs, livestock, all dead. The carts are none the worse for wear, and the contents are still in tact. The barrels anyway." The cyclops had drunk it's fill of the fine dwarven brew it had found in the carts, and what was left of the previous expeditions rations lay rotting in the sun all over the canyon along with many articles of clothing. Momuz shook her head as the mess. "Take up a pick if you can find one lads, we'll wait here for word to come back from the mountain homes of what to do next."

Yeah, so I started a game and was wiped out on my first embark when my expidition DEHYDRATED to death trying to pummel an unconscious cyclops to death. I sent a second expedition along with a few competent fighters and more supplies to try and dislodge the cyclops, only to find that it was ready for me this time. Instead of allowing the dwarves to work up a good thirst punching it in the head, it instead decided to rip them apart right away. Third times the charm, I didn't want to just leave the location be, it's one of the richest spots on the map. I sent an expedition of 7 well trained and equipped axe dwarves to clean house, and so they did. I sent them along with armor, weapons, 15 plump helmet seeds, 40 units of booze, 2 dogs, and little else. No, I didn't send them with food. just booze and weapons. Skills? None except those needed to fight. Starting seven are fighters, plain and simple. Gonna make for a slow start I guess. On the plus side, I've got plenty of clothing and empty barrels. Also 14 corpses that need to be buried.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on February 01, 2017, 11:08:45 am
Well that is one hell of a glorious way to start a fort. o3o
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on February 02, 2017, 07:40:53 pm
This canyon has another dangerous thing about it, and I'm not talking about goblins and megabeasts. I'm talking about the yearly explosion. No, this is not some metaphorical explosion. It's a literal detonation 1 z-level above the ground that extends itself downwards through open space until it makes contact with a solid floor. Like a cave in basically. This explosion regularly occurs around the end of winter at the same time the last of the maps ice melts. The first time this explosion occured, it was actually a cave in. I somehow managed to make a tree float. I dug out all the ground around it and realized I couldn't chop the tree down. Instead of just constructing a platform to cut it down, I dug away the single tile of dirt under it and... It didn't fall. It was floating, which perplexed me for about a minute until I realized the tree wasn't collapsing because it was still attached to something stable: the branches of other trees. I ordered the other trees it was connected to cut down and sure enough, the gravity defying cord of wood plummeted to the earth, leaving behind nothing but a wrecked stockpile. Every year since then, the explosion occurs as the brook thaws. Last time, it destroyed several masterwork bone crafts. The time before that, it took the life of three children and a cat.

Oh, also, werewolves. Not weregophers, not wereantilope, not werewalrus. Just plain old werewolves. That makes this world fairly unique in my opinion.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on February 05, 2017, 12:08:07 pm
How the hell is that re-occurring? D:
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on February 08, 2017, 09:59:58 pm
How the hell is that re-occurring? D:
I have no clue. If I could effectively weaponize it, I would. I made the mistake of building my above ground farms under it because I forgot. Now, every year, I lose three or four fields to it. It has shown me something interesting though: creatures and items caught near the center of the blast are atomized. The kids before were killed by impact with walls and flying objects. The cat is no where to be found, so I can only assume that he was atom smashed by the explosion. Imma build a tower around it and use it as an execution chamber.

It doesn't just occur and then explode upwards either. I've taken a hard look at it. The dust cloud "occurs" in a 7x7 square like:
  XXXXX
XXXXXXX
XXXXXXX
XXXXXXX
XXXXXXX
XXXXXXX
  XXXXX
that. The dust originates on every single tile from where the top of the tree was, down to the most solid floor it can hit. It is literally just an explosive column of dust that just appearates in the spring, causes havoc to everything nearby, and then settles for a year. My next experiment is to channel a deeper pit to see if I can get it to extend in some way.

One of my starting 7 became king when the old king was killed during the invasion of my civs capital. Which of the starting 7? Let me just go over real quick how brave my starting 7 are, or rather, how brave 6 of my starting 7 are. They moved about the canyon as a group, except this fucker, who always lagged behind. When the cyclops was found and slain, the 6 moved as one without thinking and attacked it with the full fury of the mountain homes. Except this fucker, who upon seeing the slightest hint of something slightly resembling raspberry sauce, turned and fled with the big "!" over his icon. The cowardly little fuck is king now? I think an "accident" is in order.

Another of my starting 7 was bit by a werewolf. He is trapped in a dwarf dug pit south of the fort. He was infected when, during a badly timed dumping of supplies to my forts old resident werewolves so they could make their own mini fort, he removed the cover over the pit and to my surprise, the werewolves inside had no problem leaping through 2 z-levels of open air to bite the miner and kill a farmer. After that werewolf and the miner were placed back in the pit and everything sealed up, the miner killed the other two werewolves during the next full moon. He is alone now, waiting. His life is an endless cycle of "build workshops, dig rooms, change into monster, destroy workshops, change into dwarf, repeat."
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on February 09, 2017, 12:08:38 am
Trap your new king and the infected weredwarf together! Immortal werewolf king of dwarves. Sounds like fine Powerwolf song material.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on February 09, 2017, 02:15:07 am
Unfortunately, the werewolf is dead. I had him mapping out the first cavern layer, which he had completely finished doing, and he was attacked and killed by a lucky troglodyte.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on March 18, 2017, 01:18:31 am
I really oughta test out some Adventurecraft ideas I was considering, but sorta got distracted by Skyrim things.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on May 05, 2017, 05:16:11 pm
Several Adventurecraft updates and one numpad for my laptop later, I now has a plot. Making a monster island and think I'll fuck around with clearing it out.
Title: Re: The Dwarf Fortress Thread
Post by: saltmummy626 on May 07, 2017, 10:59:44 pm
You'll be the next naked badass. Whatever his name was.
Title: Re: The Dwarf Fortress Thread
Post by: Chaosvolt on May 08, 2017, 04:59:19 am
Vanod Opalfires, if I recall. But that can't possibly be topped, as I'm using mods and thus able to craft better shit, plus that was back in DF2012 when a lot of combat and stealthy mechanics were more brutal.

In any case, guess what's now a thing? Manticores.