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!
0
The Black HunterThe key is a minimum of compromise, and a simple,unimpeachable reason to existRegistered Userregular
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
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.
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.
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.
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.
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.
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
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.
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!!!
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!
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
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.
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.
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.
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.
Posts
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.
This is also the first game where I got zero immigrants my first winter. It's been pretty boring so far. :P
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.
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.
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.
Good thing I made a backup.
olololololol
with real fire?
MY god, sounds like he's gutted tons of stuff, including world generation.
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
Whew! I was worried for a while there.
he knows this
Jeez Capn
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)
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!
"Oh wait... it's supposed to be an axe... I gotta get out of SE++ more."
I didn't think you could.
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.
good lord
I was thinking more along the lines of Dungeon Keeper, but that works too.
No way, 3d underground construction is scary enough as it is.
And his finished product? A talc bed.