Well as you can probably guess, it didn't go too well. I didn't plan my fortress very well so I only had one entrance loaded with some traps (if they affect a wyrm that for all I know can fly is anybodys guess) so naturally it came in my OTHER entrance after it got done torching the countryside everytime it ran into a mule or kobold thief.
In the old version, Cage traps could catch Dragons, and with the right noble, you could tame them. They unfortunately would not give birth, however.
Can you imagine leashing a dragon to your front door, and burninating any idiot siegers that came close?
I fear this may be what happens when you have a very large dining hall set to meeting area.
Wood burninator?
Also, it's happened to me too. Party=/=good when there's 12 dwarves, 10 booze and 7 meats for food. Also, a giant eagle ate my musk ox, and a carp in a pond devoured my fisherdwarf.
Promising so far.
Rhan9 on
0
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
My new fortress is going well, with a flourishing farm and a bustling industrial floor. The only problem is my water supply, as I haven't fully worked out how to make the closest pool to me accessible without drowning any dwarfs. I'll work it out next time I play, probably, but how vital is water if I've already got a still?
As soon as somebody has an injury you need a reliable water source with some buckets.
I've got a set up which will come in to play during the Spring Thaw. Hopefully it'll give a fresh water pool next to my dining room. It has a floodgate shut off and everything. I'm quite proud of it but secretly hope that it causes a frogman attack.
There isn't, like, any way to thaw a frozen river on one's own is there? I've got a nice long river, it's just all ice all year round.
My new fortress is going well, with a flourishing farm and a bustling industrial floor. The only problem is my water supply, as I haven't fully worked out how to make the closest pool to me accessible without drowning any dwarfs. I'll work it out next time I play, probably, but how vital is water if I've already got a still?
As soon as somebody has an injury you need a reliable water source with some buckets.
I've got a set up which will come in to play during the Spring Thaw. Hopefully it'll give a fresh water pool next to my dining room. It has a floodgate shut off and everything. I'm quite proud of it but secretly hope that it causes a frogman attack.
There isn't, like, any way to thaw a frozen river on one's own is there? I've got a nice long river, it's just all ice all year round.
Magma is pretty your only choice. Although try roofing over it and see if that helps it trap heat.
Mojo_Jojo on
Homogeneous distribution of your varieties of amuse-gueule
My new fortress is going well, with a flourishing farm and a bustling industrial floor. The only problem is my water supply, as I haven't fully worked out how to make the closest pool to me accessible without drowning any dwarfs. I'll work it out next time I play, probably, but how vital is water if I've already got a still?
As soon as somebody has an injury you need a reliable water source with some buckets.
I've got a set up which will come in to play during the Spring Thaw. Hopefully it'll give a fresh water pool next to my dining room. It has a floodgate shut off and everything. I'm quite proud of it but secretly hope that it causes a frogman attack.
There isn't, like, any way to thaw a frozen river on one's own is there? I've got a nice long river, it's just all ice all year round.
If you cause a cavein, the ice will glitch out and break as they fall.
Alternately, if you can put the ice next to a heat source, in theory it will melt as well.
I fear this may be what happens when you have a very large dining hall set to meeting area.
Wood burninator?
Also, it's happened to me too. Party=/=good when there's 12 dwarves, 10 booze and 7 meats for food. Also, a giant eagle ate my musk ox, and a carp in a pond devoured my fisherdwarf.
Holy. Shit. I'm 99% sure the 6k one caused an overflow and cycled around.
Nope, that looks right. The quality marks on the first two are referring to the decorations, not the armor itself. The third one is actually better armor, despite not being decorated, so it's worth a lot more.
Set cage traps around the areas that monsters spawn, or near the gate of your fortress, and then build several cages and an animal stockpile. After that you can tame them and put them in a zoo or hope they breed and use them as a meat source
Tiles that are completely disconnected from the ground fall down. If there's even one tile connecting the floating blocks to the rest of the world, it won't collapse.
Build a kennel and tell it to tame a large land animal. a for cave ins, there is no more 6x6 requirements anymore. the only way to collapse stuff is to totally dig under an area, and then dig a channel around the area so that it looks like floating island. then it will fall.
edit: beat with epic picture
InfestedGnome on
AKA [PA]Ilovepandas
0
Sir CarcassI have been shown the end of my worldRound Rock, TXRegistered Userregular
edited November 2007
I think I'm going to hold off on playing this seriously until some of the larger bugs are worked out. That's fine, because I've got a decent sized backlog building up. I know after Toady's well-deserved rest, it won't be long.
to be fair... the game is completely playable... the only bugs that are still show stoppers are the supposed well bug, and a crash when some caravans can't make it to your fort.
If you aren't 7 fortresses in by now.. then you are doing something wrong.
My current fort is pretty successful, but very boring due to absurd abundance of precious ores but no damn magma. I think I'm gonna abandon and start on a volcano for some challenge.
BlueDestiny on
0
Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
edited November 2007
What I'd quite like is a way of hiking up the danger level after I've got my fort built. So I have a chance of an epic battle with my enemies rather than just watching seven dwarves get raped to death.
Mojo_Jojo on
Homogeneous distribution of your varieties of amuse-gueule
I found an area with a decent amount of trees... a river ... and some magma!
There is even some sandy soil i can use....
This really is the holy grail of starting areas...
i found one just about the same, it has trees in one corner,
a river down the left side,
and not 200 tiles from the river? column of magma,
and on the right corner? the chasm column.
yeah, i got everything, now if i could just figure out how im going to farm without the "auto floor-dry" feature.
stupid screwpumps.
What I'd quite like is a way of hiking up the danger level after I've got my fort built. So I have a chance of an epic battle with my enemies rather than just watching seven dwarves get raped to death.
That's a good idea. Say for example, you send messengers to the goblin-king telling him to screw himself, thus inciting an attack.
Tiles that are completely disconnected from the ground fall down. If there's even one tile connecting the floating blocks to the rest of the world, it won't collapse.
How about sand/dirt/soft soils? I heard Toady mutter things about them caving more easily, but I haven't had the chance to try it out yet. Maybe thats due for a next update though.
Ok guys, I need some help. Is there any way to keep wardogs right outside of the fort's entrance? I'm tired of thieves/snatchers actually making it inside the fort before being ripped to shreds, thus spreading blood/miasma throughout several levels(They have a tendency to be caught on the stairs).
Also, how do you toggle the open/close status of a floodgate? Q doesn't give me the option to do it.
Oh, and my Mechanic just got possessed and made a mechanism worth 39,600 out of Magnetite.
Ok guys, I need some help. Is there any way to keep wardogs right outside of the fort's entrance? I'm tired of thieves/snatchers actually making it inside the fort before being ripped to shreds, thus spreading blood/miasma throughout several levels(They have a tendency to be caught on the stairs).
Also, how do you toggle the open/close status of a floodgate? Q doesn't give me the option to do it.
Dogs: Make a rope or chain, and build a constraint at the entrance. Then assign the dog to the constraint, and they should stay there.
Floodgates: You need to make a pressure plate or lever. Link it to the gates from the lever's q menu, and then use the "pull lever" job from the lever's q menu.
You can increase FPS by a good amount by making the fortress area smaller. Use shift+u/k/h/m to alter the size on the location selection screen.
I had the lucky to start next to a cave, which I didn't see on that map.
The hydra is over-exerted! Hooray! Now if only we could damage it somehow!
The Hydra is also absolutely soaked in dwarf blood and vomit. Every square inch of it seems to be covered in a thick gloopy layer of freshly squeezed dwarf blood.
Victory!? My loyal dwarves by some perverse twist of fate managed to wrestle the poor Hydra to death! Around its glorious 1000Γ corpse lie the many scattered limbs of the brave dwarves who dared to challenge the food chain. On the very tile it died lie no less than a dozen dwarf appendages.
And now Dwarf Fortress decides to stop responding.
Tiles that are completely disconnected from the ground fall down. If there's even one tile connecting the floating blocks to the rest of the world, it won't collapse.
How about sand/dirt/soft soils? I heard Toady mutter things about them caving more easily, but I haven't had the chance to try it out yet. Maybe thats due for a next update though.
Currently sand/soil/whatever behaves just like rock, but in the future that will change.
Yeah, milking is very incomplete at the moment. The only things you can milk are purring maggots, which are caught in small animal traps around chasms.
Yeah, milking is very incomplete at the moment. The only things you can milk are purring maggots, which are caught in small animal traps around chasms.
Oh I see. Well thanks. That doesn't make dwarven milk any less creepy though :P
So... apparently SomethingAwful forumgoers are attacking the official IRC room of this.
[17:20] * Now talking in #bay12games
[17:20] * Topic is '(veryinky) November 1 Update: New Dwarf Fortress Released with new fixes: http://www.bay12games.com/dwarves/df_27_169_33a.zip for download. Also: '
[17:20] * Set by X on Thu Nov 01 11:20:50
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[17:21] <[KiTA]> oh, I see
#bay12games Cannot send to channel
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So yeah. This is after not being able to connect for a few hours (server: "Connection Refused", to try and stop the spambots).
This was several pages ago, but why would we attack the IRC channel?
I built a road to where the dwarf caravan entered. A human caravan entered from a completely different spot. By the time that the wagons got to the trade depot, they were already leaving. How the heck do I make sure this doesn't happen again?
I built a road to where the dwarf caravan entered. A human caravan entered from a completely different spot. By the time that the wagons got to the trade depot, they were already leaving. How the heck do I make sure this doesn't happen again?
Build a ton of roads/clearcut large paths through the woods, I would guess. You'll probably eventually need that wood anyway.
Posts
In the old version, Cage traps could catch Dragons, and with the right noble, you could tame them. They unfortunately would not give birth, however.
Can you imagine leashing a dragon to your front door, and burninating any idiot siegers that came close?
Wood burninator?
Also, it's happened to me too. Party=/=good when there's 12 dwarves, 10 booze and 7 meats for food. Also, a giant eagle ate my musk ox, and a carp in a pond devoured my fisherdwarf.
Promising so far.
There isn't, like, any way to thaw a frozen river on one's own is there? I've got a nice long river, it's just all ice all year round.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Hm, yes indeed, it does seem to be glitched out. They're there, and tradeable, but no where else.
I'll try destroying the depot after this. I need to get rid of it anyway to prepare to move it outside of my Palisade setup.
If you cause a cavein, the ice will glitch out and break as they fall.
Alternately, if you can put the ice next to a heat source, in theory it will melt as well.
Custom naming :oops:
If you remove it they will vanish.
Destroying the depot caused the armor (which was left behind after they left) to vanish into the ether.
That sucks.
AKA [PA]Ilovepandas
Tiles that are completely disconnected from the ground fall down. If there's even one tile connecting the floating blocks to the rest of the world, it won't collapse.
edit: beat with epic picture
AKA [PA]Ilovepandas
Steam Support is the worst. Seriously, the worst
If you aren't 7 fortresses in by now.. then you are doing something wrong.
Librarians harbor a terrible secret. Find it.
i found one just about the same, it has trees in one corner,
a river down the left side,
and not 200 tiles from the river? column of magma,
and on the right corner? the chasm column.
yeah, i got everything, now if i could just figure out how im going to farm without the "auto floor-dry" feature.
stupid screwpumps.
That's a good idea. Say for example, you send messengers to the goblin-king telling him to screw himself, thus inciting an attack.
How about sand/dirt/soft soils? I heard Toady mutter things about them caving more easily, but I haven't had the chance to try it out yet. Maybe thats due for a next update though.
Also, how do you toggle the open/close status of a floodgate? Q doesn't give me the option to do it.
Oh, and my Mechanic just got possessed and made a mechanism worth 39,600 out of Magnetite.
Dogs: Make a rope or chain, and build a constraint at the entrance. Then assign the dog to the constraint, and they should stay there.
Floodgates: You need to make a pressure plate or lever. Link it to the gates from the lever's q menu, and then use the "pull lever" job from the lever's q menu.
All my dwarves against one Hydra.
I had the lucky to start next to a cave, which I didn't see on that map.
The hydra is over-exerted! Hooray! Now if only we could damage it somehow!
The Hydra is also absolutely soaked in dwarf blood and vomit. Every square inch of it seems to be covered in a thick gloopy layer of freshly squeezed dwarf blood.
And now Dwarf Fortress decides to stop responding.
Oh I see. Well thanks. That doesn't make dwarven milk any less creepy though :P
This was several pages ago, but why would we attack the IRC channel?
Also, magically floating traps > dragon.
I'm amazed it only took 6 traps to bring the dragon down.
Build a ton of roads/clearcut large paths through the woods, I would guess. You'll probably eventually need that wood anyway.