e73c71 No.13642238
Dwarf Fortress thread
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You name it, post it.
ed7ac8 No.13642269
>np update in over a year
>toady still earns in excess of 30k
2a2807 No.13642400
>>13642269
>toady still earns in excess of 30k
HOW?
4c1a8a No.13642653
>>13642238
never managed to get it run on my mac *sad pepe*
11c18c No.13642773
>>13642238
i was never autistic enough to enjoy this.
5f3754 No.13643116
>>13642773
I'm the opposite. I'm too autistic to play it for periods any shorter than an entire day in one sitting. I only play it when I'm on vacation because my productivity plummets and I completely forget the outside world exists. I do wish the UI was better even if I no longer find it difficult to navigate, and the game badly needs optimisation. But it still sucks me in like nothing else.
06a030 No.13643169
Im afraid of DF. It promises so much and i know it will suck me away.
c8d784 No.13643203
>>13642773
funfact: actual autists cant play dorf because its too chaotic for them to process
what appears to you as a mind bogglingly complex system of events appears to the autist as pure chaos because the autist cannot into abstraction
b1fbd5 No.13643346
>>13642269
Next update will allow us to send raiding parties out to other locations.
0353ee No.13643543
>>13642238
is it possible/advisable to jump in first few times blind?
58b003 No.13643566
>>13643543
do it in adventure mode
c8d784 No.13643600
>>13643543
if you never played banished or rimjobs before, you want at least a basic guide because theres no tutorial or tooltips whatsoever
7fe78d No.13643603
Adventure mode > Fortress mode
ef8dc0 No.13643633
>start game feew years ago
>learn basics, planted mushrooms, made furniture, etc.
>leave the game for few weeks because of some shit
>forgot everything, never came back
fuck
98a58f No.13643922
>>13643633
It happens. I usually play a bit and leave the game for a long while before picking it up again. At that point I start a new fortress since I don't feel as attached to the old one anymore.
e595b4 No.13643967
>>13643889
So how many task does he still have left?
20? 30?
d73bf3 No.13643976
2806e4 No.13643989
Does rimworld or dwarf fortress have toilets or requiring citizens to bathe or anything like that
Or is hygiene beyond the game devs
73763c No.13643991
>>13643967
The original intention was just adventure mode and then came that monster, fortress mode. He probably added more tasks.
d73bf3 No.13644002
>>13643989
I think there is a mod for rimworld that adds hygiene.
0baf1b No.13644142
>>13643989
Citizens wash themselves in dwarf fortress to either wash off blood or just as a general cleanliness thing, you have the choice of either being an elf and making oil soaps, or being a savage and using crundle tallow soap. If you don't give your pixelmen clean water and preferably soap, you increase the risk of infection greatly, are they to get injured. Infections are usually far worse than any typical injury.
There are no toilets, you filth coprophiliac.
2806e4 No.13644204
>>13644142
> coprophiliac
I know it probably wouldn't be fun in a game to have to micromanage dwarfs shitting schedules but it would be cool to have since games neglect it despite having a needs system.
21a28a No.13645051
>>13644142
>No drunk dorfs flinging shit all over the great hall
dropped
b1fbd5 No.13645116
>>13645051
I didn't know dwarves liked using mugs over drinking from the barrel until recently so my dwarves never had any. The second they took a few mugs down to the Inn the innkeeper started serving so many drinks that 14 dwarves started throwing up violently all over the place. The great hall might not be covered in shit, but they're sure covered in something.
21a28a No.13645323
>>13645116
Honestly all I've really done is fuck around in adventure mode, and eat peoples eyes out as a birdman. I want to play the fort mode, but I'm kind of afraid of it turning into a huge timesink that I don't have time for right now.
b1fbd5 No.13645367
>>13645323
>I'm kind of afraid of it turning into a huge timesink that I don't have time for right now.
That is a valid fear and 100% likely.
99b230 No.13645462
>>13643346
So? I don't even build a military half the time.
fcba10 No.13645471
>>13645367
>>13645323
Yeah get that dorf hack thing that can speed up or slow down the game.
fcba10 No.13645599
I'm waiting for Improved Siege… enemies that dig, climb and launch boulders at you is my dream.
0ba1f5 No.13645786
>>13645462
My militaries usually suck because I'm too incompetent to set up metal production, food production and leather production while managing defence and expansion at the same time.
Maybe in the far off future we can delegate some tasks down to the dorfs and let them handle it.
b1fbd5 No.13645937
>>13645786
>I'm too incompetent to set up metal production, food production and leather production while managing defence and expansion at the same time.
Man it's simple. food production, if forested bring or designate an herbalist, then go into Zones with i. cover a huge swath of land with a bunch of trees and hit g, then G to turn off picking from trees so the little cunts don't get stuck in the trees. Bam, automated food gathering. Check the still once a season and set your brewer up to make some booze.
Metal, literally just burn wood and smelt ore
Leather though, why even bother, trade for it
Your military is this simple, set dwarves you want to fight. Hit a. In the alerts hit enter on the squad and then right, enter on training. Now build an armor stand and place it, then in the armor stand's q menu should be a "t" function, hit that and they'll stand there training until you give a kill order. They'll just keep getting stronger. I have two axelords right now who've never even been in a real fight.
Now send those dwarves to kill elves.
8bc92c No.13646002
>>13642269
>>toady still earns in excess of 30k
That's pretty bad for a programmer. He probably does stuff on the side.
9044ea No.13647580
>>13642238
Why do people play with Dwarf Therapist, Tile sets, etc? Is the UI really that bad? The only thing I had trouble with after understanding the main concept of what menus are is marksdwarves.
8bc92c No.13647587
>>13647580
I played vanilla because didn't want to fuck with external tools, but I can see why others would. It's really intimidating seeing all that text everywhere.
84c225 No.13647617
>>13647580
Dwarf Therapist has a lot of quality of life stuff.
Like sorting dwarves by skills and stuff. You can find all that stuff in the game, but it would take you ages.
>>13646002
September: $6804.59
August: $6621.65
July: $6688.04
June: $6799.25
May: $6971.76
This is how much he reported for the past 5 months. He makes ok money and is a pretty humble guy as far as I can tell.
9044ea No.13647756
>>13647587
>>13647617
I just override their titles when they first arrive to what I need at the time, and that's the only thing they do until the dwarf dies, the industry collapses, or I draft him. Tile packs are confusing; is there really that much of a difference between whether a chair is a character or some pixels vaguelly shaped like a chair?
7bf57c No.13648445
I always wanted to learn DF, but the learning curve has always defeated me. I managed to play adventure mode for a while because I have heaps of roguelike experience but damn.
c8d784 No.13648457
>>13648445
the learning curve is literally just becoming proficient using the UI
7bf57c No.13648548
>>13648457
Right? The inconsistency of the menus and the interface just fucked me.
c8d784 No.13648582
>>13648548
the only inconsistency that bothers me is the one with designation methods
the shit you often need you will remember quickly, like d>d or b>w>c
7bf57c No.13648621
>>13648582
The thing is, because I've played so much roguelike I should be used to memorising all the command patterns to get stuff done quickly … grinds my gears.
51125d No.13648732
>>13648445
I picked the game up by following along on a basic let's play of a given version. Should go without saying that you need to play the same version as them.
After finishing a series, move onto another let's player and get an idea of the different ways of playing (farm shapes, aquifer drilling methods, housing techniques, etc.). Keep the wiki up at all times and do not be afraid to pause and look shit up if you don't know what they're talking about.
95ec42 No.13648805
What's a good graphical overlay that doesn't force me to look at ascii shit I'm too lazy to decipher?
b1fbd5 No.13648817
>>13648805
Phoebus graphics pack. Use the dwarf fortress file depot and get the lazy newb pack, it's the default. Might be called the "peredexis errant LNP" now.
ed7ac8 No.13658471
19654a No.13661035
So considering df progresses about 10% per every 4 years and assuming this upcoming update puts us at around 50% then that means df should be complete in about 20 years.
224d1d No.13661693
>>13661035
Toadey himself has said it will be 1.0 in about 30 years.
Also the source code will be released when he dies.
19654a No.13661738
>>13661693
Is he planning on going past 1.0?
51c16a No.13661743
THE NEW UPDATE WILL BE OUT THIS MONTH, I REPEAT NEW UPDATE OUT THIS MONTH
a24655 No.13661750
Here's a fun idea. Play with normal setup in an evil biome. That's what I did and I could dig down 50 levels with 5 different caravans until I gave up. There was a waterfall that I used for water until I realized that random drowners would swim down and up and wreak havoc in my colony.
19654a No.13662471
>>13661743
He might not make it though.
a2f83a No.13662868
>all these pussy bitches "afraid" to play
Just do it
323e22 No.13663183
>>13662868
The one thing stopping me from playing is the game being an unbelievable timesink.
Everytime I start playing, I sink into it for a good 4 hours because there's always something to attend to or some nasty shit going down. And after loading your fort again next time you play, everything is as erratic as it was and on top of that you have to try to remember or relearn what mechanisms, jobs, and means you put in place were supposed to achieve, why your mayor is walled away in a room with a feeding hatch in the ceiling, what are dead babies doing in a danger room, why is a fish cleaner chained outside, etc.
I still play DF from time to time, but the only winning move really is not to play.
a0414f No.13663201
>2 of your dwarfs have had a gay marria-
And dropped. Not even 4 years in. That's the last time I give /v/ recommendations a chance
ed204b No.13663224
>>13663201
What did I miss?
bd94bd No.13663245
>>13663224
Is this a new meme?
a3191d No.13663395
ed204b No.13663420
>>13663395
>>13663245
I want to collect them like trading cards.
6a11b4 No.13663511
>>13663201
>not putting your gay dwarves into concentration camps, forcing them to perform hard labor with no booze, then gassing them with a captured forgotten beast
Adding homo dwarves to the game just enhanced the roleplaying experience tbh.
5f27da No.13663524
5ab627 No.13663595
Here's one my brother experienced when we went on a DF binge.
>Acquires new mayor
>A dwarf has been found drained of blood
>Advise him to look through dwarves histories for one with multiple city and group relations
>Also look for ones with vast social skills
>Turns out its his new mayor
>He boards him up into a room and solves the dying dwarf issues
>The dwarf goes insane of melancholy
>A cave in happens while he is working on a fountain/water wheel
>Frees insane vampire
>He hangs out in the dining room chatting up dwarves
>He befriends almost everyone and they all get happy thoughts from talking with him
>Can't die because vamp
>Doesn't drink dwarves dry because of being insane
>Goes on for years
>Dies while wandering the overworld
>Entire fort mourns
>Statues are erected in honor of him
>Engravings are made
>He starts up a new fort in same world some time later
>Dwarves in the same civ are STILL making engravings, statues and artifacts dedicated to his life or untimely demise
>>13642269
Wew lad how new are you to DF, version 34 stayed the same for like 3 years.
ed7ac8 No.13663619
>>13663595
There was a time perhaps 4 years ago when we were getting 2 major updates a year with several bugfix patches
5ab627 No.13663632
>>13663201
Faggots exist though so why wouldn't a game that tries to aim into realism not have faggots in it.
I've played several forts since then and I have never had faggo romanticos, it seems to be around a 1-3% chance just like real life.
DF is a pinnacle of game depth and design with a dev who is devoted to his game, you're just as much a fag as the dwarves who stuff their caverns with plump helmets if you know what I mean.
5ab627 No.13663661
>>13663619
More like 2-3 years and that were updates that occurred AFTER world history continued after fort generation.
Before it would be static ending when a Fort is created, however once that got finished he added in
>Libraries, pubs and temples
>Magic materials
>Angels and vaults
>Seizing areas in adventure mode
>Beastmen adventure characters
>64 bit DF
After which he has gone into the next mountain which is seizing foreign lands, which I imagine is finished will have its own slue of releases just like when he updated from .34.
I'm completely content with the break in between I started playing back in 2011-2012, and there was a nearly 4-5 year span between the updates then.
1d6b7e No.13663666
I have been trying to make a sort of magma cannon for a legit year now. Anytime I try this, I flood my fort with magma when trying to pump magma up towards the fort's entrance layer.
T…this time I'm sure will be different.
5ab627 No.13663708
>>13663666
Well Satan what are you using for valves? Floodgates or bridges, I advise the use of the later.
Also if you're not already aware diagonals remove pressure from liquids as do fortifications, ie they will not get pushed upward to another z level.
3b3ae2 No.13663772
>>13663632
It's frustrating when you bring breeding stock of an animal and they won't breed because the two males you brought are too busy bumming eachother to make babies with the females.
19654a No.13663787
>>13663772
Arent there gay animals? I dont know if there are exclusively gay animals though.
3b3ae2 No.13663814
>>13663787
Yeah there are gay animals. The frequency of gayness has been tuned down since he added it though. It was bugged at like 20% at one which meant you had to take way more male animals than you should to make sure you could actually breed them.
c8d784 No.13663848
>>13663708
you cant pressurize magma tho
5ab627 No.13663873
>>13663848
You can in a way with volcanoes.
5e5e92 No.13665000
>>13663772
Just like real life you wouldn't try to start a herd of livestock with just two animals. You usually want at least 3 males and 6 females. Depending on the species you will want a lot more females.
b1fbd5 No.13665871
>>13665571
Just like make depot. If you're in a forested area make sure there's a path at least three wide to the depot.
ed7ac8 No.13665874
>>13665000
Birds breed very fast because of eggs.
I had eggs and honey and my fortress of 80 was well stocked forever
ed7ac8 No.13665881
>>13665571
Some areas have docile goblins that arrive in Winter.
And in some cases, kidnapped Dwarves can lead goblins and vice versa.
28bd5c No.13665930
Hey, I'm retarded and have never embarked on a waterless biome before.
Why are my dwarves saying they don't have water for medical purposes when there's a staircase down to a cavern with a pool in it that has natural ramps at the edges and, more recently, mined staircases? How do I fix it?
c8d784 No.13665958
>>13665881
yeah its a gobbo leading the dorfs
b1fbd5 No.13665966
>>13665930
Hit 'i' to go into the zones function, highlight some of the water's edge in a new zone then hit 'w' to denote that it's a water source.
04e1fb No.13666049
Yo, /tg/ here.
I'm sure you're all familiar with Boatsmurdered, and that Dorf Fort is our particular brand of autism, right?
Here's my proposal: A Succession game between /v/ and /tg/, where we rotate between a /tg/-anon and a /v/-anon in the lineup. But not just a normal succession game, no, this needs something special… namely MOTHERFUCKING FIREARMS AND TAME-ABLE DINOSAURS.
Dinosaur mod, and Dwarven Firearms in a succession game. who's down for it and whatever greentexts and storytimes that come of it?
a3da5a No.13666070
>>13666049
there is a mod that adds firearms? last time a checked that feature was only available in masterwork dwarf fotress.
b1fbd5 No.13666088
>>13666049
>But not just a normal succession game, no, this needs something special… namely MOTHERFUCKING FIREARMS AND TAME-ABLE DINOSAURS.
>
>Dinosaur mod, and Dwarven Firearms in a succession game.
What the fuck is this dinosaurs meme? Every fucking place I look people are adding dinosaurs to shit. MTG, video games, children's clothes. Way fuckin' more than before too, there's dinosaurs all over the fucking place. Dinosaurs and guns in high fantasy is fucking lame.
04e1fb No.13666090
a3da5a No.13666114
>>13666090
>For DF version: 0.40.24
i just want to have musquets and shit.
c8d784 No.13666364
>>13666049
Im sure nothing could ever go wrong with that setup
yesser, no disaster impending or anything
also
>invest in extra poultry instead of extra seeds
>theres feather trees on embark site
04e1fb No.13666413
>>13666364
ah, turns out one is out-dated, the other is 404'd.
Other mods to shake things up would be welcome though.
As for the disaster… You talking in-game or out-game? Because in-game that's kind of the point.
b1fbd5 No.13666440
>>13666413
Why mods? Why not just the vanilla game? The shaking is done by the switched off parties, not mods.
5ab627 No.13666466
>>13666413
I'm down nigger, Prepare to encounter unparalleled efficiency
04e1fb No.13666479
>>13666440
Eh. You're probably right. I usually throw in something new for the novelty, a hook to get others interested.
04e1fb No.13666573
>>13666466
Alright, How about /tg/ decides the Worldgen settings, and /v/ gets to pick location and get first crack at it?
Standard Succession rules, each player gets 1 in-game year before they pass it on, fallback to the previous iteration of the save if someone flakes out. Game continues until the fort is beyond salvage.
Give me… about a day to get everything organized on the /tg/ end?
b291fc No.13666584
>>13666479
>>13666440
I'd prefer vanilla as well
5ab627 No.13666696
>>13666573
Sure that sounds good, just don't be fags and make things super boring I also always suggest 666 demons for the world gen.
04e1fb No.13666713
>>13666696
Alright, you folks should organize a player list, I'm going to steal your OP image for my own thread.
5ab627 No.13666753
>>13666713
I elect myself for 1st year and choosing location, as I know what I'm doing.
The next is my brother for year 3.
Anyone else can elect themselves.
ed7ac8 No.13666764
Have you started or genned yet?
Ill take year 4 if its there in the next hour.
Or maybe not, tomorrow is probably better for me
5ab627 No.13666805
If we're doing a succession game let me bestow some changes to the people playing.
Legendary dwarves are no longer the indomitable force able to take on 100+ armies.
Legendary dwarves get tired and are able to be swarmed by numbers so dwarves with steel gear, +2 legendary fighter and weapon skill can still be fuckled.
Large armies help and cave adaption is even worse so above ground barracks are key, or barracks with natural sunlight poking through.
04e1fb No.13666834
>>13666764
/tg/ is slow so it'll probably be a day or two before we have everything organized on our end.
0b9308 No.13667973
I've been trying on and off to get into this game for a while, and like another anon said, the main challenge is the UI. I tried my hardest to just get used to the vanilla UI, but I'm not sure I can. Does anyone have any graphic overhaul packs/texture packs or whatever you call them that looks similar enough to the vanilla that I could feasibly learn it and switch back to vanilla later on?
d69e6f No.13671407
>>13663183
>The one thing stopping me from playing is the game being an unbelievable timesink.
Yeah, no shit. There were times I would spend hours just planning how I'd design my fort and looking up medieval architechture (and older) for A E S T H E T I C S inspiration.
c8d784 No.13671531
>>13671407
yes but did you spend four more hours to lay down the complete blueprint in one piece in quickfort?
c8d784 No.13672042
>this asshole has a necro tome on him
d69e6f No.13672096
>>13671531
N-no…
Does it have a 43.05 version?
>>13672042
Nice one, but check this out.
c8d784 No.13672160
>>13672096
>loli necromancers
ayy
and yeah quickfort is up to date
d69e6f No.13672202
>>13672160
>loli necromancers
More like Loli (the) death goddess.
>and yeah quickfort is up to date
Awesome, I'll go look for it.
b1fbd5 No.13672510
>>13672042
Kill him, reclaim the book and let your dwarves put it in the library, bam, immortal fortress full of necromancers.
7ad624 No.13672752
>>13643346
How can I get excited about sending raiding parties to bumfuck middle of nowhere when I can't host a proper military with reasonable reserves due to inevitable FPS death that occurs due to Toady's incompetence regarding game performance? Jesus christ, what is the point of adding extra features when the game is not even playable in fortress mode?
b1fbd5 No.13672791
>>13672752
I don't get the same FPS death issues people seem to get. If you run the game with dfhack you can do some lag fixes, /fix-fat dwarves command and /clean all mud snow command and shit like that. The only time my game starts to lag is when trees decide to shit their foliage on my CPU.
works on my machine :^)
224d1d No.13673104
>>13672752
>people are still getting FPS problems
I play on a low-tier laptop and can keep a solid 100FPS unless its during a large siege.
Be smart with stockpile management, you don't even need a quantum stockpile everything, you just need to make sure you atomsmash shit you dont need, and to use plenty of boxes and bims and barrels for fairly centralized storage. Store food in an area only accessible via the kitchen and dining area as an example.
Keep all your workshops as close to the trade depot as possible and create one quantum stockpile for raw materials that the workshops use and a small stockpile for lumber with a quantum lumber stockpile next to it, so you can get dwarves to bring it inside into the dirst stockpile than quantumly store it when you have excess wood laying around outside.
The two biggest performance hitters are fluid simulation and pathing.
So if you don't dig into rivers and stockpile intelligently, and seal off your mines when you've exhausted them, you can have about 200 people and elves in a single map on a crappy laptop like mine that can only play Insurgency or RO2 on lowest settings when its freezing balls in the house.
224d1d No.13673115
>>13673104
Also I should add that workshops themselves act as stockpiles, so only stockpile stuff you have intentions of keeping for your dwarves, otherwise leave it in the shop so your dwarves can walk 3-7 feet to put trade goods in the depot. You'll be able to get your trade goods out before the merchant does.
258d2c No.13673338
>>13663666
Speaking of death machines, Satan, has anyone ever weaponized the Circus?
b1fbd5 No.13673465
>>13663666
That just gave me the idea to make a criss-crossing magma/aqueduct with floodgates at each intersection and corresponding levers somewhere inside the fort to drop magma on any little spot I might need some. If I pump stack a reservoir of magma just above the magmaduct it should be ready to go even after a couple uses.
224d1d No.13674378
>>13673338
I don't know how you'd stop the circus after unleashing them, but I have weaponized forgotten beasts by luring them into a stairwell that led outside by pastuering an animal next to the stairwell in the cavern. Once the beast killed the animal it wandered up the stairs and killed most of the goblins that were invading. Once the goblins killed the beast I sent out my dwarven squad and my Dwarf Squad leader single handedly killed the remaining goblins. It was pretty cool. They were all worn down and bloody and wounded and he sauntered towards them while dodging crossbow bolts and bashed all their brains in without getting scratched.
258d2c No.13675000
>>13674378
>>13674378
Well, ideally you'd mine down to the point just before the right spot (in its own separate mine from your main one), link that with a tunnel/stairwell to the surface, then have a sacrificial dorf strike the earth one final time when a large enough enemy arrives. Suddenly you have Hell on Earth.
272067 No.13675132
>>13645937
this is the reason I stopped playing. Despite the games incredible detail, there isn't much to do besides boring mega projects that no one will see and you definitely won't feel satisfied about when it's finished.
4665fc No.13675223
>>13666364
>That image
So what is the joke, really? Do people do map reviews like that?
b1fbd5 No.13675312
>>13675132
Time to go to a savage evil biome then. Also, let yourself get attached to the dwarves and their dumb lives. The game means more that way. I'm playing a fort right now where one of my initial dwarves, a woman who spent her whole life as an herbalist ended up pregnant and married to the cook. She was out pulling yams when Amost had their first child and a couple years passed. One day while she was out a giant badger decided she was next and killed her, for some reason didn't kill the infant which grew up MOMENTS LATER into a child. The badger slaughtered the child too and after the military dealt with it I unforbade their things and the cook went out with the rabble to collect them, at the pile his little sprite stopped, did that flash thing where the slashes spin around on them and they stop for a moment, then immediately he stopped what he was doing and went back to his room. Stayed there for like a week in-game time and then slipped into melancholy. He was so broken he went to the river outside and drowned himself. They're all buried in their own family tomb now, gold sarcophagi and silver walls, out in the field where Amost used to pull yams.
224d1d No.13675934
>>13675000
Well obviously thats how you get them out, butnmy question howndonyou put the genie back in the bottle?
I'm thinking maybe dropping a massive stone block to cover the hole
fcba10 No.13676602
>>13675223
Many autists critique in this way. Many, many, jaded autists. Nihilism or something.
c1af96 No.13676679
>>13676602
>>13675223
Nah, that one's a /tg/ classic riffing on how unrealistic fantasy maps are made to suit the plot.
…It's actually just western Europe rotated 90 degrees.
fcba10 No.13676805
>>13676679
Yes but it is a form of nihilism by slightly sad but stable people. It is also slightly sad that this could realistically happen and does happen despite the content being authentic. I am sure every critique is even parodying real historic events and dynamics in Europe. It's tragic that reality is mocked as unrealistic and purely human construct. It reveals how steeped in illusion and ignorance we are as a species, nation, and in this instance a splinter of an interest group.
fcba10 No.13676818
>>13676679
Everything is a trope, a gimmick, a rehash, blah blah blah in a trend of ultra-modernism and neo-mania. Class is dying in a forced Marxist ideological world.
fcba10 No.13676831
WE ARE DWARFS, SLAVE TO ARMOK!
c1af96 No.13676947
>>13676805
>>13676818
Yep, that's the crux of RPG campaign design in a nutshell. Nothing you do is going to be truly original, so instead you find ways to freshen up old ideas. It's less about what hasn't been done yet, but more about how it hasn't been presented yet, capitalizing on novelty, or even nostalgia and the honest taste of face-value tropes.
It's basically equivalent to most anime genre tags. There's a billion and one manga series about a character with a huge sword, but there's only one Berserk.
fcba10 No.13677242
>>13676947
I just want a true combat simulator so I can become a cyberpunk martial arts master.
ed7ac8 No.13677290
>>13677242
Tell me your ideas anon. I had a few ideas for a similar thing. Roguelikes / party-based adventure games seem ripe for this sort of thing.
In particular, I had thoughts about different systems (borrowed from one of those wrestling games), such as strikes, holds, escapes, etc., and a fighting style would consist of different strengths/weaknesses of those. But then monks could also get Ki power and align chakras for stat boosts and powers, that sort of thing
fcba10 No.13677299
>>13677290
I'd rather have a vertical 2.5D fighting game.
fcba10 No.13677303
It would just be incredibly involved and concentrated physics and controls.
fcba10 No.13677326
>>13677290
The tip screens would be about 999 in count, all talking about different combat styles and moves and dynamics and shit. It's like ancient martial artists formed a council and a wizard, a sage and a sorcerer were commissioned to create a combat simulator with controls that made you jizz from their perfection, sophistication and authenticity. Chaining simple controls like a puppeteer. "All martial arts seeks to return to simplicity". I would just have sage quotes running through my head all day as I try to move a million miles per second to keep up with the connections. I was watching Hero today with Jet Li and the best baddest dude in that movie (Broken Sword) perfected his skill with calligraphy. That's the shit I'm talking about.
feafe4 No.13677505
I really want to try to get into this game, but when I first opened it up I had no idea what I was doing. Just figuring out the controls took some time and I only knew what a few of the symbols meant before I gave up a couple days later. Is there a better way to learn it or do I just need to spend an autistic amount of time with it?
I mostly want to play for adventure mode because it's the only game I can walk around as some Leechman abomination killing and eating things.
0fdcce No.13677530
>>13675132
>no one will see
Take a screenshot and show us then.
ba58ec No.13678017
Just curious, has anyone ever managed to play in a maxed-out embark area?
a60eb3 No.13678502
>>13678017
Maybe if you have the patience to play the game in real time.
ba58ec No.13679484
>>13678502
Heh. I might try it when I get a proper rig. Unrelated, but do you know if modding chitin and scale to be viable materials takes effect in my current saves? Or do I have to generate a whole new world for that? In that case, is there any utility that can introduce the fix to existing world save files?
da2c3d No.13679504
>>13679484
you need new world unless you are editing raws of already existing world manually.
ba58ec No.13680885
One more question. Well, two of them. I know taking in random names is all the rage, but I feel like naming my fort this time. What's a good name for a fort located in an evil mountain range with a magma-filled gorge* on one corner? And while we're at it, what does the symbol you can design in the embark screen stand for? The fort or the founding group?
76eaf8 No.13682175
Can someone explain to me how military scheduling works? I've had my happy, well-oiled machine fucked over before because I didn't do some of the military bullshit right and I get raided or someone goes mad with no response force in wait.
fcba10 No.13683146
>>13678502
>"It's a feature!"
>>13680885
I'm not going to open DF to check what the name options are but something like "Death's Maw" or "Dwarf Rage" or something halloween themed. "Pumpkin Hill" heh. "Skeleton's Keep". Make a spooky haunted mountain, turn everyone into necromancers and the undead, dark evil library… do they have organs in this game yet? I haven't played in a while. Pumpkins everywhere…. PUMPKINS. We should ask Toady for an emergency update for jack o lanterns with at least 6 face variations. 6 pumpkin sizes. and 6 pumpkin creatures. Maybe a variation drops from haunted trees that eat dorfs that try to cut it down. Anyway… halloween theme.
da2c3d No.13684425
>>13682175
have a one squad training all the time. its much more effective to have small but super trained standing force
47243a No.13685645
THREE DAYS LEFT UNTIL RELEASE
da2c3d No.13685704
>>13685645
>trusting toady
47243a No.13692875
I feel a little ashamed for having to ask this, but is there any way to set jewelers to automatically cut rough gems without me having to order them?
62781f No.13692918
>>13692875
Afraid not. I really wish you could set standing repeat orders for things like gem cutting so every season I don't have to go through each and every gem and, once again, set them to be cut.
47243a No.13694354
God fucking damn it. I edited the raws on an existing save file to be able to make stuff out of chitin and scale like I would with leather. Now the game crashes whenever I load the save file. Is there something I can do to make the mod work properly, or do I have to revert the raws to their original state?
47243a No.13694383
ed7ac8 No.13695074
>>13694383
Aren't mods usually done in a new world?
3e2d57 No.13695153
>>13692875
Manager bills maybe. If you assign a manager you can set up orders from the stocks screen and it auto delegates them. Not sure if that will let you choose the cuts though…
c8d784 No.13697157
>>13692875
>>13695153
You can restrict the workshops to only allow a specific dorf to work it.
5e133a No.13697220
are gay dwarfs useful in any way? i just use them as fodder in my military.
224d1d No.13697826
>>13697220
They are less useful than regular dwarves as they won't contribute to your pop. They are just there to simulate realisma. Just make sure you bury them like any other dwarf when yer experiments end. The last thing you want are tons of gay dwarf ghosts lurking your fort.
62781f No.13697853
What are some good complimentary job combinations, and what's a good job-to-population ratio? I keep finding myself getting hit with waves of migrants whom I end up just loading down with labors that the fortress needs right at that moment, and the end result is after 3 years I find I have a dozen engravers or fourteen cheese makers while other industries languish.
224d1d No.13697882
>>13697853
That ratio really depends on how many dwarves you have. If you have around 20 then you want 100% to be working. If you have say 100 dwarves then you'll only need about 30 actual workers. The rest of the dwarves are still useful because you can create armies with them and also their sheer numbers allow you to stockpile very quickly. Thus improving the efficiency of the actual worker dwarves.
224d1d No.13697897
Also I should add that if you delimit your worker dwarves from basic menial tasks then you don't have to suffer from poor work output when you are trying to do massivr construction projects, since building walls and cleaning etc are very basic tasks.
62781f No.13697901
>>13697882
I think that might be part of my problem then - I can have 60 dwarves in my fort and I start to panic if so much as 3 of them are idle, resulting in massive workflow balances where, for instance, masonry is flooded with 20 amateurs and something like glassblowing has a single grand master but he's too busy trying to carve doors and thrones from stone to do his normal profession.
224d1d No.13698248
>>13697901
Yeah to improve worker efficiency its important to have your most talented dwarves be limited to very specific tasks.
It helps economically too because 1 top tier craftsdwarf is better than 5 amatuers.
e61688 No.13699430
I don't have a problem with workload or worker distribution, but I do have a major issue with hauling, especially early on. No matter how many dedicated haulers I assign I keep getting loads of jobs cancellations and resources lying on the floor because they're not tgetting to their respective workshops fast enough. This is a bigger issue with wood, as logs are too big to carry more than one in a wheelbarrow and I can't into minecart routes, not to mention it takes a long way from the forests to the workshop on account of my extensive defense grid. Any advice?
224d1d No.13699485
>>13699430
Make a small stockpile for wood next to the workshops.
Make sure your craftsdwarfs, metalworkers, carpenters etc dont have hauling as a job.
Just how far away is the forest from the workshops?
e61688 No.13699558
>>13699485
>Make a small stockpile for wood next to the workshops.
Check. I've made whole rooms just for storage purposes in order to further reduce hauling.
>Make sure your craftsdwarfs, metalworkers, carpenters etc dont have hauling as a job.
Check it like you check my dubs.
>Just how far away is the forest from the workshops?
I've embarked in a mountainous area that's contiguous with a small but thick forest. I've made the main entrance at the almost-top of said mountain (the top level is reserved for the main entrance garrison) after removing almost all the slopes to ensure there's only one path to the entrance that passes through multiple checkpoints. About eight Z-levels in total, with the forest at the very bottom. Also yes, I've considered digging into the foot of the mountain to make for a minecart access, but that wrecks my defense planning because it presents a far more vulnerable entrance point and would stretch my forces thinner if I wanted to reinforce the security there.
cc76f8 No.13700967
>>13700633
At least there's only four things left to do. That means the release will come around next year.
8d41d3 No.13702565
59b7f0 No.13702820
0fdcce No.13703016
51c16a No.13704371
>>13704294
we got a day technically
2abd1c No.13712394
>>13704371
>11/01/2017
>no update
80774c No.13712940
What's the fastest way to master this game?
It doesn't seem particularly easy with noobs.
c1af96 No.13712969
>>13712940
Basically… as disgusting as it seems, binge watch tutorial vids and playthroughs. Capnduck and Avak are likely your best Youtubers in that regard.
2abd1c No.13712980
>>13712940
Use the wiki. There's several guides on how to make your first fort. The rest is trial and error. Remember, Losing is Fun!
>>13712969
I'd advise against this on the account that it makes things more confusing.
80774c No.13713018
>>13712969
>playthroughs
Never watched one in my life.
They kill the fun of exploring.
>>13712980
>Use the wiki. There's several guides on how to make your first fort.
I don't see the multiple guides, beside the Quickstart guide.
I was hoping to find some kind of handbook that helps you through the game without spoiling it.
c781a9 No.13713292
Can someone who's played the ROTMK mod tell me how to get my koopas out of their shells? I lose half my population after a FB attack because my koopas stay in their shells and die of thirst.
2ed97c No.13713443
>>13713018
I think you might be misunderstanding how the game works; the world is randomly generated before you start playing, and yours is effectively guaranteed to be unique, from its terrain generation to its long history. Before you even start playing you have to pick an embark location, which can greatly affect how difficult the game is. Watching someone else's video of the game spoils nothing unless both they tell you the seed for their world and you go out of your way to mimic their embark location; it's not something that will happen by accident.
b5f729 No.13718324
I feel like having some Fun. Could a charitable anon let me know if there's a way to find a Vault to embark on top of in Fortress Mode?
81b0a0 No.13718338
I can't wait to see ass creed flop generals plastered all over the catalogue for then next few weeks. You guys really know how to run something into the ground.
81b0a0 No.13718340
>>13718338
Oh shit wrong thread
311b46 No.13718352
>>13663224
>>13663245
>>13663395
He is right about the legend of whorra.
>goon
Is this a new mene?
117222 No.13718358
>>13718352
Except that image is about Legend of Aang, not brown Erin.
30d2af No.13722657
Magic is probably going to be huge. I'm expecting to see a lot of interest in the game rise up again, like with what happened with the beastmen + adventure mode building + art update. This current one seems to have shit to do with squads and artifacts mainly, but there was also talk of some more political systems being added. I thought that was all in this update but it looks like magic will be happening next year or even the year after. Shame; I was excited to see enchanted artifacts and squads and magic and all of that shit be in a single update, but whatever. I'm still expecting magic to be some huge fucking deal for the playerbase though. There will probably be a few purists who like the more mundane world before where magic was purely tied to necromancers and fucked up biomes, which made it feel like a terrifying, eldritch force, and will just continue playing on 43.05 forever, but I think it'll be a lot of fun.
Shit man I just wanna see what he's doing. He said he wanted to make magic a really complex thing and I'm really curious as to what kind of "complex" it's gonna be. Like, will you cast like you would when you aim a melee strike? You choose an element and a desired effect from it and then cast it at a target? You'd go like
>pick fire
>can pick from various intensities and effects so magic is more sandbox-y and realistic
but I'm also expecting it to just be handled like art, where you can write a spell and sell it or learn it or buy a spellbook from someplace. I guess it kind of depends on whether magic will be handled as more of an art thing that your character picks up and learns about or as more of a skill-based thing where you can choose it from the start and manipulate it accordingly. I'm really fucking looking forward to fighting impossibly deadly bandits and monsters that have a lot of batshit terrifying spells; it's probably gonna be a lot of fun and it'll definitely add a bit more strategy to the game.
e2c010 No.13722713
>>13722657
That would be… some arcane shit. I like it.
30d2af No.13722773
>>13722713
>That would be… some arcane shit.
cc76f8 No.13722960
>>13722657
>There will probably be a few purists who like the more mundane world before where magic was purely tied to necromancers and fucked up biomes, which made it feel like a terrifying, eldritch force, and will just continue playing on 43.05 forever
If I remember correctly, I think Toady said magic level would be a slider in world generation, so you'd pick how magical the world is.
It's been a while since I've read the monthly posts where he answers questions, and I'd have to go digging for it and that's too much trouble for me right now, but I from what I remember he said he wanted magic to be like an invisible being you invoke, like a deity. Not really sure what he meant by that, though, but he also said the development of magic should differ between world generations, so some worlds would be more adept with something like teleport while others not. I think he said he wanted magic to feel unique between worlds and playing in a new world would involve experimentation to see what you can do and how you can do it, too.
Well, whether or not those things actually come to be, I'm still looking forward to the magic update because I just like magic. Plus, artifacts with enchantments could make them more practical than just being eye candy.
61105f No.13723008
>>13722657
>He said he wanted to make magic a really complex thing and I'm really curious as to what kind of "complex" it's gonna be.
Now, you're probably wondering what Urist McDorf is going to need all of this magic for - after all, he's been building up blood magic for twelve years - but to answer that we need to talk about parallel planes, specifically the Abyss
e2c010 No.13723050
>>13722960
What the fuck.
>magic should differ between world generations
>experimentation to see what you can do and how you can do it, too
Jesus christ Toady is a god. What if he's trying to teach people real magic? What if Toady the Wiz Kid is Toady THE FUCKING WIZARD.
cc76f8 No.13723332
>>13722960
Alright, I've done the digging so now I can source shit now.
World generation magic scale: http://www.bay12forums.com/smf/index.php?topic=140544.msg6583653#msg6583653
Magic as an "invisible unspeaking companion": http://www.bay12forums.com/smf//index.php?topic=140544.msg6970205#msg6970205
Magic differing between world generation as well as side effects from using magic: http://archive.is/zLG1N
In addition, he's said the magic update will have to have to be split into several parts, so it won't all be there in the beginning.
117222 No.13723364
>>13723008
A Urist is a Urist, you can't say it's only half.
4e1ef1 No.13723530
>I might be wrong, but I think there's currently a gender variable both in the soul and the body. But we haven't really addressed what differences mean, since it doesn't generate trans people (if that's the right model for it), and there are no soul swapping spells. I don't think it's a straightforward implementation, overall – trans characters in games generally lean on the fact that their in-game societies also have strong gender norms, which we don't have in DF to any meaningful degree (eg, gender-restricted clothing etc.). There's a sort of trans-erasing assertion sitting there, which is bad (ie, it asserts trans people don't exist without such norms), but I think it's complicated to sort out the way things are structured, and I don't have a clear road forward (eg, how do we handle pronouns in the heterogeneous body/soul case without it looking like a simple bug to report – the character needs a larger world model within which to state their identity). The first chance we'd have is with the status groups after the myth release, though basic soul swapping/stacking/merging/etc might happen earlier.
I for one welcome tranny elf migrants, they bring much-needed diversity to the stale homogeneity of a dwarf hole.
e2c010 No.13723677
cc76f8 No.13723805
>>13723530
I wish Toady wouldn't do this shit. Or at least make it easier to identify them so I can throw them into a pit.
adc873 No.13723940
>>13722960
>If I remember correctly, I think Toady said magic level would be a slider in world generation, so you'd pick how magical the world is.
Speaking of, on a scale between 1 and 10 where 1 is Low Fantasy and 10 is High, where do you think DF sits on as it is currently?
524f41 No.13724134
>>13723940
>vampires
>elemental golems
>adamantium
>fire-breathing monsters made of any material and with varying skeletal structure
>circus
>evil weather and thralls
>planned magic
>carp
It can't get much higher, can it? What's left? It's beyond Lovecraft territory in some ways.
117222 No.13724166
>>13723530
>tranny elf migrants
There is no such thing as a male knife-ear.
adc873 No.13724586
>>13724010
Hey, nothing wrong with letting tranny elf migrants stay around as long-term residents. Gotta keep my vampire Champion fed after all, he he he.
1050c8 No.13725425
I got seiged while digging a pit for a drawbridge :(
1050c8 No.13725433
>>13725425
Forgot last pic
224d1d No.13725793
>>13725425
>>13725433
>that cramped workshop layout
>dwarves cant travel through a stockpile without behaving to navigate around goods and furniture
>those tiny bed rooms
Death was sweet release for them.
61105f No.13725923
>>13724134
The main distinction between high and low fantasy is the visibility and accessibility of magic, not how much magic is present. In Conan, for example, there's all kinds of magic shit out there - magic weapons, enchantments, demons, necromancers, blood magic, gods, magic beasts, etc. - but Conan is the archetypal low fantasy because all of that is removed almost completely from the day-to-day. A magic weapon is something that will live on in legends, monsters reside only in the depths of the earth, ruins and the wildest places and the closest most people will ever get to any sort of magic is buying a charm or amulet that's probably a placebo anyway.
01ffbf No.13726076
>>13643600
>>13643543
The UI is self-explanatory enough for the most part, but it's still a fucking chore to navigate. You will have to memorize lots of key combinations to traverse menus. The core elements of the game like building the important stuff and designating work are not bad, but building the more advanced stuff and the entire military system is a UI nightmare. I still spent hundreds of hours on this game, but man the UI fucking blows. You should use Dwarf Therapist at a minimum, it makes it easy for you to manage your dwarves' tasks and jobs, and it's basically just a fucking spreadsheet. A spreadsheet being a major improvement on the vanilla UI should give you a good idea of what you're dealing with.
e2c010 No.13728295
>>13725793
What's a tile suppose to be metrically anyhow?
da06ec No.13728518
>>13728295
Toady says 2x2 meters long/wide and 3 meters high is the general metric he uses. But space is weird in current DF because every creature is one tile in size from babies to giant elephants.
e2c010 No.13728708
>>13728518
Quarter tiles would be awesome.
30d2af No.13730312
>>13722960
>>13723008
>>13723050
Holy shit magic has always been so fucking fun in games. It's gonna be great to see an actual love letter to it instead of just a list of spells with set functions. I always like playing spellsword/Red Mage-y characters with good skill in combat and a good amount of agility and spells to rely on, so I can strategize to the max with my versatility. It's a lot more fun to have to think my way through problems by putting together good ideas on the fly instead of just relying on my few proficiencies to power me through everything so long as they're good enough. That's just been my preferred style though; I like being the backbone who can do whatever's needed to even out the playing field for his allies and still hold his own in a fight when he's alone. Shit's fun.
30d2af No.13730439
>>13728518
It'd be cool to have dragons and other large creatures be laid out like the caravans, where they're multiple tiles moving around as an entity instead of just one. I think it'd add an amazing sense of scale and would be awesome to witness in game.
e2c010 No.13730486
>>13730439
Then you have to consider the vertical tiles. He would have to make DF 3D…. still ASCII
Honestly his development process is good and should be implemented more often. Get all the gameplay, mathematics and such (CPU primary RAM secondary type) completed, and then go for sophistication of interface, controls, and graphical processing. Dinner before dessert. Getting into matrix mode requires complete focus and commitment anyhow. Can't STEM thinking about how difficult it would be to animate it. Just shit the output to text and ASCII and call it a night (at 4AM). Gotta get under under the iceberg.
fb8fd6 No.13730577
>>13643203
As an autist myself, I'm not so sure that's the case. We certainly CAN comprehend abstraction, but it is usually not the first thing that comes to mind. That said, I love RTSs and games like Dungeon Keeper, so maybe it's just me.
>>13666049
>>13666070
I've made a mod that added in Angels from some guy's mod that adds in some Messiah bullshit as a playable civ for both fortress and Adventure mode, though I cannot say it is without its bugs. The fortress portion works fine, it's the towns and shit in adventure that seem to have issues. Compared to that, adding in primitive guns could probably be a cakewalk for me.
>>13666088
Top fucking kek where'd you find pic related?
fb8fd6 No.13730602
>>13692918
Make a repeating work order using you manager.
fb8fd6 No.13730626
>>13730602
To elaborate, set up a work order from the manager's menu (not the workshops) to cut gems. Set the number to 0 if you want it to be perpetual, then add a condition to it that will trigger the order to become active whenever you have rough gemstones.
42774c No.13730831
>>13724134
That's one of my favorite DF pictures.
adb4c7 No.13731161
>>13723940
From what I've seen in some other future of fortress posts, there will probably be sliders for specific things such as "weirdness of magic" and non-human species stuff where you could potentially make a dwarfless world. So it'd probably be a bit different from that, but going by a scale of 1 to 10, I'd probably put it at about 3 to 5 or so. There's various magical and mystical things, but they feel more like forces of nature rather than magic and the only magic guilds are necromancer guilds and every civilization is only mundane.
>>13730312
I prefer going offensive utility mage myself, things like debuffs and lockdown, usually illusionists/mind mages take that role. It helps I like that theme as well.
0c788a No.13731773
>>13725793
It was a gulag fort
96890d No.13733857
>https://archive.fo/zLG1N
>this fucking article
>that magic system
>that everything
>that raw passion Toady shows towards his game
>would post cool shit from it but I'd end up spending forever and would probably end up copying a sizeable chunk of things to the point where it'd just be more worth it to read the actual article itself
96890d No.13734136
>"People pointed out that the 100% fantasy setting currently removes raw creatures and replaces them with procedural ones, so you'd be able to tell. It's not difficult to make a 0% fantasy story incorporate random mythological races though – it's more a matter of taste and readability than anything. So people with knowledge of the system's specific parameters might be able to pick them out, at least between the most extreme settings, but it shouldn't always be obvious, and it will hopefully be impossible to tell between a 0% fantasy and a default world (the only quirk there now is that a 0% fantasy world doesn't have fake dwarves and elves in their myths, which is also a matter of taste). Overall, the routines and events and all that are identical, though."
<The GDC myth-generator video shows that randomized races are in the pipeline. Will users be able to influence the random elements, and if so, by how much?
>"Yeah, that's the idea for a default game more or less, and any new myth parameters should just fit in with other world generation parameters (though some of them might be promoted to a Create New World menu level of importance). The vanilla game now is a mix of partially controllable random stuff plus the raws. It wasn't highlighted in the talk, but there were some magic tuning options, for instance, to let you turn parts of that off and on, and I expect it'll continue on that way, for randomized races and the other bits. Yeah, it creates raw text and then processes it, just to keep me honest. The generation process is reasonably involved, especially for creatures, which is why it has been difficult to move it out into the raws. I'm still not sure how that's going to play out."
<It seems like a really exciting and dramatically game-changing system you're going to be embarking on. Dwarf Fortress is one of those games where any little thing can have crazy rippling repercussions you wouldn't normally see, but this sounds like an order of magnitude beyond that.
>"Yeah. I mean, think of something like when we added Z-levels, cross-sectional Z-levels to the game. That changed everything about fortress defenses, fortress layouts, how people thought to make rooms, how fluids worked. Everything changed about the game. We haven't done that very much. There are only a few things that dramatic. This is definitely going to be one of them. But we're not afraid to just take the game, pitch it on the ground, and put it back together. Because you can't let it impede realization of the vision. We're obsessed with getting out to having an actual fantasy world simulator, and storytelling engine, right?"
>COMPLETELY RANDOMIZED DORF FORT WITH 100 PERCENT RANDOMLY GENERATED LIFE; SENTIENT RACES AND ANIMALS; FUCKING EVERYTHING
>COMPLETELY ALIEN WORLDS POTENTIALLY WITH FLOATING ISLANDS AND MULTIPLE PLANES OF EXISTENCE AND TONS OF BATSHIT MAGIC OR JUST WHATEVER THE FUCK THE RNG DECIDES TO GIVE YOU
>ALL OF THIS POTENTIAL FOR STORYTELLING WITH THE ARTIFACTS AND MYTHS AND THEN COMPLETELY ALTERNATE ALIEN FANTASY WORLDS
>THIS FUCKING UPDATE AND THE SHIT IT'S BRINGING
>THIS FUCKING UPDATE
96890d No.13734139
f184f9 No.13735017
<" What sorts of skills will be needed for magic? Or will that be combined with other skils depending on the myth generated and the magical task or item used.
"
>"We figured it would be a combination of existing skills and new, possibly procedural skills. For instance, a skillful dance might be used for some power, or it might depend on how well you (woodcraft) carve your wand, and then a new generated physical wand manipulation skill. Or you might need to… skillfully "Focus Your Goro", an entirely new skill and essence-type it generated for that universe."
Just like my japanese bukkakes.
017897 No.13735211
>>13722657
>will you cast like you would when you aim a melee strike
I think one of the big parts of the magic system presentation was that "casting" itself wasn't hard coded, different creatures and cultures "cast" things in different ways, singing, breathing, so forth.
I'm kind of excited to see how much variety there actually is there.
b8a2db No.13735242
I'm honestly excited but at the same time depressed because I know I will never be able to fully enjoy and/or exploit the magic system because even if I do play DF for a few days straight I'll forget about it two weeks later and have to learn it all over again
56963e No.13735374
>>13735211
I can't wait for the files that let us add/remove which skills are chosen from the list for casting.
Butchering Cats to kill elves with summoned Chicken-demons is gonna be FUN.
96890d No.13735451
>>13735242
Hey, Anon. Don't get your hopes down. DF can be a little tricky to learn at first; put some time into figuring out the raw basics of the interface and remember the important keys. It'll stick eventually, and the game isn't too hard to learn when you're just sticking to the basics of how the game works and controls, then you can build on that from there. Dorf is an excellent game and you shouldn't pass it up if you know you're going to have a great time with it. Keep going!
adb4c7 No.13736483
>>13734136
It's not this update, and magic won't be done in one update. I'd say these are more end goal things. Toady still had to do a lot of stuff.
http://bay12games.com/dwarves/dev.html
f184f9 No.13736745
>>13735242
It's just like reading. You might get in the flow with a book you like, but it takes someone who can read with intensity to get back into it after months of haitus right off the bat.
96890d No.13736952
>>13736483
I know. I was talking about "this" as in "this update that's coming later". I kind of worded it wrong due to hype.
2ece2c No.13737048
>>13666364
>i bet the evil hordes who want to destroy civilzation live here
>is right in israel
647d28 No.13737565
I think my dwarves are subtly hinting as to what kind of weapon they want to use.
97ca2b No.13742623
How do you assign specific items to specific dorfs? I have a really spiffy artifact cape and I want my King to have it someday.
96890d No.13745183
Bumping with shit from the interview article, because why not bump with something to talk about?
<I want to go back to the magic system, because that's exciting to me and probably something you've been thinking about for a really long time. Do you have notebooks full of design ideas of your dream magic system that's been brewing for years and years?
>That's the thing, it's never been a dream system, it's been like a dream systematization of what the little nuts and bolts of magic are, so that we can glue them together however we want and surprise ourselves. It always comes back to surprising ourselves. We'd really, really like to have a system like roots, or something, growing into different parts of the game. So integrated that it feels like you're in an exciting and new place. That when they say things like 'oh this magic spell extracts a heavy cost in the future'—which is obviously from Conan the Barbarian movie, always come back to this stupid crap—but that it would actually do that. That if you're making these deals with spirits and stuff, you have made now a social relationship with an otherworldly being. Think of Christian witch theology, deals with the devil to get power, Faust bargain type stuff.
>Not just like in say an action-RPG where you're the witch character or whatever, and can curse people and it's like a leveled power you're getting that doesn't change anything about the fact that you have this relationship with some nefarious power, right? But what if you did? And what if they came down and visited sometimes and checked up on you and you could have a conversation in the conversation engine with them, and that was tied into how your magic powers worked? Or if you're one of these little forest spirits and you had to speak to the trees to do things with them? Or even those systems where a lumberjack has to apologize to certain trees that are inhabited by spirits?
>If that's just an integrated part of your game, and then you have your dwarves running around, and then they chop down the wrong tree and anger a spirit, that becomes not just a monster spawn, but a character in a game, that you interact with and then that chains into other magical implications.
>Magic should feel magical and mysterious, and not necessarily make perfect sense, not necessarily feel like it belongs but feel like it's a part of the setting.
It's just like, you get surprised in Dwarf Fortress the first time when you pour water and it comes up the end of the pipe because we have a pressure simulation. That's what magic should do. Magic should surprise you with how consistent and logical it actually is, but not because you're learning little rulebooks, but just because it feels like it belongs. I'm not sure pressure is immediately obvious to people, or a siphon. It's just kind of weird when you're just blowing into things and they shoot out the other end. It can make sense if you understood it, but certain things you're never going to be able to understand because they're supernatural. You can kind of get at the rules, and kind of not.
>These are sort of ideal situations. It's like trying to come up with, there are all these sorts of wizard games, right, where you're doing magical research in a tower or whatever, but you're just getting points. Master of Orion type thing, or Civilization tech tree, getting research points.
>But how do you actually model scientific research in a game, that makes it feel like you're experimenting, but it's not as boring as real science? [laughs] Where you have to sit there for six months and see if the two DNA gels have a different line. I worked in a genetics lab for a couple years, and hoo, shit. It's not super exciting. There's just a lot of 'run this 30 times, we're going to look at them, all right, the lines lined up, no outliers, do it again.' So if you get rid of all that stuff, what is the heart of the exciting part of the research? Can we get that and make it feel magical, so you could have some kind of wizard thing like that?
>I think this is all still the question where you asked about my dream magic system. It would be one where every system I've described is possible. Some of them might exist in the world, all of them might exist in the world, in which case they might be integrated with each other in subtle ways.
>Go back to the Lion, the Witch, and the Wardrobe when Aslan's talking about the deep magic. That there's some underlying thing that could unify those systems and certain other rules. I know the whole thing is a substitute for Christianity, but you know what I mean. Ways to integrate things in layers below the surface. Some of those might not even be accessible to the player, but a lot of them would be over time. And wouldn't that be cool?
96890d No.13745185
>>13745183
wow i fucked up my memetext
be01c4 No.13745361
What's your favorite Dwarf Fortress' inspired game?
522d7a No.13745368
>>13745361
GURPS Fortress. The most autistic TRPG in existence.
2e4310 No.13745374
>>13745361
>what's your favorite inferior, casualized DF that gives the original zero credit while taking all the accolades from normalfags for its/their supposed "originality" and "complexity"
Fuck off back to Reddit before I fucking murder you.
2e4310 No.13745378
be01c4 No.13745420
>>13745374
>casualized DF that gives the original zero credit
Actually, on Steam there are several strategy games stating that they are originated from DF.
Maybe you should get your sperg checked out, and get back to >>>/reddit/
2e4310 No.13745441
>>13745420
After the retarded boom of Minecunt, the insulting dog turd that was Gnomoria and the endless, inescapable shilling of Rim(job)world that's reached this very board, can you blame me for being a little bitter?
e495c4 No.13745757
>>13745368
Where can I find this?
Been looking around and only get articles about GURPS itself.
522d7a No.13745808
>>13745757
It was a project me and a couple of half-chan anons worked on a year or two back on a Discord server. The basic idea was that we design the game around progression, similar to how Dwarf Fortress works. First you're a party of settlers surviving in the wilderness, then you're a figurehead leading a small town to success, dealing with day to day life of the fortress and perfecting your craft, Then you're a major leader and/or hero of the fortress who splits his time between fighting off massive invasions and forgotten beasts, and a government head who manages the local economy.
The project died a few months after it started, but I still have the document for it.
5decd9 No.13745893
>>13722657
im guessing toady is gonna do some magicka shit where there are proc gen spells and runes
imagine hooking up speech to text in adventure mode and having your character shout out a bunch of syllablss
5decd9 No.13745913
>>13745893
*and having that cause a thermonuclear explosion
2e4310 No.13745970
>>13745893
>>13745913
I agree fellow anon, that would indeed be the ultimate video gaming experience.
646f0f No.13749358
>>13643543
crops need to be under ground. I just saved you 6 hours go forth and conquer. only thing not in ui.
522d7a No.13749378
>>13643543
kill your cats.
646f0f No.13749414
>>13661738
he is planning to die with the game un finished. that is his goal
646f0f No.13749435
>>13663595
>>Statues are erected in honor of him
legendary engraver was my favorite part of this game. The stories were actually good. and smiley faces everywhere made me feel good.
646f0f No.13749452
>>13663661
2011 for me. Downloading on my i7 chipset right now tomorrow is already gone. i can feel it
e12830 No.13751408
646f0f No.13753131
>>13751408
Last time I played was in 2011 on a laptop and FPS death was brutal. Since then I built this dope tower with intels I7 chip. I can't wait…but I actually will, this artifact update isn't out yet huh?
adb4c7 No.13753152
>>13753131
It might come out this month. Maybe.
646f0f No.13753328
>>13753152
I got so excited when I read
>3 days
earlier in the thread. you can send your dwarfs off on quests?!!! FUCK YEAH TOADYYY!
adb4c7 No.13753434
>>13753328
It was supposed to come out in October, but it seems he couldn't make it in time. He posted saying he has 4 more things to do, but who knows how long that will take.
e5d8c4 No.13753450
My name is Chaw Skunkjaws, the demigod elf biter who dual wields shields.
646f0f No.13753508
e5d8c4 No.13753598
>>13753450
God damn it the game crashed after a few hours of play.
I feel like never playing it again but I know I'm lying to myself.
56dc78 No.13754462
>four issues
>nine days
>maybe more
damn it Toady I need the stuff man
92b743 No.13755717
>>13642238
Hey so I made a race/civ mod
http://www.bay12forums.com/smf/index.php?topic=164070.0
If it interests anyone feel free to try it out. I appreciate feedback, especially considering how many variables there are in this game. There's probably a ton of stuff I've overlooked.
35384b No.13758364
Here's a story about how to fuck up at the very beginning.
>start a Koopa fortress
>embark in badlands, no trees and forgot to bring wood
>make a beeline for the cavern layer to get some mushroom wood
>pack of sidesteppers underground make their way up into the fort, start pinching the shit out of my koopas
>eventually they're dealt with thanks to the pair of chomps I embarked with, but a koopa ended up dead
>5 of the 6 survivors can't move thanks to leg injuries
>the sole able-bodied koopa is tasked with bringing water to the others
>they eventually recover, but one of them, a miner, takes an especially long time
>the moment he's able to walk again, he goes stark raving mad and soon starves to death
The fort did get back up and running afterwards but talk about a fucked start.
d59953 No.13763065
>>13761014
>pitchblende-bound
>pitchblende
adb4c7 No.13763288
Down to "two" more things.
e5d8c4 No.13763752
Chaw Skunkjaws died. I made a dwarf biter named Kuk Netroared.
It turns out that once you bite and latch, shaking the body part around only takes 1 to 2 ticks (seems to vary, might depend on skill and stats) which means biting is weaker than weapons but you can attack more and fit extra hits inbetween enemy attacks. Also does more damage than wrestling because wrestling grabs deal no damage and bites do, while in my experience shaking around is also better than pinching or gouging. On top of that with 2 shields I have more defense than a wrestler, because wrestlers require a free hand. I'm trying to see if attacks can be interrupted with bite latches but normally the enemy hits before the bite lands so at least I know it's not viable if it's possible.
I also started carrying body parts of fallen enemies in my mouth, it's very convenient for throwing. You can only carry one thing because whatever is in your mouth falls off on the next bite.
If you're a biter you do need something more, because you can't always land bites. I use punches, coins (thrown) and a spear (sometimes thrown).
Here are some achievements of my biter:
>Bit a cyclops in the eye
>Knocked out a peasant with a bite to the head
>Bit a few zombie ravens to death
>Spilled someone's guts through leather armor with a bite, bit off their guts, threw their guts back at them
d59953 No.13763809
>>13763752
What about unarmed damage? Can you grind Striker until you reach Kenshiro level and pulp people's heads with a single punch?
e5d8c4 No.13764481
>>13764426
Change his profession name to berseker, he deserves it.
adb4c7 No.13766741
>>13763809
Yes. If it doesn't kill them, it could also twist their neck and make them a quadriplegic.
e5d8c4 No.13767003
I bought the panties of the elf queen for a few copper coins.
I'm wearing them right now, they have minor damage
e9ba96 No.13767041
>>13767003
>i'm wearing them right now
e9ba96 No.13767143
So I'm going to play a little game here, inspired by
>>13766741
>>13763752
these posts.
My ultimate goal is to become the greatest unarmed fighter ever, going down in the annals of history with hundreds of kills.
I created my character "Keth Ica - The Eagle" (who is a literal eagle person) with some fighting skills. no wresting though, for added difficulty
——
Our adventure starts in the hills of direction, after Keth emerges from the wilderness to venture out and pursue his ultimate goal of becoming the greatest fighter in the world. The people here are nothing like his tribe - they're featherless and pink, unlike anything he's seen before.
His first action is to drop all of clothing and weapons aside from a bag and a loincloth, to show off his muscles (obviously).
Despite just entering civilized society and having extremely low linguistic ability, Keth somehow perfectly understands each and every word of the surrounding villagers, probably thanks to some curse by a certain frog deity.
A villager approaches Keth and begins to converse.
58e3a8 No.13767163
>>13767143
Dis Gon' be Gud.
e9ba96 No.13767198
>>13767143
Our first adventure! Busbel, a hydra, has been terrorizing the region for quite some time now.
Keth checks his map - Busbel is holed up in the mountains to the northwest, in a place the farmer calls the "Wall of Owners".
The journey from here to there will be long and arduous, (Especially without the ability to quick-travel through the mountains) and Keth briefly considers going hunting for some vampire blood, for it's strength-enhancing effects.
Nevertheless, our feathery hero asks for more specific directions to the monster, and proceeds to engage the farmer in ritual fisticuffs, as customary of his people.
e9ba96 No.13767233
>>13767198
The fight goes well for a moment, and suddenly the farmer draws a knife on Keth! Obviously this ignorant farmer has no idea of eagle-men tradition!
Keth, holding his best with his amateur wresting skills, tries to grab the knife. The farmer, in a spectacular display of bladesmanship, cuts Keth's right arm clean off with the bronze knife.
Luckily, [THE EAGLE] is able to fend off the farmer with a few kicks, and the coward runs away.
Our hero is left bleeding in faint at the start of his adventure, already endowed with a major disability.
e5d8c4 No.13767245
>>13767223
Look at the bright side now you lost a few urists of weight.
e9ba96 No.13767286
>>13767245
The news begins to spread quickly, so Keth begins to pack up for travel, not wanting to draw any "paparazzi".
He takes a moment to devour a meal and fill his waterskin up at the well, and then to express his emotions to one of the bystanders. He's off, and takes a day to travel to "scout" (wander aimlessly" in the surrounding area, eventually settling down in a town called "Mortalfishes" for the night. Although he sleeps in the dirt, he's thankful. He couldn't recount the countless times that he had lost one of his many relatives to bogeymen during his tribal childhood days.
"Perhaps," Keth thought to himself, as he began to go to sleep, "I should find a companion so I can travel during the night."
1d6e3b No.13767308
>>13767233
Time to look for a werecreature then.
adb4c7 No.13767313
>>13767233
I believe yellow function loss heals eventually. It's Cyan and Red that are really bad.
e5d8c4 No.13767342
>>13767313
Red wounds become scars, but you lose no function unless an internal organ, the eyes, spine or a tendon is damaged. For instance the right ankle on my current adventure character was shattered (red wound) but I lost no function.
I don't know what cyan ones are exactly but I know not everything can get them.
e9ba96 No.13767347
>>13767286
In a modest prayer, the handicapped man-creature smalltalks his god, casually mentioning the cold weather. He lies down and begins to think of a nice, warm beach.
DAY TWO
The shivering bird-man wakes up covered by a layer of snow. He quickly puts together a short-lived campfire, and warms up the ice in his waterskin. Already, it was shaping up to be a bad day.
People need outlets, and Keth's outlet is mindless violence. He walks into one of the nearby humie huts and silently strangles a sleeping serf to suffocation, sensing psychopathy, similar to a psychotic, senile savant.
Entirely disregarding the previous events, Keth asks the two other farmers, who are now cowering in a corner, about local troubles. The refuse to answer and instead hock a loogie at the poor, underprivileged murderer. The birdman ignores them and leaves, wandering over to the outskirts of a nearby evil fortress.
Out of nowhere, a goblin attack force jumps him. This certainly was going to be a bad day.
>>13767308
Probably, although I don't know how I'll survive getting infected. I guess the wings will come in use.
adb4c7 No.13767358
>>13767342
I think the wiki says red is when the wound fucks up the part so bad it looks like hamburger.
http://dwarffortresswiki.org/index.php/DF2014:Wound
Cyan is functional loss but the part is still intact.
e9ba96 No.13767378
>>13767347
Keth greatly underestimates the goblin's competency and is immediately hit with an axe to the ribs. Suprisingly, there is no functional damage and he continues to fly.
He swoops back down, attempting to snap the neck of one of the weaker goblins - another mistake, as this one stabs him out of the air, crippling his other arm. Keth regains his balance and flies back up into a tree before departing the location for a northern dwarf village.
He'll have to rest before he can get into fighting shape again.
e9ba96 No.13767379
>>13767378
fuck uploaded the images in the wrong fucking order
e5d8c4 No.13767391
>>13767358
I think the wiki is wrong then.
I have no sort of function loss on my ankle that had the bones shattered, and the scar is yellow. I've had tendons or nerves damaged in the past and that definitely causes permanent function loss, nerve damage even makes you feel less pain.
Also Kuk Netroared died by being frozen in the ocean while grinding swimmer skill, fuck.
e9ba96 No.13767415
>>13767378
He flies over to the nearest dwarvern village.
Hungrily, he attempts to kill a horse. This ends up backfiring, as the horse kicks and maims him, his liver and right knee destroyed. No more booze, no more walking. In a daze of pain, he falls to sleep.
DAY THREE
Amazingly, all of his wounds heal in the morning, except for his inability to use his hands. In a insane fervor, Keth calls out to his god, accusing him of being a monster several times, in a desperate hope that the deity will strike him with some cool curse. This fails, and he begins to head north towards the hydra. Although he's in no condition to fight, he hopes to somehow become stronger along the way.
The journey is uneventful and he stops at a fortress entrance for the night.
e9ba96 No.13767456
>>13767415
Keth, extremely tired and hungry, falls asleep atop the fortress entrance.
Suddenly, he awakes surrounded by a guttural laughing. Bogeymen! But how? He thought he was at a safe site!
He is torn apart before he can react.
WAIT, THAT'S NOT HOW THE STORY GOES!
Keth drifts back into conciousness. He's at the same place, but things feel different; he feels a few days younger, but generally the same.
However, before he can even depart his temporary resting place, a troupe of goblins appear!
adb4c7 No.13767474
>>13767391
It looks like the health page uses a different color code than the body parts page, because the guy's arm is cut off but the function loss is in yellow.
It seems like mangled parts to heal but they don't completely heal, like you said, I just tested it out.
e9ba96 No.13767484
>>13767456
Phase one: Keth delivers a lucky blow from behind to the goblin, destroying his throat. The goblin tries to abscond but suffocates in the process. Keth scavenges an iron shield from the corpse.
e9ba96 No.13767494
>>13767484
He flies away from the fight, failing to find anymore goblins.
—
Alright, this wasn't as interesting as I thought, so I'll retire the character for now and play a bit tommorow if I have the energy/time.
6e90a1 No.13769120
>>13767494
I wonder if the wrestling subsystem will get an update to let you control where you throw people once you're in control of the grapple. Pitching goblins off cliffs and shit would be a riot.
e5d8c4 No.13769196
>>13769120
Probably, it's a very needed missing thing
>>13767494
You went for strong foes too quick. Should've holocausted some farmers and stolen armor from a keep.
e5d8c4 No.13771250
Do I always get the curse if it says "You feel horrible."?
I ask because I had that message appear when a mummy came rushing into the room I was in but I noticed the (!!)s in the next room and walked away, and I swear my companion was closer when it opened the door and the message appeared. My companion even got attacked first, the mummy ripped off his arm and he ran away, then the mummy came after me.
I went back to the nearest town, grabbed a cat and let it hit me a bunch and all of its hits glanced off my armor except for one which knocked a tooth out, which is reasonable but I'm still not sure.
e76fb3 No.13771366
>>13753131
>Since then I built this dope tower with intels I7 chip
Which isn't going to improve anything for DF since the game doesn't have multithreading. I7 architecture just has hyperthreading as opposed to i5, and more cores than i3. And a bit more cache I guess, but not per core so it doesn't really change anything.
6b5b92 No.13771439
>>13771366
i7 has better SCP than i5
heres what dorf performance actually depends on on a scale of importance:
CPU cache size > CPU raw SCP > RAM latency > HDD speed
those are the four that significantly affect performance, by loading the games folder on a ramdisk you can get 30 extra FPS for example
the bottleneck of performance with dorf lies not with the raw processing power of your CPU but between CPU cache and RAM
e5d8c4 No.13771679
>>13771439
Speaking of that I wonder how much compiler optimizations matter for the game.
For instance I've been playing dwarf fortress all this while on a 64-bit sempron 2600+ 1.65ghz with 1GB 400mhz ddr1 (no idea what the latencies are) + some random 40GB hard drive, it has an integrated gpu but it can't do hardware acceleration under linux even with the official drivers. I first compiled it with gcc 6.4.0 and the cflags were "-o2 -march=native -fomit-frame-pointer -fno-stack-protector" but now that you mentined cpu cache size I'm building with gcc 6.4.0 and "-o0 -march=native -fomit-frame-pointer -fno-stack-protector -flto=1". The linker is gold, it's not specified on the compiler flags because it's the default for me.
I also run the game on text mode without an X server.
e5d8c4 No.13776133
>>13771679
I mean -Os not -O0
1d6e3b No.13776382
>>13776133
Any idea when we'll be able to make readable signs in Fort mode, rather than rely on pictograms and shit? Also, how do you assign non-building items to specific dorfs?
537ad4 No.13776422
UPDATE SOON!!!! FUCK ME IN MY BUTT TOADY YEAH!!!!!
e5d8c4 No.13776745
>>13776382
You can leave notes around and read them. I use those a lot on my lever room for instance.
1d6e3b No.13776801
>>13776745
Yeah, but you can't read those when you drop by your fort on Adventurer mode. Or can you?
646f0f No.13777328
>>13776801
I want to say you can….
646f0f No.13777354
>>13771439
Thats right on.
I wish this multithreaded….seems like an ideal application for that. story thread/outside world: Fluids and physics: General catchall: Dwarf: Dwarf2: Dwaft3: Creatures/Animals: OS. Hyperthreading goes to dwarfves.
a boy can dream
646f0f No.13777360
>>13771679
I went through this stuff once trying to optimize for a work laptop. didn't really matter.
646f0f No.13777380
5/7
"Down to two now! The various remaining artifact issues were uneventful. Now the main thing left to do is handling all this companions-during-infiltration business, the issue being that a goblin might address one of your companions instead of you, due to line-of-sight, etc., and your buddy needs to be able to pipe up intelligently to save all your lives. Might take some days due to the various various ways it can All Go Wrong.
Then finally some bugs I promised to do before the release. Normally, we do bug-fixing for a while afterward (and of course we'll still do that), but e.g. dwarves being stuck in trees and broken undead tissues managed to get to the pre-release promise list, in some discussion or other. So we'll see how that goes after the companion identity stuff is handled. Then we should be ready!"
92b743 No.13783667
>>13755717
Significant update has happened, 4 new races have been added.