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: The goblin slams into an obstacle and blows apart!

1404143454661

Posts

  • Dignified PauperDignified Pauper Registered User regular
    edited August 2008
    I just realized you can add show adamantine on the regional map by going into your init and changing the stuff from FINDER to ALWAYS. This will greatly help in finding demons to cause total havoc on my dwarves.

    Dignified Pauper on
    PSN: DignifiedPauper
    3DSFF: 5026-4429-6577
  • DiscoZombieDiscoZombie Registered User regular
    edited August 2008
    I long for the day when this game becomes user friendly... but it will never come.

    I always wind up learning about 2/3 of the mechanics of the game before I get bored and frustrated and wander off.

    DiscoZombie on
  • DavionDavion Registered User regular
    edited August 2008
    I long for the day when this game becomes user friendly... but it will never come.

    I don't know about that statement. Toady has recently done away with the limit on the display size of the screen, making more room for the interface and the general view port range, he's also mentioned gutting the interface and redoing it. I am sure it won't be as user-friendly as most other games, because then it'd sacrifice a lot of insane options, but he knows the interface sucks and could be more user friendly and it seems like he's making an effort to do something about it.

    Davion on
  • Dignified PauperDignified Pauper Registered User regular
    edited August 2008
    Once you actually learn everything, the controls are very user friendly...

    Dignified Pauper on
    PSN: DignifiedPauper
    3DSFF: 5026-4429-6577
  • JJJJ DailyStormer Registered User regular
    edited August 2008
    So after surviving 6 consecutive ambushes from 4+ beak dogs in haunted territory my game crashed when going in town.

    :(

    JJ on
  • wavecutterwavecutter Registered User regular
    edited August 2008
    WTF? Check out this message. "Strilmus has grown to become a kobold."

    *EDIT* Apparently I have a nearby Kobold civ that appears to be friendly, even while I prepare my army.:winky:

    wavecutter on
  • Dignified PauperDignified Pauper Registered User regular
    edited August 2008
    Wait, what the hell? When/How did that happen?

    Dignified Pauper on
    PSN: DignifiedPauper
    3DSFF: 5026-4429-6577
  • wavecutterwavecutter Registered User regular
    edited August 2008
    I think it was from the nearby Kobold civ, they have a few babies. One must have grown up.

    wavecutter on
  • Dignified PauperDignified Pauper Registered User regular
    edited August 2008
    Silly kobolds. They aren't supposed to breed. Time to kill all the females and children of the village and capture the males for your own amusement!

    Dignified Pauper on
    PSN: DignifiedPauper
    3DSFF: 5026-4429-6577
  • Dignified PauperDignified Pauper Registered User regular
    edited August 2008
    I was just assaulted by a siege of ELVES... ELVES... and they decimated my fortress... DECIMATED IT... I mean... ELVES... About 15 of them...

    Fucking elves.

    Dignified Pauper on
    PSN: DignifiedPauper
    3DSFF: 5026-4429-6577
  • Synthetic OrangeSynthetic Orange Registered User regular
    edited August 2008
    They destroyed a tenth of it?

    Synthetic Orange on
  • SushisourceSushisource Registered User regular
    edited August 2008
    Well now doesn't someone know their Roman Mythology... lol.

    Yeah elves can be hard dudes to fight. How many strong were your forces?

    Sushisource on
    Some drugee on Kavinsky's 1986
    kavinskysig.gif
  • GalagaGalaxianGalagaGalaxian Registered User regular
    edited August 2008
    BowElfs?

    GalagaGalaxian on
    Remember the compliments you receive, forget the insults; if you succeed in doing this, tell me how.
  • Dignified PauperDignified Pauper Registered User regular
    edited August 2008
    I had about 22 dwarves with no recruits because it was just the spring of year 2... I hadn't even found my underground water source yet.

    Dignified Pauper on
    PSN: DignifiedPauper
    3DSFF: 5026-4429-6577
  • SushisourceSushisource Registered User regular
    edited August 2008
    Chop too many trees or something? Never a good idea to piss them off.

    Sushisource on
    Some drugee on Kavinsky's 1986
    kavinskysig.gif
  • GalagaGalaxianGalagaGalaxian Registered User regular
    edited August 2008
    Chop too many trees or something? Never a good idea to piss them off.*

    *Until well prepared with either elaborate traps, large army, well-built fortificaitons, world-lava-flood-mechanism, or, preferably, all of the above

    GalagaGalaxian on
    Remember the compliments you receive, forget the insults; if you succeed in doing this, tell me how.
  • Dignified PauperDignified Pauper Registered User regular
    edited August 2008
    I dunno, it adds some extra excitement when a cave croc comes up through your well and causes a small hiccup in the dwarven operations.

    Dignified Pauper on
    PSN: DignifiedPauper
    3DSFF: 5026-4429-6577
  • SushisourceSushisource Registered User regular
    edited August 2008
    So does anyone have foreman working with the most recent version?

    Edit: whoops nevermind

    Sushisource on
    Some drugee on Kavinsky's 1986
    kavinskysig.gif
  • piLpiL Registered User regular
    edited August 2008
    Silly kobolds. They aren't supposed to breed. Time to kill all the females and children of the village and capture the males for your own amusement!

    You got that backwards son.

    piL on
  • hmxmosshmxmoss Registered User regular
    edited August 2008
    Damn crazy cat lady was elected mayor. o_O

    hmxmoss on
    burning.jpg
  • BitstreamBitstream Registered User regular
    edited August 2008
    simpsons_CrazyCatLady.gif?

    Bitstream on
  • hmxmosshmxmoss Registered User regular
    edited August 2008
    Bitstream wrote: »
    <crazy cat lady image>

    Yeah, that.

    In other news, children are awesome. One of them decided to get busy with some turtle shells. From that I have Lisidarros Ginetmuthir, "Clashthrower the Crewed Columns", a turtle shell amulet, worth $55,200.
    This is a turtle shell amulet. All craftsdwarfship is of the highest quality. It is studded with Aluminum and decorated with turtle shell. This object is adorned with hanging rings of turtle shell and Rope reed. On the item is an image of three wizards in turtle shell.

    Oooh, wizards... scary. :winky:

    But this child is now ultra-mighty, agile, very tough, and a legendary bone carver. I think I'll have her decorate everything she can find with the carved bones of the goblins from the last siege.

    hmxmoss on
    burning.jpg
  • thorpethorpe Registered User regular
    edited August 2008
    I've never actually seen a Wizard ingame.

    This torments me.

    thorpe on
    [SIGPIC][/SIGPIC]
  • hmxmosshmxmoss Registered User regular
    edited August 2008
    thorpe wrote: »
    I've never actually seen a Wizard ingame.

    This torments me.

    No one has.

    hmxmoss on
    burning.jpg
  • wyrlsswyrlss Registered User regular
    edited August 2008
    My hope for the far off future of DF is that you can play as elves, and raise a military, and they'll spar with fireballs and lightning bolts while living in the forest and not building things, as it appears elfs are wont to do.

    wyrlss on
    K9Violator.png
  • UtsanomikoUtsanomiko Bros before Does Rollin' in the thlayRegistered User regular
    edited August 2008
    I'd assume Toady would make magic in line with the rest of his traditional low-fantasy-inspired material and keep it subtle; prayers/rituals, protective amulets and artifacts with qualitative bonuses, and an expansion of the good/evil regions. Less of the fireworks and jedi antics style of modern magic.

    Utsanomiko on
    hmm.gif
  • BloodsheedBloodsheed Registered User regular
    edited August 2008
    Utsanomiko wrote: »
    I'd assume Toady would make magic in line with the rest of his traditional low-fantasy-inspired material and keep it subtle; prayers/rituals, protective amulets and artifacts with qualitative bonuses, and an expansion of the good/evil regions. Less of the fireworks and jedi antics style of modern magic.

    I imagine any fireworks/balls would be of an entirely accidental and hilariously tragic nature.

    Bloodsheed on
    Xbox Live, Steam, PSN: Eclibull
  • gilraingilrain Registered User regular
    edited August 2008
    Bloodsheed wrote: »
    Utsanomiko wrote: »
    I'd assume Toady would make magic in line with the rest of his traditional low-fantasy-inspired material and keep it subtle; prayers/rituals, protective amulets and artifacts with qualitative bonuses, and an expansion of the good/evil regions. Less of the fireworks and jedi antics style of modern magic.
    I imagine any fireworks/balls would be of an entirely accidental and hilariously tragic nature.
    Oh god, wizards sparring in the barracks. Where there are dwarves sleeping. On wooden beds.

    D:

    gilrain on
  • hmxmosshmxmoss Registered User regular
    edited August 2008
    gilrain wrote: »
    Bloodsheed wrote: »
    Utsanomiko wrote: »
    I'd assume Toady would make magic in line with the rest of his traditional low-fantasy-inspired material and keep it subtle; prayers/rituals, protective amulets and artifacts with qualitative bonuses, and an expansion of the good/evil regions. Less of the fireworks and jedi antics style of modern magic.
    I imagine any fireworks/balls would be of an entirely accidental and hilariously tragic nature.
    Oh god, wizards sparring in the barracks. Where there are dwarves sleeping. On wooden beds.

    D:

    Oh, the humanity!!! Or.. um.. the.. dwarf-... anity!

    Oh screw it...

    HADOUKEN!

    hmxmoss on
    burning.jpg
  • hmxmosshmxmoss Registered User regular
    edited August 2008
    So much for remaining small. My fortress is now officially a barony.

    Here come da nobles. :evil:

    hmxmoss on
    burning.jpg
  • Dignified PauperDignified Pauper Registered User regular
    edited August 2008
    Time to build that lava pit of death below their rooms.

    Dignified Pauper on
    PSN: DignifiedPauper
    3DSFF: 5026-4429-6577
  • UtsanomikoUtsanomiko Bros before Does Rollin' in the thlayRegistered User regular
    edited August 2008
    Version 28.181.39f is up.

    I'm playing in a 128x80-tile window. It is so good.

    Utsanomiko on
    hmm.gif
  • Dignified PauperDignified Pauper Registered User regular
    edited August 2008
    are the changes from e significant?

    Dignified Pauper on
    PSN: DignifiedPauper
    3DSFF: 5026-4429-6577
  • gilraingilrain Registered User regular
    edited August 2008
    are the changes from e significant?
    Utsanomiko wrote: »
    Version 28.181.39f is up.

    I'm playing in a 128x80-tile window. It is so good.

    gilrain on
  • Dignified PauperDignified Pauper Registered User regular
    edited August 2008
    that's the only difference? cba updating right now

    Dignified Pauper on
    PSN: DignifiedPauper
    3DSFF: 5026-4429-6577
  • DyvionDyvion Back in Sunny Florida!!Registered User regular
    edited August 2008
    that's the only difference? cba updating right now

    Spoilered for Huge.
    # 08/08/2008: Released Dwarf Fortress 0.28.181.39f
    # 08/08/2008: The next one is up.

    * fixed crash involving lava pushing objects

    # 08/07/2008: All right, I did what I needed to do with refugee/migrant groups, so I greened out the Future of the Fortress item (of course, this has little to do with dwarf mode migrants at this point -- it's just about world map group movement, preparing for caravans and armies, and later dwarf mode migrants). Now I'm moving on to some tests and bug fixes. There should be a new one up in a fewish days.

    * made various changes to group movement on the world map
    * made detailed map export respect new peak heights
    * fixed export problem with non 80x25 version region maps

    # 08/06/2008: The refugee groups will now get their own wandering 'armies' on the map after world gen is over instead of being relocated to (occasionally hostile) existing sites. In the game I tested, an elven diplomat had been imprisoned by the goblins but escaped 28 years later and fled into the mountains, by that time the only elf left in the small world. It shows these new groups from a distance at this point, so I was able to hunt him down after trudging up four tiles of mountains ('T'ravel let me recenter on him once I got to his square -- clunky, but it works for now). He recounted stories of how the goblins had killed his family while he was imprisoned. It was sort of depressing. I just need to mess around with a few aspects of how the groups move on the map and I can check off the Future of the Fortress item. I'll probably release a new one around then, but before that I have a few little things to sort out (a couple Mac key issues and making sure the new viewport code works there, and some other tests), so I'm not sure precisely when it'll be up.

    * gave world gen refugees entities and realized them as moving groups on the map after world gen

    # 08/05/2008: Zach's birthday party was fun. We hadn't played a sports game in 17 years or so (the last one was Mike Ditka's Ultimate Football), so we tried out MLB '08: The Show on a PS2 my parents got him. It was a pretty stark difference between then and now (when I say now, I know we're not even on next-gen hardware). We lost our first and only game against the computer 30-0, on rookie, and the announcers constantly made fun of us, he he he. I got back here at 1AM and managed to mostly get through email and forums, but even at 4AM it was still in the upper 80s in my apartment, and miserable. I'm using my fan to cool my laptop now, and that didn't come back and bite me until today, since I can't point it at myself. I'll get that sorted out tomorrow.
    # 08/04/2008: After some forum activity, I bumped up a few things I'd been putting off for a long time -- notification and history events for reaching the top of mountains in adventure mode. It'll pop up a little window if you succeed, and both you and any buddies you brought along will be credited in the legends. Right now it does this on a per-world basis, so it won't bother telling you if your character has climbed a mountain that has already been climbed, but I can change that around later. I also made the peaks taller locally so that they shouldn't often be disappointingly flat. It doesn't currently credit your dwarves if you start your fortress on a low peak or volcano that happened to be accessible.

    I got movies working at all grid sizes today, mostly. There are some oddities. I saw a weird flicker that didn't reproduce, and the last frame seems to resize sometimes, but it was all pretty minor. If you record a movie at a large grid size and then play it back when your game is set at a small grid size, it will squash it, but you can still watch it. The title movies (and any small movie) will stretch to fill the screen (unless you turn on black space, I think, though I haven't specifically tested black space with the title movie yet).

    It'll also tell you now if all of the dwarf death at your fortress is driving migrants away now (no migrants were coming and it didn't say why, causing confusion).

    Although Threetoe's main birthday celebration is at the end of the month (coinciding with his vacation), his birthday is actually tomorrow (the 5th, so more like today, it being 8AM on the fifth now), so I'll probably be starting a little late tomorrow (today).

    * added notification and history event for reaching summits of peaks and volcanos in adv mode
    * locally steepened peaks a bit
    * added notification for low migration seasons
    * handled movie dimension conflicts
    * handled problem with visualizer, scrolling and other grid issues

    # 08/03/2008: You can now expand the view in a basic way in the init. Other screens generally aren't covered. The main one is mostly not covered too, but at least you can fit everything and still see quite a bit. It lets you resize from 80x25 up to 200x200 choosing whatever numbers you like. I didn't go larger because I didn't want to bloat some of the screen-dependent buffers, but if people use small fonts and want even more tiles, that can be arranged at a later time. If you don't resize the window or choose a larger full screen resolution, it'll squash them. When I was running at 125x50 I didn't notice a speed decrease (at all), but if you are getting lag on the title screen or are otherwise just able to print what we've got now, there might be speed issues caused by printing more tiles. 80x25 movies will play at higher grid sizes, but I haven't tried recording and I'm sure it doesn't work. I also updated the legends screens and text viewers, but I didn't go through other screens since I don't want to muck around too much with code bound for gutting by the more robust rewrite that'll come later on (I did a touch of that today, but nothing visible). This particular change was something that people have wanted for a very long time, and I mentioned that I'd do it within a reasonable time frame back at the April 12th get together. So there it is. For the next release. Which probably isn't all that far away. More bug fixes and other minor changes to follow first.

    * allowed basic expansion of 80x25 grid
    * fixed problem causing just good or just evil params not to function
    * added object of worship to religion view in legends

    # 08/02/2008: Various fixes.

    * stopped many bottomless pits from having their upper portions filled with lava
    * made reclaim dwarves start with the proper civilian labors enabled
    * stopped message spam from pit/pond/chain/cage jobs where the animal is inaccessible
    * stopped note entry from conflicting with a few of the keys
    * made constructed ramps stick around even if you dig out the walls near them
    * fixed erroneous upper cap on detailed temperature export values
    * fixed problem that caused peaks to be raised in flat areas during erosion
    * suppressed erroneous "Zeroth" text for non-finalized history collections in dwarf-mode art descriptions
    * made usable/unusable option appear when metals are selected in weapon/armor stockpiles
    * fixed spacing problem with related hist fig race display

    # 08/01/2008: As usual, the month starts off slow as I work on my inbox and otherwise unbury myself. Managed a few tweaks. The open bug count has shot right back up again, as you might expect after the recent major release, so I'll probably be working on that for a bit while I plan out the next step, which'll likely be getting the migrant stuff out of the way. Then I'll be one step away from opening up the army/caravan goals on Future of the Fortress.

    * added world name to top of history file
    * fixed problem with the evil/good conversion of very large subregions
    * fixed lockup from dragon fire modded civs in world gen army fights

    -dancing around crazily, enjoying much satisfaction in large DF window-

    Dyvion on
    Steam: No Safety In Life
    PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
  • Dignified PauperDignified Pauper Registered User regular
    edited August 2008
    I don't think I care much for this update yet. I'll probably get the next big update.

    Dignified Pauper on
    PSN: DignifiedPauper
    3DSFF: 5026-4429-6577
  • DyvionDyvion Back in Sunny Florida!!Registered User regular
    edited August 2008
    I don't think I care much for this update yet. I'll probably get the next big update.

    !!!

    I set the window to 1000X600, with the 800X600 tile set, and it's hugeness and wonderful. Can see so much... and can actually use the mouse to draw dig tiles and whatnot and not feel silly!

    Dyvion on
    Steam: No Safety In Life
    PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
  • P10P10 An Idiot With Low IQ Registered User regular
    edited August 2008
    Unfortunately there isn't a 1000x600 tile set yet, although it's still such an awesome improvement. I can see....forever!

    P10 on
    Shameful pursuits and utterly stupid opinions
  • StregoneStregone VA, USARegistered User regular
    edited August 2008
    How should my DF in the new version be setup for a 1680x1050 screen in windowed mode?

    Stregone on
Sign In or Register to comment.