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[Dwarf Fortress] With amazing HD graphics!

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Posts

  • BloodsheedBloodsheed Registered User regular
    If I remember, he has mentioned elevators before. I think they're lumped in with "Moving/Mechanical Fortress Features/Complex Traps" aka Moving Walls aka Walking Fortresses he talks about every so often.

    It's a not-so-distant-future feature I believe.

    Xbox Live, Steam, PSN: Eclibull
  • Bliss 101Bliss 101 Registered User regular
    MuddBudd wrote: »
    I will eventually start trying nightmare biomes, but I'm still working out a design for how to get migrants safely into the fort. I'm thinking a series of 'airlock' rooms lined with arrow slits and traps. At least then you are only risking the lives of the migrants.

    Trading would be right out, unless the wagons can travel via Cavern layer.

    Yeah, my plan is to first seal my dwarves off from the rest of the world and carve them a home comprising of several compartments, each of which can be sealed off should a dwarf die and rise again. I'll also dig a trap-lined tunnel to whichever edge of the map the migrants tend to come from (the first wave of migrants will be sacrificed in order to find this spot), and set up a series of drawbridges so that the tunnel is sealable at multiple points. I could also build a similar tunnel for the Liaison to run. I'm under the impression that while he won't arrive through the caverns, he can leave through them if other exits are blocked, so I can build a safe(r) exit in case he ever makes it inside the fortress alive.

    I think a caravan might survive once in a blue moon too, if I manage to bait all zombies on the map into some kind of a trap- and bridge-based meatgrinder. Not quite sure how to kill them efficiently, though. Wiki says magma won't kill them, but maybe encasing them in obsidian will. Failing that, I guess I can resort to atom-smashing them, even though that feels like cheating. I have a feeling this project will involve a lot of trial and error, and several lost forts.

    I expect a lot of tragedy in these dwarves' lives, so they have to live in absolute luxury, getting every happy thought known to dwarf (except ones involving friends; I'd like to keep unemployed dwarves operating pumps 24/7 so they don't have time to form relationships with neighbors who are likely to end up as zombies sooner or later).

    MSL59.jpg
  • stimtokolosstimtokolos Registered User regular
    Does anyone know if you can reclaim items from ice walls that freeze things in ?

  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    Bloodsheed wrote: »
    If I remember, he has mentioned elevators before. I think they're lumped in with "Moving/Mechanical Fortress Features/Complex Traps" aka Moving Walls aka Walking Fortresses he talks about every so often.

    It's a not-so-distant-future feature I believe.

    I don't think we could handle walking fortresses.

    That'd be like adventure mode... with a fortress. Think about the horror of that for a second.

  • MaydayMayday Cutting edge goblin tech Registered User regular
    You hit the human village in the central square with your southern bedroom area.

  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    Your fortress throws a handful of dog bone arrows at the goblin siege.
    Everything is pierced.
    The goblin siege is obliterated.

  • MalkorMalkor Registered User regular
    The friendly races of the world band together with the goblins to face the greatest threat ever seen.
    A walking fortress filled with countless, ever reproducing cats that the dwarves are only too happy to abandon.

    14271f3c-c765-4e74-92b1-49d7612675f2.jpg
  • MaydayMayday Cutting edge goblin tech Registered User regular
    Dwarves? who needs dwarves, it's a fucking WALKING FORTRESS!

  • MuddBuddMuddBudd Registered User regular
    Malkor wrote: »
    The friendly races of the world band together with the goblins to face the greatest threat ever seen.
    A walking fortress filled with countless, ever reproducing cats that the dwarves are only too happy to abandon.

    Infinite fuel source.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • SarksusSarksus ATTACK AND DETHRONE GODRegistered User regular
    Stop teasing me with utopia.

  • ButtcleftButtcleft Registered User regular
    Mayday wrote: »
    Dwarves? who needs dwarves, it's a fucking WALKING FORTRESS!

    Construction of which triggers a WAAAGH!

  • MaydayMayday Cutting edge goblin tech Registered User regular
    After completing this masterpiece, the dwarves are so content with their work that they are elevated to a higher plane of existence.

    And thus, the Dwemer race disappeared from Tamriel.

  • ZephiranZephiran Registered User regular
    Mayday wrote: »
    After completing this masterpiece, the dwarves are so content with their work that they are elevated to a higher plane of existence.

    And thus, the Dwemer race disappeared from Tamriel.

    "Fuck it, we're done here. Doesn't get any better."

    Alright and in this next scene all the animals have AIDS.

    I got a little excited when I saw your ship.
  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    edited April 2012
    MuddBudd wrote: »
    Malkor wrote: »
    The friendly races of the world band together with the goblins to face the greatest threat ever seen.
    A walking fortress filled with countless, ever reproducing cats that the dwarves are only too happy to abandon.

    Infinite fuel source.

    "And so the great beast lumbered forever onwards, eternally consuming itself to survive. Until one day it met the fluffiest kitten, the child king of felines; lo, despite its great love for the creature, the fortress still could not leash its great hunger and the child was consumed. Then the heavens themselves split apart and a voice came forth, declaring 'Fortress MurderedSaints has lost a pet recently. Fortress MurderedSaints has been stricken by melancholy!'"

    "Thus, the world was rent asunder as the beast cast about to end its own existence. The depths of the ocean could not quench its fires, nor could the heart of the world turn it to cinder. It wept with unfathomable sadness, its tears forming the elephants and carps and goblins and all the foul things of the world. In the end, it buried itself far beneath the surface of the world, to sleep a dreamless sleep for all time."

    "The fortress is in a fetal position."

    Ninja Snarl P on
  • stimtokolosstimtokolos Registered User regular
    I have an obsession with really cold climates.
    Next I'm gonna need magma as well though. I cannot be bothered building a 60 tall magma pump stack again. It takes a while to get that much damn steel.

  • Bliss 101Bliss 101 Registered User regular
    edited April 2012
    I have an obsession with really cold climates.
    Next I'm gonna need magma as well though. I cannot be bothered building a 60 tall magma pump stack again. It takes a while to get that much damn steel.

    Iron should be magma-safe too, no need to turn it into steel.

    Not sure if this still works, but properly constructed Glass pump stacks used to be safe too, if you happen to have sand.

    edit: Wiki says Nether-cap logs (found in caverns in cold climates) are naturally cold and therefore fully magma-safe, so you could even build your pump stack out of wood.

    Bliss 101 on
    MSL59.jpg
  • ArbitraryDescriptorArbitraryDescriptor changed Registered User regular
    edited April 2012
    MuddBudd wrote: »
    Malkor wrote: »
    The friendly races of the world band together with the goblins to face the greatest threat ever seen.
    A walking fortress filled with countless, ever reproducing cats that the dwarves are only too happy to abandon.

    Infinite fuel source.

    "And so the great beast lumbered forever onwards, eternally consuming itself to survive. Until one day it met the fluffiest kitten, the child king of felines; lo, despite its great love for the creature, the fortress still could not leash its great hunger and the child was consumed. Then the heavens themselves split apart and a voice came forth, declaring 'Fortress MurderedSaints has lost a pet recently. Fortress MurderedSaints has been stricken by melancholy!'"

    "Thus, the world was rent asunder as the beast cast about to end its own existence. The depths of the ocean could not quench its fires, nor could the heart of the world turn it to cinder. It wept with unfathomable sadness, its tears forming the elephants and carps and goblins and all the foul things of the world. In the end, it buried itself far beneath the surface of the world, to sleep a dreamless sleep for all time."

    "The fortress is in a fetal position."
    :^:

    This excellent post reminds me that I haven't seen a carp in years. I'm not sure how to feel about that.

    ArbitraryDescriptor on
  • MuddBuddMuddBudd Registered User regular
    I have an obsession with really cold climates.
    Next I'm gonna need magma as well though. I cannot be bothered building a 60 tall magma pump stack again. It takes a while to get that much damn steel.

    Me too. I built a fortress on a glacier ages ago (before caverns) that had a magma vent reaching up to just under the surface of the ice, (visible as an obsidian circle that snow would melt on) with a couple layers of hollow lava tube on top. It was an amazing place to build a fort, although getting water was a bit of a bitch. Eventually I managed to collapse a few sections of ice and then channel magma under it, but it was dicey for a while. Still, I wish I could find an embark like that again.

    Cold forts aren't as fun for me lately though. Every time I try to pump up water from the caverns, it freezes halfway up the pump stack. There needs to be a 'defrost machinery' task.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • Duke 2.0Duke 2.0 Time Trash Cat Registered User regular
    Mayday wrote: »
    RE: elevators. It might even happen very soon. The next couple of releases will be a hauling overhaul (pun not intended). Potential features include wheelbarrows and minecarts, so why not elevators as well?
    You can carve tracks in stone now. I haven't done the wooden/metal constructed tracks yet. I haven't done minecarts either, but that's next. Tracks can be carved in stone floors or stone ramps, and it keeps track of the four directions in each tile so that you can have adjacent parallel tracks or carve writing into your fort without using too many tiles. For minecarts to make sense for mining, we'll have to change how mining works, but I want to get the carts moving first. By the time we're done, we're hoping to have the mining system remain about the same for new people, so they don't have to worry about tracks to get started (this might involve default embark wheelbarrows which dwarves would automatically use), but things will be much more efficient for people that use tracks and minecarts, across various industries.

    Welp, there goes any drive to play the current version. Just gonna let my excitement built like a pressure cooker until release.

    VRXwDW7.png
  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    Changing how mining works? Wonder what that could mean.

  • stimtokolosstimtokolos Registered User regular
    I wouldn't be surprised if it changed how stone worked a bit. Perhaps stone will get mined out into a bunch of smaller chunks than a discrete 'stone' forcing the use of wheelbarrows or other transportation methods if you want to ever clear the rubble.

  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    Hmm. I don't think I would like that at all. Clearing stone is already annoying enough when anybody can go pick it up and throw it in a dump pile.

    I'd hate to see an extra step added to make it even more obnoxious.

  • MuddBuddMuddBudd Registered User regular
    Umm...

    How do I train war dogs now? The option is gone from the kennel, and while I've designated the training in the animal menu, nothing is happening.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • NibbleNibble Registered User regular
    Animal taming and training has been changed a lot in the last version. I believe you need to assign an animal training activity zone (like a pasture or hospital zone) and then assign the animals you want to train to that zone. This way, only the animals assigned to the zone will be trained, rather than random ones.

    sig.php?id=178
  • MuddBuddMuddBudd Registered User regular
    Ah, thank you. As soon as I made one (just made it on top of the kennel, for good measure) the dogs I had assigned for war training in the Animal menu were dragged over and trained.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • MuddBuddMuddBudd Registered User regular
    edited April 2012
    Oh god, Double Necromancer Siege in the middle of a series of goblin ambushers.

    *Locks the door, starts digging down*

    It was nice seeing the sun while it lasted

    -edit-

    ahahahaha and a Werelizard! Oy.

    Well, I had five years to rebuild and move the reclaim mess indoors. I think I can survive this.

    MuddBudd on
    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • Quake MattQuake Matt Registered User regular
    edited April 2012
    Changing how mining works? Wonder what that could mean.

    I know a lot of people were clamouring to have two different mining designations - one for maximising stone output, as it currently does, and a new one for minimising it instead. Maybe he's got something like that in mind?

    Quake Matt on
  • TheKoolEagleTheKoolEagle Registered User regular
    new mining scares the absolute piss out of me, i don't want it changed, I just want faster travel time to and from a dig site for moving stones 0_0

    uNMAGLm.png Mon-Fri 8:30 PM CST - 11:30 PM CST
  • ArbitraryDescriptorArbitraryDescriptor changed Registered User regular
    Perhaps he's going to make raw stone stackable in a wheelbarrows? If it still takes one dwarf to haul one stone, I can't see the benefit of it as applied to mining. I've been hoping for automated dumbwaiters and conveyor systems to connect stockpiles, so I'm hoping this will lead him there.

  • TheKoolEagleTheKoolEagle Registered User regular
    that would be a bonus, basically a wheelbarrow is a moving stone dump pile, up to so many stones, that would be nice

    uNMAGLm.png Mon-Fri 8:30 PM CST - 11:30 PM CST
  • Bliss 101Bliss 101 Registered User regular
    Not sure about mining, but wheelbarrows might be pretty convenient for hauling farming-related stuff. Sometimes it seems that the vast majority of my forts' dwarf-hours are spent moving assorted farming products around.

    MSL59.jpg
  • ZephiranZephiran Registered User regular
    Wheelbarrows would be really nice for moving multiple small and light items around fairly quickly, but if you're moving a bunch of rocks around with one you might want to take some care. If there's no upper limit to how much weight would be allowed in one, then you might find your dwarves stacking metric dwarftonnes of rock in one wheelbarrow, which I think we could all agree would be a bad idea.

    Imagine stacking Megabeasts in one.

    Alright and in this next scene all the animals have AIDS.

    I got a little excited when I saw your ship.
  • MuddBuddMuddBudd Registered User regular
    What's a good trap setup for killing undead. I feel like cage traps are too risky with the chance one could escape into the fort.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • TheKoolEagleTheKoolEagle Registered User regular
    make a long ass bridge that disappears when a level is pulled, dropping the undead down 40 z levels.

    uNMAGLm.png Mon-Fri 8:30 PM CST - 11:30 PM CST
  • BYToadyBYToady Registered User regular
    Maybe we can ask him for a lockable cart to use in auto-zombie lands so the damned corpses will stop trying to eat the dwarves hauling them around.

    Battletag BYToady#1454
  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    edited April 2012
    Zephiran wrote: »
    Wheelbarrows would be really nice for moving multiple small and light items around fairly quickly, but if you're moving a bunch of rocks around with one you might want to take some care. If there's no upper limit to how much weight would be allowed in one, then you might find your dwarves stacking metric dwarftonnes of rock in one wheelbarrow, which I think we could all agree would be a bad idea.

    Imagine stacking Megabeasts in one.

    I'm thinking of delightful situations where dwarves pile tons of rock in a wheelbarrow, a dwarf touches it, and it immediately plummets straight through the fifteen floors below it and destroys everything in the way before ending in a devastating rocksplosion.

    Ninja Snarl P on
  • Bliss 101Bliss 101 Registered User regular
    make a long ass bridge that disappears when a level is pulled, dropping the undead down 40 z levels.

    Or just resort to atom smashing them. Although both methods have the disadvantage of not working on very large creatures (zombie elephants, anyone?).

    Do zombies know how to dodge? If they do, you could just use a weapon-trap-lined path over a deep pit and watch zombies jump down. Then have an atom smasher at the bottom to dispose of the remains. This is a delightfully low-effort way of dealing with ordinary goblin invasions, but haven't had a chance to test it on undead yet. If it doesn't work, I guess it's time to pump up magma and see about encasing zombies in obsidian.

    MSL59.jpg
  • TIFunkaliciousTIFunkalicious Kicking back in NebraskaRegistered User regular
    make a long ass bridge that disappears when a level is pulled, dropping the undead down 40 z levels.

    This doesn't feel very undead specific :bz

  • MuddBuddMuddBudd Registered User regular
    Holy crap, a goblin ambush with three squads of bowmen showed up, and they are laying waste to the zombies. Just massacring them.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • ZephiranZephiran Registered User regular
    MuddBudd wrote: »
    Holy crap, a goblin ambush with three squads of bowmen showed up, and they are laying waste to the zombies. Just massacring them.

    Looks like these problems have a way of taking care of themselves.

    Alright and in this next scene all the animals have AIDS.

    I got a little excited when I saw your ship.
This discussion has been closed.