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Dwarf Fortress: Knowing no mercy, Toady One destroyed our lives!
Posts
They store more compactly, sell for more dwarfbucks, and give happy thoughts.
Oh, wait, they're all friendly??? Even the kobold thief is friendly? WHAT KIND OF WORLD DOES THIS TO A DWARF?!?!?!
(Okay, fine, so at least I won't be massacred within 30 seconds.)
EDIT: Their swordmaster is named Slofobojreebis. For some reason, that is an awesome name.
How do the mesh settings work? Do we know or is it just guessing at this point? The wiki doesn't really cover it.
fuck up once and you break your thumb / if you're happy at all then you're god damn dumb
that's right we're on a fucked up cruise / God is dead but at least we got booze
bad things happen, no one knows why / the sun burns out and everyone dies
Make stairs all the way down, then remove the stairs?
fuck up once and you break your thumb / if you're happy at all then you're god damn dumb
that's right we're on a fucked up cruise / God is dead but at least we got booze
bad things happen, no one knows why / the sun burns out and everyone dies
Let's say you're adjusting the line that says [VOLCANISM_FREQUENCY:1:1:1:1:1:1]. The first 1 is the mesh size, I haven't touched it and don't really know how it works. The other five determine the distribution of areas with 0-20%, 20-40%, 40-60%, 60-80%, 80-100% percentile volcanism respectively. So if you change it to [VOLCANISM_FREQUENCY:1:1:1:1:1:8] then areas with 80-100% volcanism will be eight times as common as any one of the others. The numbers don't have to add up to anything, only the ratios matter; 10:10:10:10:80 would give the same results.
I recommend the World tokens page at the DF wiki, it's got good info.
Yeah.
Statues tend to be worth a lot, partially because they have a large base value and partially because they take the FULL value of whatever material they're made out of. So a statue made of native platinum ore is worth the same as one made of platinum bars.
But they're very, very heavy.
You can tweak your world gen with this (spoliered for the huge) world gen that has been provided before in this thread.
[TITLE:MEDIUM]
[DIM:129:129]
[END_YEAR:1050]
[BEAST_END_YEAR:250:50]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:290:305:1600:1600]
[RAINFALL:0:100:100:100]
[TEMPERATURE:10:90:100:100]
[DRAINAGE:0:100:200:200]
[VOLCANISM:100:100:0:0]
[SAVAGERY:40:100:1600:1600]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[GOOD_SQ_COUNTS:0:0:0]
[EVIL_SQ_COUNTS:0:0:0]
[PEAK_NUMBER_MIN:0]
[OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:0]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:50]
[RIVER_MINS:800:800]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[CAVE_MAX_SIZE:1]
[MOUNTAIN_CAVE_MIN:200]
[NON_MOUNTAIN_CAVE_MIN:200]
[ALL_CAVES_VISIBLE:2]
[SHOW_EMBARK_RIVER:2]
[SHOW_EMBARK_POOL:2]
[SHOW_EMBARK_M_POOL:2]
[SHOW_EMBARK_M_PIPE:2]
[SHOW_EMBARK_CHASM:2]
[SHOW_EMBARK_PIT:2]
[SHOW_EMBARK_OTHER:2]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:25]
[TOTAL_CIV_POPULATION:20000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
I almost always get a site that has a river, magma pipe, underground river, chasm and special features. At least in 6x6. Ive seen plenty of results if your less picky, say removing the chasm. As far as sand is concerned, you can edit the \raw\objects\matgloss_stone_soil.txt file and add the [SOIL_SAND] flag to all the items in there. Then at least anytime you embark with a river the soil/clay can provide sand.
To the next OP creator, please consider adding the world gen parameters to pile. This seriously cut down on the amount of time needed to find a "near perfect" site. If I had any complaint it would be that it never seems to generate a world with embarkable bauxite
In other news, woo one of my "sleeper" armor/weaponsmiths, aka peasants with dabbling armor/weaponsmithing, just got a fey mood, and boy has he claimed a lot of materials so far. Too bad the base material is copper rather than iron or steel, but should still be awesome.
For bauxite, I usually just rely on trading with my parent civ for it. I make sure they have it by seeing if I can take any on the embark screen, and if I can't, abort and try the same site with a different dwarf civ if possible.
Oh man he just started, this should be worth at least 50k based on the materials he's using.
editfinal: LOL a copper buckler. Lame. Just shy of 50k dwarfbucks, 46800. I was close.
Question: Will this process completely eradicate the entire chunk of rock? Or will digging out only the bottom layer simply cause the whole thing to drop one layer...?
I'm doing the next OP, anyone have that comic about wading through cats? Edit: Nevermind, Google helped me.
Dwarves are too impatient to bother with mugs or tables when it comes to booze.
More capsuleers should look as cool as I do.
Syrupdwellings ٩๏̯͡๏)۶
they do so when off duty.
hit M to see your military, then
"V"iew the squad
and S"t"and Down
i reccomend having them spar with unarmed first, so you don't have a bunch of injured dwarves.
when they hit "wrestler" rank, give them whatever you want to use.
Just dont do what i did and wait till "elite wrestler" because they have to get a higher rank in whatever the weapon is to rank into "hammerdwarf" or "marksdwarf"
Gamertag - Mightyvvhitey