Author Topic: The Dwarf Fortress Thread  (Read 41355 times)

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Re: The Dwarf Fortress Thread
« Reply #300 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.

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Re: The Dwarf Fortress Thread
« Reply #301 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.
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Re: The Dwarf Fortress Thread
« Reply #302 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.

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Re: The Dwarf Fortress Thread
« Reply #303 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.
I'm really just a sexy skeleton in a suit.
Fingering techniques are very important
Quote from: Six
Using guns while sober? Sounds like you're a coward.
Yes, little hats for every noodle.
Everyone is forks it seems.
"Everything is fucked forever, and ever, and ever." -Forrest 2016

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Re: The Dwarf Fortress Thread
« Reply #304 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.
« Last Edit: May 21, 2016, 09:16:15 pm by Random_Dragon »

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Re: The Dwarf Fortress Thread
« Reply #305 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.
I'm really just a sexy skeleton in a suit.
Fingering techniques are very important
Quote from: Six
Using guns while sober? Sounds like you're a coward.
Yes, little hats for every noodle.
Everyone is forks it seems.
"Everything is fucked forever, and ever, and ever." -Forrest 2016

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Re: The Dwarf Fortress Thread
« Reply #306 on: May 22, 2016, 11:40:37 pm »
So, I started up a fort fairly close to a goblin dark fortress, and...



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.

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Re: The Dwarf Fortress Thread
« Reply #307 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...
I'm really just a sexy skeleton in a suit.
Fingering techniques are very important
Quote from: Six
Using guns while sober? Sounds like you're a coward.
Yes, little hats for every noodle.
Everyone is forks it seems.
"Everything is fucked forever, and ever, and ever." -Forrest 2016

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Re: The Dwarf Fortress Thread
« Reply #308 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

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Re: The Dwarf Fortress Thread
« Reply #309 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.
I'm really just a sexy skeleton in a suit.
Fingering techniques are very important
Quote from: Six
Using guns while sober? Sounds like you're a coward.
Yes, little hats for every noodle.
Everyone is forks it seems.
"Everything is fucked forever, and ever, and ever." -Forrest 2016

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Re: The Dwarf Fortress Thread
« Reply #310 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.

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Re: The Dwarf Fortress Thread
« Reply #311 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.
I'm really just a sexy skeleton in a suit.
Fingering techniques are very important
Quote from: Six
Using guns while sober? Sounds like you're a coward.
Yes, little hats for every noodle.
Everyone is forks it seems.
"Everything is fucked forever, and ever, and ever." -Forrest 2016

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Re: The Dwarf Fortress Thread
« Reply #312 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.

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Re: The Dwarf Fortress Thread
« Reply #313 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.
« Last Edit: June 04, 2016, 08:00:39 pm by saltmummy626 »
I'm really just a sexy skeleton in a suit.
Fingering techniques are very important
Quote from: Six
Using guns while sober? Sounds like you're a coward.
Yes, little hats for every noodle.
Everyone is forks it seems.
"Everything is fucked forever, and ever, and ever." -Forrest 2016

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Re: The Dwarf Fortress Thread
« Reply #314 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.

 

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