Dwarf Fortress ☼Bi-weekly DF Questions Thread☼ |
- ☼Bi-weekly DF Questions Thread☼
- Pro tip: Light aquifers can be exploited to quickly and easily create passive mist generators. Just make sure you include a drain.
- The fisher dwarf's greatest ability: swimming across a river, then forgetting they can swim
- So this just happened, and I'm grinning like an idiot.
- Magma/glass dance-floor tavern
- He's unstoppable, the troll never touched him. This man will be the first with a set of candy armor...
- Magic, Science, Death: An Undead Fortress
- Outsiders are overpowered for pets
- "We, uh, have a problem with some monsters threatening our Butcher's Shop. No, no, you probably won't need your weapon. Leave it here in your room."
☼Bi-weekly DF Questions Thread☼ Posted: 15 Mar 2020 05:09 PM PDT Ask about anything related to Dwarf Fortress - including the game, utilities, bugs, problems you're having, mods, etc. You will get fast and friendly responses in this thread. Read the sidebar before posting! It has information on a range of game packages for new players, and links to all the best tutorials and quick-start guides. If you have read it and that hasn't helped, mention that! You should also take five minutes to search the wiki - if tutorials or the quickstart guide can't help, it usually has the information you're after. You can find the previous questions thread here. If you can answer questions, please sort by new and lend a hand - linking to a helpful resource (eg wiki page) is fine. [link] [comments] | ||
Posted: 15 Mar 2020 11:23 PM PDT
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The fisher dwarf's greatest ability: swimming across a river, then forgetting they can swim Posted: 16 Mar 2020 07:40 AM PDT The number of fisher dwarves that forget how they swam across a river in the first place is hilarious. I usually try to disable fishing for these guys until I build a bridge but when I receive a group of fisher migrants someone is going to fall through the gap and spam me with "can't find path" messages. Maybe they're like dogs and need to smell their trail to remember what path they took? I love imagining the thought process for this (I know it's a game and they don't think but half the fun is treating them like they're real). Urist: I am catching plenty of fish on this bank but I'm sure if I go to the other bank I'll catch even more *Urist swims valiantly through the rapids to the other sides of the bank* *Urist gets hungry* Urist: If only there were some way for me to get back to the fortress and eat! Alas I've been stranded by a cruel unloving god! It would be cool if there was a way to make a dwarf remember the path it took to get somewhere, that would lead to less FUN! but I feel like it's a QOL improvement. To punish the fisherdwarves I've decided to construct the bridge out of raw stone. If they last long enough they may rejoin the fort [link] [comments] | ||
So this just happened, and I'm grinning like an idiot. Posted: 16 Mar 2020 11:50 AM PDT | ||
Magma/glass dance-floor tavern Posted: 16 Mar 2020 12:12 PM PDT
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Posted: 15 Mar 2020 02:55 PM PDT
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Magic, Science, Death: An Undead Fortress Posted: 15 Mar 2020 03:08 PM PDT TL;DR Using a combination of adventure/fortress mode, necromancy, and questionable ethics, I've created a fully functioning undead fort. I wanted to get this down before I get completely scooped by Kruggsmash's new series, but honestly someone on Bay12 has probably already done this that I haven't seen. Unfortunately, my screencap software wasn't set to automatically save everything like I thought, so most screencaps are after the fact. Version 47.03. ... Background
ConceptionNot long after sending off Torch, a giant showed up. In my experience, they die laughably fast. Axe to the achillles, hammer to the head. Done. What I didn't notice until later was that the giant dropped a very interesting slab. After hearing stories of necro fun in the new update, I knew I had to do something with this. See, the undead sieges were coming in full force, and immigration had slowed to a trickle. We needed a game-changer. I went into adventurer mode and took control of one of my dwarves. Gizmo, our lead scholar and mechanic, seemed like a natural fit. After a few false starts (see Blooper Reel), I was back in fortress mode with a necromancer citizen. After some testing, I could get Gizmo to semi-reliably raise recently dead entities as intelligent undead (this particular strain was confusingly called "Rotten Corpse" instead of something cool like "Damned One," lucky Krugg...). ScienceA small complement of intelligent undead would be a boon to any fortress. They are stoic, stalwart laborers and subsist on magic alone. But if some is good, then more is better. Turns out Gizmo had reason to be particularly devoted to the cause. Torch is her husband. So we'd take it a little further, in the interest of the greater good. After all, Gatestar dwarves know that life's highest virtue is sacrifice ... Okay this gets a little grisly. From our initial testing we put together a simple resurrection chamber. The troll at the bottom is our Catalyst. When I lock Gizmo in the right room and order/cancel attacks on the troll (and just letting her run around scared sometimes, it's not a precise science), she'll raise viable corpses in the left chamber through the fortifications. Everyone is the screencap - except those zombie dogs - is an intelligent undead heckling the trapped troll. Works fine but it's low volume and moving nonviable corpses around is a pain. So we expanded. In the first iteration, the wall at (3) wasn't there, but the principle is the same. Intelligent pre-undead file in and the door is locked. Bridge (2) is lowered allowing water from the river above to rush in. Once the screaming stops, Bridge (2) is raised and the Bridges at (4) are lowered, allowing the water to drain to the caverns through the grate. Gizmo can then raise corpses from her chamber through the windows at (1). In the first attempt, we attempted too many subjects simultaneously - about 100. The chamber took longer than expected to drain, and it took so long to haul bodies on the drain back in range of Gizmo that we lost many to decomposition. Even worse, some future test subjects in charge of corpse-hauling sustained damage from trauma-induced violent outbursts. Unacceptable. So we added the new wall with doors for a quicker way to do small batches. Typically we station a few squads outside the drowning chamber as sometimes the zombies and intelligent undead start fighting. It's good combat practice and keeps our newly improved citizens damage free. Successfully getting a corpse raised as intelligent is the hardest part, but with the latest setup run well I'd estimate it happens 70% of the time. I don't have hard numbers though; the bookkeeper turned out to be nonviable. That's alright though. A few more refinements and Gatestar will be ready to churn out an immortal army of unflappable killers, ready to rid the world of necromancy. Well, most necromancy. ... Here's what I learned:
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Outsiders are overpowered for pets Posted: 15 Mar 2020 03:34 PM PDT It seems that human outsiders in adventure mode can start with virtually any creatures as pets. Gremlins are only worth 1 point, so you can literally start with thousands of them. Giant elephants are only worth 251 points and are completely overpowered. The list goes on. [link] [comments] | ||
Posted: 15 Mar 2020 05:57 PM PDT
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