Ah, alright. Like I said, I'm rather new to their forum/game so I just noticed who posted it and figured it was an early build for their next actual release, apologies
My farmer has been chased around the map like crazy by an antman. At first, I drafted my woodcutter to try and kill the antman, but he was stricken by a large dose of apathy and did nothing, even when assigned patrol routes, ordered to harass wildlife, etc.
So now I'm just hoping the farmer punches out the antman.
I spent a few minutes setting up a nice amount of things to embark with; then the game crashes when I actually choose to embark.
So I go back in and choose Play Now! instead. And it still crashes.
Maybe it is for the better that I can't play?
EDIT: Also, I couldn't find a way to start with turtles. Am I just missing the option somewhere?
Sometimes, the dwarven civilization you embark with (you can see beforehand on the map screen by pressing tab a few times) will not have certain meats or leathers. Most can have turtle, but every now and then you will not have turtles available.
I use a modified version of Dystopian Quantas, without any of the Quantas sprites. It seems to be more complete than regular Dystopian Rhetoric in terms of creature sprites. DQ is the second one, right under DR.
I dislike Mayday's graphics pack because it changes too much, and you end up with trees looking like mushrooms and things like that.
BahamutZERO on
0
NEO|PhyteThey follow the stars, bound together.Strands in a braid till the end.Registered Userregular
edited June 2009
so d12 is out for real this time. I disabled mouse use in my init, which apparently means I can't zoom, but window resizing is real, as are macros, if you can find them.
:edit: I CAN SEE FOREVER
NEO|Phyte on
It was that somehow, from within the derelict-horror, they had learned a way to see inside an ugly, broken thing... And take away its pain.
Warframe/Steam: NFyt
I meant specifically during caravan season. If a Caravan is arriving and it notices you're under siege it goes "well, maybe we'll just stop by next year."
How do you guys go about training your Marksdwarves? It seems like no matter how many wooden and bone bolts I make I run out almost immediately and they go back to banging each other on the head with the butts of their crossbows. Members of my archer corps usually wind up with more skill as hammerdwarves than marksdwarves.
Mongrel Idiot on
0
HonkHonk is this poster.Registered User, __BANNED USERSregular
edited June 2009
Does falling water (from a waterfall) push away creatures?
I want to use a brook I found on a very high z-level for some kind of floodgate-rigged waterfall. Ideally I'll rig it up to a lever and that'll activate the waterfall, right over the bridge that leads into my fort entrance.
How do you guys go about training your Marksdwarves? It seems like no matter how many wooden and bone bolts I make I run out almost immediately and they go back to banging each other on the head with the butts of their crossbows. Members of my archer corps usually wind up with more skill as hammerdwarves than marksdwarves.
First off, make sure you (ab)use the mechanic of archery ranges. This only helps up to a point when Marksdwarves are terrible shots (accuracy is based on crossbow quality and material; damage is based on a bolt's quality and material. Skill improves accuracy and how fast they fire; ala Legendary Swordsdwarf with a -Copper Short Sword- can do way more damage than Dabbling Swordsdwarf with *Steel Short Sword*, but that's ignoring DAMBLOCK and the enemy's size/armor.. etc)
Ahem.. basically, when you make Archery Ranges, if a Dwarf misses the target, it will continue to fly. Most players have walls around targets so the bolt hits a wall. Bad idea. Making a pattern somewhat like this:
W = Wall, . = open space, _ = channel, X = Archery Target, F = Fortification, R= Ramp
As long as you don't change the ranges, it'll keep the old size when the walls were still there. This way the ranges don't overlap and cause issues. The channels are used because if the bolt misses and falls a z-level, it doesn't break. The fortifications are used if the bolt goes that far and can be reused instead of breaking against a wall.
As long as you change the default Standing Orders of used ammunition from Forbid to Allow (orders, Forbid), bone/wood bolts will last much longer than normally. The downside is they tend to create a backlog of hauling orders because the bolts do not restack.
-- OR --
Second option is instead of using hunters, make a squad for your Marksdwarf(s) to hunt the local wildlife. Successful shots against 'live targets' grants more experience than shooting at ranges. Downsides are risking your squad(s) health, wasting ammo on wildlife, creates backlog on butcher/leather/carving/etc industries due to dwarves having to haul corpses (if not set from default Forbid) from outside. Sometimes Marksdwarves prefer to use metal bolts than bone/wood for actual live fire, but I've noticed this isn't a strict thing. Not sure why it differs.
Upsides are faster experience gain, not having to use (limited if biome-specific) wood on bolts, wasting bones on bolts instead of decorating, and "safer" to hunt wildlife. (Hunters are retarded idiots that will go after unicorn/elephant instead of the much safer hoary marmot or deer)
I tend to do the first bit until I get a squad of manageable skill and have them hunt the wildlife for much better cost/gain experience.
Does falling water (from a waterfall) push away creatures?
I want to use a brook I found on a very high z-level for some kind of floodgate-rigged waterfall. Ideally I'll rig it up to a lever and that'll activate the waterfall, right over the bridge that leads into my fort entrance.
Water already can push entities(creatures, items), but it's quite limited compared to creatures. Creating something similar to a firehose trap will not work. High pressure 7/7 water can and will push some creatures around a bit but they're going to have drowned before you moved them more than a few tiles. (Side note: The water will push the drowned corpses around )
Ugh. I've had issues with getting a squad to move as a group.
My four other soldiers need to be leaders of their own squads to be able to move anywhere. Otherwise, the leader of that squad runs off to die, and the others just continue using the patrol routes they had when they were in their own squads.
Speaking of squads. I am in the middle of a siege and station my melee dwarves just inside the hallway, and forbid anyone from going outside. One of the macedwarves of that group runs outside, across the map, into one of the goblin squads, dying. I am completely baffled why that happened.
Well, apparently the captain of the guard beat the shit out of one of my recruits and killed him with his bare hands. The captain of the guard is now sentenced to 200 days in jail, which I now have to build. The recruit was guilty of violating a production order. What order he was supposed to fulfill as a recruit, I have no idea. The mayor already rescinded whatever mandate it was.
I'm so proud of my dwarves today. So I was foolishly optimistic about the elven caravan coming this spring as I was low of wood and booze but then the elves came, bringing literally nothing but three pages of cloth and ONE small packet of stawberries. So I decided I was fed up with thse elves and built a wall around my trade depo, I watched with imense pleasure as the elves slowly went mad and attacked each other till one badly beaten elf was left, now knowing I probably didn't want the human caravan to see this I let one of my wrestlers in and take the elf out of it's misery.
Later the human caravan comes and despite the three elf corpses littering the depot, we proceed to have a very good trading session in which we exchange goods while those miserable elves were left to be trampled upon our feet.
Another dwarf tried to drown herself and threw herself down a well, the well was empty so she just wandered around till she died of thirst.
Once the war systems are setup and interactions with other civilizations are more fleshed out, I'm going to make it a goal to crush the elves as soon as possible in every game.
At present, I keep resetting because this siege keeps going badly. I have a well-armored [strike]Space Marine[/strike] Champion who can single-handedly take out the melee squad but gets slaughtered by the bowman squad, while my other three melee units are almost useless.
I'm going to depend on my crossbow squad for that second group.
So, I'm a little disappointed. My fortress has been going on for like 4 years now, at least, and there's been no real attacks by anything. No sieges, no assaults. The only enemies I've seen at all have been some kobold thieves. I wonder whether I just picked the most peaceful area ever, or if it's just the calm before the storm.
SageinaRage on
0
NEO|PhyteThey follow the stars, bound together.Strands in a braid till the end.Registered Userregular
So, I'm a little disappointed. My fortress has been going on for like 4 years now, at least, and there's been no real attacks by anything. No sieges, no assaults. The only enemies I've seen at all have been some kobold thieves. I wonder whether I just picked the most peaceful area ever, or if it's just the calm before the storm.
Unless it changed, you need to hit a population/noble threshold before you can get sieges.
NEO|Phyte on
It was that somehow, from within the derelict-horror, they had learned a way to see inside an ugly, broken thing... And take away its pain.
Warframe/Steam: NFyt
You've started the economy, right? That needs to happen too, I believe.
EDIT: I looked it up. Technically, you need a Duchess or Duke, who will only come if you have a Baron or Baroness, who only come when you've minted coins and your fort is worth a certain value.
Another artifact war hammer was made. If a soldier is wielding two weapons in one hand, will they use both at once? Can they still wield a shield? A champion who's now using both hammers seems to have dropped their shield.
Is there some way to move babies specifically? My aforementioned captain of the guard is now in jail, but keeps trying to get to her kid, and it's really kind of pitiful.
SageinaRage on
0
NEO|PhyteThey follow the stars, bound together.Strands in a braid till the end.Registered Userregular
You've started the economy, right? That needs to happen too, I believe.
EDIT: I looked it up. Technically, you need a Duchess or Duke, who will only come if you have a Baron or Baroness, who only come when you've minted coins and your fort is worth a certain value.
Uh, what? I have NEVER minted coins in Syrupdwellings, and I got my king the old-fashioned way.
Also, the Baron(ess) shows up at whichever point, turns into the Count(ess) once you hit a population threshhold, then upgrades to Duke(ess) at the NEXT threshhold, and from there it's a hop and a skip from getting your king.
NEO|Phyte on
It was that somehow, from within the derelict-horror, they had learned a way to see inside an ugly, broken thing... And take away its pain.
Warframe/Steam: NFyt
Hey guys, noob question. I'm just starting, but I haven't been able to find a mountain yet that lets me plant farms inside? Always getting 'requires mud or soil'. How do you tell if the cliff you're digging into will let you plant/can you actually make farms in the fortress, or do they have to be outside? Thanks!
Hey guys, noob question. I'm just starting, but I haven't been able to find a mountain yet that lets me plant farms inside? Always getting 'requires mud or soil'. How do you tell if the cliff you're digging into will let you plant/can you actually make farms in the fortress, or do they have to be outside? Thanks!
Look for a soil or sand layer, you can't plant on stone without flooding it first. If you're digging into a cliff, you almost certainly won't be able to plant inside.
If you have trees, they'll be growing in soil. Dig out the level below them, and plant there.
Posts
So now I'm just hoping the farmer punches out the antman.
Or something.
So I go back in and choose Play Now! instead. And it still crashes.
Maybe it is for the better that I can't play?
EDIT: Also, I couldn't find a way to start with turtles. Am I just missing the option somewhere?
Ayliana Moonwhisper Ecksus Cerazal
Sometimes, the dwarven civilization you embark with (you can see beforehand on the map screen by pressing tab a few times) will not have certain meats or leathers. Most can have turtle, but every now and then you will not have turtles available.
Ayliana Moonwhisper Ecksus Cerazal
first one on the list here
http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets
http://dwarf.lendemaindeveille.com/index.php/List_of_user_graphics_sets
Looks to be the first one on the top Dystopian Rhetoric
e: So beated
I dislike Mayday's graphics pack because it changes too much, and you end up with trees looking like mushrooms and things like that.
:edit: I CAN SEE FOREVER
Warframe/Steam: NFyt
BWAHHAHAHA
Also, caravans have stopped coming to my fort. What is up with that? I always trade with them fairly and never steal.
AKA [PA]Ilovepandas
Have you been under siege?
AKA [PA]Ilovepandas
I meant specifically during caravan season. If a Caravan is arriving and it notices you're under siege it goes "well, maybe we'll just stop by next year."
AKA [PA]Ilovepandas
I want to use a brook I found on a very high z-level for some kind of floodgate-rigged waterfall. Ideally I'll rig it up to a lever and that'll activate the waterfall, right over the bridge that leads into my fort entrance.
First off, make sure you (ab)use the mechanic of archery ranges. This only helps up to a point when Marksdwarves are terrible shots (accuracy is based on crossbow quality and material; damage is based on a bolt's quality and material. Skill improves accuracy and how fast they fire; ala Legendary Swordsdwarf with a -Copper Short Sword- can do way more damage than Dabbling Swordsdwarf with *Steel Short Sword*, but that's ignoring DAMBLOCK and the enemy's size/armor.. etc)
Ahem.. basically, when you make Archery Ranges, if a Dwarf misses the target, it will continue to fly. Most players have walls around targets so the bolt hits a wall. Bad idea. Making a pattern somewhat like this:
W = Wall, . = open space, _ = channel, X = Archery Target, F = Fortification, R= Ramp
After setting up the Archery targets as Ranges, remove the walls to make it look like this:
As long as you don't change the ranges, it'll keep the old size when the walls were still there. This way the ranges don't overlap and cause issues. The channels are used because if the bolt misses and falls a z-level, it doesn't break. The fortifications are used if the bolt goes that far and can be reused instead of breaking against a wall.
As long as you change the default Standing Orders of used ammunition from Forbid to Allow (orders, Forbid), bone/wood bolts will last much longer than normally. The downside is they tend to create a backlog of hauling orders because the bolts do not restack.
-- OR --
Second option is instead of using hunters, make a squad for your Marksdwarf(s) to hunt the local wildlife. Successful shots against 'live targets' grants more experience than shooting at ranges. Downsides are risking your squad(s) health, wasting ammo on wildlife, creates backlog on butcher/leather/carving/etc industries due to dwarves having to haul corpses (if not set from default Forbid) from outside. Sometimes Marksdwarves prefer to use metal bolts than bone/wood for actual live fire, but I've noticed this isn't a strict thing. Not sure why it differs.
Upsides are faster experience gain, not having to use (limited if biome-specific) wood on bolts, wasting bones on bolts instead of decorating, and "safer" to hunt wildlife. (Hunters are retarded idiots that will go after unicorn/elephant instead of the much safer hoary marmot or deer)
I tend to do the first bit until I get a squad of manageable skill and have them hunt the wildlife for much better cost/gain experience.
Water already can push entities(creatures, items), but it's quite limited compared to creatures. Creating something similar to a firehose trap will not work. High pressure 7/7 water can and will push some creatures around a bit but they're going to have drowned before you moved them more than a few tiles. (Side note: The water will push the drowned corpses around
Thanks for your help.
Also, I thought the crossbow's material only affected the damage it did when your dwarf uses it as melee weapon?
Most from my military..
Most being used as shields.
AKA [PA]Ilovepandas
The seeds of your destruction have been planted, 24 times.
My four other soldiers need to be leaders of their own squads to be able to move anywhere. Otherwise, the leader of that squad runs off to die, and the others just continue using the patrol routes they had when they were in their own squads.
AKA [PA]Ilovepandas
Also, did you forbid everyone from going outside, or just civilians?
AKA [PA]Ilovepandas
I do like the wiki suggests and treat the guard as the Dpt. of Dwarven Veteran Affairs.
Later the human caravan comes and despite the three elf corpses littering the depot, we proceed to have a very good trading session in which we exchange goods while those miserable elves were left to be trampled upon our feet.
Another dwarf tried to drown herself and threw herself down a well, the well was empty so she just wandered around till she died of thirst.
Once the war systems are setup and interactions with other civilizations are more fleshed out, I'm going to make it a goal to crush the elves as soon as possible in every game.
At present, I keep resetting because this siege keeps going badly. I have a well-armored [strike]Space Marine[/strike] Champion who can single-handedly take out the melee squad but gets slaughtered by the bowman squad, while my other three melee units are almost useless.
I'm going to depend on my crossbow squad for that second group.
Unless it changed, you need to hit a population/noble threshold before you can get sieges.
Warframe/Steam: NFyt
AKA [PA]Ilovepandas
I already have a huge area for him to live in with platinum doors and gold coffers
AKA [PA]Ilovepandas
EDIT: I looked it up. Technically, you need a Duchess or Duke, who will only come if you have a Baron or Baroness, who only come when you've minted coins and your fort is worth a certain value.
Another artifact war hammer was made. If a soldier is wielding two weapons in one hand, will they use both at once? Can they still wield a shield? A champion who's now using both hammers seems to have dropped their shield.
Uh, what? I have NEVER minted coins in Syrupdwellings, and I got my king the old-fashioned way.
Also, the Baron(ess) shows up at whichever point, turns into the Count(ess) once you hit a population threshhold, then upgrades to Duke(ess) at the NEXT threshhold, and from there it's a hop and a skip from getting your king.
Warframe/Steam: NFyt
Look for a soil or sand layer, you can't plant on stone without flooding it first. If you're digging into a cliff, you almost certainly won't be able to plant inside.
If you have trees, they'll be growing in soil. Dig out the level below them, and plant there.