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[Dwarf Fortress] With amazing HD graphics!

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  • BahamutZEROBahamutZERO Registered User regular
    Hmm supposedly steam version of DF is getting closer to ready, no date still though.

    BahamutZERO.gif
  • furlionfurlion Riskbreaker Lea MondeRegistered User regular
    Hmm supposedly steam version of DF is getting closer to ready, no date still though.

    The steam version is fascinating because Toady is having to work with an outside developer, which he swore for so long he wouldn't do. It does look cool though and I am hopeful it will bring him a bunch of well earned money.

    sig.gif Gamertag: KL Retribution
    PSN:Furlion
  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    furlion wrote: »
    Hmm supposedly steam version of DF is getting closer to ready, no date still though.

    The steam version is fascinating because Toady is having to work with an outside developer, which he swore for so long he wouldn't do. It does look cool though and I am hopeful it will bring him a bunch of well earned money.

    As the Tarn brothers put it, healthcare is expensive as hell and now with this deal they don't need to worry about the cost of it anymore.

    That is literally the reason why.

    A Capellan's favorite sheath for any blade is your back.
  • BrodyBrody The Watch The First ShoreRegistered User regular
    Huh. I just noticed that PeridexisErrant is still updating their starter pack. The latest one was just released yesterday: http://www.bay12forums.com/smf/index.php?topic=126076.5700

    Guess I'm upgrading that before I get too far in my new fortress.

    I don't know if I've mentioned it in this thread before, but Mayday's tileset/starter pack is the only reason I ever managed to get through the initial WTF period. I'm not even sure where I found it? I'm so thankful for the work that so many people have put into DF, even beyond Tarn, because its been a lot of fun, and I can't wait to see how an official steam release generates a whole new wave of people playing and making stories, and I feel like all the people who did the various graphical mods before had some hand in the existing community being ready/receptive/prepared for something like the steam release.

    "I will write your name in the ruin of them. I will paint you across history in the color of their blood."

    The Monster Baru Cormorant - Seth Dickinson

    Steam: Korvalain
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    furlion wrote: »
    When I started playing I always made sure to embark with high amounts of useful metals. At a certain point it becomes easier though and it's nice to be able to pick spots that provide more of a challenge.

    Maximum cheese is prepare carefully with just an anvil, a small amount of food and an enormous pile of ores, it's been quite a while but I remember being able to just outfit a couple dwarves in full steel just by bringing iron ores + flux (and a bit of fuel to start things off)

  • DisruptedCapitalistDisruptedCapitalist I swear! Registered User regular
    New fortress going okay so far. Found an underground lava vent which ends on the first cavern layer, so that's cool. Fought off a couple of werebeasts before they got to my fortress which is also cool. (Werebuffalo and Weremammoth. Why yes, someone made art of the mammoth!)
    810ea6e6bd61f239dcbadf9fc48304c0.jpg

    Some annoyances, possibly bugs?

    I have an outer dining room designated as a tavern. It's mostly protected, but it's far away from the rest of the fortress. I also have an inner grand dining room that's next to the bedrooms. The problem is that my dwarfs prefer to go to the tavern in their off time. Makes sense. Lots of interesting bards and poets visit there. (Like seriously, are these guys doing a line dance??)

    But I'd really rather they spend their off time away from foreigners! So you can imagine where this is going. A werelizard appeared in the tavern, just as I feared. A marksdwarf and hammerdwarf got bit. Another hammerdwarf got thrown against the wall by his third toe right foot?!? Jayzus. The broker seems to have gotten his arm broken but otherwise no broken skin. Among the foreigners a bard "cursed slayer" dwarf was bitten and a visiting elf bard (armed with an iron pike!?) seems to be credited with the kill.

    According to the wiki I can do such fun things as having a werebeast military, buuuuut.... I was thinking a more fun possibility would be to put them in with the giantess I captured a while ago and kept around for target practice. Just need to finish up the pit for the giant, put my victims into the pit with a burrow, give them plenty of food and then wait for the next full moon for the fun!

    So I'm pretty sure I've identified who's been infected.

    I'm not sure about that cursed slayer though. If it's cursed that means it's undead right? So no risk of infection... right?

    But here's the thing that's really annoying baffling. I don't remember this event even happening? When I quit the game last every thing was fine but when I started up later this whole scene seems to have occurred. This isn't the first time I've noticed things happening that I swear I don't remember happening before. Is this a bug? I don't even know how to look it up.

    "Simple, real stupidity beats artificial intelligence every time." -Mustrum Ridcully in Terry Pratchett's Hogfather p. 142 (HarperPrism 1996)
  • OmnomnomPancakeOmnomnomPancake Registered User regular
    How many dwarves to taken down a weremammoth?

  • QanamilQanamil x Registered User regular
    Latest newsletter is about them adding a tutorial. Looks good and the email had this great line
    To make the tutorial all it can be, we found the ultimate play tester: my wife Annie. There are a lot of base-building games out there now, enough to make Dwarf Fortress easier to get into. She doesn't play any of them. The closest she gets to DF is Overcooked 2. After one failed attempt with the original, the latest version of the tutorial allowed her to get good enough at the game to tunnel under a bog and drown her fortress.

  • DisruptedCapitalistDisruptedCapitalist I swear! Registered User regular
    How many dwarves to taken down a weremammoth?

    Luckily it was mauling a wild mountain goat so turned back to human before it got too close and ran way. My marksdwarfs got a few shots at it though from their tower before it left.

    "Simple, real stupidity beats artificial intelligence every time." -Mustrum Ridcully in Terry Pratchett's Hogfather p. 142 (HarperPrism 1996)
  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    Qanamil wrote: »
    Latest newsletter is about them adding a tutorial. Looks good and the email had this great line
    To make the tutorial all it can be, we found the ultimate play tester: my wife Annie. There are a lot of base-building games out there now, enough to make Dwarf Fortress easier to get into. She doesn't play any of them. The closest she gets to DF is Overcooked 2. After one failed attempt with the original, the latest version of the tutorial allowed her to get good enough at the game to tunnel under a bog and drown her fortress.

    These are the dwarf fortress anecdotes you love to see.

    Steam ID: Webguy20
    Origin ID: Discgolfer27
    Untappd ID: Discgolfer1981
  • MvrckMvrck Dwarven MountainhomeRegistered User regular
    Tutorial works perfectly.

  • UncleSporkyUncleSporky Registered User regular
    I know it's tradition to lock threads at PA when they reach 100 pages, but this thread has a 10 year history and there have been so many amazing builds and posts during the long development of this game that I would be sad to see it get buried after all this time. :(

    I guess the Steam release could ignite a burst of activity that might rationalize a new thread. I'd just be sad to see this one go. I've dug through it a number of times over the years.

    Switch Friend Code: SW - 5443 - 2358 - 9118 || 3DS Friend Code: 0989 - 1731 - 9504 || NNID: unclesporky
  • DisruptedCapitalistDisruptedCapitalist I swear! Registered User regular
    Wow. Now I know what a loyalty cascade is...

    So the giantess proved to be no match for two werelizards and died quickly and then... apparently my militia commander spotted the melee and decided to start shooting. As soon as one of the werelizards died some random bone carver started fighting my chief medical dwarf and now I got all sorts of bodies all over the fortress.

    This is fun.

    "Simple, real stupidity beats artificial intelligence every time." -Mustrum Ridcully in Terry Pratchett's Hogfather p. 142 (HarperPrism 1996)
  • Endless_SerpentsEndless_Serpents Registered User regular
    I know it's tradition to lock threads at PA when they reach 100 pages, but this thread has a 10 year history and there have been so many amazing builds and posts during the long development of this game that I would be sad to see it get buried after all this time. :(

    I guess the Steam release could ignite a burst of activity that might rationalize a new thread. I'd just be sad to see this one go. I've dug through it a number of times over the years.

    That can’t be true… I made the Dwarf Fortress thread before this one…

    Oh no.

  • DisruptedCapitalistDisruptedCapitalist I swear! Registered User regular
    edited October 2022
    Ahahaha....what!?

    ok the cascade calmed down. Then a couple of visiting necromancers came to visit. You'd think that would be cool, but then when the next full moon came a fricken werellama started to attack the tavern, so the necromancers do what they do best and raised a few bodies to kill the llama, but then the zombies started to attack my civilians who then killed more and then ended up with more cursed ones and void zombies.
    44y90nt9dw19.png


    It's quieted down again, but I'm really tired of going through the combat logs to see who was bit. I'm thinking it's time that my new aqueduct has an accident and the potential for werebeasts in the tavern should become zero. Hopefully the necromancers and their thralls won't be too offended that they have to spend a month underwater. Maybe they can continue reciting poetry.

    DisruptedCapitalist on
    "Simple, real stupidity beats artificial intelligence every time." -Mustrum Ridcully in Terry Pratchett's Hogfather p. 142 (HarperPrism 1996)
  • jothkijothki Registered User regular
    If you want your most of your dwarves to avoid the tavern, can't you just set a forbidden zone at the entrance?

  • BotznoyBotznoy Registered User regular
    Ahahaha....what!?

    ok the cascade calmed down. Then a couple of visiting necromancers came to visit. You'd think that would be cool, but then when the next full moon came a fricken werellama started to attack the tavern, so the necromancers do what they do best and raised a few bodies to kill the llama, but then the zombies started to attack my civilians who then killed more and then ended up with more cursed ones and void zombies.
    44y90nt9dw19.png


    It's quieted down again, but I'm really tired of going through the combat logs to see who was bit. I'm thinking it's time that my new aqueduct has an accident and the potential for werebeasts in the tavern should become zero. Hopefully the necromancers and their thralls won't be too offended that they have to spend a month underwater. Maybe they can continue reciting poetry.

    Flashbacks to Roomcarnage and the Foul Fog Zombies.

    IZF2byN.jpg

    Want to play co-op games? Feel free to hit me up!
  • DisruptedCapitalistDisruptedCapitalist I swear! Registered User regular
    edited October 2022
    All this research I'm doing into Werebeasts is making me practically an expert now. Since my last update, I've had another weremammoth, another werellama, and a weretortoise (awesome). I noticed the Wiki is missing or wrong on a few points:

    1. Werebeasts of the same species will not attack each other.

    https://youtu.be/GA5fPGDYn24

    Though when I added the weretortoise to this pit, they ripped him to shreds.

    2. The weremammoth died, but infected a elf bard whom I invited to join my fortress. The problem seems to be that I can't kill the bard because it's part of my fortress, but neither can I expel it from the fortress. I can't even order it to the drowning chamber happy fun tavern. This seems something important to note about visitors that the wiki doesn't mention.

    3. Taverns are a real liability in world with lots of dangerous visitors. Seems like every time a visitor comes I have to assume they're going to wreck my tavern. It doesn't even give me a n notification when they transform because they're part of my fortress now. This isn't mentioned on the wiki either.

    So I guess I'll have to create an account and start updating the wiki. Anyway, I solved the problem of the tavern by just retiring the location and just turning it back into a normal dining hall. No more visitors from there at least. Now just wait for my dwarfs to start requesting guildhalls or temples.

    DisruptedCapitalist on
    "Simple, real stupidity beats artificial intelligence every time." -Mustrum Ridcully in Terry Pratchett's Hogfather p. 142 (HarperPrism 1996)
  • fadingathedgesfadingathedges Registered User regular
    edited October 2022
    What I tried to do when I had a dwarf inflicted by a wereantelope was prepare a nice little bedroom for him near the lava, which was going to turn out to be a final, very warm resting place. Instead, he decided to go get a midnight snack, 'loped out in the dining hall, and wiped out my young fortress.

    BUT the theory was sound - you can isolate them that way then get the ceiling\floor\bridge etc to solve the problem for you.

    e- I don't assign taverns anymore because the dwarves literally can drink themselves to death if the bartender is shoveling drinks around nonstop. I haven't had any issues with visitors to my temples or libraries.

    fadingathedges on
  • BrodyBrody The Watch The First ShoreRegistered User regular
    edited October 2022
    What I tried to do when I had a dwarf inflicted by a wereantelope was prepare a nice little bedroom for him near the lava, which was going to turn out to be a final, very warm resting place. Instead, he decided to go get a midnight snack, 'loped out in the dining hall, and wiped out my young fortress.

    BUT the theory was sound - you can isolate them that way then get the ceiling\floor\bridge etc to solve the problem for you.

    e- I don't assign taverns anymore because the dwarves literally can drink themselves to death if the bartender is shoveling drinks around nonstop. I haven't had any issues with visitors to my temples or libraries.

    How in the ever loving... Does the game assume they drowned?

    Brody on
    "I will write your name in the ruin of them. I will paint you across history in the color of their blood."

    The Monster Baru Cormorant - Seth Dickinson

    Steam: Korvalain
  • BahamutZEROBahamutZERO Registered User regular
    probably something like they'd rather keep drinking than stop to eat or sleep

    BahamutZERO.gif
  • DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    probably something like they'd rather keep drinking than stop to eat or sleep

    Or breathe

    JtgVX0H.png
  • NeveronNeveron HellValleySkyTree SwedenRegistered User regular
    Brody wrote: »
    What I tried to do when I had a dwarf inflicted by a wereantelope was prepare a nice little bedroom for him near the lava, which was going to turn out to be a final, very warm resting place. Instead, he decided to go get a midnight snack, 'loped out in the dining hall, and wiped out my young fortress.

    BUT the theory was sound - you can isolate them that way then get the ceiling\floor\bridge etc to solve the problem for you.

    e- I don't assign taverns anymore because the dwarves literally can drink themselves to death if the bartender is shoveling drinks around nonstop. I haven't had any issues with visitors to my temples or libraries.

    How in the ever loving... Does the game assume they drowned?

    Death from alcohol poisoning, generally. The actual bug is that bartenders keep refilling their cups even when they'd otherwise stop their binge-drinking.

    Dwarves are less suspectible to alcohol poisoning than non-dwarf visitors, but they're not immune - they've literally just got bigger livers.

  • QanamilQanamil x Registered User regular
    probably something like they'd rather keep drinking than stop to eat or sleep

    Reasonable really, considering the standard state of fortresses.

  • BahamutZEROBahamutZERO Registered User regular
    alcohol poisoning???? in dwarf fortress' dwarves?????? that's an unthinkable bug

    BahamutZERO.gif
  • NeveronNeveron HellValleySkyTree SwedenRegistered User regular
    alcohol poisoning???? in dwarf fortress' dwarves?????? that's an unthinkable bug

    Not joking about the liver size, by the way.
    Dwarf raws wrote:
    [RELSIZE:BY_CATEGORY:LIVER:300] Of course! Standard relative size for humanoids is 200.
    Over-consumption of alcohol can lead to harmful syndromes, progressing to inebriation, unconsciousness, and death. Each individual has their own tolerance level based on their size (with dwarves having 1.5× the resistance for their size) and each individual will consume more or less according to their need to drink. Mysterious deaths from suffocation in your taverns are most likely cases of acute alcohol poisoning. Note that the lethal effects of alcohol poisoning are caused by impairing the function of a creature's lungs, making creatures that lack lungs, or the need to breathe, immune to death from alcohol poisoning.

    Note, however, that dwarves also have the [ALCOHOL_DEPENDENT] tag.
    Makes the creature need alcohol to get through the working day; it will choose to drink booze instead of water if possible. Going sober for too long reduces speed.
    Also, dwarf vampires are still alcohol dependent but only drink blood. Poor sods.

  • Endless_SerpentsEndless_Serpents Registered User regular
    I feel like dwarves should be able to train at drinking, so a really old dwarf can drink a galleon of paint remover and feel fine.

  • BrodyBrody The Watch The First ShoreRegistered User regular
    edited October 2022
    I remember when there was that bug for a while where cats kept dieing of alcohol poisoning because they would get booze on their fur, then try to lick themselves clean, then consume too much...

    Brody on
    "I will write your name in the ruin of them. I will paint you across history in the color of their blood."

    The Monster Baru Cormorant - Seth Dickinson

    Steam: Korvalain
  • BahamutZEROBahamutZERO Registered User regular
  • DarkewolfeDarkewolfe Registered User regular
    WHAT

    WHAT

    NO

    WHAT

    Is it April 1st?

    This can't be real.

    OMG.

    What is this I don't even.
  • VicVic Registered User regular
    Ooh, exciting!

  • BahamutZEROBahamutZERO Registered User regular
    just in time for a new thread too

    BahamutZERO.gif
  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    A Capellan's favorite sheath for any blade is your back.
  • UncleSporkyUncleSporky Registered User regular
    edited November 2022
    I haven't been following every update to the game in the lead up to this release, so I don't know if a lot of issues have been ironed out in order to "professional up" the game or not. Could be updates to the existing game I haven't seen, or even updates specifically for the Steam version that no one has seen yet.
    • I need Dwarf Therapist in order to function. Games like Rimworld have this built-in. I hope this has some form of Therapist built-in, a big old Excel spreadsheet of jobs I can turn on and off, or change nicknames, or check appropriateness for each skill/job.
    • Misery spirals that destroy even perfect fortresses when one random dwarf dies peacefully of old age. "Losing is fun" isn't as fun as it was when the game first came out; players need some level of control to keep things running smoothly, and to know exactly what they did wrong and what not to do next time. Again see Rimworld for a good example of player-controlled sustainable colonies.
    • Dwarves who are un-savable and doomed to tantrum, go insane and hurt themselves or others. This was at one time confirmed to be more or less a coding error with how life events are weighted: if the first few dozen major events in a dwarf's life are negative, they become "core memories" and can change a personality negatively forever with no way to correct this and make them think positively again. I hope this has been fixed at some point. EDIT: May have been worked on as of Jan 2021.
    • FPS death due to too many objects. My only solution to this was to never breach the caves and thus never invite the pathfinding nightmare that introduces, and also yearly run a DFHack command to clean the whole fortress: delete all XXsocksXX, caterpillar corpses, and smattering of raindrop littering every tile. I hope some automation along these lines has been included.

    UncleSporky on
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  • Jubal77Jubal77 Registered User regular
    Yeah Sporky they did try to cover at least the major points of your concerns.

    https://store.steampowered.com/news/app/975370/view/4507526949779184380

    That is the update that shows the better than vanilla job assignment.

    I dont remember seeing much about fps and tantrums but DFHack is making sure to be ready for release so you can do your common limit pop growth etc hacks.

  • DibbitDibbit Registered User, Transition Team regular
    Darkewolfe wrote: »
    WHAT

    WHAT

    NO

    WHAT

    Is it April 1st?

    This can't be real.

    OMG.

    STRIKE THE EARTH!

  • DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    • Dwarves who are un-savable and doomed to tantrum, go insane and hurt themselves or others. This was at one time confirmed to be more or less a coding error with how life events are weighted: if the first few dozen major events in a dwarf's life are negative, they become "core memories" and can change a personality negatively forever with no way to correct this and make them think positively again. I hope this has been fixed at some point.

    I wish someone could fix this for me IRL lol

    JtgVX0H.png
  • Warlock82Warlock82 Never pet a burning dog Registered User regular
    I wonder to what extent the game is intuitive to play with this update. I still remember having to watch hours of youtube tutorials just to understand the thing, then when I stopped playing for a little bit I forgot everything and just don't have the time these days for that level of tedium. I think I heard they were adding mouse controls which will probably help a ton.

    Switch: 2143-7130-1359 | 3DS: 4983-4927-6699 | Steam: warlock82 | PSN: Warlock2282
  • DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    Warlock82 wrote: »
    I wonder to what extent the game is intuitive to play with this update. I still remember having to watch hours of youtube tutorials just to understand the thing, then when I stopped playing for a little bit I forgot everything and just don't have the time these days for that level of tedium. I think I heard they were adding mouse controls which will probably help a ton.

    I haven't played in years and years, but I don't know that it's possible to make a game like this intuitive to play without a massive reworking of it's UI and adding pop-up tips and tutorials and stuff. I'm sure there has been a lot of work done to make it more intuitive than it was, but it's still probably gonna be pretty impenetrable at first glance.

    JtgVX0H.png
  • Warlock82Warlock82 Never pet a burning dog Registered User regular
    Darmak wrote: »
    Warlock82 wrote: »
    I wonder to what extent the game is intuitive to play with this update. I still remember having to watch hours of youtube tutorials just to understand the thing, then when I stopped playing for a little bit I forgot everything and just don't have the time these days for that level of tedium. I think I heard they were adding mouse controls which will probably help a ton.

    I haven't played in years and years, but I don't know that it's possible to make a game like this intuitive to play without a massive reworking of it's UI and adding pop-up tips and tutorials and stuff. I'm sure there has been a lot of work done to make it more intuitive than it was, but it's still probably gonna be pretty impenetrable at first glance.

    I mean, that's kinda what this graphic version is tho :P I just don't know what extent they updated stuff. I'm sure there will always be super complicated stuff but like, if the basics are more understandable that would be huge.

    Switch: 2143-7130-1359 | 3DS: 4983-4927-6699 | Steam: warlock82 | PSN: Warlock2282
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