the fort i'm on now is not doing so hot with my marksdwarves, mostly because I almost have no wood, and am trying to make bone bolts, but cannot keep up to the demand of 8 dwarves all trying to train.
so now I have another squad that have melee weapons, sure they die a lot more, but at least they can kill goblins.
oh yeah I caught a titan in a cage trap and tried to push him into a pit where I would make sacrifices of goblins, the problem is I designated goblins and him to all go into the pit at the same time and now that a few gobbos are loose no one wants to drop the rest of the crap into the pit
I'm a bit ticked off that I can't get my Hunters and Marksdwarves to pick up ammunition, so I usually quit playing by the time the first wave of ambushes hits my fortress. I can close those suckers out, but since I can't pick them off with my ranged support they tend to kill off traders, which tends to lead to much wailing and gnashing of teeth.
Don't be afraid to let some melee dwarves get up close and personal and take a few hits. That's one thing I learned from the Let's Plays...some of your dwarves will eventually become golden gods who can kill anything.
If you let archers and traps take care of everything, then yeah, your dwarves will be squishy. Let some of them bleed a bit and they'll be able to mow down anything.
I once had a fortress that got glitched out/ slaughtered by a single Sturgeon.
In a pond. Sturgeons were not supposed to spawn in ponds I thought.
Woodcutter goes to cut down tree by pond -> Gets slaughtered by Sturgeon -> Goblin thief appears, tries to steal the Steel Battleaxe by the pond -> Gets slaughtered by Sturgeon -> Another Goblin thief appears, tries to steal the Steel Battleaxe by the pond -> Gets slaughtered by Sturgeon -> Goblin thief appears, tries to steal the Steel Battleaxe by the pond -> Gets slaughtered by Sturgeon -> Goblin thief appears, tries to steal the Steel Battleaxe by the pond -> Gets slaughtered by Sturgeon -> Goblin thief appears, tries to steal the Steel Battleaxe by the pond -> Gets slaughtered by Sturgeon -> Goblin thief appears, tries to steal the Steel Battleaxe by the pond -> Gets slaughtered by Sturgeon -> Goblin thief appears, tries to steal the Steel Battleaxe by the pond -> Gets slaughtered by Sturgeon -> By now there's a treasure trove of valuable items by the pond, and since I'd set my Dwarves to auto-pickup that Steel Battleaxe... -> Dwarf goes to pick up Steel Battleaxe, gets slaughtered by Sturgeon...
Rinse and repeat. On the plus side, that Sturgeon managed to shave off the ranks of an ambush, too.
I'm a bit ticked off that I can't get my Hunters and Marksdwarves to pick up ammunition, so I usually quit playing by the time the first wave of ambushes hits my fortress. I can close those suckers out, but since I can't pick them off with my ranged support they tend to kill off traders, which tends to lead to much wailing and gnashing of teeth.
Don't be afraid to let some melee dwarves get up close and personal and take a few hits. That's one thing I learned from the Let's Plays...some of your dwarves will eventually become golden gods who can kill anything.
If you let archers and traps take care of everything, then yeah, your dwarves will be squishy. Let some of them bleed a bit and they'll be able to mow down anything.
I was thinking of making a squad of Dorfs with pure Platinum/ Silver Warhammers/ Maces, but since I assign them to military duty with whatever quality weapons and armor I can get my hands on before I can get to that point, they tend to all get chopped to bits slowly but surely. I tend not to use traps either, perhaps I should.
Zephiran on
Alright and in this next scene all the animals have AIDS.
Is there any logical reason why my metalcrafters with all smithing turned on won't make gold blocks, despite the abundance of both raw and bar-based gold, and an available workshop that isn't set to "legendary only" or anything?
They just stand around with "no job." The hell.
EDIT: I just ordered it up at another workshop and now suddenly someone's doing it. The hell.
I am really tempted to turn caverns off, I wish there was an option to make caverns only be in like 1/4 of the map or something. I hate tunneling into them
Are there some benefits to them, ways to use them effectively that I don't know about? For me the only purpose to digging into them is to get to adamantine and also kill my frame rate.
well my issue with them is i have crazy ocd with my forts, and I NEED to have a staircase that goes straight down, so its almost impossible to pick a spot that i can have a 5x5 room going straight down, and what always happens is I dig too deep too quickly, and open up my fort to a cavern, and then watch forgotten beasts/cave dwelling creatures come on in and slaughter my military and civilians
Yeah they do my head in pretty badly when I dig into them trying to have a neat way down. I like fighting the forgotten beasts but I have to be building a certain type of fort.
They do give you a shit load of water though.
I'm unsure if the lake has infinite in the amount of water you can draw from it though. I need to find this out with science and pump stacks.
I always want to make massive above ground constructed forts with fluid stuff. I think I need to get over my issue where I can't build things out of different coloured stoned.
Each Z level I need to make all of the walls or floors out of the same stone. It makes life difficult.
I'm going to need a lot of magma safe material for my current plan.
If a lake is connected to te edge of the map it has infinite water. Personally I'd like the cave to be closer to the surface. I like to breach it from above and start building my things in the rock to prepare for breaching it to farm, but it's a chore to switch between so many z-levels all the time.
I always want to make massive above ground constructed forts with fluid stuff.
Me too, in fact it's sort of what I'm trying to do right now, but I don't think there's a way to reasonably do it without getting murdered by siege goblins mounted on flying animals. Unless the aboveground buildings are just for show...
I'm specifically thinking of living in a town like humans, with dwarves wandering between buildings, individual homes, etc. If you just make one massive aboveground fort then yeah, that'd be fine.
I think I'm going to make what looks like a regular village from outside but there are actually no doors, the houses all just have down stairs in them to the fortress proper.
Are camels secretly immortal? I'm trying out Adventure mode for the first time and I have been hacking away at one for minutes. It's missing both humps, both ears, its tail, and nose. It just keeps retching and vomiting. I'm starting to feel like a terrible person.
I'm specifically thinking of living in a town like humans, with dwarves wandering between buildings, individual homes, etc. If you just make one massive aboveground fort then yeah, that'd be fine.
I think I'm going to make what looks like a regular village from outside but there are actually no doors, the houses all just have down stairs in them to the fortress proper.
Last time I built a city in this style flying mounts were not in yet. I would assume that the two best ways of dealing with this would be crossbowmen stationed in guard towers and flying war pets, like eagles.
I've expanded quite a bit on what I showed earlier:
I don't have all the roof ramps set up on the houses yet so those ones in progress look weird. Like I said above, the houses are just for show - they'll eventually be fully functioning bedrooms but the only access to them is up from below. The only entrance into the fortress is the very front, and the whole path is lined with traps.
The closer walled in field is for outdoor meetings to keep dwarves from becoming cave-acclimated and also for grazing pets. I want to eventually put up retractable bridges overhead that I can open to keep the grass growing and close when flying beasts show up.
The top walled in area without houses is refuse, bodies and my killing pit for caged goblins.
Also you can see the giant lava shaft jutting out in front over the entrance that's hooked up directly to the volcano and that I have never used yet.
I'm specifically thinking of living in a town like humans, with dwarves wandering between buildings, individual homes, etc. If you just make one massive aboveground fort then yeah, that'd be fine.
I think I'm going to make what looks like a regular village from outside but there are actually no doors, the houses all just have down stairs in them to the fortress proper.
Mine were more just large above ground forts when I was making them. It takes so much stone to make though. So much labour. Oh god.'
I did make a no stone village once though. No digging below soil layer for farming underground crops. Plenty of above ground farms.
I got a little sick of it though.
Embarking with a civ currently, and I'm not allowed to buy any drinks. Gonna have to try make the best of it.
0
ArchonexNo hard feelings, right?Registered Userregular
I wish there was a way to play the game with stonesense style graphics.
That would pretty much catapult this into an awesome game, if you could. Not only does it make the game much more easy to read, but it also makes it look so much better.
Why not just use one of the many 2D tilesets available? They look pretty enough.
With all periods in text looking like a spatter of grass and still a bunch of letter stand-ins abound for various reasons. I can't fathom why he never really separated text from graphics.
He's also got a million tiny problems that have existed forever. I still keep seeing dwarves thoughts saying "admired own fine bed" instead of "his/her own fine bed," that's been like that for years.
Basically someone else needs to work on this game or remake it. He focuses on ridiculous things that ultimately don't enrich the user experience at all, like whether too many coniferous forests are being created at world gen.
Imagine having a sidebar with all workshops listed, and you can just drag them onto the map to get them set up. If you care about the material it's made from, you can right click the shop to get a drop down list to choose from.
Or imagine being able to copy and paste dig designations at will to define massive groups of rooms easily and quickly.
Those are just two immediately apparent things that'd be great to have, and I'm sure there are a whole lot more.
If a lake is connected to te edge of the map it has infinite water. Personally I'd like the cave to be closer to the surface. I like to breach it from above and start building my things in the rock to prepare for breaching it to farm, but it's a chore to switch between so many z-levels all the time.
I'm pretty sure you can alter how far down it is with parameters.
If a lake is connected to te edge of the map it has infinite water. Personally I'd like the cave to be closer to the surface. I like to breach it from above and start building my things in the rock to prepare for breaching it to farm, but it's a chore to switch between so many z-levels all the time.
I'm pretty sure you can alter how far down it is with parameters.
Shit, you can. Default is 15 apparently, I changed to down to 6, lets get digging!
Next version will have multi-level designations with the mouse at least, will be quicker to make a straight down staircase by just selecting the start and end points.
Because if you're going to attempt to squeeze that big black monster into your slot you will need to be able to take at least 12 inches or else you're going to have a bad time...
Basically someone else needs to work on this game or remake it. He focuses on ridiculous things that ultimately don't enrich the user experience at all, like whether too many coniferous forests are being created at world gen.
Another thing: Why are zones, designations, and stockpiles all different menus? They all essentially amount to being the same type of thing, so why make them all different? Merge them into a single menu.
i've solved that problem with my keyboard, I love being able to make macro keys, easily define a few rooms like my staircase that goes straight down
but it would be glorious if toady stopped adding ridiculous content and cleaned everything up a bit
also is it just me or did goblins get a buff since this version? I don't remember them being such dicks to fight, one master lasher got into my fort, killed 3/4 of my military (who were pretty terrible) and 15 civilians, the only reason the carnage stopped was because the siege left and i lowered the gate so he could bolt
It would be nice if he finished a few things. There are still glaring bugs with the healthcare system and for the longest time you couldnt produce soap or plaster.
Basically someone else needs to work on this game or remake it. He focuses on ridiculous things that ultimately don't enrich the user experience at all, like whether too many coniferous forests are being created at world gen.
Another thing: Why are zones, designations, and stockpiles all different menus? They all essentially amount to being the same type of thing, so why make them all different? Merge them into a single menu.
Well I can sort of understand why: designations are "do something to this thing that already exists," piles are "put these goods here," and zones are "treat this area like this and/or move these non-goods here."
But they could all easily fit under designations somewhat, with a little re-jiggering.
Why do dumps allow infinite objects on a single tile but piles can only store one object per tile? Let dump zones be defined the way piles are but have an option for how "deep" each tile can get.
Why can't hospitals be defined from a piece of furniture like every other room in the game? I didn't figure them out for quite a while as a result.
Also, while I am bringing up random things I want - I would like the ability to (b)uild -> (c)onstruct -> (m)assive table. Rather than pushing a lot of tiny tables together, I want to make a single, more permanent construction, that could then be engraved and all that.
Why not just use one of the many 2D tilesets available? They look pretty enough.
With all periods in text looking like a spatter of grass and still a bunch of letter stand-ins abound for various reasons. I can't fathom why he never really separated text from graphics.
I agree with your other points; but this problem can at least be solved by turning on "true type fonts" in the INI files or in the Lazy Newb Pack. It makes the text slightly unaligned, but all characters will be displayed correctly.
My fort where my civ apparently didn't have booze or plants at all got canned. Couldn't find any ore anywhere.
But it is okay because I have a new project. I'm pumping magma over 30 z-levels to the surface into a 20x20 container I've built, then I'm going to pour water on it to make unworked obsidian walls (which if memory serves I can then mine out). Then I'm going to do it again, but one level higher.
I figure doing this and mining my fortress out of the resulting block will be about as painful as slowly building an above ground fortress from rock because constructions are still fairly fiddly.
It also means it will all be the same stone so that I don't get pissed off at it for not being a uniform colour. And I can engrave the walls in the above ground section.
Thank god Iron is magma safe in this version so I don't need an insane amount of steel. Temp fort is set up, iron is smelting and I'm digging out the pump stack.
I was planning on making this glorious circular dwarven tower-keep at the top of one of the mountains in my embark zone, with a small opening and corridor just wide enough for traders to access my Depot at the base.
Sadly I hit upon some Caverns infested with Crundles, and while my miners were away from home base digging out gems in the mountainside to enrich my trade goods with, the Crundles swarmed my weak civilian dwarves and slaughtered the lot of them while they were brewing their drinks, crafting mugs and building beds. That's when I decided I'd had enough of this bullshit and drafted my two remaining minerdwarfs into the military for a retributional Crundlecide.
In the caverns,
You must fight to survive.
Are a you a Dwarf enough Dwarf to take out the Crundles and save what's left of the booze?
Shockingly enough they were. Miners approaching Legendary status sure lay down the smack with their picks. It's been far too long since I've seen so many small critters get torn up and flung such great distances.
Technically the Fort was still intact, but I thought I'd quit while I was ahead and start over on another location. Funnily enough there's a bunch of weird shit going on this time though, for example in my Military Weapons menu I get pages and pages of wooden Spears and Blowguns that I can assign to my dwarves when I select "Use Specific Weapon", but none of these weapons are in any of my stockpiles and I can't ever recall telling anyone to make them.
Where the heck are all of these exotic weapons coming from and why are they here?
Alright and in this next scene all the animals have AIDS.
Ah, that might be it. There's been a few Badger Men running around, but I thought they attacked with just their claws since I couldn't spot any weapons in their inventory at a cursory glance. There's probably a congregation of Antmen down in the Cavern Depths somewhere that I haven't found yet, I imagine it would've been pretty hilarious if I'd assigned someone to go get a spear from one of the Antmen. Also, I keep getting "A section of the fortress has collapsed!" messages every time I start up on an embark zone, with the window zooming in on the supposedly collapsing action. The funny thing is that so far I've only seen the message display "action" several Z-levels below the surface, and this last time I think it had taken me 35 levels below sunshine.
I thought I'd disabled cave-ins to begin with too ever since I started playing because of my mega-landscaping OCD.
Alright and in this next scene all the animals have AIDS.
Posts
so now I have another squad that have melee weapons, sure they die a lot more, but at least they can kill goblins.
oh yeah I caught a titan in a cage trap and tried to push him into a pit where I would make sacrifices of goblins, the problem is I designated goblins and him to all go into the pit at the same time and now that a few gobbos are loose no one wants to drop the rest of the crap into the pit
I don't remember offhand, he's probably right about tower cap...there are other light-colored woods too.
Also remember that (AFAIK) moody dwarves can make anything out of anything, so technically yes, you could have a golden bed. :P
Don't be afraid to let some melee dwarves get up close and personal and take a few hits. That's one thing I learned from the Let's Plays...some of your dwarves will eventually become golden gods who can kill anything.
If you let archers and traps take care of everything, then yeah, your dwarves will be squishy. Let some of them bleed a bit and they'll be able to mow down anything.
In a pond. Sturgeons were not supposed to spawn in ponds I thought.
Woodcutter goes to cut down tree by pond -> Gets slaughtered by Sturgeon -> Goblin thief appears, tries to steal the Steel Battleaxe by the pond -> Gets slaughtered by Sturgeon -> Another Goblin thief appears, tries to steal the Steel Battleaxe by the pond -> Gets slaughtered by Sturgeon -> Goblin thief appears, tries to steal the Steel Battleaxe by the pond -> Gets slaughtered by Sturgeon -> Goblin thief appears, tries to steal the Steel Battleaxe by the pond -> Gets slaughtered by Sturgeon -> Goblin thief appears, tries to steal the Steel Battleaxe by the pond -> Gets slaughtered by Sturgeon -> Goblin thief appears, tries to steal the Steel Battleaxe by the pond -> Gets slaughtered by Sturgeon -> Goblin thief appears, tries to steal the Steel Battleaxe by the pond -> Gets slaughtered by Sturgeon -> By now there's a treasure trove of valuable items by the pond, and since I'd set my Dwarves to auto-pickup that Steel Battleaxe... -> Dwarf goes to pick up Steel Battleaxe, gets slaughtered by Sturgeon...
Rinse and repeat. On the plus side, that Sturgeon managed to shave off the ranks of an ambush, too.
Goddamn Sturgeon.
EDIT:
I was thinking of making a squad of Dorfs with pure Platinum/ Silver Warhammers/ Maces, but since I assign them to military duty with whatever quality weapons and armor I can get my hands on before I can get to that point, they tend to all get chopped to bits slowly but surely. I tend not to use traps either, perhaps I should.
I got a little excited when I saw your ship.
They just stand around with "no job." The hell.
EDIT: I just ordered it up at another workshop and now suddenly someone's doing it. The hell.
They do give you a shit load of water though.
I'm unsure if the lake has infinite in the amount of water you can draw from it though. I need to find this out with science and pump stacks.
I always want to make massive above ground constructed forts with fluid stuff. I think I need to get over my issue where I can't build things out of different coloured stoned.
Each Z level I need to make all of the walls or floors out of the same stone. It makes life difficult.
I'm going to need a lot of magma safe material for my current plan.
Me too, in fact it's sort of what I'm trying to do right now, but I don't think there's a way to reasonably do it without getting murdered by siege goblins mounted on flying animals. Unless the aboveground buildings are just for show...
How do people deal with them?
I tried it once, but after spending several hours on the quick start guide, I realized I'm not actually making any decisions for myself.
Also, @UncleSporky, how on Earth did you get that 3D map of your DF game?
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
I linked it right after that post!
I'm specifically thinking of living in a town like humans, with dwarves wandering between buildings, individual homes, etc. If you just make one massive aboveground fort then yeah, that'd be fine.
I think I'm going to make what looks like a regular village from outside but there are actually no doors, the houses all just have down stairs in them to the fortress proper.
Last time I built a city in this style flying mounts were not in yet. I would assume that the two best ways of dealing with this would be crossbowmen stationed in guard towers and flying war pets, like eagles.
I don't have all the roof ramps set up on the houses yet so those ones in progress look weird. Like I said above, the houses are just for show - they'll eventually be fully functioning bedrooms but the only access to them is up from below. The only entrance into the fortress is the very front, and the whole path is lined with traps.
The closer walled in field is for outdoor meetings to keep dwarves from becoming cave-acclimated and also for grazing pets. I want to eventually put up retractable bridges overhead that I can open to keep the grass growing and close when flying beasts show up.
The top walled in area without houses is refuse, bodies and my killing pit for caged goblins.
Also you can see the giant lava shaft jutting out in front over the entrance that's hooked up directly to the volcano and that I have never used yet.
Mine were more just large above ground forts when I was making them. It takes so much stone to make though. So much labour. Oh god.'
I did make a no stone village once though. No digging below soil layer for farming underground crops. Plenty of above ground farms.
I got a little sick of it though.
Raptr profile
First order of business will be food. Then perpetual motion.
That would pretty much catapult this into an awesome game, if you could. Not only does it make the game much more easy to read, but it also makes it look so much better.
With all periods in text looking like a spatter of grass and still a bunch of letter stand-ins abound for various reasons. I can't fathom why he never really separated text from graphics.
He's also got a million tiny problems that have existed forever. I still keep seeing dwarves thoughts saying "admired own fine bed" instead of "his/her own fine bed," that's been like that for years.
Basically someone else needs to work on this game or remake it. He focuses on ridiculous things that ultimately don't enrich the user experience at all, like whether too many coniferous forests are being created at world gen.
Imagine having a sidebar with all workshops listed, and you can just drag them onto the map to get them set up. If you care about the material it's made from, you can right click the shop to get a drop down list to choose from.
Or imagine being able to copy and paste dig designations at will to define massive groups of rooms easily and quickly.
Those are just two immediately apparent things that'd be great to have, and I'm sure there are a whole lot more.
I'm pretty sure you can alter how far down it is with parameters.
Shit, you can. Default is 15 apparently, I changed to down to 6, lets get digging!
but it would be glorious if toady stopped adding ridiculous content and cleaned everything up a bit
also is it just me or did goblins get a buff since this version? I don't remember them being such dicks to fight, one master lasher got into my fort, killed 3/4 of my military (who were pretty terrible) and 15 civilians, the only reason the carnage stopped was because the siege left and i lowered the gate so he could bolt
although i lost my militia commander to infection because he never went to the hospital.
that kind of sucked
Well I can sort of understand why: designations are "do something to this thing that already exists," piles are "put these goods here," and zones are "treat this area like this and/or move these non-goods here."
But they could all easily fit under designations somewhat, with a little re-jiggering.
Why do dumps allow infinite objects on a single tile but piles can only store one object per tile? Let dump zones be defined the way piles are but have an option for how "deep" each tile can get.
Why can't hospitals be defined from a piece of furniture like every other room in the game? I didn't figure them out for quite a while as a result.
Also, while I am bringing up random things I want - I would like the ability to (b)uild -> (c)onstruct -> (m)assive table. Rather than pushing a lot of tiny tables together, I want to make a single, more permanent construction, that could then be engraved and all that.
I agree with your other points; but this problem can at least be solved by turning on "true type fonts" in the INI files or in the Lazy Newb Pack. It makes the text slightly unaligned, but all characters will be displayed correctly.
But it is okay because I have a new project. I'm pumping magma over 30 z-levels to the surface into a 20x20 container I've built, then I'm going to pour water on it to make unworked obsidian walls (which if memory serves I can then mine out). Then I'm going to do it again, but one level higher.
I figure doing this and mining my fortress out of the resulting block will be about as painful as slowly building an above ground fortress from rock because constructions are still fairly fiddly.
It also means it will all be the same stone so that I don't get pissed off at it for not being a uniform colour. And I can engrave the walls in the above ground section.
Thank god Iron is magma safe in this version so I don't need an insane amount of steel. Temp fort is set up, iron is smelting and I'm digging out the pump stack.
Sadly I hit upon some Caverns infested with Crundles, and while my miners were away from home base digging out gems in the mountainside to enrich my trade goods with, the Crundles swarmed my weak civilian dwarves and slaughtered the lot of them while they were brewing their drinks, crafting mugs and building beds. That's when I decided I'd had enough of this bullshit and drafted my two remaining minerdwarfs into the military for a retributional Crundlecide.
In the caverns,
You must fight to survive.
Are a you a Dwarf enough Dwarf to take out the Crundles and save what's left of the booze?
Shockingly enough they were. Miners approaching Legendary status sure lay down the smack with their picks. It's been far too long since I've seen so many small critters get torn up and flung such great distances.
Technically the Fort was still intact, but I thought I'd quit while I was ahead and start over on another location. Funnily enough there's a bunch of weird shit going on this time though, for example in my Military Weapons menu I get pages and pages of wooden Spears and Blowguns that I can assign to my dwarves when I select "Use Specific Weapon", but none of these weapons are in any of my stockpiles and I can't ever recall telling anyone to make them.
Where the heck are all of these exotic weapons coming from and why are they here?
I got a little excited when I saw your ship.
I thought I'd disabled cave-ins to begin with too ever since I started playing because of my mega-landscaping OCD.
I got a little excited when I saw your ship.
E: Should've read your whole post.