As was foretold, we've added advertisements to the forums! If you have questions, or if you encounter any bugs, please visit this thread: https://forums.penny-arcade.com/discussion/240191/forum-advertisement-faq-and-reports-thread/
We're funding a new Acquisitions Incorporated series on Kickstarter right now! Check it out at https://www.kickstarter.com/projects/pennyarcade/acquisitions-incorporated-the-series-2

Dwarf Fortress: Fishing interrupted by carp

1404143454660

Posts

  • Synthetic OrangeSynthetic Orange Registered User regular
    edited February 2008
    I like the new changes though, it adds an element of danger that was lost when we left behind the river flood or chasm/magma invaders in the 2d version.

    Synthetic Orange on
  • VicVic Registered User regular
    edited February 2008
    I just wikipedia'd what an olm is. Man, I need to tame one of those! And this makes the olmmen seem that much more freaky...

    Vic on
  • VicVic Registered User regular
    edited February 2008
    Oh god oh god oh god oh god

    I just checked through the creature list. Snailman, Slugman, leechman!

    I have a phobia for slimy creepy things. That is fucking disgusting.

    Vic on
  • hmxmosshmxmoss Registered User regular
    edited February 2008
    xzzy wrote: »
    I love a good siege:

    >img<

    27 goblins dead (plus two elites)
    11 trolls

    My only losses was 15 war dogs, who ran interference while my markdwarves shot away from the fortifications at the top there.

    Clean up on aisle four!!!

    hmxmoss on
    burning.jpg
  • Synthetic OrangeSynthetic Orange Registered User regular
    edited February 2008
    Ugh, there's another batch of merchants that walked straight into my traps. I think I'd better convert the fortress to be ready for sieges and battle.

    Synthetic Orange on
  • VicVic Registered User regular
    edited February 2008
    Man, I really need to capture a Giant Olm to tame, but it is annoyingly hard to get them out of the water. Any ideas on good ways to lure enemies?

    If I could somehow make a kind of permanent bait that lures up the olms as they slowly glide down the river that would be perfect.

    Edit: Stupid hunter bastard! I had almost lured one of them into a trap when a hunter ran past on an errand and decided to shoot the poor creature to death.

    Vic on
  • VicVic Registered User regular
    edited February 2008
    Has toady done something with traps? The snakemen and Olmmen seem to be immune to them, which is pissing me off.

    Vic on
  • xzzyxzzy Registered User regular
    edited February 2008
    I noticed that too.. so I just sent in my axedwarf and he made short work of all the river creatures. I had to save scum once because on the first try he got knocked into a moat I'd been digging and broke his legs, but other than that he cleaned house!

    xzzy on
  • VicVic Registered User regular
    edited February 2008
    After much experimentation I have devised a trap that might work, assuming the giant olms can be trapped. If they can't the last hours work has all been wasted.

    God damn snakemen.

    Vic on
  • VicVic Registered User regular
    edited February 2008
    God DAMNIT.

    Yeah, Toady has made ALL water creatures immune to cage traps. Such a useful and fun new feature, because getting giant olm and cave crocodiles as pets would have been so imbalanced. God damnit Toady!

    That was time well spent.

    Vic on
  • SoaLSoaL fantastic Registered User regular
    edited February 2008
    I saw a post on the Dwarf Fortress forums where people hated on the sheriff because he beat dwarves.

    I had no reason for a sheriff, as the only criminals were a couple production breakers, but I assigned a sheriff anyways because of the beatings. There's just something about a dwarf sneaking into a (sort of) criminal's room while he sleeps and beating him unconcious.

    SoaL on
    DKFA7.gif
  • fadingathedgesfadingathedges Registered User regular
    edited February 2008
    Scosglen wrote: »
    After much, much reluctance I have caught dwarf fortress fever. I just could NOT get into this game due to the ASCII and the ridiculous user interface, but after going in with Mayday's handily compiled tileset and carefully reading some guides, I made it all the way to winter on my first fortress.

    I started out in an area covered with sandstone hills and It took me nearly a whole season to find any rocks (and almost that long to figure out how to tunnel down with stairs). I still haven't figured out underground farming, I got lucky and just planted some crops into the plentiful wet clay beneath my starting area.

    I *completely* fumbled up the first trade thing too, I had almost nothing of value made, had no idea what to request, and the merchants up and left before I even had a chance to offer what little crap I had made.

    What finally did me in was when my poor little dwarves starting dropping one by one from death of thirst. I guess I should have built a well or something.

    Random question--The guides I was following said to block off the entrance to your fortress with a door and line the hall with stone fall traps in case of attack. How do I get all my dwarves to take cover inside the base and before I lock them in if something foul comes along? It's becoming clear to me that it's impossible to actually directly command dwarves to do stuff so I have no idea.

    :D WELCOME ABRODE


    To some extent you will always have risk. You need things from outside - wood mostly, often water as well. So you might get arrow'd.

    For trading, I always ask for max'd out values on all alcohol, wood, barrels, turtles, and lobsters. The first year I also ask for anvils, because I don't bring any with me. Cloth is nice too, so you don't have to allot as much space for Pig Tails in your farm and can focus on food.

    fadingathedges on
  • VicVic Registered User regular
    edited February 2008
    Another good advice is to equip most of your fortress guard and soldiers with crossbows. Range is damn useful, and they can man any walls you decide to build later.

    Vic on
  • VicVic Registered User regular
    edited February 2008
    Oh, and though I know this is probably a foolish hope, but if someone finds out how to catch creatures from the underground river, please post here or PM me. I want one of those cave olms :cry:

    Vic on
  • TrukkleTrukkle Registered User regular
    edited February 2008
    Were you using cage traps before? I think it might be worth building a few "animal trap"s instead.
    They were bugged in 2D, so it seems nobody's really tried them since, but I've heard that after training your trapper up increases the chances of catching a real animal, rather than a vermin.

    http://www.dwarffortresswiki.net/index.php/Animal_trap is sparse, but worth a look.

    I'm currently playing on a 3x3 with magma, stream, some areas of aquifer, more sand than I know what to do with, all four types of stone, flux and (I hope) plenty or iron. Seed was found by Tragedian in the bay12 irc channel and screenshotted by me. 3052540962

    Trukkle on
    trukkle.png :|:...:
    sig.gif
  • xzzyxzzy Registered User regular
    edited February 2008
    I just found adamantite in my current region. It's bee pretty good deal so far.. have a chasm, magma, found an underground stream and now adamantite. Only thing missing is iron and flux.. which I don't really care about.

    So, predictably, I was unprepared for the demons and dug right into the pits. Dwarves got absolutely slaughtered. Save scummed, and am building up an epic defense system to try and fight back. Hallway lined with upright spikes hooked up to a lever, a 10 tile wide chasm with a line of catapults and ballista behind it.

    I will defeat these tentacle monsters!

    Could care less about the adamantite. ;)

    xzzy on
  • RichardTauberRichardTauber Kvlt Registered User regular
    edited February 2008
    This is the current groundlevel of Paintedbooks with only a small fraction of our Spartan-like army:
    currentfortresswg5.jpg

    It's missing the pyramid.

    RichardTauber on
  • xzzyxzzy Registered User regular
    edited February 2008
    Boy the goblins are super pissed at me.. in addition to the siege I posted a few posts back, I've gotten two more full sized sieges in the past two seasons.

    It's too much damn fun, but my poor furnace operators can't keep up with all the melting they have to do.

    xzzy on
  • ScosglenScosglen Registered User regular
    edited February 2008
    I'm on my second fortress, almost made it through the winter!

    Some questions->

    I've had one dwarf up and die on me from thirst this time because I didn't know how to designate a water area as a drinking zone. I dug out an area and put some conffins in it but NOBODY would move his body, even when I told them to dump it. He ended up turning into miasma and his bones are still sitting in the damn kitchen. I also had some random dwarf appear and get himself killed in my stone-fall traps (woops), and nobody would move his body either, so now I have bones decorating the entrance of my keep. How the hell do I get people to move corpses out of the way?

    My population is also not nearly as good as my first game.. 6 Dwarves by late winter. Am I doing something wrong or is it just luck how fast your population expands? My guys are stretched pretty thin with all the multitasking I'm forced to ask them to do so it takes forever to get necessary stuff made.

    Scosglen on
  • MaydayMayday Cutting edge goblin tech Registered User regular
    edited February 2008
    Scosglen wrote: »
    After much, much reluctance I have caught dwarf fortress fever. I just could NOT get into this game due to the ASCII and the ridiculous user interface, but after going in with Mayday's handily compiled tileset and carefully reading some guides, I made it all the way to winter on my first fortress.

    Oh shit what have I done. Just don't stop painting, man.

    Mayday on
  • xzzyxzzy Registered User regular
    edited February 2008
    Scosglen wrote: »
    I'm on my second fortress, almost made it through the winter!

    Some questions->

    I've had one dwarf up and die on me from thirst this time because I didn't know how to designate a water area as a drinking zone. I dug out an area and put some conffins in it but NOBODY would move his body, even when I told them to dump it. He ended up turning into miasma and his bones are still sitting in the damn kitchen. I also had some random dwarf appear and get himself killed in my stone-fall traps (woops), and nobody would move his body either, so now I have bones decorating the entrance of my keep. How the hell do I get people to move corpses out of the way?

    My population is also not nearly as good as my first game.. 6 Dwarves by late winter. Am I doing something wrong or is it just luck how fast your population expands? My guys are stretched pretty thin with all the multitasking I'm forced to ask them to do so it takes forever to get necessary stuff made.

    Any dwarf with the burial skill will try to put a fallen dwarf in a coffin. Press 'q' and move the cursor over the coffin, there should be a few options to select what to do with the thing. Press 'b' to allow it for burial use.

    The first year is easily the hardest part of the game, sometimes you get an early wave of immigrants but usually they first batch won't show up until spring. If you're having troubles, I'd suggest bringing along more food and booze. 150 food and booze will easily keep 7 dwarves alive for a year.

    xzzy on
  • ScosglenScosglen Registered User regular
    edited February 2008
    I've made it to spring and got a gigantic wave of immigrants, 19 dwarves plus random animals, so now my fortress is bustling.

    When that dwarf died in the kitchen nobody at all would go in the room, so I unmade the still that was in the same room and suddenly everyone poured in and stripped his gear, buried the bones, and someone took up the cook hat. it was kind of funny actually.

    I still have no idea why nobody will touch the bones in my entryway though. I have plenty of open coffins and dwarves with burial on.

    Random question. I just build a bowery workshop so I can start producing weapons, but whenever I try to make a bone or wood crossbow it says I don't have bones or wood, when I have tons of turtle bones leftover from the kitchen and tons of wood logs. I have no idea what the deal is.

    Also, I need to make a chain to build a well--I've got coal and the metal forge but I need iron apparently, I guess the pig iron I traded for isn't good enough. I have no idea where to get metals though, I haven't seen any yet. Do I need to just keep digging down?

    Also, I'm slowly accruing some shell and bone armor from my craftshop. How can I actually give this stuff to dwarves so someone might put it on when a kobold wanders in?

    Scosglen on
  • xzzyxzzy Registered User regular
    edited February 2008
    Scosglen wrote: »
    When that dwarf died in the kitchen nobody at all would go in the room, so I unmade the still that was in the same room and suddenly everyone poured in and stripped his gear, buried the bones, and someone took up the cook hat. it was kind of funny actually.

    How big was the space around the workshop?

    Be aware that all shops have one or two tiles that function as walls, that is, they're impassible. There's some kind of bug that allows dwarves in, but pathing breaks and they can't escape if the room is exactly 3x3. As a result, I always build my workshops in a 5x5 room and leave a 1 tile border around them.

    xzzy on
  • ScosglenScosglen Registered User regular
    edited February 2008
    that was probably it, it was a 6x3 with a kitchen and still in it.

    Scosglen on
  • TheKoolEagleTheKoolEagle Registered User regular
    edited February 2008
    Scosglen wrote: »
    I've made it to spring and got a gigantic wave of immigrants, 19 dwarves plus random animals, so now my fortress is bustling.

    When that dwarf died in the kitchen nobody at all would go in the room, so I unmade the still that was in the same room and suddenly everyone poured in and stripped his gear, buried the bones, and someone took up the cook hat. it was kind of funny actually.

    I still have no idea why nobody will touch the bones in my entryway though. I have plenty of open coffins and dwarves with burial on.

    Random question. I just build a bowery workshop so I can start producing weapons, but whenever I try to make a bone or wood crossbow it says I don't have bones or wood, when I have tons of turtle bones leftover from the kitchen and tons of wood logs. I have no idea what the deal is.

    Also, I need to make a chain to build a well--I've got coal and the metal forge but I need iron apparently, I guess the pig iron I traded for isn't good enough. I have no idea where to get metals though, I haven't seen any yet. Do I need to just keep digging down?

    Also, I'm slowly accruing some shell and bone armor from my craftshop. How can I actually give this stuff to dwarves so someone might put it on when a kobold wanders in?

    designate a graveyard stockpile and dwarves will bring bones/dwarf chunks/whatever else to it after a dwarf dies, its a good way to clean up the fort

    for the bowers shop its possible you put it in a place inaccessible to the bones/wood, thats about all i can think of for that

    you can also use rope for a well, so try building a clothmakers shop and weaving a rope

    for armor, go into the dwarves preferences, go to soldiering, and you can change their armor level, when you enlist them they will go grab it

    TheKoolEagle on
    uNMAGLm.png Mon-Fri 8:30 PM CST - 11:30 PM CST
  • ScosglenScosglen Registered User regular
    edited February 2008
    Bower problem solved, apparently I built the poor guy into a corner. That explains why he never left his shop while refusing to work.

    Scosglen on
  • fadingathedgesfadingathedges Registered User regular
    edited February 2008
    All my workshop rooms are 3x3 but have the doorways placed offset if the central square is walled on the pertinent side.

    fadingathedges on
  • BlueDestinyBlueDestiny Registered User regular
    edited February 2008
    I tend to make wide open rooms (besides housing) so my workshops always have enough space. On a side note, regional prospector is really handy. Although the chasm nearby my fort has like 20 dangerous animals, and my dogs have already been picked apart by an eagle.

    BlueDestiny on
  • BasilBasil Registered User regular
    edited February 2008
    ... That explains the dwarves starving to death in my workshops.

    Oops?

    Basil on
    9KmX8eN.jpg
  • RiemannLivesRiemannLives Registered User regular
    edited February 2008
    Vic wrote: »
    God DAMNIT.

    Yeah, Toady has made ALL water creatures immune to cage traps. Such a useful and fun new feature, because getting giant olm and cave crocodiles as pets would have been so imbalanced. God damnit Toady!

    That was time well spent.

    I think it's just that creatures "native" to the map know where traps are. Just like if a diplomat steps on a trap square his civ will be immune to that trap from then on.

    RiemannLives on
    Attacked by tweeeeeeees!
  • tgbobtgbob Registered User regular
    edited February 2008
    It's been two months since I've played DF so I thought I'd give the latest version a go, so I went "Hey, frozen wasteland that's haunted." Why not, right? Always wanted a giant tower somewhere, and it's easier to erect a tower when you don't have to deal with mountains and hills.

    10 minutes into the game I get "Tower-cap Door destroyed by Skeletal elk."

    tgbob on
  • StregoneStregone VA, USARegistered User regular
    edited February 2008
    Vic wrote: »
    God DAMNIT.

    Yeah, Toady has made ALL water creatures immune to cage traps. Such a useful and fun new feature, because getting giant olm and cave crocodiles as pets would have been so imbalanced. God damnit Toady!

    That was time well spent.

    I think it's just that creatures "native" to the map know where traps are. Just like if a diplomat steps on a trap square his civ will be immune to that trap from then on.

    Supposedly he fixed that though.
    02/12/2008: Not a bad day, and I might have actually fixed a few bugs that someone wanted.

    * turned off clothing rot thoughts (until Bug 323 fix)
    * made vermin hunting dwarves check periodically for newly available food
    * added init option for rent to always be *0
    * allowed squad selection to occur over Z levels
    * stopped shallow ice melting over the ground from destroying buildings
    * made traps work against map feature creatures
    snip

    Stregone on
  • RichardTauberRichardTauber Kvlt Registered User regular
    edited February 2008
    This is what happens to goblins who show up at dorf fortress:
    dorffortkd6.jpg

    RichardTauber on
  • ScosglenScosglen Registered User regular
    edited February 2008
    I have to say my second fortress is about a billion times better than my first fortress. I'm in mid summer of my third year and am burgeoning at nearly 70 dwarves.

    Still figuring stuff out as I go. Figuring out how to collect sand to a bit of doing and I'm somehow keeping myself fed and happy with booze from my little bunch of crops. I've got a little squad of 8 wrestlers and a bowman.

    I'm a little nervous about sieges, as the only enemy activity I've seen all game has been a few random kobold thieves harassing caravans and running away before they get anywhere near me. My fortress is carved into the side of a hill and I've build a wall with fortifications around the hobbit hole, with two catapults set up inside and siege operators practicing full-time, as well as a swathe of stonefall traps set up at the entrance channel. I have no idea if this is adequate and I'm anxious to find out when something agressive finally rears its head.

    Random question. I have a small stone stockpile designated by my catapults for easy ammo access, but I have no idea how to get dwarves to actually deposit stones there instead of my gigantic stone warehouse near my mining operation. Do I have to just fill the damn thing up to get them no choice but to bring stones out to the catapults?

    Also, I find that there are more lucrative stones and gems the further down I dig. Is there some kind of inherent danger in digging down too far? I'm afraid any minute I'm going to unearth a damn Balrog or something.

    Scosglen on
  • Rhesus PositiveRhesus Positive GNU Terry Pratchett Registered User regular
    edited February 2008
    On stockpile options, you can get dwarfs to take stone from one stockpile and put it in another.

    Rhesus Positive on
    [Muffled sounds of gorilla violence]
  • VicVic Registered User regular
    edited February 2008
    Vic wrote: »
    God DAMNIT.

    Yeah, Toady has made ALL water creatures immune to cage traps. Such a useful and fun new feature, because getting giant olm and cave crocodiles as pets would have been so imbalanced. God damnit Toady!

    That was time well spent.

    I think it's just that creatures "native" to the map know where traps are. Just like if a diplomat steps on a trap square his civ will be immune to that trap from then on.

    Thats retarded, realism-wise. I just dug this tunnel, and placed the traps there ten minutes ago. Somehow a huge water lizard that has never seen outside his river knows exactly what stones are the right ones to walk on.

    I have come to accept an empty life without tame giant olms. I wish there was some damn metal around though, this has got to be the worst mountain for metal ever.

    Vic on
  • hmxmosshmxmoss Registered User regular
    edited February 2008
    Tinbolt, where are you?

    hmxmoss on
    burning.jpg
  • fadingathedgesfadingathedges Registered User regular
    edited February 2008
    Scosglen wrote: »
    Random question. I have a small stone stockpile designated by my catapults for easy ammo access, but I have no idea how to get dwarves to actually deposit stones there instead of my gigantic stone warehouse near my mining operation. Do I have to just fill the damn thing up to get them no choice but to bring stones out to the catapults?

    You could get rid of the large stockpile. I find it useless - you are going to have stone everywhere no matter what, pretty much. ;/ You can order it dumped (individually with k and d) which is obnoxious, or just wait till your dwarves use it up. That's what I do, and just use dump to clear out specific areas that I want prettied up. When they dump, they will put it in an area you have designated as a garbage pit, using i to set an area and then q to select it and set to garbage (just like how you did with designating an area for sand gathering). If you place such an area by your catapults, the stone will be moved there. The only trick is that everything tossed as garbage is automatically forbid, which means no one will touch it. You can designate, claim though - and it works on everything in the selected area.... so like 2 clicks you can un-forbid a whole pile of trashed rocks.

    Dumping rock in this manner has the added benefit that an infinite amount of items can fit in a 1x1 garbage dump.

    fadingathedges on
  • xzzyxzzy Registered User regular
    edited February 2008
    Siege operators are pretty fucking retarded, they won't go after the nearest stone, they tend to go after the most recently mined stone. Since I only use them for rock cleanup it doesn't really bother me, because they're even more useless for attacking enemies (oh, you want to lob stones at those goblins across the map? sorry, can't see them).

    It is good training though, siege operators train up nearly as fast as pump operators.

    xzzy on
  • hmxmosshmxmoss Registered User regular
    edited February 2008
    jdarksun wrote: »
    hmxmoss wrote: »
    Tinbolt, where are you?
    Not forgotten! Work slammed me, will update tonight. Updating to the latest version OK?

    Is it safe?

    hmxmoss on
    burning.jpg
Sign In or Register to comment.