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<BOARD RULES>
[ /agdg/ | Vidya Porn | Hentai Games | Retro Vidya | Contact ]

File: 9bc3d68da5c1277⋯.png (12.57 KB, 135x272, 135:272, grand hall.png)

File: e3606f1588a5235⋯.png (78.78 KB, 1571x210, 1571:210, sheep wool shoe.png)

File: 7f0d35852446856⋯.png (8.88 KB, 195x186, 65:62, as.png)

c25eec No.13924764

What is going on in your fortress right now?

It's been about a year since the werebeavers killed all my dwarfs. The new tenants have made the grand hall of the fortress into a monument to the original crew's sacrifice. Two mudstone statues of Momuz, goddess of death and suicide, stand over the edge of the stairwell and art depicting the infamous slaughter decorate the walls.

c25eec No.13924772

Also, forgot to mention, the surviving werebeaver is still sealed away in that room there. What should I do with her?


704db1 No.13926429

File: 6342b935ec0960c⋯.png (111.2 KB, 1920x1017, 640:339, Dwarf Fortress 4.12.2017 1….png)

File: 73cdf5cf75e01bf⋯.png (81.27 KB, 1920x1017, 640:339, Dwarf Fortress 4.12.2017 1….png)

>>13924764

>>13924772

They really ruin your damn day, especially if you don't have your steel ready, or any weapon industry in general ready. Does obsidian swords do any decent damage for starter weapon?

Also, when it transforms back to normal, flood the room with water and drown the fucker.

As for what happened to one of my forts lately

>embark to volcano for quick access to infinite fuel

>suddenly elves start cropping up

>and they're not stopping coming over

Good thing is they're free meatshields, but on the other hand, it fucking lags, and this is only first year


4a6933 No.13926705

>haven't played DF in years

>start up

>getting my farms setup

>trying to figure out the game as I go

>get 20 migrants

>no idea what they are supposed to do so they end up idle except a gem cutter

>spend first year working on smelting, and failing to get anything made, farming and cutting all the gems I found

>start to remember some stuff like offices and engraving the walls

>caravan arrives, nobody bothers to meet them so they leave

>guys start randomly visiting and asking to stay to kill monsters

>no idea what they are doing but considering I'm running a fish and booze farm here I'm not going to turn down weapon masters

>suddenly vomit and blood all over the place

>wtf

>forgotten beast has arrived

>realise I tunneled into the side of a cavern

>random adventurers keep turning up, they kill the forgotten beast for me

>still can't produce weapons myself, 30 idle dwarfs

>just realised farmers don't use farm plots

Not sure what's going on here. But I feel like some retarded npc with a basement full of monsters while all these adventurers come kill them for me.


50729a No.13926804

there's a dwarf fortress general on /vg/, what's the point of making one here?


29b3b8 No.13926875

>>13924764

>What is going on in your fortress right now?

Probably lots of dwarves puking everywhere.


c25eec No.13927732

>>13926429

When it turns back to normal, it's technically a citizen of the fort again.


f3b30e No.13927751

>>13926804

whats the point of going to cuckchan?


de6b4b No.13927961

I'm not playing right now, my mods haven't updated yet. It's just not the same experience if I'm not losing half my fortress to a legendary pokemon and I'm not exterminating the do-gooder races with my magic koopa army.


08a023 No.13928508

File: 4d84e387a139e53⋯.webm (2.73 MB, 640x360, 16:9, redial dog.webm)

>piano fortress

>user (((interface)))

yes goyim press my buttons! earn your endorphins through the systems i created

shortcuts? you dont want those.

hope your retarded brother didnt eat your arrow keys


5e1b51 No.13928528

File: ffce37749e8fbd4⋯.jpg (90.66 KB, 800x534, 400:267, piano playing.jpg)

>>13928508

Tbh i'd rather play piano than play dwarf fortress. So your argument is invalid.


08a023 No.13928541

>>13928528

>PIDF day

goddamn, every thread


08a023 No.13928556

im on to you (((stein)))way you mongrel you hear me?


de6b4b No.13928566

>>13928508

>game has gay and tranny dwarves, horrible optimization, 2 or 3 songs

>the fucking ui is what you think the biggest problem is


0e65e3 No.13928570

File: f73151dd07591db⋯.gif (3.09 MB, 300x168, 25:14, merryxmas.gif)

Anyone got a decent preset for icy but viable worlds? I remember there being some for older versions. I enjoy cold and frozen biomes a lot.


08a023 No.13928589

>>13928566

well my angry little paladin maybe if the interface was completely amazing you could sort dwarves by sexual preference and segregate them so they dont decoratesecrate my goddamn fortress every saturday


e642ab No.13928976

File: eba737126da7c2b⋯.jpg (17.03 KB, 350x277, 350:277, 1501503584644.jpg)

>>13926804

I dont know, maybe to avoid obnoxious faggots like you


db5a1b No.13933815

File: f3ad75f38f043bb⋯.jpg (37.26 KB, 262x500, 131:250, f3ad75f38f043bbe8bf53b37ee….jpg)

>>13928976

>made a thread in the wrong place to avoid people telling them they made the thread in the wrong place

anime for brains


c25eec No.13933882

Here's my blood-filled underground reservoir. Digging a deep channel is a bit more complicated now that dwarves can climb up. Used to be a dwarf had no choice but to keep digging until the channel was done. Now they can take a break and climb back up, which means I'm dealing with scaffolding now and things get messy.

>>13933815

I didn't make a thread in the wrong place, faggot. You're posting in the wrong place.

Anyway, does anyone else actually play this game? The previous thread about the update was all shit talking. Now the only people bumping this thread are replying to the retarded troll.


c25eec No.13933884

File: 06602f010995970⋯.png (21.14 KB, 448x275, 448:275, resevoir.png)

Forgot pic.


3d74d3 No.13933972

>>13927751

Maybe he means >>>/vg/1102 here, which would be even more retarded than cuckchan's /vg/, because nobody wants to hang out in a therad that gets a new post once every 2 months.


cf2701 No.13934103

File: 4b4aa4b5d2b6f1d⋯.gif (1.26 MB, 227x168, 227:168, permantly confused.gif)

>>13928528

>suspenders

>ass still hanging out


5b5793 No.13937038

is ascII the best graphical option or are the meme options actually valid?


c25eec No.13937632

>>13937038

It's all personal preference. People put a lot of work into their tilesets and some look very nice. I prefer ascii because I like to download and play a new update as soon as it's released without having to drag over mods or wait for them to release compatible versions.


37975f No.13937741

>>13937632

This.

>Military overhaul

>New gigantic trees, taverns, chapels

>CLIMBING

>Embark on volcano, have a super tall pipe

>Dig above magma

>Dwarven pathing decides that the most efficient path was to climb up and down the fucking volcano pipe above the lava instead of my more generous path

>Only one person died in the decade I had that fort

Good times


03f038 No.13937899

Dwarf Fortress still has no GUI and looks like a bunch of garbage code. Wonderful. Let me know when it's actually playable.


9bfe94 No.13937992

>>13937741

Well speaking of volcanoes

>Build near a volcano

>People dying from lava crabs

>They even come out of the volcano to sake their thirst for dwarf blood

>Despite the irregular death from crabs become a large 200+ pop fort with adamantine

>But have way to many kids

>40+ kids

>Decide to sate the crabs and solve my child problem

>Make scaffolding of floors over volcano

>Make stockpiles of food, beds, dining room and well water around volcano

>Need to cross 1 wide floor scaffolding to go to each room

>Children slowly die from crabs and falling in lava

>Ones who survive gain godly dodging skills and become emotionally numb

That's a dwarf win win


971aee No.13938017

>>13937992

>They even come out of the volcano to sake their thirst for dwarf blood

You’re confusing sate and slake. You want slake.


9bfe94 No.13938109

>>13938017

No the crabs were making sake out of dwarf blood

Are you even reading the patch notes that's a thing now.


c25eec No.13938452

>>13937741

My issue is quite simple. They'll climb out of the channel but will not climb back down to continue the job. Even with scaffolding all the way down the channel, they would never continue that dig job. I had to dig horizontally, then make a stairwell the rest of the way down. What do other people do when they want to pump water down from a river into and underground reservoir?


891b4f No.13938671

>>13937632

>>13937038

i have vision problems so i have a lot of issues trying to play ascii


c25eec No.13939007

>>13938671

May or may not help for you but the new update fixed up zooming. You can zoom in farther now and make the symbols pretty large.


5d850b No.13940093

Is there a newb pack for the latest version? 44.02 I think


37975f No.13940179

>>13938452

Digging a channel now creates a ramp, so I don't think they can dig straight down unless you use stairs


ffb24c No.13940287

>>13928589

just do it the old fashioned way, through tedious micromanagement and looking individually at dwarves to root out heathens


c25eec No.13940699

>>13940179

Digging a channel always created a ramp.


421697 No.13940824

File: 5930b1d526371ae⋯.gif (4.64 KB, 457x499, 457:499, 1386168483125.gif)

>>13924764

Can you play as best faction yet?


43d750 No.13941482

>Over year old fort

>small dedicaded military in training

>there's giant sponge for training purposes in the area too

>undead siege wipes out fort because I was doing overland castle

attempt was made

>>13937992

>embarked near volcano

>magma crabs coming out to bully my people

>some random carpenter getting tired of its bullshit and beats the shit outta from crab

That was when newer version came around in 2014. Fun times

>>13940699

earlier versions didn't do it


db2a13 No.13941501

i want to play but how the fuck do i play


104d91 No.13941504

File: b2c5eb870766866⋯.png (11 KB, 1029x256, 1029:256, 2017-12-08-1512719185_1366….png)

is there any perk becoming official land?


b869ae No.13941600

>>13933882

yah havent played update yet


b869ae No.13941610

>>13937899

right now. you can play it….unless youre a total bitch


c25eec No.13942981

>>13941504

It means nobility moves into your fort. I think it starts with a duke. If your fort does well enough it will become the capital of the civilization and the king or queen will move in. There is no perk. Nobles just add annoyance but it can be fun.


c77315 No.13943909

File: 47bae7e42108e51⋯.jpeg (103.31 KB, 384x313, 384:313, shrug.jpeg)

>>13933882

I've been playing the new update since it came out, I just got nothing funny/entertaining to show so I just lurk these threads


918cab No.13943948

Any advice on embark setups? I know the gist of taking miners/woodcutters/leaders and so forth but I haven't kept up to date on the more efficient setups and new jobs that may be necessary.


f3b30e No.13943957

>>13943948

Just use the default and then bunker down until you get migrants.


751045 No.13944080

https://github.com/DFHack/dfhack/releases

O U T

U

T

>>13941501

http://dwarffortresswiki.org/index.php/DF2014:Quickstart_guide

Get yourself a starter pack with dfhack and use one of the embark presets when making your fort. In dfhack, enable labormanager so you don't need to worry about assigning labors, which is probably the most complicated thing for a new player. Your first fort is doomed to fail so just go play and learn from your mistakes. If you don't know how to do something, check the wiki.


db5743 No.13944557

File: 80a49d711184c1a⋯.jpg (119.47 KB, 720x720, 1:1, 1450374655750-1.jpg)

>start above ground untamed wilds forest fort

>everything going great

>badgers are fucking everywhere

>badgers become a major food source

>if they could be trained and turned into war-badgers I would be unstoppable

>strike the earth to find sweet metal

>hit obsidian immediately

>keep digging

>no metals

>another layer of obsidian

>down at magma level

>still no metals

>elves declare war because I keep cutting down the trees that grow inside my walls

>start pumping out rock swords and badger leather armor

>dwarf and human caravans stop coming after I ask them to bring metal

>get raided by elves and goblins over and over

>manage to win every siege with clever drawbridge management to break up their forces

I'm probably having more fun than I should by unintentionally founding a settlement of feral dorfs, dressed like cavemen, who still manage to keep removing greenskins and knife ears with pure tactical superiority.


f3b30e No.13944567

>>13944557

>not leading the army through a gauntlet of weapon traps and then harvesting and melting their armor for metal


db5743 No.13944573

>>13944567

But goblinite is ezmode.


c25eec No.13944782

>>13944557

No badger bone crossbows?


db5743 No.13944813

>>13944782

My hunters use badger bone crossbows and bolts. I probably should militarize them and put them up on the walls, but I haven't got around to it.


918cab No.13945116

File: 1588114fb07ce98⋯.png (11.3 KB, 447x378, 149:126, atlast.png)

I'm impressed, DFHack has come a LONG way from the simple tool it used to be. I mean, fuck, I can look at stones on the map and figure out what they are worth without going to the wiki!


13cd6a No.13945882

>>13945116

I can't play without it these days. It does so many things for you.


92de42 No.13946250

>mountain embark

>building an aboveground tavern with rented rooms

>chopped down every tree on the non-mountain-biome part of the map

>which was at the top of the mountain somehow

>put wood burner in the unfinished tavern to use up the logs scattered around

>need soap

>put lye maker next to wood burner

>queue up lye production and soap production

>soap production cancels

>no lye-containing item

>check the lye maker workshop

>he finished the job and there's a bucket in there

>check the bucket

>frozen lye

>>13945882

I've never played with it personally but those extra search/find functions in all the menus seems like it would be extremely useful.

>>13943948

The miner and grower should ideally only have those jobs. Good medical skills are pretty rare, so take a doctor. Woodcutter, miner, and hunter should not be militia dwarves as it fucks with equipment. Social skills are harder to raise now, so make sure your broker has judge of intent.


fed288 No.13946343

>>13946250

>with rented rooms

How can i do this?


13cd6a No.13946763

>generate world

>only two dorf civs

>one, The Big Merchant, was destroyed in year 2 by a forgotten beast

>the other, The Strategic Syrups, made it to 47 until it was destroyed by elves, but still kept making enemies with creatures for the next 40 years

Is it a common thing to have dead/dying civ warnings or should I make a new world?


c25eec No.13947848

File: c1a2600634851b6⋯.png (305.68 KB, 1525x943, 1525:943, people told this shit was ….png)

This is fucking ridiculous.

>>13946343

From what I understand you build a bedroom then link it to a tavern, which is a designated zone. So, zone (i) to make the tavern then (q) on a bed to make a bedroom and link to the zone. But I haven't done it myself yet.


971aee No.13947896

>>13947848

This is aleph _{0}th-level autism.


971aee No.13947928

>>13938109

That’s a funny save, so I’ll let it slide.


65fb63 No.13947967

>>13926705

You have to set the crop you want to grow for each season on each plot, the easy way to set up farms is to make a 3x3 plot for each crop and make a small food stockpile that only allows the seed specific to that crop adjacent to each one. Also make those seed stockpiles not accept barrels or your dwarves will plant really slowly hauling a barrel full of seeds around and it'll mess up more than one planter trying to plant the same thing because the barrel hauling dwarf monopolizes access to those seeds.


6c687f No.13952642

>>13938671

Did you find a tileset that helps you with it, i have similar issues with ascII


4ff9b2 No.13954618

File: a96040d52a36c8f⋯.png (1.08 MB, 603x1287, 67:143, DwarvenTelevision.png)

File: d0983abaf07f7f9⋯.jpg (102.84 KB, 1023x575, 1023:575, ElvenFaggots.jpg)

File: 663f8ae48121272⋯.jpg (55.18 KB, 730x545, 146:109, TheElven.jpg)

File: 751ae48a91712d9⋯.jpg (283.97 KB, 1045x1491, 1045:1491, GoodReason.jpg)

Reposting anon's excellent OC


c25eec No.13954657

File: 3e61c5cba0311f0⋯.png (15.84 KB, 1071x35, 153:5, bored.png)

Aren't we all, little dwarf?


4ff9b2 No.13954663

File: 194e9f62cf26ff4⋯.png (328.82 KB, 500x380, 25:19, TheCure.png)

File: be75af659f17cf0⋯.jpg (52.38 KB, 720x405, 16:9, SwordIsTooGood.jpg)

File: bedf85c6f8678a0⋯.jpg (128.68 KB, 960x540, 16:9, HammerMyself.jpg)

File: 94869579b94a1e2⋯.jpg (163.29 KB, 1500x447, 500:149, GraveProblem.jpg)


c25eec No.13954679

>>13954618

>>13954663

Pretty hilarious.


9fc778 No.13954752

File: 06947810dde26ed⋯.jpg (141.36 KB, 750x494, 375:247, 1435885990741-1.jpg)

>>13944557

>rock swords

You should build a big stepped pyramid and sacrifice prisoners at the top of it every month.

Blood for the Blood God.


5d2d9b No.13957406

>>13926705

>But I feel like some retarded npc with a basement full of monsters while all these adventurers come kill them for me.

Seems accurate


4ff9b2 No.13959645

File: 06eeaa3b0b3bb9f⋯.jpg (168.72 KB, 526x525, 526:525, dorf dev cycle.jpg)

So, which unreleased feature are we going to angst over next?


c25eec No.13961443

File: 011ddb568b7f335⋯.png (71.79 KB, 1551x175, 1551:175, frillytrades.png)

The detail left out is that the dwarves surrounding As are all dead because she slaughtered the entire population when she was discovered to be a werebeaver, then named herself expedition leader. This statue now graces our outdoor trading area. She continues to hold this title while sealed up in a quarantine room. The liason wasn't happy about it.


29874e No.13963714

>>13961443

Well, it's technically not lying.


761144 No.13963780

>>13959645

Myths and Magic.


282531 No.13963798

Stop posting on RimWorld threads. If you don't like it, you don't have to. Don't bring your autism there, same thing as you guys not liking RimWorld fags here.


c25eec No.13963816

>>13963714

Imagine being that liason. The first sight is a statue of this murderous expedition leader as well as memorial slabs for her victims. You make your way down to the main village, passing by statues of the goddess of death and suicide as well as engravings that further glorify the slaughter. You find the catacombs, dotted with sculpture gardens and drink stockpiles, where dwarves mingle and party with their dead. Nobody has the authority to release the monstrous expedition leader because she ordered the quarantine herself. You have to go back and tell the king there was no leader to talk to.


5bb6de No.13963823

>>13963798

>thinking anyone can control chronic shit-stirrers

I hope you're aware there are faggots who live just to start drama between threads.


c25eec No.13963879

>>13963798

>check catalog

>no Rimworld thread to begin with

What are you even on about?


5390c2 No.13963886

>>13963798

The solutions is easy

Stop posting rimworld threads :^)


166a4f No.13963912


693149 No.13964677

>>13933882

>wait over a year for the update

>nothing fun to play with, only more boring shit just like the taverns and temple updates

I can understand how people can find fun things to do in taverns since it's just a shooting range but what the fuck are temples even for? I can't find anything worth while to do with them other than waste my time making paper and statues when I could be doing something more entertaining.


166a4f No.13964707

>>13964677

You can aquire a necronomicon and make all your dorfs into necros.


693149 No.13964742

>>13964707

I was thinking of more sandbox style shit to play with. For example if Toady added different variety of liquds in the game it would change the game massively. Like finally being able to create a pool of blood, or build a cannon of slime. Sure I'll make a necronomicom once and then I'd be done with it after only one fortress.


5bb6de No.13964763

File: c1ca8fa8701aa45⋯.png (188.89 KB, 830x711, 830:711, 1402487307256.png)

>>13964742

More fluids would be nice.


37975f No.13964804

>>13964763

>>13964742

It really doesn't need to simulate the fluids at a million billion ticks per drawn frame. Doing it once every N units of time is plenty, and I can't imagine it being very slow, being that it stores up to 0-7 values (3 bits worth) of fluid. Without looking into the technical details, he's probably done it so that 1 byte of fluid data represents two tiles: ABBB ABBB, where A is a toggle between water and magma, and B is the amount between 0-7


c1bcef No.13964810

>>13964763

The problem with more fluids is interactions between them. Lava and water don't mix, they just create steam and shit. But what happens if you add a stream of blood, a stream of milk, and a stream of elven piss into a lake of water?

Every tile has to keep track of how much % of it is what, has to track it's own personal speed at which it moves and diffuses further, liquids might not mix at all, colors change, milk might curdle, what smell does it produce and how hard does it make Urist barf, does the barf mix in as well, are there now chunks in the liquid, what did Urist have for breakfast, etc.


21b800 No.13964831

>>13964810

There's probably a simple solution to this but knowing Toady he won't use that.


693149 No.13964839

>>13964810

Stuff like barf could be a tile staining liquid. If we ever get multiple liquids it would be at the end of the development when he added multiple core support


37975f No.13964865

>>13964810

>>13964804

This is what I was getting at.

SS13 is built on top of such air mixtures, but it plays such a minor role in the game that it's only ever relevant if the entire tile is out of whack. You could grossly simplify it.

DF is basically the same thing, but more nuanced, too. So what do you do?


971aee No.13964873

>>13964839

>when he added multiple core support

So 2074, then.


693149 No.13964930

>>13964873

I don't see any other way he would be able to simulate other liquids. Hell maybe he wouldn't have to do every liquid. If he just added more liquids I'd be happy. blood is a big one. but this way he won't have to make them mix since blood floats.


0ab875 No.13965402

File: 7b66f352b7caad0⋯.png (64.2 KB, 195x510, 13:34, n0.png)


7bac44 No.13965421

>>13965402

i dont know when ill find a use for this but i feel like i will eventually. Probably when someone says something sympathetic towards elves.


ece8cb No.13965451

the only reason why tarn won't release the source code of DF is because the code looks like a mangled mess of spaghetti and he's ashamed of that


693149 No.13965495

>>13965451

>implying he's ashamed

Like he would let anyone else touch his work while he gets those sweet patreon dollars.


ece8cb No.13965541

>>13965495

if he wanted money he would have made his game not freeware


693149 No.13965550

>>13965541

If he made it something to be paid for he'd get nothing substanstial to live on. Patreon is a long term supply of cash as long as he keeps giving the donors what they're paying for. No matter how long he stretches it.


13cd6a No.13967005

File: 079b38e23e21bff⋯.png (454.64 KB, 712x610, 356:305, what's going on.png)

>seasons cross over into spring

>dorfs immediately start attacking each other

>not even a one-against-all situation, like 3 aggressors at least (including 2 kids)

>blood all over my high traffic areas

>3 adults and both kids die, probably 10 are wounded, legendary carpenter loses hand

>check through logs to see what triggered it

>can't find any "Urist goes berserk!" messages

>no werebeasts, frustrated artifact makers, tantrums, anything to indicate why they attacked

Is this a glitch? I've never seen this before. I don't have Dwarf The Rapist but I can't imagine that anyone is seriously unhappy in my fort right now.


43d413 No.13967047

>>13967005

Sounds like a Loyalty Cascade.


5e3ebe No.13968546

>>13967047

What? I thought those got fixed with the latest version.


13cd6a No.13974505

File: 08d2c23c5552e7e⋯.jpg (55.19 KB, 699x669, 233:223, DEpQfCAV0AAJmoT.jpg)

>farmed dimple cups early

>didn't process them until a couple years into the fort when I established a textile industry

>not a single bag to be found because dorfs keep storing other seeds in them

>need to process them to get dimple cup spawn

Two hours of effort later:

>bags still disappearing as soon as they are made

>have farmers, weavers, clothiers, and alpaca shearers/spinners working around the clock to produce as many bags as possible

>have two cooks producing lavish meals to eat through the seeds, thousands are stored up

>stopped brewing

>completely gave up on having a glass industry

>don't have enough bags for rock nuts either, soap industry threatened

At this rate I'm going to let all the fields fallow for at least a year.


13cd6a No.13974551

>>13974505

Never mind, just checked the workshops and realized I'm a massive baka. I tied a stockpile to my quern to make sure they weren't milling anything but dimple cups and I neglected to add bag storage there, so they could have all the bags in the world and it wouldn't help.


4b3dcd No.13975996

I am going insane and I need help

I thought you could build stairs directly under other stairs, in fact I am almost 100% sure that's how I did it on every other fort I made, but on this last one my dwarves refuse to dig anything if they have to go through a down stair (not u/d), sometimes they decide to work but only if there isnt another stair right below, most of the time I have to cancel everything and do channeling instead, then they'll dig and cross z levels. And this only happens with down stairs, u/d stairs work most of the time, only most

I thought you could communicate 2 levels with a down stair and building an up stair directly below, but now it doesnt work. What in the fuck


229642 No.13976073

>>13974505

Top kek bitch.


2db5a4 No.13976279

File: cbc95790915f8e5⋯.png (2.42 KB, 640x400, 8:5, exampel.png)

>>13975996

I have no idea what you were trying to say, but here's an example of correct usage of stairs from side view


bcdab3 No.13976410

File: 2fb5a08e932b6b8⋯.png (6.27 KB, 640x400, 8:5, cbc95790915f8e5c92a92ba5a3….png)

>>13976279

No, this is.


2db5a4 No.13976578

>>13976410

Tested it out and seems you're right. I do these from muscle memory and just assumed the down stair took the first block below ground, but now thinking about it again it makes no sense.


19398a No.13976787

File: acbd61d058edf7e⋯.jpg (59.65 KB, 387x394, 387:394, 1513092589068.jpg)

>>13924764

>I never play Rimworld because I wish it was more like Dorf Fort.

>I never play Dorf Fort because I wish it was more like Rimworld.


019a0e No.13976967

File: e7b311c84a0bbe7⋯.png (136.73 KB, 500x313, 500:313, suzy.png)

>>13976787

>wanting anything to be like Rimjob


0829f0 No.13977089

I want to make a temple of love to an erotic goddess but random gen keeps letting me down. When are we going to be able to make up our own religions?


019a0e No.13977112

>>13977089

>When are we going to be able to make up our own religions?

Soon™.

Also, >mfw 108th post in the thread


4a6933 No.13978681

File: d87f571b3676569⋯.jpg (184.31 KB, 763x726, 763:726, werefort.jpg)

>werepangolin appears

>dwarves renact The Thing

>patients turn into beasts mid operation

>blood vomit everywhere

>eventually only traitors left and one kid

>kid survives the night while being attacked in his bedroom

>beasts transform back into dwarf form whew

>they kill the kid anyway

>left with fort of child murdering werebeasts

>ghosts start to show up

I guess I'm the bad guys now


0e3244 No.13979030

File: 1c551ee0dd7644d⋯.png (1.06 KB, 500x250, 2:1, Oekaki.png)

File: 9a59cac1722adfe⋯.png (3.74 KB, 251x176, 251:176, 2.PNG)

>I have no idea what you were trying to say

I couldnt do this before, but I can on a different fort. Fuck the old fort, almost everyone died by a giant toad and they deserve it


0e3244 No.13979033

File: a1998b2361e3cdc⋯.png (7.19 KB, 342x226, 171:113, 1.PNG)

File: 9a59cac1722adfe⋯.png (3.74 KB, 251x176, 251:176, 2.PNG)

>>13979030

where did that 1st pic come from


229642 No.13979192

>>13976578

Try and be clearer in the future, I could have answered that question but your post was incoherent.


37975f No.13985048

Eh, bump


37975f No.13985063

>>13978681

I once had a volcano pipe fort. Nothing fancy but I was mining the upper layers from the top or some project and a few dwarves died to carelessness and caveins

Ghosts appeared. I had everyone die, but I liked the layout, so I embarked again. There was constant fucking interruptions trying to make slabs and memorialize everyone, but I couldn't keep up, and everyone kept getting spooked and eventually I generated more ghosts faster than I was curing them and it happened again.

I think the initial few deaths were from a strange mood gone wrong. I can't remember


4b3dcd No.13987633

I cant get anything clear from the wiki and forum posts, how safe are walls built on the surface? Could a giant beaber destroy them? Do civilized creatures use rams, catapults or something? I was planning on making a tunnel to connect every defensive position in the fort, including the entrance walls but if they can break 1 tile and slaughter my 20 crossbowmen, it's pretty pointles

Speaking of which, the game treats z levels as regular tiles right? Can I shoot something that is 2 z levels below me?


dc80cf No.13988294

>>13987633

Unless things have changed, walls are all completely safe as long as you don't neglect to build a ceiling for them (if outside).

The only things that invaders can attack are constructed buildings, such as bridges and doors. There are plenty of ways to make your fort 100% impregnable, but that's kind of boring so you really don't want to bother.

Instead, leave a few routes into your fort that meander through a festival of death.


dc80cf No.13988307

>>13987633

Didn't read the rest of your post like a faggot.

>if they can break 1 tile and slaughter my 20 crossbowdwarfs

They can't break shit, but if you have windows, grates or other improvised arrow slits, many enemies can climb the walls and squeeze through them. Keep climbing in mind, as almost everything can just effortlessly scale a wall of arbitrary height. You need to make boxed off rooms, because ring walls with open skies will do fuckall.

>z-levels as regular tiles

Yes. Your dwarfs will shoot shit that's within their spherical range, and shit will shoot/divebomb you from within that range as well.


40b52a No.13989251

>>13974505

Ah the good old bagocalypse. Happens to me every time.


f3b30e No.13989345

File: 93ad0e57d283799⋯.png (33.36 KB, 656x500, 164:125, broken shit.png)

>>13987633

If you want something completely safe and broken make a pic related in your fortress.

The channels dug in front of and behind the doors is important to make the doors unbreakable.

If you want to make it an overkill then use fortifications instead of walls and have your crossbowmen take potshots. You don't really need to do that as crossbowmen are better off taking potshots at forgotten beasts which are immune to traps.


40b52a No.13989560

>>13989345

>1 tile wide passage

NO


dc80cf No.13989817

>>13989345

There are various beasties that can squeeze through fortifications, so I wouldn't recommend using them ever.


f3b30e No.13991175

>>13989817

Only demons made of liquid can unless the entire thing is submerged in water.


40b52a No.13992723

File: 2d2034ca0677f6a⋯.png (46 KB, 1920x1080, 16:9, Dwarf Fortress_2017-12-16_….png)

>start new embark

>miners don't want to mine

>they have pickaxes and the mining job

>they're still NEETing around

Alright what's up?


e7efa7 No.13992769

File: 5f69f00e9f62c18⋯.png (7.5 KB, 231x55, 21:5, 2017-12-16-1513412021_1366….png)

>>13992723

>blue

your using marker to dig mate, click 'm' to go back to standard.


40b52a No.13992911

>>13992769

Oh.

Thanks, now I have to dig through the multiple layer deep aquifer just below the stairs I dug. Fug.


5e3ebe No.13994232

File: 06a0df18765b52b⋯.png (42.28 KB, 589x250, 589:250, update.png)

Wait what? What's the deal with Patreon?


0d2c69 No.13994658

File: 429277ac6944af1⋯.jpg (132.09 KB, 1885x1060, 377:212, 429277ac6944af13cc340d4b35….jpg)

>>13994232

Patreon in their infinite kindness and totally not jewdom said they were going to raise the amount of money creators were getting from 80 cents to 90 cents per dollar donation.

Sounds all fine and dandy, but to do so they decided to add a 30 cent fee per dollar donation as well. Thus instead of 1$, donators would be paying 1.3$ to give creators 10 cents more while the remaining 40 cents go to patreon's own "expenses".

As you can see this was completely fair and done entirely with the consumer's best interest in mind.

tl;dr people saw through patreon's attempted jewishness, creators themselves told their donators how jewish it was and that donators are free to stop their pledges until they find a better site to use. As such a lot of people called off their donations and patreon has since backpedaled hard because they were caught.


40b52a No.13994855

>>13994658

Now this is something not even the elves would do, and they're the kind to declare war on you if you bring them a cup of your best ale.


5e3ebe No.13996891

>>13994658

Whatever posessed the brothers to convince them direct donations were somehow NOT the best system?


7bac44 No.13996901

so im startin up a fresh fort.

how do you guys generally conscript your military? My embark and first couple migrations gave me dwarves with 90-98 strength so i immediately conscripted them. The quick start on the wiki said i should only conscript people with prior military experience but most of them are weak as shit.

Im not concerned with the dwarves fee fees about being conscripted as those things can be mitigated. I only care sorting through which dwarves are best for the military meat grinder so i can allocate all my industry to my weaklings.

TLDR: what are the best dwarves for my military.


37975f No.13996907

>>13996891

As a donation platform, Patreon was originally convenient and had a ton of organization and analytics. The naive person in me wants to say they taxed the low donations to encourage "worthwhile content", but like >>13994658 said, it was all just a Jewish trick.

I see furfag artists using Ko-fi, so maybe that'll be the new go-to


c25eec No.13996912

>>13996901

Traps do the fighting.


084696 No.13996938

File: 29e27adcf5132a5⋯.jpg (16.31 KB, 300x240, 5:4, 1617127817.jpg)

>waiting for dfhack to release a stable version


5e3ebe No.13996948

>>13996901

I just round up my most useless dorfs (wax crafters, potash makers, fisherdorfs in a desert embark) and put them through the Gulag training program (see here: http://dwarffortresswiki.org/index.php/DF2014:Cross-training#Gulag_.28miner.29.) Anyone who makes it to Legendary gets promoted to the regular military. It works out for me, so I'd recommend you do it as well. Of course, remember to keep some around for hauling duty.


40b52a No.13997733

>>13996901

I normally conscript useless dwarves or dwarves fit for military (big guys, strong guys, resilient guys, fast guys and so on). Then I take them from my work camp of a fort and put them in barracks near the exit, in which they'll never see anyone again and train 24/7. This is when I'll build a squad dedicated to directly receiving orders to attack.

Once I have a good number of dwarves, I'll start dividing their time between training and patrol work. Once this is good enough, I'll build archer towers.

If I have a hueg 200 dwarf fortress I'll conscript every single civillian and tell them to train for a month of the year, or i'll make 10 dwarf squads in which 2 of them train at any time, this is so civillians have SOME combat ability which makes all the difference when you got a devil plowing through your bards.

I also remove all of the allowed labors except hauling from a military dwarf, it might seem useless because they train 24/7 but when I have a lot of hauling to do I can cancel their schedule and they'll go haul to get stronger.


bb6c63 No.13997762

>>13947848

>>13947896

>basic descriptions of the musical structure of fictional music, with fictional scales and so forth

>high level autism

You can understand this shit with like 2-3 days of music theory study.


40b52a No.13997796

>>13997762

I understood the scripting language in my lego robots toy in a day because it was simple as fuck and made for kids to program their lego robots, but that doesn't make it less autistic.

Anon's screenshot is more autistic than LEGO Mindstorm Robotics Invetion System 2.0.


5e3ebe No.14000546

>>13997733 (checked)

>they'll go haul to get stronger.

I thought hauling didn't increase your attributes. Did Toady mention changing that somewhere?


92388d No.14003514

File: b63f83ea7b002e6⋯.png (3.64 KB, 209x241, 209:241, 1504552661736.png)


32eb75 No.14003908

So enemies can climb walls now. What if I put a floor above the wall though?


40b52a No.14004329

Has anybody fucked with elves in this update yet?

You can attack other civilizations so I started a new fort but it's not battle-ready just now.

I'm making a designated elf bone breaking squad. It has 9 wrestlers and it's called Darkholme Disciples. When their skills are good I'll send them to break some elf bones while wearing nothing.


32eb75 No.14004707

File: ce571c71590637f⋯.png (17.71 KB, 385x103, 385:103, Capture.PNG)

Dwarves have developed some… interesting tastes.


c25eec No.14004825

>>14003908

Pretty sure they can climb horizontally too


32eb75 No.14004859

File: e26b0548c155ca8⋯.jpg (222.02 KB, 800x533, 800:533, 100807_shigatse_tibet_chin….jpg)

>>14004825

Well shit, that makes walls without roofs pretty bad then, so making above-ground castles becomes a little harder. Guess Imma try myself at a Dwarven Monestary then.


db5743 No.14004876

File: 4310a5987efcb55⋯.jpg (105.6 KB, 820x615, 4:3, razor-wire-mesh-fencing-1.jpg)

>>14004859

>>14004825

Barbed wire industry when?


761144 No.14004934

>>14004859

From my experiences, they don't climb if there's a path that avoids climbing. So, an outer wall won't keep them out, but having one with an open entrance will direct them through it and straight into any traps you've placed.


916758 No.14004945

>tfw you gotta explain to the teacher and two students what DF is in the middle of class


e7efa7 No.14005044

>>14004945

they like it?


c25eec No.14005055

>>14004876

It's called weapon traps along the edge of your wall and the whole thing doesn't matter anyway. Any monster that can't be defeated by a single cage trap is going to destroy any wall or bridge blocking it's path. This has been true since long before climbing was added.


cfd5f3 No.14005083

>>14003908

http://dwarffortresswiki.org/index.php/DF2014:Climber

This should help.

>>14004945

Don't be such a cocktease, anon. Post storytime.


887b86 No.14005140

>>14004945

I'll remind you we browse the same board, you dick loving cum stained monkey

>>14005083

They asked me what that shit was and I barely could explain them that it's a fun game on ascii and I am not autistic, that's it


f3b30e No.14005149

>>14004329

>When their skills are good I'll send them to break some elf bones while wearing nothing

Thats a good way to get them killed.


916758 No.14005267

>>14005140

stop pretending to be me


887b86 No.14005285

>>14005267

Im not pretending to be gay though


916758 No.14005295

>>14005285

yes youre being gay for reals


cfd5f3 No.14005311

File: 7e000d2215a3586⋯.jpg (64.82 KB, 431x450, 431:450, ok kid.jpg)

>>14005140

>I play Dwarf Fortress but I'm not autistic


40b52a No.14005351

>>14004707

>all those tiny brains

Maybe they're used as dwarven spices?

>>14005149

Sounds very masochistic.


7bac44 No.14006653

File: 0dfd10d1bf5b1b0⋯.mp4 (1.53 MB, 472x360, 59:45, 0dfd10d1bf5b1b06c311130f81….mp4)

>elves want to join the fort

>make them all chop down trees


e49a23 No.14008912

Oekaki >>13979033


5641ca No.14008995

>>13976967

I just want the only part of me that bleeds when playing DF to be my brain, my eyes don't have to too.


4b3dcd No.14009311

File: 0b8ed4ae389a0a2⋯.jpg (28.82 KB, 265x393, 265:393, 0b8ed4ae389a0a2748a566d964….jpg)

>>14008995

>ascii is too hard for me :(


a8ba80 No.14010218

I just got back from a three month hiatus, how's the new updates?


6638c1 No.14010253

>>14010218

It's shit, dont come back


c25eec No.14010393

>>14008995

Do the world a favor and make your wrists bleed.


79b88c No.14010587

>>13996901

draft everyone, rotating shifts of training, the weak are culled. slows down work on other projects slightly at first, but if you get the labors and squads set up right everyone just trains instead of wasting time in the tavern

waste not want not


2b7baa No.14011520

File: 5b43e25eba253fb⋯.jpg (779.81 KB, 1500x750, 2:1, 1.jpg)

File: 6bc4baead7fbb7f⋯.jpg (236.72 KB, 1100x734, 550:367, 2.jpg)

File: 025d042acf8b025⋯.jpg (1.41 MB, 1500x1027, 1500:1027, 3.jpg)

File: 60814ae3f822dea⋯.jpg (1.35 MB, 1920x1200, 8:5, 4.jpg)

Ok, So I guess people on agdg filtered me, so I'm asking here instead. Is there such a thing as dorf fort in space? And I mean not in other planets and a sci fi setting like rimworld, I'm talking about spaceships, space stations, cyberpunk citadels, that kind of thing.

>You mean like a single player Space Station 13

Something like that, but not really limited to one scenario like dorf fort is not limited to the fort althought most of the action is there, there is a world out there.

>inb4 Spacebase DF-9


58ae2c No.14011522

>>14010218

Still no mouse support.


c25eec No.14011546

File: 1b2b50519622d7c⋯.png (92.14 KB, 439x311, 439:311, 1b2b50519622d7ccaa6317cf17….png)

>>14011522

Boo hoo, faggot.


c25eec No.14011549

>>14011520

Try Aurora maybe?


12d640 No.14014300

>>14011549

Aurora 4x has nothing in common with Dwarf Fortress.


c74c71 No.14014338

>>14011522

>what is dfhack

You won't even use it 99.9% of the time because it's inefficient. The one situation I find it desirable in is when I missed a couple tiles designating something. Really though what do faggots like you hope to accomplish with these posts? All you are doing is virtue signalling your shit taste.


1017b2 No.14017361

>>14014338

I like to use it to create ponds and small lakes in places wherever there's holes in the ground. Not even to score myself an extra water source, i do it for the A E S T H E T I C S


1017b2 No.14017389

>>14017361

Oh, and rivers. I like making "artificial" rivers.


dc0e9f No.14017396

>>14011520

Try to cryogenically freeze yourself around 100 years until Toady II will make it.


c25eec No.14017788

>>14014300

You collect resources and defend against attackers, nigger.


2b7baa No.14019666

>>14014300

>>14017396

No problem, I'll make it myself.


738d9a No.14021615

>>14003514

What do all the new races imply, in terms of fort development? How does military and economy work?


92388d No.14021640

>>14021615

I'm not really sure what you're asking, but just in general, the game might get much harder because some of the demon races are way harder than goblins. As for the economy, that hasn't been implemented into the game yet so I don't know what you're asking. I guess you can find armor made out of new materials, and new weapons scattered across the different civs, so that kind of changes the economy?


1f116c No.14022736

>>13965402

fukn saved


693149 No.14022777

>>14022736

Feels weird how dead it feels in here. I've been in this thread and went past that image several times over the course of almost two weeks. Now an anon replied to that fossil post.


dee4df No.14022802

>>14022777

Dorf Fort is a niche game, not that many folks here to discuss it with


aa7ee2 No.14022836

>>14022777 (checked)

Well, here's a general question to get the ball rolling. I'm having a problem with my fort design. Namely, Every time I start the fort I design my entrance the exact same way regardless of biome. Do you have anything to suggest as an inspiration to mix it up a little? Just from an aesthetic point of view, security is no issue to me. Suggestions regarding use of material for aesthetic purposes are welcome as well.


693149 No.14022850

>>14022836

Make a moat filled with cats as the only defense to a 3x3 staircase entrance


92388d No.14022862

>>14022836

Dig straight down into the first cavern layer and build an underground city using aboveground construction techniques.


693149 No.14022895

>>14022862

I think he specifically wanted design ideas for the entrance.


8e66bc No.14022905

>>13996901

I usually do this >>13997733, then when I get a military force of 15 melee and 10 archers I draft everyone else and give them all crossbows and some low tier armor, except miners, woodcutters and hunters because of bugs. It's fun because when any invader shows up there's an immediate flash of bolts from everywhere.


37975f No.14022909

>>14022836

I sometimes like to make aboveground forts with minimal digging, if possible. This could be harvesting a whole forest to make a shitty palisade wall, or do an open aztec temple feel with a small ditch or fortification-style wall around it


a8ba80 No.14022914

>>14022862

One of my more common projects is digging straight down to the cavern layer in a seperate location, setting up a tavern/garrison there for outsiders, then setting up the entrance of my fortress on that layer if possible with my dworf garrison.


693149 No.14022946

>tfw haven't played dwarf fortress since DF hack never updated

>updates were shit and not fun

>lack of sieges and overpowered dwarves meant no fun to be had

Allright motherfuckers I'm going to finally start a fortress after 2 years of waiting. To make it challenging I'm going to make my dwarves fight with no weapons and train animals for war only. Optionally I could maybe make the Dwarves pure carnivores so no eating veggies but how would I get around the booze problem?


37975f No.14022958

>>14022946

Mead from bees


92388d No.14022969

>>14022946

Slap this in your reactions folder

[REACTION:MAKE_MEATWINE]

[NAME:make meatwine]

[BUILDING:STILL:HOTKEY_STILL_BREW]

[REAGENT:A:1:MEAT:NONE:NONE:NONE]

[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]

[EMPTY]

[FOOD_STORAGE_CONTAINER]

[PRESERVE_REAGENT]

[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]

[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK_MAT]

[PRODUCT_TO_CONTAINER:barrel/pot]

[PRODUCT_DIMENSION:150]

[SKILL:BREWING]


693149 No.14022990

>>14022969

I'm no stranger to modding the files. I was actually planning on modding a few animals to be trainable in war. Something about making items do the impossible feels like cheating. For example I could make iron ore turn into gold when smelted. This feels the same.

>>14022958

Excellent.

While I'm at it everyone tell me which animals I should add the [Trainable] tag on


37975f No.14023014

>>14022990

Also, a goose or two will shit out enough eggs to keep your fort well fort for months, if you prepare and cook them. Nothing wrong with a 4x minced egg roast

Alpacas have lots of wool, milk, meat, too

>>14022990

If you really wanted to "cheat" and get in the festive spirit, make every color a variant of red, white, green, or maybe blue/gold.

Make an alcohol reaction to create eggnog


693149 No.14023050

File: 85ca807ceefd8f2⋯.jpg (878.09 KB, 1578x1500, 263:250, 1447978505647.jpg)

>>14023014

If it doesn't bleed, it's not meat to me. Maybe I'll remove the morals from these dwarves so that they will literally cook anything that I kill whether it's sentient or not.

>>14023014

It's a little too late for a festive fort, maybe next year. My forts usually last for real time weeks until I get bored of the fps death.


aa7ee2 No.14023069

>>14022862

Interesting idea, but I fear the trading caravan would take too long to get to my depot and depart halfway through. Or go insane.

>>14022909

>I sometimes like to make aboveground forts with minimal digging, if possible. This could be harvesting a whole forest to make a shitty palisade wall

Funny, I once did just that because I felt in the mood to do the "bandit" challenge. Now that raiding other sites is possible, I should be able to take it to its logical conclusion.

>>14023014

>If you really wanted to "cheat" and get in the festive spirit, make every color a variant of red, white, green, or maybe blue/gold.

I'd advise against this because it ends up being a pain in the ass. Just import the materials that have the appropriate colors and go from there.


37975f No.14023094

>>14023050

>It's a little too late for a festive fort, maybe next year

So let's see, you'd embark on a glacier or tundra, have reindeer or caribou as animals, maybe bears. Somewhere cold and snowy. Dwarves would have green and white outfits, perhaps red for military or nobles. Crafting toys for export, too


693149 No.14023148

>>14023069

>Interesting idea, but I fear the trading caravan would take too long to get to my depot and depart halfway through. Or go insane.

As soon as the caravan arrives you'll be able to send a bunch of dwarves to bring items to the depot and when he arrives you can make all your trades and be done with it. Time isn't really an issue since it'll be located on the first layer. The issue is getting the trader to ride down since they can't use stairs. You could dig winding tunnel around the stairs that leads to the cavern layer.

>>14023094

>So let's see, you'd embark on a glacier or tundra, have reindeer or caribou as animals, maybe bears. Somewhere cold and snowy. Dwarves would have green and white outfits, perhaps red for military or nobles. Crafting toys for export, too

I'm now in the festive mood.


37975f No.14023190

>>14023148

Wanna make a fort right now and compare them as we go?


a8ba80 No.14023194

>>14023148

>>14023094

Maybe we should all pick the same map and see what bullshit we pull with it in a week.


c99f1c No.14023212

Playing Masterwork Orcs but building above ground forts is hell.

To be honest I'm tempted to ditch Masterwork and just play vanilla DF.

Anyone know why Dwarf The Rapist keeps crashing and refuses to work?


693149 No.14023273

>>14023194

>>14023190

Fuck it I'm down. I won't get much done during the weekend since I'm working.


37975f No.14023308

File: ac017b139488189⋯.png (192.73 KB, 1366x744, 683:372, ClipboardImage.png)

>>14023194

I only have a shitty laptop right now and my time is limited because I'm not a NEET, so I'm running a pocket world I guess


aa7ee2 No.14023325

>>14022946

>>14023050

I'll leave this here and let you work the rest out: https://en.wikipedia.org/wiki/Kumis

>>14023308

I'm down as well, go ahead and upload the world to Mega when it's done. Question though, is it allowed to use DFHack?


37975f No.14023370

File: d886ccde7eeee35⋯.png (20.38 KB, 599x86, 599:86, ClipboardImage.png)

>>14023325

> go ahead and upload the world to Mega when it's done

Oh no, sorry I meant that I'm just doing my own little thing because I don't know what makes a good world and I'm particular about how mine are


37975f No.14023454

File: bfce9d218b60aa6⋯.png (48.18 KB, 1366x744, 683:372, ClipboardImage.png)

>>14023370

>>14023325

Okay actually, do I upload the "region" folder, or am I embarking so everyone has the same start, or what?


37975f No.14023457

>>14023454

Disregard image


37975f No.14023527

File: 9ed0e4096d3346b⋯.png (70.79 KB, 1366x744, 683:372, ClipboardImage.png)

File: 16fb429988c22a3⋯.png (52.9 KB, 1366x744, 683:372, ClipboardImage.png)

File: 2d37e5539a49357⋯.png (67.33 KB, 1366x744, 683:372, ClipboardImage.png)

Okay here we go

>4x3 embark on small world with < 100 years history

>Neighbours are standard, with goblins nearby

>Embark is mostly glacier with a bit of sandy tundra, no trees seem present

>Embark has 7 female reindeer, 1 male reindeer, 7 unskilled dwarves, 1 pick, and only a handful of food

I'm a bit of a masochist but if you want to play along with the same world or embark:

World: https://www.dropbox.com/s/7b565o143jq2ywv/region2_base.zip?dl=0

Embark: https://www.dropbox.com/s/osum9c12238zc3l/region2_embark.zip?dl=0


693149 No.14023793

Does DF hack work with the the newest version of dorf fort? I've been spoiled.


aa7ee2 No.14023823

>>14023793

Works well enough for me, so I don't think you'll have any trouble.


37975f No.14023843

Well this is about all I can play for now, got through the first half of the year without a problem

https://www.dropbox.com/s/hgbe0w0zu3odrt7/region2_01_autumn.zip?dl=0

>Only had 1 pick and ice, and 3 wood so resources were scarce

>Slaughtered reindeer as best I could before they all starved to death

>Managed to scavenge a few native plants, set up a plump helmet farm

>Found Kaolinite, Limonite, stone, and Gold


e3aab1 No.14027584

>>14023843

Pretty impressive overall. How did you do to acquire a water source? The old sequential cave-in method or something else?


abf1ce No.14027765

>a bunch of bullshit about walls

Most of the shit in this thread is wrong. Make a wall, put an overhang, put fortifications above your overhang, and put an overhang over your fortifications so your marksdwarves don't climb out.

And then just trap the shit out of everything and use a drawbridge over a spiked pit.


693149 No.14028086

>>14027765

What I want to know is how to make a dwarf stay in a hole to continue his channeling job without him climbing out. Maybe I can place a hatch on the hole quickly before he decides to climb out?


ac958f No.14028209

>>13926429

From what I hear obsidian is really sharp but it sucks against metal armor.


693149 No.14028239

>>14028209

The Spaniards conquistadors saw obsidian weapons when they invaded but they defeated it by throwing armor on their troops. Any weapons used to slash would lose their edge after one strike against armor and since the native Aztecs never needed a thrusting weapon, they had no answer to armor. Today Obsidian is used in high quality scalpels.


ac958f No.14028243

>>14011522

Am I retarded or something? Why do people keep saying this? I use my mouse to paint shit for designation all the time in vanilla DF. Did I install a mod and forget about it because I've had DF installed for so long?


bd1d8b No.14028257

>>14028243

I remember doing this myself but when I tried recently I couldn't do it.


ac958f No.14028260

>>14028239

I know what obsidian does in real life, I was talking about in game. Materials have "yield" and "shear" values which equivocate to the same mechanical engineering concepts. Obsidian has a high shear value but yields to metal armor easily according to the wiki, it does say that it defeats leather and wood armor though.


bd1d8b No.14028267

>>14028086

Make the channeling designation with a priority of 1.


e3aab1 No.14028295


693149 No.14028344

>>14028267

Doesn't work.


bd1d8b No.14028361

>>14028344

what exactly is the problem?


693149 No.14028409

File: 48854c95649eeef⋯.jpg (27.35 KB, 1280x720, 16:9, tunnels.jpg)

>>14028361

Whenever I would need a long tunnel going straight down the fucking dwarves would stop after digging 3 or 4 levels and then just climb back up. Since the job is in a hole with no stairs, no one would continue unless unless I built stairs next to the tunnel all the way to the bottom.


37bbfd No.14028429

>>14019666

CHECKED SATAN.


e98477 No.14028448

>>14028409

I think that has perpetually been an issue, I just sort of accept it because it kinda makes sense that a dwarf wouldn't want to get trapped in a hole. You could also just make each channel with a ramp all the way down, then remove the ramps starting with the lowest level and going up


a8ba80 No.14028459

>>14028409

Make a bridge that goes over the hole to trap him in, lol.


e98477 No.14028464

>>14028459

>, lol

have you ever wondered what a dwarf trapped in a hole would smell like i mean im just curious even though its totally gross haha


40b52a No.14029235

>>14028459

But would the dwarf continue digging after they figure out they're trapped?

>Elves! I'm stuck in this hole

>Well I'm a keep a diggin'


a8ba80 No.14029294

>>14029235

Yeah that's how it previously worked when they couldn't climb. They'd work on the only task they're able to do and occasionally sleep.


c25eec No.14029296

>>14029235

I have this same problem since climbing was added. Yes they will continue digging if they are trapped. Deep channels used to be easy because of this. Now, they climb out when they want a food or drink break and refuse to climb back down because it is not safe to get to. Bridge idea will not solve the problem because they will climb up to the bridge but won't climb down. Problem is they always refuse to climb back down.


40b52a No.14029707

What is /v/'s favorite kind of embark?

I personally settle in the coldest hellhole possible for that Norway experience.


c25eec No.14029866

>>14029707

Deserts, of course.


5d850b No.14029904

>>13994658

Capitalism working as intended.


a8ba80 No.14029977

>>14029866

Why there instead of glaciers?


c25eec No.14030010

File: d0619bbd9571905⋯.jpg (531.42 KB, 2048x1362, 1024:681, Figure-15.jpg)

>>14029977

Because ever since I was a kid, I loved all that medieval Middle Eastern scenery. The dunes, the camels, the palm trees, the curvy swords, the puffy pants, the Persian architecture, the Roman ruins, the pyramids, the booby-trapped tombs. I like to embark on a desert and make shit out of mudstone and sandstone. I stack walls in a column with a ramp on top for obelisks. I especially love when I get an embark with jackals.


37975f No.14030169

>>14027584

Haven't gotten to a water source yet. I suppose you could dig deep enough to hit an aquifer, right?


bd1d8b No.14030333

>>14023843

why did you make 6 different mason workshops?

I'll play this world for some time. Never done a icy shithole with no wood.


37975f No.14030358

>>14030333

The ones up top were made of ice, and were originally to make some basic provisions. I made 4 in the chamber in the mines so I can produce stone blocks quickly and on-site.


bd1d8b No.14031070

https://mega.nz/#!8XJ3CCIQ!hN_jL3fF5fwSXfTvsdInF5UuMmcepcQEj51TEJaZRyQ

Spent a year and a few months expanding on the fortress. The embark spot has no aquifers, no lava tubes but two candy spires. Got a magma furnace and smelter running and made a few iron bars so I got in a pretty comfortable position where I just need to smelt all the silver ore and smith the bars into warhammers and then make weapon traps.


37975f No.14031106

>>14031070

>Candy spires

Jesus christ how festive

Don't forget to make toys, though


cc60c2 No.14031627

How good is the wiki tutorial?


40b52a No.14032075

>>14031627

It has all you need to get started, but be aware it's really a startup guide. You'll eventually veer off to other wiki pages for other information.


8915de No.14032182

So is it better to have a dedicated and constant single military force about the size of a third of your total pop (of otherwise useless potash fuckers and etc) or should I draft EVERYONE and rotate them? I'm honestly not sure which is better, they both have distinct benefits. If you have a single dedicated force, they're overall more skilled and probably better armed and armored, but a whole-fort militia means that literally every dorf will be able to stand a fighting chance even if they're, say, ambushed in the caves or something.


20c8b3 No.14032212

>>14032182

I usually keep everyone in rotating squads, because of just that, for when some crazy shit jumps up someone's ass while caving. I just make sure there's at least someone somewhat proficient left to do the job they left. You either have a few lucky waves or someone gets stuck getting better at a particular job through that whole cycle.


20c8b3 No.14032217

Flags, man. Goddamn.


8915de No.14032234

>>14032212

Though being fair, making everyone mine as much as possible often helps. The number of times I've had a trog merked casually by a miner 'mining' out their head, spine, or guts has been uncountable.


20c8b3 No.14032278

>>14032234

I really mainly run into ye olde chestnut of a hunter or fisher throwing combat logs at me with some new bio-terror I have to look up. It is a lot more fun-making if you have wimpy miners, you're right. Just all the fresh hell they can possibly lead up into a fort before you get an eye on it. Having everyone mining can really bog down a fort, sort of like hauling. I just like to have a rolling fort because it kind of cuts down on mood stuff, at least as I've had it go, or makes for highly entertaining creations when it still happens.


bbfd0d No.14032293

>>13959645

Roaming crusades, I hope.


8915de No.14032363

>>14032234

I've been invaded by a brown elf necromancer. At least, I think she's a necromancer, because she's the only one marked as an Invader and not Undead. I pulled up the drawbridge, my only entrance, so I should be fine, but there's a fisherdorf still out there.

Welp.

Enjoy fighting off the invasion, Urist.


072f62 No.14033200

>>14032182

>>14032212

1 dwarf can support 4 others with his labor, so I keep half my dwarves in the military, and have a quarter do all the core work, and have the rest handle construction for the mega project and manage stockpiles.

I'm constructing walls and a trench around my fort so they come in handy.

My end goal is to convert the fort into a necromantic citadel and have every citizen be an immortal necro.


bd1d8b No.14033230

>>14032182

Numbers don't matter if you have better training and equipment.

Having 10 legendary dwarves in full steel is better than having 50 in ragtag shit gear though now with the way seiges and necromancers work you don't want to use armies to fight your enemies head on unless you like getting overrun. Main use of military is raiding and killing stragglers like Giants or cave monsters.


7b0ff7 No.14034195

File: 9dd061c106ced0f⋯.jpg (807.95 KB, 1126x989, 1126:989, ▄█▀___█▬█___█___▀█▀.jpg)

Just started a new fort and there's giant Alligators hanging out in there trees.


7b0ff7 No.14034205

>>14034195

them there trees*


7bac44 No.14034228

>>14034195

you know what you have to do


7b0ff7 No.14034913

>>14034228

They keep moving from tree to tree. I'll try to isolate them by strategically chopping different trees to cut off their escape then surround that tree with cage traps.


40b52a No.14034983

>>14034913

>vine-swinging giant alligators


7b0ff7 No.14037136

Just got 18 migrants in one wave, more than doubling the population of my fort. It's been a while since I've played, are migrant waves usually this big?


3e971f No.14037188

>>14037136

i got 30 once


40b52a No.14038334

>>14037136

I've had a fort go from 14 to 68.

It was just like real life nigger immigrants, they all had babies and they kept pouring in even though I couldn't sustain everyone.

And then they all became NEETs.


7bac44 No.14039144

>>14037188

>>14037136

>>14038334

pretty sure its based on generated wealth


86faa6 No.14039302

File: 8947033ece36fba⋯.jpg (193.23 KB, 1024x323, 1024:323, 11666863814_f7a22a794c_b.jpg)

Asking again because I remember seeing world gen presets like I need in earlier versions:

Anyone got a world gen setup that makes very cold worlds but with at least dwarves and goblins still alive? I want some really fucked up horrible snowball world full of ice, glaciers and volcanoes.


7ac967 No.14040074


7b0ff7 No.14040399

File: dc56b63ed6e673b⋯.png (42.36 KB, 423x540, 47:60, Dead female alligator.png)

File: 34f33cd1aa5e90c⋯.png (50.36 KB, 846x213, 282:71, Trigger happy wrestler.png)

File: 28a063102e669c4⋯.png (7.43 KB, 148x184, 37:46, Dead mechanic in a tree.png)

>>14034983

My retarded mechanics immediately tried to wrestle the Alligators the second they saw them, so the Alligators mauled all my mechanics. Brought my military squad up to supervise from then on, but that didn't work so well anyway. Killed one of the Alligators and lost a wrestler. Chopped down a tree and the alligator fell right into a cage trap. It's a real shame, the Alligators were a couple and now that one's dead I can't breed a war Alligator army. I caught the male, so there's no chance of fertilized eggs.

I could've done better, could've done worse.


7ac967 No.14040491

>>14040399

Just wait for some more alligators to swing by. Build a lot more cage traps in the meantime.


7b0ff7 No.14040580

File: 7ffcd7ca35546fa⋯.jpg (Spoiler Image, 29.01 KB, 1280x720, 16:9, 7ffcd7ca35546fab66f9709299….jpg)

>>14040491

How should I place cage traps? Sporadically and randomly or should I try to surround the entire area with cage traps?


40b52a No.14040637

I'm fairly new to this game.

Are all lakes murky pools?

If not, how would I get more water?


5c8617 No.14040654

>>14040637

Embarking near a river gets you a good supply of clean, fresh water.


de9861 No.14041253

>>14040580

?I personally do two layers deep and cover the area-remember that things can go diagonally too.


a1178b No.14041427

File: 0ecca5afa3a2409⋯.jpg (16.86 KB, 250x253, 250:253, dreamfunk.JPG)

>try to get back into the game after not playing a while

>standard calm mountain swamp embark

>there's no soil to be found

>in that case I'll farm above ground

>decide to make a farm at the top of the mountain my dorfs are digging into

>make a staircase that goes to the top

>make the stair case up, designate walls to be built around the land

>dorfs don't build some walls because they were designated on top of slopes

>had to clear some slopes and build walls on them, and build walls on top of those walls

>some walls got built on slopes anyway, fuck if I know why

>two seasons later the walls are up

>a were-deer appears

>hope it's not too close to my base so I can get the dorfs to the panic room

>it was spotted inside my base

>oh fuck I'm done

>it came in through the mountain-top farm because the walls apparently didn't do shit

>it blows the brains out of 5 dorfs with its hoof kicks and turns back intp its harmless form

>walks out the exit into a cage trap and gets captured

>nobody infected because it killed everyone it came in contact with

>turns out none of that land was farmable

>the opening in the wall was through some diagonal space one z-level below it

I'm somewhere between irritated and satisfied with this.


f215b8 No.14041464

>>14040580

To catch wildlife, your best bet is surround your entire embark with a 2 tile wide cage trap square. If you're not too hilly, considering evening out the terrain if you REALLY want to catch the critters.

Also should lower the bird count in the raws, every species of bird has like a 250-500 pop vs 10-20 pop for every other animal.

>>14040637

If the water isn't flowing, it'll be murky/muddy.


9fdac8 No.14041937

What the fuck, this isn't Rimworld.


7ac967 No.14041960

>>14041427

Do remember that walls are climbable as of version 0.43.

>>14041464

I'd advise against doing this. You'll get a good bunch of animals in the short term, but you'll drive the local fauna extinct eventually. Just place a bunch of traps close to your entrance.


693149 No.14042310

>>14033230

>Now with the way sieges and necromancers work

>overrun

Did they change it again? For the longest time I could only get a few pathetic sieges if I embarked right next to a goblin fortress with a huge population.


cd0bbf No.14042915

>>14040074

Thanks brah.


cd0bbf No.14042918

>>14040637

There's a good chance the first caverns have water as well but getting it to where it's needed is a little more complicated.


40b52a No.14043108

>>14041464

Yeah but I want to know if all lakes are murky pools because murky pools regenerate in rain.


cd0bbf No.14043112

>>14043108

If you're bordering a lake, as in it is called that on the world map, you have an infinite supply of fresh water.


40b52a No.14043122

File: d249b31f491c5bb⋯.png (139.4 KB, 1920x1080, 16:9, Dwarf Fortress_2017-12-25_….png)

>>14043112

By lake I mean those small pools of water that spawn in almost every embark.

Here's 2 frozen lakes in my embark.


693149 No.14043434

Any tilesets that are just vanilla but square? I forgot how much these rectangles sting my autism.


37975f No.14043439

>>14043434

I made a decent "upscale" version of the original tileset in square called "dan_16.png", but I don't have it saved on my PC or wiki or anywhere else.


693149 No.14043447

>>14043439

Sounds interesting. Maybe I should learn how to make my own. Since I'm literally the only person I know who's bothered by the rectangle style in vanilla and too autistic to use graphical tilesets.


40b52a No.14043596

>>14043434

There's a hotkey that stretches the font so it's square, but it stretches the font so things get ugly and I'd rather just play with rectangles.

I'm interested in this too.


693149 No.14043746

>>14043596

The closest thing I could find was CLA but that's a tileset that changes a bit and zooms in on the game.


40b52a No.14044046

I caged a vulture man.

Is there anything I can do with him?

I'm thinking about leaving him on display at the tavern or something, someone's bound to like vulture men and get a happy thought.


693149 No.14044092

I remember when I experimented with slavery. I heard a story that an anon got a lion man to work in a workshop. I attempted to make troglodytes work for me but the most I was ever able to achieve was a troglodyte architect and animal trainer. To answer your question, use him as bait on the surface. If a were monster shows up , open his cage to allow dwarves to escape.


6638c1 No.14044123

>try square tilesets

>all of them look like ass or add retarded custom tiles to ascii

I just want a square tileset that's just like default ascii but I cant find anything


693149 No.14044154

>>14044123

The worst part is that I heard of one that is exactly like that from an anon on halfchan /vg/ long ago. That was back in the day when I used shitty tilesets so I never saved the ascii square.


693149 No.14044189

>>14044092

This mean't for >>14044046


6638c1 No.14044407

>>14044154

is there any reason why all square tilesets look like they only use 3 pixels in total? Default tileset looks really sharp but all square tilesets I've installed look blurry


bd1d8b No.14044565

>>14044046

You can chain him as a lookout in case of ambushes and werebeast attacks

Use metal chains.


693149 No.14044616

File: 7ff12fa2b0e4115⋯.png (6.1 KB, 192x192, 1:1, Alloy_curses_12x12.png)

File: 54d1038d768e27a⋯.png (155.87 KB, 1920x1080, 16:9, Untitled.png)

>>14044407

>>14044407

>>14044189

>>14044123

>>14043746

>>14043596

This is the best I've found after a bit of searching. Bonus points, it's not blurry.


40b52a No.14044905

>>14044046

Somehow I also caged a vulture woman. Those niglets keep trying to steal my food.

I put them both inside my manager's office so he can get cucked a bit to relieve his stress.


cd0bbf No.14044915

>>14040074

So I tested this and it doesn't produce a Goblin civ in the latest version sadly.


bd1d8b No.14044932

So apparently forgotten beasts have become meek in this update to the point where they will just stick to their corner in the cave and never move even to destroy buildings.


693149 No.14047144

>>14044932

First the sieges and now the FB's. Nothing is sacred in Toady's conquest of all things fun.

>working as intended


3e971f No.14047700

YouTube embed. Click thumbnail to play.

I'm making a palisade encampment outside the front entrance of my fort.


98487a No.14048467

>>14047700

Have fun watching literally every enemy climb or jump over it like it's not even there.


b10d5c No.14048499

>>14048467

What if you make it big?


40b52a No.14048579

>>14048499

Nobody here is going to make it big, anon.


40b52a No.14049434

>cyclops appears

>too weak to defeat it

>spend 1 year cozy in my locked down fortress developing its food and textile industries so that I can support less working dwarves and more soldiers covered in cloaks

>send 2 guys to fuck with the cyclops and see what happens

>they die, other soldiers come in to loot their body and get their asses kicked

>finally figure out how to burrow soldiers, the military UI is misleading

>lost 10 marksmen/wrestlers

>their bodies are still rotting

>cozy again I am

>goblin siege appears

>they dart it to the cyclops

>goblins get a can of ass kicking delivered to their rears

>2 goblins left

>lower the bridge to the outside

>goblins go right into my cage traps

I already have a vulture man and a vulture woman cuckolding my manager in his bedroom, if I manage to get a female goblin I'll put her and a male in my mayor's room.


1a1f77 No.14049824

File: 44d704cf2301360⋯.gif (279.49 KB, 500x281, 500:281, 44d704cf230136022fa2c5bdbb….gif)

>>14044616

Now I only have to figure out why my dwarves refuse to take certain ladders/ramps and I can build a decent sized fort


13cd6a No.14050079

>>14022909

I've done that a couple times but I built all my structures out of marble and made marble brick roads. Never got around to building the castle because there's usually a new version coming out by the time I come close to finishing a megaproject. Sounds like a great idea now, given the new visitor sites. I'm really enjoying the idea of intruders trying to steal from a museum filled with traps (which they won't trigger, because MASTER THIEVES) and guard dogs, picking the moment that I shift my guards from one squad to another.

>>13996901

I draft from the useless dorfs once I have things up and running. I also like to use hunting as a means of training the crossbow because they spend all day doing it, unlike the ones using an archery target.

>>14032182

Always, ALWAYS rotate squads. Give them at least two months off total in the year if you can afford to do so. If you have large peasant forces, give them even more so they can do whatever menial tasks you need of them.


3e971f No.14050127

>>14048467

I'm still on 44.02 so I'll just designate the area as a place for all the visitors to stay. Also moats


7ac967 No.14050171

>>14050127

> Also moats

They can swim too.


3e971f No.14050187

File: 8ad9942865f76e1⋯.png (12.91 KB, 1024x1024, 1:1, proooh.png)

>>14050171

I will fill the moat with elephants then


7ac967 No.14050199

>>14050187

Hope your moats have lots of grass because tamed elephants starve to death if they're not constantly grazing.


37975f No.14050991

>>14044407

>>14044616

Check to also see if your texture filtering mode is set to linear (blurry) or nearest (sharp)


693149 No.14051135

>>14050199

I thought elephants starved faster then they ate once tame.


7ac967 No.14051181

>>14051135

Not anymore, but they still go through grass like a lawnmower. Like I said, big pastures. Or stick to carnivores. The good ol' crocodile pit is a classic for a reason.


3e971f No.14051241

>>14050199

Surely I can just have them grazing until sieges come, then allocate them to the pen in the moat?


13cd6a No.14051297

>>14051241

Or you could dig down into a subterranean cavern and seal it off right after so nothing crawls up from the deep. You'll get mushrooms growing on rock floors which they can graze on.


693149 No.14051307

>>14051297

Couldn't you also poor water on the rock to have it grow? Or is that just for farming?


db55ba No.14051623

>>13940824

Mods. There's also a mod that turns sex into an aspect of combat, if you want to try that out along with the kobolds

>>13964810

Just add some tags:

[BOILABLE] object boils when in contact with [BOILING] liquids or in fire

[BOILING] Boils [BOILABLE] liquids

[STAINING] stains floors

As for mixing shit into a lake of water:

[CONTAMINANT] can poison dorfs

eg. piss, barf

[CONTAMINATED] has come into contact with a contaminant (has a probably of spreading to other non-contaminants)

[DILUTED] dwarfs won't like it, less chance of spreading if contaminant or contaminated

etc.

Also, nothing is truly "A mixture", just an item with slightly different properties that touch.

>boiling contaminated diluted milk


7bac44 No.14051684

File: 29aa4c8511941a8⋯.gif (2.17 MB, 286x210, 143:105, 1309801842027.gif)

>>14051623

>There's also a mod that turns sex into an aspect of combat


272651 No.14051864

>>14051684

Eh, between the mermaid farms, modding in pedo rapists (that one was to Troll Toady), and the child super soldier experiments that's about the least disgusting thing I've encountered. It seems really silly though.


a8ba80 No.14052068

>>14051864

Did they ever nail down a efficient child super soldier experiment or is it all just way too out of the way to even try?


40b52a No.14052557

>>13964763

That just gave me inspiration.

I have little water so I can't drown my caged enemies, I'll drown them in blood.


db55ba No.14053567

>>14052557

>blood isn't a real liquid yet

>you can't pressurize blood or drown goblins in blood

I guess you can make them sick. Can you make cats burn for a flaming cat-a-pult?


40b52a No.14053645

>>14053567

No idea.

Currently I just throw them down a 20 z-level deep pit, but sometimes they survive. So I'm working towards installing an upright iron spear at the bottom and making the corridor after a line of stone-fall traps. It's less fun, though. I love reading what explodes into gore when they hit the ground.

Funny story, one time a goblin survived the fall with his arms and legs broken, so he crawled towards my manager and bit his eye off.


db55ba No.14053895

File: 7e2a031b09a7bcf⋯.jpg (122.81 KB, 683x935, 683:935, kill me next.jpg)

>haven't played in a long time

>try to pump water from a river

>forget water moves diagonally

>forget how to properly set up a floodgate for irrigation

>flood 1/3 of the fortress

>then try to block the river with a cave in

>just kills my dorfs instead, including my miner

>mfw


7ac967 No.14055422

>>14053895

An average day, then?


db55ba No.14055464

File: ed2d03ec0d6ed86⋯.gif (535.28 KB, 480x270, 16:9, shitpost stand.gif)

>>14055422

Pretty much. The fort's not doing that badly, except for the lack of booze, mud, and the fact that now I have to dam (at least temporarily) the river.


40b52a No.14055508

>>14055464

It's better than being unable to go outside because a fireball-hurling butterfly forest titan set your entire embark on fire.

It just happened to me.


a0c7d1 No.14055532

File: a6cff8e2f6297f3⋯.jpg (202.37 KB, 640x480, 4:3, 1508020141308.jpg)

Whats your favourite way to slay goblins?


a1178b No.14056561

How do I see details of activities like Socialize and Listen to Music? I think this is possible, but I'm not sure how to do it.


db55ba No.14056782

File: 2bd03dfe525b0d4⋯.mp4 (8.43 MB, 640x360, 16:9, Honkstreet Girls.mp4)

How would you fags feel about running a bloodline game?


7ac967 No.14056807

>>14056782

I'd love to, but we should save it for the new thread since this one is in freefall.




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