- I've spent an hour locked in combat, having killed the regional lord and a number of soldiers while becoming separated from my four companions, at least one of whom is dead. Meanwhile one goblin keeps telling a water buffalo, "You're amazing" while another has a lover's quarrel with a billy goat
- [Art] 'The Mining Problem'. This is my Chief Miner in my current fort: trying to figure out how to effectively seal of the cavern layers so it has a defensible entrance.
- My first Adamantine artifact an adamantine Battle Axe.
- 10 Barrell Fully Automatic Watergun Explanation
- New update is wild. A necromancer is vacationing in my fort
- The purge of the dark-church...
- I love this game so much. Read on for The Siege of Immortalityinked
- Closed the gates after a necromancer mob laid siege. Performance troupes keep visitng continuously... and bards... and dancers...
- A return to Mossgear
- Getting more out of DF on a Ryzen 5 2600x on Linux
- I rolled some dice and was blessed with a pet.
- Temporary fix for deadly babies before official bugfix comes out.
- Anyone seen anything like this on new release? 550 year old world, no clue what happened
- Bug: Deity descriptions reveal secret plots.
- Undead Lieutenant Science!
- Sorry if I’m spamming my content everyone, but I’ve heard good things about it so far, and I’m trying to expose it to new viewers, I hope you all enjoy it!
Posted: 04 Feb 2020 03:27 AM PST
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Posted: 04 Feb 2020 05:41 AM PST
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My first Adamantine artifact an adamantine Battle Axe. Posted: 04 Feb 2020 08:23 AM PST This is my second time finding raw adamantine but this is my first time working with it and as soon I made some wafers one of my dwarfs got a strange mood and start working on the forge and I was hoping for a legendary weapon or something useful like that and indeed I got a battle axe this is exciting. [link] [comments] | ||
10 Barrell Fully Automatic Watergun Explanation Posted: 03 Feb 2020 07:38 PM PST Okay so since a bunch of people asked for a breakdown on how the watergun works in my last post I figured I'd try and take some screenshots and try explain how it works. The cannon consists of 3 levels. The bottom level is the water refil area. This is where the minecarts fill up with water and are moved through with rollers. There are 3 speeds of rollers. Where the minecarts fall down from above are set to the highest speed. this is just to get the minecarts away from the dropzone as fast as possible to prevent minecarts above them getting stuck. towards the bottom there is a section of rollers set to the lowest speed. This is because minecarts will not fill up with a liquid unless they're moving slow enough. Finally there is a single row of rollers on a N/S track ramp set to low. This set of rollers push the minecarts up a level and gets them to the right speed to get airbourne. All Rollers on this level are facing south. This is a picture of the same level but with the minecarts in place and waiting. There are also some screwpumps and other things to ensure all tiles down here are filled with 7/7 water. In addition there are a few gear assemblies to transfer power between rollers as they only transfer power sideways, not along their length. This layer contains the impulse ramps (I wont explain them here, but they make minecarts move fast, without need power due to a bug) that get the minecarts up to speed, as well as the... interesting physics that happen in order to get the minecarts to change direction (from moving south, to moving north). That row of hatches with the red box are located directly above the bottom row of rollers/ramps/bottom-most minecart from the previous images. Those minecarts are trying to be pushed up to this level but the hatches block their movement. When a lever is pulled, these hatches open allowing minecarts to travel up to this level, along the tracks in the green box, and into the open space tile. This tile is important to make the minecarts count as being airborne. Because the minecarts are flying they are able to travel THROUGH the fortifications shown in the yellow box, before crashing into the wall and landing on another N/S upwards ramp with rollers pushing North. This allows the minecarts to travel up to the top layer. The top layer only consists of the ramp the minecarts will come up, along with some impulse ramps to push them into the barrell. The barrell is made up of a large amount of impulse ramps that speed up the minecarts, hurl them over the open space at the end, and slam them into the stationary minecarts at the northern end of the barrell. Because of the sudden deceleration, the contents (water globs) are spewed forwards through the fortifications and into the face of anything unlucky enough to be standing in the killzone, the minecart then falls down below to the rollers and the process starts all over again. Here is a gif following one of the minecarts in its process. The water is just being siphoned off from one of the cavern levels, and I allowed it to flow off the edge of the map a little bit away so I could setup a huge system of waterwheels to power everything. In action against the demons the watergun worked well... until it didnt... Demons struck by the water had a tendancy to go flying through the fortifications and out into the mechanisms of the gun. Eventually more and more of the cannon got broken apart, however it continued to fire, minecarts smashing apart any demon who stepped on the wrong tile. Dwarves were stationed at the entrance to the fort to try and pick off any demon that made its way through while the rest of the fort was sealed(in this gif you can see a demon already in the mechanics on the bottom right, as well as a demon getting slaughtered near the entrace). The cannon continued to fire right up until the part where one demon finally managed to finally take out the gear assembly powering the cannon. Militia was deployed to dispatch demons as they made it through the maze one at a time however their losses continued to pile up until they were all dead (check out the marksdwarf that gets kicked through 3 sets of fortifications though!). I have been constantly training up squads of dwarves clad in steel armor and every year sending them down to take out a few more demons before they eventually die. The demons have finally all been clensed but at a great cost to the fortress. All that remains of the once great cannon are scattered mechanisms and broken machinery. Corpses of demons and dwarves alike mar the stairwells to the fortress, evidence of the heroic dwarves that gave their lives to drive back the dark hoardes that invaded our fortress. Cleanup efforts have now begun in the lower levels. Small squads of only the happiest dwarves are locked down there for short periods of time, their only tasks involving dumping corpses into the magma sea before being sent back up to legendary bedrooms to try and quell their unease. We cannot let the rest of the fortress see the horrors that have occurred deep below their bedchambers. They must remain ignorant of the fact, lest they too lose their minds. We have struck the earth, and it struck back. [link] [comments] | ||
New update is wild. A necromancer is vacationing in my fort Posted: 03 Feb 2020 03:11 PM PST
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The purge of the dark-church... Posted: 04 Feb 2020 07:47 AM PST So I was starting my last fortress with the Intention of creating some kind of death-cult. Therefore I called my fort 'The Hall of Dead'. Later a werebeast attacked and because of bad quarantine managemet, it infected nearly all my dwarves. Those who lived went insane... I decided to entomb 3 of the remaining dwarves alive (werebeast do not starve after all) and waited for migrants to clean up the almost 70 dead bodies. After creating a giant tomb Labyrinth (with guild based tomb halls), I decided to entomb them too, because I'm not too good at dealing with their terror and depression. The final migrant wave finally blossomed and build "the dark-church" deep down in the mysterious tombs, not knowing, what lies behind the walls. One day, there will be a purge and none of those dwarven childs, or labor lazy alcoholics will survive it... Pray to Urem råsh my cultists, pray for mercy and you may live. Pray that you will be allowed in the ark-hall, so that the purge won't eradicate you... [link] [comments] | ||
I love this game so much. Read on for The Siege of Immortalityinked Posted: 04 Feb 2020 11:34 AM PST
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Posted: 04 Feb 2020 10:33 AM PST
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Posted: 04 Feb 2020 10:42 AM PST After yesterday's disaster at Mossgear and several comments suggesting I do something more with the tragic site I resolved myself to attempt to reclaim the fort. Thus I present to you dear Urists, The Second Embarking of Mossgear!I chose to first prepare for the journey carefully, and by that I mean that I left all my dwarves as peasants and took a grand total of twenty cats. Thus supplied for the labors ahead my brave -and possibly foolish- dwarves departed for their new home. Upon arrival I was greeted with the sight of water buffalo corpses and scattered garments surrounding the abandoned wagon of the Veiled Crystals (the first group of dwarves to attempt settling Mossgear). Further inspection yielded even more disturbing results. The walls of a shack built by the last surviving dwarf of the Veiled Crystals still stood, roof unfinished and wood probably rotting after the abandonment. To the east of our wagon and across the river was the disastrously unfinished pit which had previously caused so much trouble, a bit of a grim reminder. I decided to take a quick look deeper into the river and to my dismay there were several giant alligators swimming in the hot waters. Oh well, surely they won't be an issue... Also lurking beneath the river's current was the ghost of one of my previously drowned dwarves. Ahh the memories. Well, enough dallying and caution. It's time to get to work. I assign labors to my seven brave -and possibly foolish- dwarves, then I designate a clump of trees to be brought down, a field of plants to be gathered, and a layer of the disastrously unfinished pit to be dug anew. Our plan is to finish the pit and claim it for ourselves (we're not afraid of some unsupported dirt goddamnit!) and then to secure said pit with some walls on the surface. I unpause, ready for the work to begin. Excitement begins to mount. Andddd the alligators instantly begin their rampage :) Luckily our wagon was further from the river this time so no dwarves were knocked into the water (which would have resulted in a mass drowning similar to the first embark) however by the time the alligators decided to mercifully end their attack we were not left without wounded. Time for a casualty count- One dwarf dead, perished in the maw of a crocodile Several dwarves with minor wounds One unfortunate soul by the name of Ustuth left with a mangled spine and permanent psychological damage Six dwarves with horrifying images glued into their brains for the remainder of their lives And worst of all, some tragically wounded cats. Oh well, at least this time we only lost one dwarf and now we can get on with digging that pit. We were much more careful to only dig one layer at a time this go around so nothing should go wron- Three cave ins happen almost instantly... Luckily our miners were only left temporarily stunned and quickly got back to work. Things are going well again when an alligator decided to venture out of the river to chew on our dwarves once again. No dead dwarves this time but an Etur was left with a snapped leg and I can't be bothered to save him so he'll probably starve but oh well I'll just cruelly name him Stub on account of the leg. Also that Ustuth guy has been cancelling all his tasks due to being shaken so I suppose he gets a nickname as well. Ustuth "The Shaken" will go down in dwarven history, or he could die i suppose. It's also worth noting that two of our twenty cats have adopted a rather lucky dwarf so now they will be known as Sibrek "The Claimed". Eventually FINALLY, the pit was complete. Next up for our miners was to dig out a large cave to farm plump helmets in, as well as the fortress proper. While our intrepid and incompetent miners toiled away I set the rest of the equally incompetent dwarves to build a patchwork wall of wood and stone around the pit so as to be slightly more secure from the vicious alligators. A ring of stairs at the bottom of the pit will lead into an underground tower of square rooms which will make up our meeting hall, barracks, tavern, library, and temples. With that I leave you for now. The next big project should be to construct an underground tunnel through the river so we can construct a mass of slums on the other side. I'm sure this will all go completely smoothly and will certainly not flood our entire fortress :) [link] [comments] | ||
Getting more out of DF on a Ryzen 5 2600x on Linux Posted: 04 Feb 2020 12:14 PM PST Anybody have any tips to increase performance? It feels weird having so many unused cores and so much unused power.... I could be generating worlds so much faster if I could use all my cores =( 1/12 threads (1/6 cores) seems terrible. Edit: I know DF can only run on one core by default but I moreso am looking for tips to optimize that one core or somehow cheese DF into using multiple? [link] [comments] | ||
I rolled some dice and was blessed with a pet. Posted: 04 Feb 2020 11:06 AM PST
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Temporary fix for deadly babies before official bugfix comes out. Posted: 03 Feb 2020 09:09 PM PST In the raw file creature_standard.txt, remove the [BABY:1] line entirely from the dwarves. This makes newborn dwarves be born as children, and babies won't exist. You can do this in your current save file (for example data\save\region1\raw\objects\creature_standard.txt ). Or before world generation ( df\raw\objects\creature_standard.txt ) It does not affect already existing babies in your save, but any new babies born in the fort will just pop out as full children and bypass the deadly baby bug entirely. Edit: Do note that migrants will bring babies in existing saves, and they'll have the bug. This workaround only applies to dwarves born in your fort in existing saves (for new world gens, it fixes migrants too). If you modify the line [CHILD:12] TO [CHILD:1] it will make all babies turn into children on the first day of each year - this might save some dwarves with lucky timing. [link] [comments] | ||
Anyone seen anything like this on new release? 550 year old world, no clue what happened Posted: 03 Feb 2020 07:35 PM PST
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Bug: Deity descriptions reveal secret plots. Posted: 03 Feb 2020 06:33 PM PST Checked the relationships of a migrant to see what God they worshipped. Apparently, worldgen makes a note of every time a historical figure sways another to join a plot by plying their shared belief in a Deity - and those deities "remember" to note that alongside the list of people they've turned into weremonkeys. [link] [comments] | ||
Posted: 03 Feb 2020 07:26 PM PST Greetings! As we all know, the new update brought necromancers the ability to raise undead lieutenants. While working towards my plan of playing a adventurer raised 15 times by different necromancer strain allies, I decided to do some science to avoid any pitfalls. When raised as a Sentient Undead Lieutenant Bodily damage is preserved. *Wounds seem to heal as well, unlike normal undead. Further study needed. Uncertain if fertility is preserved as well. Vampirism, necromancy, undead lieutenant status is preserved, so as planned you can raise yourself multiple times by different necromancer strains to gain various lieutenant powers. *Note-A escaped experiment seems to be bugged atm, and cannot use certain acquired powers or even gain them. Further study needed. *Try raising a adventurer that died in werebeast form to see what happens. Is it stuck in werebeast form forever? Adventurer status preserved. A raised adventurer lieutenant can be immediately controlled in tactical mode again. They'll have to re-equip themselves, of course, but this is a huge boon in combat. Hostilities preserved. However, a raised corpse remembers it's loyalties and hostilities, which becomes a problem if you decided to strangle your ally to preserve their corpse. If they are raised hostile to you, they are uncontrollable and you must somehow cease hostilities. *Try travel loading while hauling the corpse, then raising the corpse. Cessation of hostilities through talking results in them becoming a controllable party member again. *Buggy conversations-A undead lieutenant does not always respond to conversations. At first I thought this was due to a lack of speakable body parts due to corpse damage, but it appears to be something else. Further study needed. [link] [comments] | ||
Posted: 03 Feb 2020 10:09 PM PST
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