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[Dwarf Fortress] With amazing HD graphics!

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Posts

  • lowlylowlycooklowlylowlycook Registered User regular
    OK, apparently I'm either blind or illiterate because I can't figure out how to build archery targets. Shouldn't they be in the mason's workshop?

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  • ZephiranZephiran Registered User regular
    Archery Targets are designated with a capital "A" in the "build" menu, provided I'm not mistaken.

    EDIT: And I do believe they also require the Architecture labour to be built.

    Zephiran on
  • lowlylowlycooklowlylowlycook Registered User regular
    Ah, so it's really a matter of "Hey dumbass, shoot at that rock."

    Thanks.

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  • TipharethTiphareth Registered User regular
    Is there any tool to evaluate what a syndrome does? I got some forgotten beast blood of the poisonous kind into my well. So far the only symptom I've seen are dwarves falling unconscious for a spell.

  • ZephiranZephiran Registered User regular
    Ah, so it's really a matter of "Hey dumbass, shoot at that rock."

    Thanks.

    I suspect, since Architecture is involved, that there might be some spit-shining in the process.

    But yes, they probably just lug a bigass rock, plonk it down in a "Dwarfsthetically pleasing" fashion and paint a target on it with their beards.
    Tiphareth wrote: »
    Is there any tool to evaluate what a syndrome does? I got some forgotten beast blood of the poisonous kind into my well. So far the only symptom I've seen are dwarves falling unconscious for a spell.

    General rule of thumb is that you're okay as long as their skin doesn't inverse, or they die, or both occur in that specific order.

    If you want specific names for the conditions though, you could check the Dwarves for symptoms yourself and crossreference the Syndrome list until you find something whose description matches with the symptoms observed.

    http://dwarffortresswiki.org/index.php/Syndrome

    Or you could keep a Chief Medical Dwarf, or just a few regular doctors with the "Diagnosis" labour on, staffed in the hospital at all times. They should be able to pinpoint the exact syndrome if they're good enough Diagnosers I believe (sadly, most of the Dwarfs you're likely to have on hand are shit at it and probably just guess until they get it right or the patient succumbs).

  • TipharethTiphareth Registered User regular
    Well, so far the dwarves haven't even been hauled to the hospice. The other dwarves just walk all over them.

    Also, it is a forgotten beast syndrome so randomized...

    Tiphareth on
  • DarmakDarmak Godking of the Shitwizards CUNTINGFUCKSHITASSRegistered User regular
    Ewww, inverted skin sounds gross

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  • Foolish ChaosFoolish Chaos Registered User regular
    So, will DF actually spawn enemies/trade caravans based on the proximity of stuff in the world? If I build my fortress a single tile away from a purple terrifying forest, in a "wilderness" or whatever, am I safe? Or will I still spend a good amount of time fending off zombies and whatnot.

    Foolish Chaos on
    Rend wrote: »
    "Working for Khorne? It's ok, I guess, but I worry about my future prospects. You know how I'm probably going to die? Not enough blood left in my neck. You know how those Slaanesh dudes over there are probably going to die? Too many orgasms.

    You can see my consternation." - Khorne Thrall
  • HenroidHenroid Baba Booey to y'all Tyler, TX (where hope comes to die!)Registered User regular
    As detailed as the game is I think it does take into account the neighboring biomes for chances of encountering shit from them.

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  • ZephiranZephiran Registered User regular
    The Mountainhome usually sends caravans every now and then that vary in size according to how big your own settlement is and how much of the good shit you've been sending back.

    Other cultures are supposed to send caravans at different seasons, though if there are no other cultures left after world-gen they won't make a showing. I think it's possible to "extend" the interval between caravan arrivals by embarking in bumfuck nowhere and making sure everyone else are far away, but those curious bastards will probably try to trade with you eventually no matter what. Unless they have an unfortunate accident, in which case they're almost guaranteed to send a killsquad after you ASAP.

    EDIT:

    ... Continuing on the topic of hostile spawns. Even though it might look like you're one square away from X "Surrounding" in the embark screen, it's just a rough representation of the terrain, keep in mind. Usually small bits and pieces of other surroundings "bleed" into your embark square, making it possible that the map you embark might spawn all kinds of shit. Embarking on a map with several different distinct "Wilderness" surroundings will spawn Wilderness creatures and vermin, but a map that shares half a "Wilderness" surrounding with, say, parts "Sinister" and "Calm" surroundings ought to have creatures from all of them if I've got this down right. Tiles that are just off to the side of your fortress and are well and truly outside your embark map shouldn't have much bearing on what spawns on top of you, though I could be mistaken.

    Zephiran on
  • TipharethTiphareth Registered User regular
    As long as the civilization is in "reach" of your settlement they'll send something to you, what they send depends on your relations ofcourse. Don't think you'll get undead invasions from the terrifying biome, it would have been neat though. Perhaps you are lucky and have a tower somewhere close by, those tend to send stuff over.

  • lowlylowlycooklowlylowlycook Registered User regular
    Welp. Not bothering to figure out the new squad interface sure leads to a lot of fun (TM).

    Also, is there still an easy way to get the dwarves inside in case of emergency?

    lowlylowlycook on
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  • ZephiranZephiran Registered User regular
    There's enough to go around for sure. FUN for the whole family!

  • TipharethTiphareth Registered User regular
    Welp. Not bothering to figure out the new squad interface sure leads to a lot of fun (TM).

    Also, is there still an easy way to get the dwarves inside in case of emergency?

    You need to setup a burrow and then make it activate when you hit an [a]lert under the [m]ilitary screen. The default alerts are "Inactive" and "Active/Training", so just enable the burrow under "Active/Training", then when the shit hits the fan you toggle the [CIV] state to "Active/Training".

  • lowlylowlycooklowlylowlycook Registered User regular
    Burrows, huh. I thought they were maybe a place to keep spare weasels.

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  • MuddBuddMuddBudd Registered User regular
    Also, watch out for necromancers.

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  • BonepartBonepart Abilene, KSRegistered User regular
    MuddBudd wrote: »
    Also, watch out for necromancers.

    I had an awesome entrance to my fort. It was a long cistern (~50 tiles) I made 2 levels high and filled up with magma. It was covered with a series of retractable bridges.

    Necromancer showed up with his horde of undead and I did what I did with all my goblins. Dropped them in the magma :D

    And then the undead sat there and burned FOREVER. I couldn't get anyone to cross my bridges because of them :(

    I was able to kill some of them by putting my marksmen out on the bridge.

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  • lowlylowlycooklowlylowlycook Registered User regular
    So does every site now have magma? I didn't see the old options to search for pools or volcanoes or such.

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  • BloodsheedBloodsheed Registered User regular
    So does every site now have magma? I didn't see the old options to search for pools or volcanoes or such.

    If you go down far enough, yes, every site has access to the magma sea.

    It will be your doom, though, so, you know, it's a trade off.

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  • BonepartBonepart Abilene, KSRegistered User regular
    In this case I looked for volcanoes on my map and embarked on one. Got tired of having to dig so far for magma and then the long slog my Dwarves had to travel to get the ore down and goods back up.

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  • MuddBuddMuddBudd Registered User regular
    Wait, they burned forever and didn't die?

    Damn, there goes my plan to pump lava up to my entrance as part of a massive trap.

    Back to building Deathhallway 5000(tm) then.

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  • lowlylowlycooklowlylowlycook Registered User regular
    So I've never really tried to build up before and I'd like to build a few towers to guard my entrance and keep an eye on my pasture. Any advice on how to set it up so I don't get a lot of suspended construction and how to set up the stairs in particular?

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  • WyvernWyvern Registered User regular
    Myiagros wrote: »
    Also, for people needing help with minecarts:
    Spoiler:
    Very late to the party, but this is the perfect Dwarf Fortress tutorial: nothing works, nobody knows why, and there's blood and corpses everywhere.

    Wyvern on
  • MuddBuddMuddBudd Registered User regular
    So I've never really tried to build up before and I'd like to build a few towers to guard my entrance and keep an eye on my pasture. Any advice on how to set it up so I don't get a lot of suspended construction and how to set up the stairs in particular?

    Build a wall around the pasture, make the entrance come from underground. Last thing you need is dwarves tending to livestock getting stuck outside during an invasion.

    Stairs are easy, you just assign them to be built, then move up a level and start building walls/floors/whatever.

    Build the corners of a tower wall first as your dwarves need to stand next to the wall to build it.

    Archers a bit wonky atm, and I've noticed trouble getting mine to fire arrows through fortifications unless they were right next to the opening. To solve this, put a wall one space away from your arrow fortifications. (essentially making a 1-space hallway for the dwarves to fire from)

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  • UncleSporkyUncleSporky Registered User regular
    Last I played I was extremely frustrated and annoyed with my walled pasture when the invaders started coming in on flying mounts. Suddenly I had multiple staircases to defend and everything fell apart.

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  • MuddBuddMuddBudd Registered User regular
    Oh god I haven't even come across those yet.

    Although I tend to pasture animals underground in the caverns anyway.

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  • lowlylowlycooklowlylowlycook Registered User regular
    MuddBudd wrote: »
    So I've never really tried to build up before and I'd like to build a few towers to guard my entrance and keep an eye on my pasture. Any advice on how to set it up so I don't get a lot of suspended construction and how to set up the stairs in particular?

    Build a wall around the pasture, make the entrance come from underground. Last thing you need is dwarves tending to livestock getting stuck outside during an invasion.

    Stairs are easy, you just assign them to be built, then move up a level and start building walls/floors/whatever.

    Build the corners of a tower wall first as your dwarves need to stand next to the wall to build it.

    Archers a bit wonky atm, and I've noticed trouble getting mine to fire arrows through fortifications unless they were right next to the opening. To solve this, put a wall one space away from your arrow fortifications. (essentially making a 1-space hallway for the dwarves to fire from)

    Should a 1 wide floor next to the F]fortifications work just as well?

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  • MuddBuddMuddBudd Registered User regular
    MuddBudd wrote: »
    So I've never really tried to build up before and I'd like to build a few towers to guard my entrance and keep an eye on my pasture. Any advice on how to set it up so I don't get a lot of suspended construction and how to set up the stairs in particular?

    Build a wall around the pasture, make the entrance come from underground. Last thing you need is dwarves tending to livestock getting stuck outside during an invasion.

    Stairs are easy, you just assign them to be built, then move up a level and start building walls/floors/whatever.

    Build the corners of a tower wall first as your dwarves need to stand next to the wall to build it.

    Archers a bit wonky atm, and I've noticed trouble getting mine to fire arrows through fortifications unless they were right next to the opening. To solve this, put a wall one space away from your arrow fortifications. (essentially making a 1-space hallway for the dwarves to fire from)

    Should a 1 wide floor next to the F]fortifications work just as well?

    Yeah. As long as it keeps them right next to it.

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  • BonepartBonepart Abilene, KSRegistered User regular
    MuddBudd wrote: »
    Wait, they burned forever and didn't die?

    Yeah. I was kinda pissed about it.

    Should a 1 wide floor next to the F]fortifications work just as well?

    If you don't have another wall or floor there you may have problems with your Archers dodging themselves off the wall.

    May not be an issue, since I think only Elite Goblin Bowmen are good enough to shoot back at you through fortifications.

    Bonepart on
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  • VicVic Registered User regular
    I feel so bummed out. I have spent about 6 hours on a new fort and was just getting into the swing of things, only to realise that there is not a single scrap of metal in my entire map. I am not sure I have it in me to do all that work again to rebuild :(

  • TipharethTiphareth Registered User regular
    Vic wrote: »
    I feel so bummed out. I have spent about 6 hours on a new fort and was just getting into the swing of things, only to realise that there is not a single scrap of metal in my entire map. I am not sure I have it in me to do all that work again to rebuild :(

    Well, you can always harvest that precious goblinite.

  • Warlock82Warlock82 Never pet a burning dog Registered User regular
    I feel like playing this again, but every time I think of how long it is going to take me to just get spun up on HOW to play it discourages me :(

  • lowlylowlycooklowlylowlycook Registered User regular

    Vic wrote: »
    I feel so bummed out. I have spent about 6 hours on a new fort and was just getting into the swing of things, only to realise that there is not a single scrap of metal in my entire map. I am not sure I have it in me to do all that work again to rebuild :(

    So far my latest fort only has gold. This has lead to a fuckton of immigrants.

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  • TheKoolEagleTheKoolEagle Registered User regular
    its driving me crazy i can't figure out how to use minecarts effectively, like I MUST lay out my fortress as effecient as possible otherwise I go crazy, and with minecarts, i'm not seeing a good way to do it

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  • VicVic Registered User regular
    Tiphareth wrote: »
    Vic wrote: »
    I feel so bummed out. I have spent about 6 hours on a new fort and was just getting into the swing of things, only to realise that there is not a single scrap of metal in my entire map. I am not sure I have it in me to do all that work again to rebuild :(

    Well, you can always harvest that precious goblinite.

    It just kinda bums me out that every time I get back to this game it feels less fun and less playable. I guess not paying enough attention at the embark phase has always been a death sentence, but I don't remember there being maps where most if not all metals are outright nonexistent.

  • jothkijothki Registered User regular
    its driving me crazy i can't figure out how to use minecarts effectively, like I MUST lay out my fortress as effecient as possible otherwise I go crazy, and with minecarts, i'm not seeing a good way to do it

    Subway?

  • MuddBuddMuddBudd Registered User regular
    Vic wrote: »
    Tiphareth wrote: »
    Vic wrote: »
    I feel so bummed out. I have spent about 6 hours on a new fort and was just getting into the swing of things, only to realise that there is not a single scrap of metal in my entire map. I am not sure I have it in me to do all that work again to rebuild :(

    Well, you can always harvest that precious goblinite.

    It just kinda bums me out that every time I get back to this game it feels less fun and less playable. I guess not paying enough attention at the embark phase has always been a death sentence, but I don't remember there being maps where most if not all metals are outright nonexistent.

    Stonecarvers. Get some trained up to high levels, then trade for metal from the caravan.

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  • MuddBuddMuddBudd Registered User regular
    So I'm debating whether to upgrade to the new version with minecarts. They seem... not unnecessary, but not exactly solving a problem either.

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  • TipharethTiphareth Registered User regular
    Let me tell you this, with minecarts you'll never have an unskilled doctor again.
    I just started on minecarts in my fortress, they are a great way to haul goblinite and wood down to the workshops. Been thinking about making a quarry a bit out, just stripmining down to the magma sea and then minecart that stone up. It isn't essential (well with the new hauling system it kinda is) but there is so much fun & FUN to be had.

  • HenroidHenroid Baba Booey to y'all Tyler, TX (where hope comes to die!)Registered User regular
    I have an important question.

    Is it possible to line your fort entrance with multiple short distance minecarts that would cross it, all at the flick of a switch, and you can use this as a means of defending the fort from baddies?

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