Dwarf Fortress [Kruggsmash] Scorchfountain Ep.13:Calmly Marching On |
- [Kruggsmash] Scorchfountain Ep.13:Calmly Marching On
- They say in war that only a handful of soldiers do all the killing, and I think this dwarf is definitely contending for top rank
- Looking for feedback on my stone industry layout
- He's more necromancer than you'll ever be!
- So I thought my new world had no necromancer towers until I saw this piece of land far south. Not sure what's keeping them there
- An Totally One-Sided Battle That Ended in the Most Boring Way Possible.
- While playing other rogue-likes, I was reminded of a feature of DF that makes Adventurer mode a lot more fun: play with Legends Viewer open and search the names of the people and monsters you meet. It really elevates the experience.
- Lore Discussion: Why are undead killed when they are decapitated or have their heads destroyed?
- I think I'm getting the hang of this.
- Ever have a bird rip a molar out your mouth and then taunt you with it? Massivedevil has. And he had witnesses.
- The Badlands of Glee
- World Gen + New Embark - The map came out pretty cool, and I uploaded it to Gdrive: link in video
- (World gen)10119 years old smaller world quirks and 99998 years pocket world's emptyness
[Kruggsmash] Scorchfountain Ep.13:Calmly Marching On Posted: 25 Jun 2020 03:02 AM PDT
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Posted: 25 Jun 2020 06:15 AM PDT
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Looking for feedback on my stone industry layout Posted: 24 Jun 2020 01:40 PM PDT
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He's more necromancer than you'll ever be! Posted: 24 Jun 2020 09:40 PM PDT
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Posted: 25 Jun 2020 05:09 AM PDT
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An Totally One-Sided Battle That Ended in the Most Boring Way Possible. Posted: 24 Jun 2020 09:16 PM PDT
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Posted: 24 Jun 2020 01:56 PM PDT It would be lovely to include that in the base game as a "cheat mode." Would bring many more players to the IMO most under-appreciated mode of the game. [link] [comments] | ||
Lore Discussion: Why are undead killed when they are decapitated or have their heads destroyed? Posted: 25 Jun 2020 04:59 AM PDT I get the reference to the good old fiction idea of "aim for the head", but those undead are typically created via parasites/disease, and reside in the heads of their hosts. However, DF's undead are powered by magic. So what makes the head so much more important to the magic than any other protrusion of the body, like an arm or leg? Interested to hear peoples' thoughts on this. [link] [comments] | ||
I think I'm getting the hang of this. Posted: 25 Jun 2020 12:23 PM PDT I'm a seasoned RimWorld vet returning to DF after being discouraged the first time around. I'm on my second fortress since my return, third fortress ever, but I do have some understanding of what the game wants of me from RimWorld. When I first picked up the game, I was frozen with freedom. Nothing terrible was happening and I could do so much different stuff that I couldn't pick something to do. I also struggled (still kinda do) with managing storage, as well as why my dwarves won't move my horse and yak corpses to the corpse pile, or how to keep track of prepared meals, etc.. The discouragement was returning now because I knew how I was going to fail (or could make a damn good guess thanks to RimWorld). Not making enough food, not preparing for some environmental change, not keeping dangerous stuff safely stored, poor Dwarf mood, whatever. It's not a lot of FUN when you see it coming. But this time I said 'screw it, let's just dig', rather than quit. I have read the phrase "dig too deep" here and there and unfortunately spoiled a little bit of what's down there, but not all of it. So I decided that if I can't be surprised by the game's basic mechanics then I would commit adventurous fortress suicide. So I am digging down and down and down making a small + shaped room each level just to see what minerals are around. I haven't reached magma or worse yet, but during this process I did learn a valuable lesson: everything makes more sense and feels more meaningful when I have an objective, even if the objective is temporary or silly. During my dig I learned about how some levels have an absurd amount of certain minerals. I found 3 levels with nothing but granite where I cleared, so I am already thinking about how my next fortress will put the masonry bench in a granite level and build my walls and doors from that. I found that gems are beyond plentiful, but large quantities of a single type would be hard to procure. Not sure what to do with this yet, but I feel ideas coming on. I learned that both a lack of work and an excess will ruin Dwarven moods, so I'm now tasked with keeping my cooks busier and my miners more comfortable. I also had a Dwarf become possessed and build an armor stand, which now sits in his grand bedroom and almost certainly angers the Expedition Leader who I read is noble and demands a superior bedroom (but his doesn't even have smooth walls). My little dig project has solidified objectives for me. My next fortress is already playing out in my head... Anyway, this has been a fortress report full of what most people here probably already know. I just wanted to write it out to help process this enormously complex game for myself, and maybe provide some perceptive for wandering noobs that are feeling as directionless as I was. [link] [comments] | ||
Posted: 24 Jun 2020 06:03 PM PDT
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Posted: 24 Jun 2020 05:39 PM PDT
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World Gen + New Embark - The map came out pretty cool, and I uploaded it to Gdrive: link in video Posted: 24 Jun 2020 02:05 PM PDT
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(World gen)10119 years old smaller world quirks and 99998 years pocket world's emptyness Posted: 24 Jun 2020 03:59 PM PDT
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