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Dwarf Fortress: A section of the thread has collapsed (NSF56K)

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Posts

  • RiemannLivesRiemannLives Registered User regular
    edited May 2007
    Injuries to the head or spine pretty much == crippled.

    Yellow injuries nearly always heal after a while if the dwarf was reasonably happy to begin with.
    Red injuries sometimes do but it takes 4 years or so and they usually go berserk / suicide first.

    RiemannLives on
    Attacked by tweeeeeeees!
  • The Black HunterThe Black Hunter The key is a minimum of compromise, and a simple, unimpeachable reason to existRegistered User regular
    edited May 2007
    I have never had a gobbo seige

    The Black Hunter on
  • Captain KCaptain K Registered User regular
    edited May 2007
    I've played a few games, only one of which lasted more than a year or so. I still haven't ever had any wild animal attacks or seen goblins, kobolds, anything. This time I'm surrounded by Wilderness, so maybe that will change? I just made it through the first winter and still haven't seen anything dangerous.

    This is also the first game where I got zero immigrants my first winter. It's been pretty boring so far. :P

    Captain K on
  • GarthorGarthor Registered User regular
    edited May 2007
    Injuries to the head or spine pretty much == crippled.

    Yellow injuries nearly always heal after a while if the dwarf was reasonably happy to begin with.
    Red injuries sometimes do but it takes 4 years or so and they usually go berserk / suicide first.

    Healing time is random, however, so keep that in mind. I've had a red injury heal (down to a yellow) within a month, and yellow injuries sometimes will never heal.

    Garthor on
  • nexuscrawlernexuscrawler Registered User regular
    edited May 2007
    Anyone know if toughness effects healing time at all?

    nexuscrawler on
  • Synthetic OrangeSynthetic Orange Registered User regular
    edited May 2007
    Captain K wrote: »
    I've played a few games, only one of which lasted more than a year or so. I still haven't ever had any wild animal attacks or seen goblins, kobolds, anything. This time I'm surrounded by Wilderness, so maybe that will change? I just made it through the first winter and still haven't seen anything dangerous.

    This is also the first game where I got zero immigrants my first winter. It's been pretty boring so far. :P

    Goblin sieges usually dont seem to come around until 4+ years and you're wealthy enough. If you're starting to see goblin thieves about, that's a good sign that a siege will be along in a few years.

    Wilderness means you wont start with any evil or good aligned creatures around, both of which can be dangerous.

    In the final stages of a fortresses life you will get epic monsters arriving. Titans, dragons, colossi, hydras...

    And if you want a real challenge, go for the adamantium at the end of the world.

    Synthetic Orange on
  • Captain KCaptain K Registered User regular
    edited May 2007
    Whew, now I've got immigrants. 20's the max for each wave, right? Well, that's what I got.


    Now that I understand the game better, immigration doesn't throw me as much as it did before. Once everyone's on-map, I just put everything on hold until I customize everyone's labor preferences, and then stuff doesn't get all weird and confusing.

    Captain K on
  • wakkawawakkawa Registered User regular
    edited May 2007
    Yeah I dug past the magma to watch my army be utterly destroyed.

    Good thing I made a backup.

    olololololol

    wakkawa on
  • Synthetic OrangeSynthetic Orange Registered User regular
    edited May 2007
    HORRORS FROM THE DEEP!

    Synthetic Orange on
  • wakkawawakkawa Registered User regular
    edited May 2007
    It was kind of epic. My legendary miners put up quite the fight, but then it got so smoky I couldn't see anything. After a few seconds I saw a dward on fire haul ass out of there. Then another, and another. I was laughing to hard to even know what was happening.

    wakkawa on
  • Synthetic OrangeSynthetic Orange Registered User regular
    edited May 2007
    It's pretty comic at the moment, but once the proper behaviours for being on fire go in, I'll be much happier to see my fortress burn to the ground than I am now.

    Synthetic Orange on
  • Captain KCaptain K Registered User regular
    edited May 2007
    Whew, a legendary miner seems to go more than five times as fast as a novice miner.

    Captain K on
  • RaneadosRaneados police apologist you shouldn't have been there, obviouslyRegistered User regular
    edited May 2007
    any idea when we get the new version

    with real fire?

    Raneados on
  • Synthetic OrangeSynthetic Orange Registered User regular
    edited May 2007
    No clue. The next version shopping list is a little shorter now, but still pretty daunting. Who knows how long it'll take? :|

    Synthetic Orange on
  • Synthetic OrangeSynthetic Orange Registered User regular
    edited May 2007
    Status (05/21/07, Next Release Task List ): Today I handled all of the world-level constructions for minerals. It has a basic idea of all of the distributions for each mineral world-wide now as well as how they are layered, which should help for things like the caravan arc and making entities use the proper equipment materials. Next I need to make the geological information carry over to the local level.
    05/21/07: Handled a problem with lake elevations, made worldgen identify landmasses and name islands, set up geological regions and mineral distributions, changed how peaks influence adventure mode vision
    05/20/07: Handled more advanced smelter reactions, added more alloys, fixed up issues with currency, added world map field for volcanic activity, added volcanos to the world map, changed how lakes are stored on the map
    05/19/07: Finished basic metal update, finished basic smelting update, handled reaction loading

    MY god, sounds like he's gutted tons of stuff, including world generation.
    NEXT RELEASE TASK LIST: Numbers in parentheses are just counters for me. Lower is better.

    MINERALS:
    mineral layout (15)
    custom stockpiles need to be able to store particular metals again (19)
    issues with water-table and leakage (11)

    MOUNTAIN TOPS:
    finish z-updates to some features (lava shafts, cave river etc.)
    river canyons should always be non-subterranean, and should never hit the water table before the river
    should sometimes slope the entire map to meet the river, especially in the block itself
    swamp pools are sometimes placed where they can empty into rivers
    adventure mode line of sight looks terrible
    need to find a waterfall and see if it works
    technical issue with elevation and start spots/pathing
    it unhides boundaries on dig allocations
    must destroy natural ramps when you dig and there are no adjacent walls
    need multiple types of ramps (grass/stone)
    add optional topo-lines between z-level displays
    display ramps as regular floors when this is in effect
    have to worry about wandering forest creatures now, since they might need to go up, and don't know how

    RANDOM RESULTS OF FEATURES AND CLIFFS:
    add feature-associated regional pops
    issue with vermin and feature pops
    issue with cobwebs and feature pops
    issue with triggered vermin events and feature pops
    feature irritation
    alteration of feature populations over games
    river attacks
    pattern fliers?
    issues with fishing
    issues with running out of fish
    more fishing...
    issue with announcements related to features
    handling moods and magma forces
    a few other feature issues
    issue with the dungeon master
    pond-type areas and civzones
    chasming and civzones
    issues with swimming
    issue with pump
    issue with magma and pump
    issue with flow and the bucket
    flow sink issue
    flow sourcing issue
    issue with cave-in smashes
    issues with doors and flows/pathing
    seashore issues
    issues with feature-related civs
    issues with outside rivers
    issues with flooding
    issues from old end-game
    issues with thieves
    issue with feature name display
    issue with mining skill
    issue with out-of-bounds fake map display
    vegetation issues
    overflowing features
    issues with evil critter placement
    map gen for sites respecting new features and cliff faces
    issues with initial site populations
    issues with traveling in adventure mode
    issues with item placement in adventure mode
    some wilderness population issues
    issue with location hotkeys
    issue with mountain top windows
    issues with fleeing
    issues with idlers
    issues with gate idlers
    bridge issues
    temperature issue
    animal trap issue
    old cliff face issues
    issues with rivers
    issues with weather
    updating mining mandates
    salinity issues
    corpse abuse issue
    some flow optimizations
    flow directions
    updating cave-ins
    consider larger scope map features
    a few issues with hunting

    MIGRANTS AND ARMIES:
    issues with armies in adventure mode
    some issues with armies and histories
    entity naming issues with migrants
    goblin/kobold repopulation issues
    caravan and population influx issues
    diplomat issues

    MORE OUTSIDE/INSIDE MAP FEATURES

    OTHER CONSIDERATIONS:
    autosaving and scheduled screenshots
    problem with spaces in some string entries
    mess around with VSync defaults as possible
    air temperature normalization optimization
    lack of water contamination in certain cases
    flow optimizations relative to ramps
    better pressure equalization
    deal with display of flows (numbers vs squiggles)
    in export, localmap -> translated fort name
    handle wagons and ramps
    issue with digging upward stairs
    issue with diplomats and gate location
    consider save options for wilderness maps
    handle fluid flows and map edge
    issue with undead animals and population counts
    consider consolidating nobles
    consider trails and roads
    issue with bridge building
    custom professions prior to embarkment on the journey
    if a dwarf is trying to meet with a guild rep, it is confusing to say "no job"
    pathing issue with wilderness creatures
    glass trapcomps and glass pipe sections (tube?)
    issue with price setting scrolling
    pipes independent of pumps
    when it slaps equipment on goblins to keep them warm, it doesn't put the nonwealth tag on them
    display issue when talking to adversaries
    display issue with alcohol vapor
    issue with wilderness creatures and map seeds
    handle screenshot vs. z issue
    problem with display update when looking around in the z direction
    separate detail stone/smooth stone
    allow customization of traffic weights
    issue with adventure mode phase save
    problem with designations near stairways
    problem digging upward from ramps
    handle berserk dwarf death messages
    handle unallocated sky display during adventure mode night
    wet/dry season announcements
    drink area issue
    handling site discovery
    issue with melting snow
    minimap display issue
    considering expanding available trade goods
    handle tree coloration issue
    handle site save issue
    some old code cleanup issues
    make sure hist figs are placed properly away from town
    some mining job cancellation issues
    problem with load boundary determination
    handle new migrants vs. dwarf mode fortresses
    issue with starting wagon placement
    world gen equipment optimization
    issue with migrants and new flows
    handle corpse rot in coffins
    handle food barrel hauling issue
    handle item placement issue in adventure mode
    water can freeze in your waterskin, happens too often
    migrant children should not go to the meadhall to hang out
    animals should not do that either
    problem with reclaim embark display
    option to keep economy off until it's sorted out
    handle some message spam issues
    handle problem with corpse projectiles passing through ceiling
    consider helping the dwarves think about fire a bit
    merchants bring animals that subsequently freeze to death before sale
    specify which type of corpse goes in the corpse pile
    mandrills can just walk up and take a goblin soldier's weapon away
    possibility to make a siege operator stand at a siege weapon and wait to fire
    problem with room jealousy thoughts
    problem with weather
    problem with sharp stone corpses
    problem with local wildlife preparation
    problem with goods in depot
    renaming fortresses
    issue with eating choice for rooms
    issue with display of good/evil trees
    some issues with vermin populations in non-standard regions
    update zlib code
    issue with rivers flowing into lakes
    issue with river corners
    issue with beach
    some other beach issues
    finding alluvial minerals
    linking colors to minerals
    issues with bridges
    some speed opts
    deal with king demands
    refine stocks screen a bit
    handle some creature graphics issues
    handle issues with melting down objects
    handle a map reveal problem
    handle stationing issue
    "always on top" window init option
    issue with pump and connected component determination
    allow possibility of expanded play area
    rewallstairfloorrampscaffoldstuff
    option for input after it centers on an event
    init option for "no pets" for coffins as default
    make bridges fall if they don't have something on their edge that eventually connects to solid ground

    TESTING

    Synthetic Orange on
  • OrikaeshigitaeOrikaeshigitae Registered User, ClubPA regular
    edited May 2007
    Captain K wrote: »
    Whew, a legendary miner seems to go more than five times as fast as a novice miner.

    Whew! I was worried for a while there.

    Orikaeshigitae on
  • Captain KCaptain K Registered User regular
    edited May 2007
    Whew, a legendary tool makes posts more than five times as lame as a novice tool.

    Captain K on
  • RaneadosRaneados police apologist you shouldn't have been there, obviouslyRegistered User regular
    edited May 2007
    I thought Orik was a mod

    Raneados on
  • Captain KCaptain K Registered User regular
    edited May 2007
    That doesn't mean he can't be a legendary tool.


    he knows this

    Captain K on
  • RaneadosRaneados police apologist you shouldn't have been there, obviouslyRegistered User regular
    edited May 2007
    no I mean his tag is missing

    Jeez Capn

    Raneados on
  • Synthetic OrangeSynthetic Orange Registered User regular
    edited May 2007
    He has no power here. His mod-fu is useless!

    Synthetic Orange on
  • HappylilElfHappylilElf Registered User regular
    edited May 2007
    Is there a way to lock up dwarves who go into a strange mood before they flip out? I've got a crafter who just entered one and wants glass and rough gems. I have every type of rough gem that I know of on top of which I don't really feel like getting a glass operation up and running just for him. I'd rather just lock his ass up or execute him.

    HappylilElf on
  • SulSeekerSulSeeker Registered User regular
    edited May 2007
    I just recruited 7 immigrants into an elephant wrestling party... they are now chasing 4 elephants around 3 lakes and across my road... This is going to be grand!!!

    Update: unter comes into the mix and shoots both eyes out of one, and wounds an ear and is unconsious!

    Dwarves 1, Elephants 0

    Update 2: one of my Recruits get's kicked in the arm, it's now yellow and he's resting

    Dwarves 1, Elephants 1.

    Update 3: WOOHOO! 2 elephants ran into my bacacks, one chasing a recruit and the recruit chasing one. 2 miners were there and only managed to wound the chasing elephant, PISSING IT OFF and killing the recruit. Both just ran into the main entrance...

    1 horse down... just got bowled over.

    And they run into the sleeping quarters. where the 1st injured recruit is resting. Turned around and ran out... BACK into the barracks being mined out.. and into another miner that was recruited!!! And they're now running in fear!!!

    HAHA!!!

    Damn, lost the miner

    Dwarves 1, Elephants 2 (and a horse)

    SulSeeker on
  • Captain KCaptain K Registered User regular
    edited May 2007
    So, what should I do with my legendary jeweler? I've never even bothered with jeweling before. Just for trade goods?

    Captain K on
  • volluspavolluspa Registered User regular
    edited May 2007
    you can encrust jewels onto furniture and such.. for nobles i suppose?

    volluspa on
  • Synthetic OrangeSynthetic Orange Registered User regular
    edited May 2007
    I just have legendary jewellers haul stuff around the fort. Encrusting stuff is too random at the moment to be much real use

    Synthetic Orange on
  • volluspavolluspa Registered User regular
    edited May 2007
    eh i suppose ;p

    volluspa on
  • BlightBlight Registered User regular
    edited May 2007
    Damn you for getting me addicted to this shit!

    My 1st fortress went down in flames (well more like endless waves) so I read the wiki repeatedly and now my 2nd fortress is in year 4 and going strong. Only 7 or so casualties so far, 2 from falling into chasms after being startled by ratmen, 1 washed away during a flood, 3 strange moods that had to be locked up then beaten to death by my 5 man speardwarf sparten army, and a baby that drown to death. Anyways I give you GloveTwilight!
    dorffortsra6.jpg

    Blight on
  • Synthetic OrangeSynthetic Orange Registered User regular
    edited May 2007
    "Damn, that's a huge wang you carved out of the rock."

    "Oh wait... it's supposed to be an axe... I gotta get out of SE++ more."

    Synthetic Orange on
  • BlightBlight Registered User regular
    edited May 2007
    It is rather Phallic...

    Blight on
  • tgbobtgbob Registered User regular
    edited May 2007
    What shop do you use to make wooden weapons? I can't find the option anywhere.

    tgbob on
  • DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    edited May 2007
    tgbob wrote: »
    What shop do you use to make wooden weapons? I can't find the option anywhere.

    I didn't think you could.

    Darmak on
    JtgVX0H.png
  • Synthetic OrangeSynthetic Orange Registered User regular
    edited May 2007
    You can make wooden crossbows at the bowyers, and wooden bolts at the craft workshops, but only elves have developed the technology to cut down a tree and turning it into a sword without killing it. :P

    Synthetic Orange on
  • tgbobtgbob Registered User regular
    edited May 2007
    Damn, I remember reading about it from somewhere, stupid brain. Ah well, wrestlers with wooden shields you stay you four brave dwarfs!

    tgbob on
  • TIE FighterTIE Fighter Registered User regular
    edited May 2007
    Seriously. It's a massive wang. What else could it be?

    Also, you know what would be a million forms of awesome? If he could somehow merge the game with the original Rollercoaster Tycoon engine. It would be glorious.

    TIE Fighter on
  • RaneadosRaneados police apologist you shouldn't have been there, obviouslyRegistered User regular
    edited May 2007
    :O

    good lord

    Raneados on
  • JamsqueJamsque Registered User regular
    edited May 2007
    Seriously. It's a massive wang. What else could it be?

    Also, you know what would be a million forms of awesome? If he could somehow merge the game with the original Rollercoaster Tycoon engine. It would be glorious.

    I was thinking more along the lines of Dungeon Keeper, but that works too.

    Jamsque on
  • jothkijothki Registered User regular
    edited May 2007
    Seriously. It's a massive wang. What else could it be?

    Also, you know what would be a million forms of awesome? If he could somehow merge the game with the original Rollercoaster Tycoon engine. It would be glorious.

    No way, 3d underground construction is scary enough as it is.

    jothki on
  • Synthetic OrangeSynthetic Orange Registered User regular
    edited May 2007
    My current fortress is merely a giant cloud of miasma enclosed by rock. GODDAMMIT DWARVES MOVE THAT FOOD BEFORE IT ROTS.

    Synthetic Orange on
  • Synthetic OrangeSynthetic Orange Registered User regular
    edited May 2007
    So yet another dwarf got possessed. Seriously I'm seeing very high rates of possession compared to other mood types out here in the haunted wilderness.

    And his finished product? A talc bed. :|

    Synthetic Orange on
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