Well, it's a damn shame this only lasts until I leave the screen, and the zombie merchants respawn.
Lucas Clark
...
Samuel Hughes
Bumping with a reminder of the bug:
Nolan Richardson
>hear of a beast attack and travel to a ruin I've passed by twice >dig in and kill the cyclops that destroyed the fortress (how?) >butcher him >climb to the top of the fortress >hurl his skull from it
Jaxson Wood
Ah, it's nice to see the old fort still kicking.
I consider making a hospital area, but we only have 6 wooden logs, and no way to secure anymore for the time being, so I hold off on that.
I notice that a lot of dogs were marked for war training, but no animal training zone was ever designated, so I put it in the old stockpile room that was mined out earlier.
I hope you guys are okay with mundane updates like this. It's a decent way to keep the thread alive.
Ethan Bennett
As I look around the fort, there actually IS a hospital area.
Whoops.
Joshua Martin
I actually had a snatcher stop by; which coincided with a goblin siege of just 6 crossbowmen, which was unusually wanting
Luis Jackson
It seems this dog was also put up for training. Poor thing.
I unmark it. It's existence is probably miserable enough already.
Ian Johnson
I think that's the use of the mini-map actually, doesn't it help you view hospitals and shit via the Rooms/Buildings menu?
Also tossing out upscaled curses for the hell of it.
Nicholas Powell
I'm trying to figure out how to tame things. I've got some Elk Birds chilling out in tightly closed rooms, having been tamed up to some level of Trained. My only concern is that, now that they're out of the cages, no one is coming by to feed them and they're not grazing.
Is it because the cave moss is only sparse, or is there something I don't know about?
Camden Edwards
I want a dwarf fortress inspired mod for total war warhammer
Jeremiah Cox
>his right eye tooth is gone >right eye tooth >eye tooth What the fuck kind of dog is that thing.
Aaron Phillips
And we still have this guy to worry about. Normally I'd sic my marksdwarf squad after him, but we don't currently have one.
I queued up a couple crossbows to be made, but the problem lies in training them. I usually just have a fuckload of wooden bolts be made and let them have at it, but Girderpalace needs all the wood it can get. It seems copper is the only reasonable choice for training them, and I'm not sure if anyone had anything in mind for the usage of copper.
Benjamin Miller
It seems the only two with any marksdwarf experience are the tanner and the spinner, and both pretty low with that. Two peasants are put in, to make it look slightly less pathetic.
I hope we have enough leather.
Jonathan Gonzalez
Stripped down, just HD and no effects, round dorfs.
I want a Kill Six Billion Demons mod, if it wasn't for the eventual artifact/myth/etc release I'd try to do it now, but bleh.
Hunter Allen
I know the population of turkeys is already quite high, but having more eggs isn't a bad thing. Besides, if they get too out of control they can always be systematically butchered.
Nolan Phillips
Elves, eh?
Well, let's just hope they brought some animals along.
Adrian Bell
Incidentally, as I haven't done shit for fort mode in a while and may as well see if I can't fuck it up amazingly for ya'll, I'll toss my hat in the ring for a turn.
Ian Gonzalez
It's...something.
Jaxson Torres
You're funny, guy.
John Butler
Some of our dwarves have...interesting tastes. Must be all that medical stuff they do.
Juan Murphy
That and the apocalyptic state of their civ outside the fort.
James Bell
I trade some gems for some grown wood. We aren't gonna be getting any fungiwood for a while, and we need all the wood we can get in this place.
James Wilson
>"rustling fabric" that's some rare thread right there I wonder how the trading civ had control of this material, weird raw calculations (other than some crossing the streams with vaults and proximity to it)
Lucas Butler
it's random. a function of the not-yet-fully-smoothed-over instrument functions. you see it pretty regularly, actually
Hunter Sanders
ah right, that explains the forgotten beast leather bellows and bagpipes and such and such
Lincoln Cruz
After trading away a few more gems for all their wood, I designate a leatherworking and tanner workshops. They may not get much use, but it's nice to have them anyway.
Owen Johnson
how far out of date is the starter pack
Grayson Reed
Hmm. It seems as if something's making these dwarves sick.
Jace Young
It's 0.42 and the game is updated to 0.43 so.
Thomas Evans
what's the minus of 42 and 43
Landon Wright
Ngggg, skyfire bad!
Camden Nelson
one century
Levi Lopez
someone in the last thread said you can learn medicine from libraries, is that true
Jeremiah Gomez
You can learn how to dance and write alt-history fiction from books, so why not?
Jayden Howard
The Marksdwarves are finally training for once.
...Hm. I'm running out of even mundane updates. Perhaps I should do something interesting.
Julian Green
A strange mood!
...and it's possession. I wonder if he'll make anything interesting.
Adam Long
He claims a clothier's workshop..
...and idles in it. Uh oh.
He needs cloth, bones (!), stone, raw gems, cut gems, stone again, and wood.
I can only hope the pig tails bloom soon enough. If not, I might have to breach the caverns once again.
Matthew Cook
one sock, coming right up
William Flores
It seems my only option to getting cloth would be to pierce the walls into the cavern and have them collect webs. With the military as it is, that's unacceptable. All I can do as of now is hope that he doesn't go berserk, as there's really not much room to wall him in.
Ryder Peterson
I can't remember if a hospital has been set up yet or not, can you reclaim some cloth from there?
Nolan Harris
No dice.
Grayson Wood
Oh boy.
Well, did any of you bring cloth?
Lincoln Martin
A new stairwell is designated, isolated from the other in case it needs to be walled off. This one is going to go far deeper than the other ones.
Let's get dangerous.
Gabriel Bailey
Guys w-wtf is going on? This is the third dwarf that died on me
Jace Jones
Vampire?
Jeremiah Ward
Another one? Well, whatever.
By the way, here are the new arrivals:
-4 fucking traders -1 siege operator -1 architect -1 mechanic -1 cook -1 butcher (as if we need another) -1 brewer -1 woodcrafter -1 craftsdwarf -1 gem setter -1 papermaker -1 weaponsmith -1 miller -1 child
We are now 108 dwarves strong.
I should make new rooms.
Cameron Carter
>werebeast appears >dashes towards my animal pasture >breaks one of my alpaca's legs >leaves
Zachary Moore
The queen herself decides to help dig out the tunnel.
Jaxson Turner
This cancellation spam is killing me.
Ryan Jenkins
Who the hell destroys mugs, man?
Gabriel Foster
Oh dear.
Luis Brown
Hey /dfg/, I'm building a castle around my fort entrance, and I can't settle for a height. Here's a picture comparison of the two heights I think make the most sense. The dark grey see-through blocks represent fortifications. The brown blocks in the corners are up/down stairs. Should the walls be taller? Maybe thicker?
Adrian Green
no, that looks pretty good to me the way it is. I like that it's 2-thick to prevent anyone dodging through it (and so that soldiers can stand on it
Brandon Roberts
We've managed to hit the SMR without actually hitting any more caverns or the magma sea itself. Also I hope these leather bags will shut the goddamn job cancellations up a little. Sheesh.
Cameron Powell
Every 3x3 embark is guaranteed to have at least one needle of pure cyan glory. It's a simple fact of Dwarf Fortress.
This is not a 3x3 embark. We may get none. Only time will tell.
Ryan Morales
... So 1 high or 2 high?
Brody Thompson
Ah, there it is.
Liam King
Are ambushes just sieges with 5-10 invaders now?
Joshua Collins
Well, let's see if we can find our vein.
...if it spawned.
Noah Perez
Well, he finally snapped.
Christopher Wright
At least he's not breserk
Austin Hill
Girderpalace now has its first elite soldier! Very nice.
Bentley Anderson
2 tile or higher walls prevents siegers (and adventurers) from grabbing the ledge of the fortification and climbing through it. be aware that the higher you build it, the less LOS to the ground the dwarves (and enemies) will have. test this in arena/adventure mode.
2 tile wide walls prevents military from dodging through, in case that bug hasn't been fixed yet
BLOCK walls should be used instead of raw materials, because rock blocks come 4-to-1 and prevent climbing vertically with perfect effectiveness (but not ledge holds)
keeping the path that's behind the fortifications a single tile forces any marksdwarves to be immediately next to the fortification and thus maintain as much sight as possible through it.
using walls to seperate your fortifications isn't necessary; you can completely use fortifications only... unless you intend to accept that blocking LOS of your marksdwarves is FUN.
Liam Wright
...seriously?
Whatever. I'll put it in the queue.
Brody Diaz
oh and: 1-tile wide moats are not sufficient any more. enemies will jump over gap with ease. moats must be at least 2 tiles wide.
any moat should probably extend out from your wall to the distance where your dwarves will definitely be able to see enemies and not have their LOS blocked by their elevation and position behind fortifications. For every tile of elevation i suggest at least 2 tiles of moat width, to force enemies into LOS and away from the wall.
enemies that swim through water or magma will do so. make sure all your liquid access points are properly U-bend and grate secured if you want to be safe and avoid FUN.
enemies that fly will nullify all surface seigecraft. hope that elves or goblins do not have flying mounts. put a roof on everything or just don't build a surface castle if you want to avoid this.
Matthew Rogers
The second axe lord has risen.
Leo Reed
Thanks, user. How's a 2 tile deep moat with spike traps at the bottom?
Alexander Baker
You can hang a fortification over a wall. ___ d # [ ] g
Can't climb up (outside of occasional ninja magic, seen it happen, dunno, the game just goes "FUCK IT, THESE GUYS ARE GETTING UP THERE NOW" sometimes, VERY rare, like 18 years of zombie sieges outside a barrier like this and randomly got like 6 zombies climbing impossible paths) but can still shoot down (and be shot at naturally.
Put a floor over the fortification and pillbox or your dorfs will climb out like retards sooner or later.
Adam Walker
2 wide can't be jumped over so that's good. (unless you're an adventurer moving at faster than walking) Enemies will only climb when they really have to, and a pit that's dry can be climbed into and out of no matter how deep. (well, unless the pathfinding breaks) weapon traps with giant spikes or spears in them, on every tile of that pit/trench, could perform well in any case even with just 1 weapon in them.
upright spears/spikes however need the entire trap filled with spears/spikes to have a good chance of hitting (since the enemy only gets the chance of be "hit" once, when they fall on the upright spikes trap)
Ideally you'd want to flood the bottom level with water to drown any survivors, and give it a drain so you can recover any metallic items left behind for recycling
also, always make sure where you're digging/channeling out of, because you don't want to accidentally open a hole into your fortress.
Samuel Smith
oh, and if you really want to get autistic you can setup an automatic repeater system to constantly retract and extend the upright spikes traps, so they constantly get stabby on anyone who falls in.
just be aware that unless an enemy is being attacked, there's really no way for them to misplace a step and go tumbling in; everyone moves perfectly, unless they're dodging an attack or are going insane. (and invaders don't go insane)
Benjamin Perez
Nevermind about that moat, built my barracks right under where the moat should've been.
Jacob Young
dig deeper not just a meme
Jayden Adams
I guess I know what (not) to do next time.
Colton Brown
Nah, what you do is set up a dry moat withminecart tracks and a checkpoint-ramp powered repeater, and load it with silver carts.
David Campbell
Is that to run goblins over?
Angel Allen
Goblins, wildlife, clumsy dorfs, pretty much anything.
Robert Gomez
Has anybody here ever seen Toady in their dreams?
Tyler Bailey
i remember i had a dream once about some weird patch notes but that's about it
Nolan Jackson
...
Daniel Richardson
bon appétit
Mason Roberts
>FBs >critically endangered megafauna >dorfs will kill the very last ones just to sate their decadent tastes
Ayden Hughes
DON DIE
Isaac Brown
>elves >get their shit stomped in >dorfs >do the stomping
Owen Evans
Eh? Eye teeth/cuspids/canine teeth, they're the four fang-like teeth in a mammal's mouth. So a normal dog.
Ian Baker
Wish I could draw fag up a pic with literal eyeball teeth now.
"Seriously, your goddamn dog creeps me the fuck out, Urist."
Tyler Garcia
/dgf/ is DEAD. i am NOT upset by this
Christian Robinson
I'm here. Please rate this small, shitty section of fort I made.
Jose Cox
No.
Nathan Foster
Its alright. It's very textured and has a lot of things going on but it's not very utilitarian.
Justin King
>The supports are confusing... traps or? >the layout isn't too default, I can dig it >this section right here though is the best
Camden Gonzalez
>messy, non-standardised, assymetric stair designs >messy stockpile designation(are those supports part of a collapsing roof trap? if yes, bear in mind that the trap will scatter all the items in that room) >letting dead dorf, along with all his belongings, rot in the pond 0/10
Anthony Barnes
>>letting dead dorf, along with all his belongings, rot in the pond
It's also the drinking pond.
Don't mock me too much, this is the first game I've played since 2009, I can tell it's pretty awful bt this is sort of a practice fort. Here's the main level of shitty fort. thanks user
Daniel Kelly
Hey man, I wasn't hating, it amuses the hell out of me.
You don't need supports anymore btw.
Jonathan Scott
Really? But I had a cave-in earlier when I dug out a large chunk of surface, so I thought they would still be necessary
Brayden Walker
This actually came up before, literally a dog got it's eye tooth damaged and it triggered my friend's autism
Isaiah Campbell
>decide to head back to my glacier fortress after crossing frozen seas and mountains on a high adventure that lead to the slaying of a cyclops that destroyed a fortress >take the long road home instead of crossing the mountains >sleep in a hamlet >wake up to the sheriff talking about bandits troubling them >ask him about it >he tells me about 4 other bandit groups before I decide these people need my help