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Author Topic: Dwarf Fortress  (Read 217593 times)
LK
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Reply #350 on: April 20, 2010, 03:32:45 PM

Information is Beautiful.

"Then there's the double-barreled shotgun from Doom 2 - no-one within your entire household could be of any doubt that it's been fired because it sounds like God slamming a door on his fingers." - Yahtzee Croshaw
Sheepherder
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Reply #351 on: April 22, 2010, 01:37:27 AM

Has Toady fixed superheated rain melting the fat off of dwarfs resulting in massive hemorrhaging yet?
Threash
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Reply #352 on: April 22, 2010, 10:15:26 AM

Has Toady fixed superheated rain melting the fat off of dwarfs resulting in massive hemorrhaging yet?

Should be a feature.

I am the .00000001428%
Teleku
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Reply #353 on: April 22, 2010, 10:27:44 AM

Sounds like its working as intended.  What do you think super heated rain should do when striking somebody?

"My great-grandfather did not travel across four thousand miles of the Atlantic Ocean to see this nation overrun by immigrants.  He did it because he killed a man back in Ireland. That's the rumor."
-Stephen Colbert
Aez
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Reply #354 on: April 22, 2010, 10:58:02 AM

You two fell in the sarcasm or I've just fell into yours.
« Last Edit: April 22, 2010, 11:00:26 AM by Aez »
Yegolev
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WWW
Reply #355 on: April 24, 2010, 12:03:54 PM

You're in the sarcasmphisbaena.

Why am I homeless?  Why do all you motherfuckers need homes is the real question.
They called it The Prayer, its answer was law
Mommy come back 'cause the water's all gone
Sheepherder
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Reply #356 on: April 26, 2010, 10:27:32 PM

You two fell in the sarcasm or I've just fell into yours.

No, actually, it's serious.  There is a bug where superheated rain falls from the sky and melts dwarves.
Quinton
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Reply #357 on: April 26, 2010, 11:03:11 PM

Played a couple games (just the first couple seasons a time or two to get a feel for things).  I'm starting to wrap my head around the controls and the "physics" of DF as it were (and managed to flood one fortress impressively in a misguided attempt at irrigation).

One thing eludes me: how the hell do I deal with the crazy amount of leftover rock I have?

for example: http://frotz.net/misc/fresh-start.png

look at all that goddamn rock I'm stockpiling outside. 
Sheepherder
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Reply #358 on: April 26, 2010, 11:22:17 PM

Toady has been busy fixing Hydras so that they can be decapitated multiple times, being able to manage the three thousand metric tonnes of rock you dig up will have to wait.

Also serious.
Teleku
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Reply #359 on: April 26, 2010, 11:40:12 PM

Played a couple games (just the first couple seasons a time or two to get a feel for things).  I'm starting to wrap my head around the controls and the "physics" of DF as it were (and managed to flood one fortress impressively in a misguided attempt at irrigation).

One thing eludes me: how the hell do I deal with the crazy amount of leftover rock I have?

for example: http://frotz.net/misc/fresh-start.png

look at all that goddamn rock I'm stockpiling outside. 
The way I get rid of it is to designate a one tile garbage dump, and then go around and designate all the stone to be disposed of.  Dwarves will come around and haul it all to the garbage dump, which allows you to stack infinite amounts of shit in one space.  More specifically, once I have a lava channel dug into my fort for the magma forges, I'll leave an area open and designate it as the garbage dump so my dwarves throw all the stone into the lava, which melts it.  I figure destroying all those extra objects should hopefully help keep up the game performance some.

"My great-grandfather did not travel across four thousand miles of the Atlantic Ocean to see this nation overrun by immigrants.  He did it because he killed a man back in Ireland. That's the rumor."
-Stephen Colbert
Quinton
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Reply #360 on: April 26, 2010, 11:45:34 PM

Cute.  Can I do that indoors?  If I don't have a handy magma channel, will I ever be able to remove the stone later for long term disposal?
Ironwood
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Reply #361 on: April 27, 2010, 12:33:25 AM

Nice tileset Quinton.

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
Quinton
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Reply #362 on: April 27, 2010, 01:03:20 AM

Tiles are from here: http://mayday.w.staszic.waw.pl/df.php 

I find the game a *lot* more comprehensible this way.  Which is funny, since I find nethack utterly unplayable in non-ascii mode.

Found the tileset via this tutorial: http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/
FatuousTwat
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Reply #363 on: April 27, 2010, 04:40:00 AM

Cute.  Can I do that indoors?  If I don't have a handy magma channel, will I ever be able to remove the stone later for long term disposal?

Yeah, you can do it indoors, in fact, you have to change one of the options in order to dump things from outside (o-r-o?).

I don't think there is any real need to get rid of the stone, AFAIK it doesn't slow anything down when it's all in the same stack. If I'm wrong, just set a few dwarves to make stone crafts on repeat and sell it all to the caravans.

Also, d-b-d allows you to designate large areas of things to dump.

Has anyone really been far even as decided to use even go want to do look more like?
bhodi
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No lie.


Reply #364 on: April 27, 2010, 07:31:23 AM

One thing eludes me: how the hell do I deal with the crazy amount of leftover rock I have?

There are two historical ways.

The first is to make rock instruments out of them, trading them to whoever passes by. This is good in the early game and is always my primary trade good.
The second is to fling them into oblivion with catapults.

The interim way of dealing with it is to make a 1x1 garbage dump, only allow rocks, and periodically go and unforbid everything in the zone. Sadly, it DOES slow things eventually, even if it's all in one stack. Also, until the first and maybe second migrant wave arrives, you won't really have time to haul all the stone you carve out - you can leave it in the corridor.

Depending on the rock, it might not melt in the magma.

ABUSE THE Z-LEVEL! Make your storehouses on one level above or below your workshops. Re-read my DF radicalthon and get some ideas from it.
« Last Edit: April 27, 2010, 07:34:36 AM by bhodi »
Rasix
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Reply #365 on: April 27, 2010, 07:50:40 AM

You can also pave your floors with your left over stone.  Typically I tend to employ just about all of the solutions, but I haven't tried the magma dump.  I'll have to try that once I give this a go again (waiting for his merge to finish and a couple more bug fix patches).

-Rasix
Lantyssa
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Reply #366 on: April 27, 2010, 09:00:27 AM

I never dump stone since it takes too much effort.  I just make sprawling warehouses and craft everything I can out of it.  Chests, tables, chairs, statues, trade goods, etc.  Since I like playing near lava, a good deal of it is obsidian, which has the bonus of making my forts very wealthy and my dwarves very happy.

Hahahaha!  I'm really good at this!
lac
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Reply #367 on: April 29, 2010, 12:08:23 AM

The current build seems to work reasonably well. I didn't encounter anything game breaking.

Things that didn't work for me:
Archery training: Only melee works.
Sparring: The military skills up perfectly fine with only individual training and you get none of the training accidents involved with sparring so it's not that bad.
Diagnosticians: None of them show any interest in actually diagnosing the wounded in the hospital. All seriously wounded dwarfs die.
Kiln & occasionally soapmaker: keep insisting there are no materials to start production although the stocks say otherwise.
Enemies: On one of my tries I got zero enemy activity. The only thing that spawned were those big monsters you get when you reach over 100 population. Those legendary beasts swiftly stumbled into a wooden cage trap... The only way to get into combat was to explore some of the caves you find below a certain z-level. While the fights are entertaining the caves themselves don't seem to provide much added resources.
Quinton
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Reply #368 on: April 29, 2010, 02:37:30 AM

I tried out the in-progress sdl linux port of 40d (supposedly this work will be merged into the new version once both are more stable) on my thinkpad tonight and it rocks:

http://frotz.net/misc/df-starting1.png
http://frotz.net/misc/df-starting2.png

I'm also getting the hang of moving water and magma around and basic operations.  Goddamn this game is evil...
Slyfeind
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Reply #369 on: April 29, 2010, 02:32:13 PM

Love that Mayday graphics mod. An earlier version let me mouse-wheel scroll in and out, and also resize the screen. The latest version does not. Any ideas what gives anyhows?

"Role playing in an MMO is more like an open orchestra with no conductor, anyone of any skill level can walk in at any time, and everyone brings their own instrument and plays whatever song they want.  Then toss PvP into the mix and things REALLY get ugly!" -Count Nerfedalot
FatuousTwat
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Reply #370 on: April 29, 2010, 11:00:24 PM

Something to do with Toady being a horrible OpenGL programmer. Wait for the 40d merge.

Has anyone really been far even as decided to use even go want to do look more like?
FatuousTwat
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Reply #371 on: April 29, 2010, 11:56:22 PM

Here is my current fort (40d, with Dig Deeper):


The bottom floor of my defensive tower. There are 2 more floors above with fortifications on all sides. The double line to the north of the tower is a row of fortifications and a floor for soldiers to stand on. Right to the north of that is the (dry) moat... Maybe I should put spike traps in the bottom... To the south of the tower are the skylights leading into the stairwells, which doesn't work yet because I didn't know that light doesn't penetrate stairs. Everything green is green glass.

This is the courtyard+depot. There is a drawbridge (currently up) between the walls. I will probably at some point tear the bridge down and rebuild it only 1 tile wide. When I first built it, the depot was in the 5x5 room inside the fort (which is now a barracks). To the west of the barracks, there is an archery range, and to the west of that is a well. The archery range is closed off with a floodgate when the bridge is down, so nothing can run into my stockrooms from so close to the entrance.

The stockrooms. I've set it up so enemies have to run through the workshops one floor down before they can enter. NW=Wood, NE=Misc, SE=Bars, SW=Food. To the south is the refuse pile and a couple of craftdwarf workshops for totems/bolts. South of that are the farms which are currently laying fallow, as I have around 4k food and drink. The green area is the greenhouse, the roof has been channeled out and replaced with green glass. That is where I usually have the above ground type crops, but I've let grass grow there for now, because it's pretty :P.

Here are the workshops. NW=Carpentry/wood furnaces for charcoal, NE=Misc, SE=Magma Forges/Smelters/Glass Foundries, SW=Kitchens/Abattoir/Tannery/Farmers Workshops/Still/Gym (pumps hooked up to nothing). The walls are set the way they are around the food stocks/food handling area because Miasma can't travel diagonally.

Near the bottom of the fort are the bedrooms:

The Nobles Rooms:

And the Tomb/Prison:
« Last Edit: April 30, 2010, 02:04:22 AM by FatuousTwat »

Has anyone really been far even as decided to use even go want to do look more like?
Ironwood
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Reply #372 on: April 30, 2010, 12:46:51 AM

Nice.

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
schild
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WWW
Reply #373 on: July 14, 2010, 04:19:55 PM

Ingmar
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Reply #374 on: July 14, 2010, 04:25:31 PM

Quote
Mouse driven interface

 DRILLING AND MANLINESS


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Nordom: Sense of closure: imminent.
JWIV
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Reply #375 on: July 14, 2010, 06:10:24 PM

Oh dear christ.   I dread every time this thread is updated.    Oh well.   Time to lose a few days.
Kail
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Reply #376 on: July 14, 2010, 08:42:28 PM

Time to lose a few days.

Probably not, unless I'm missing something.  Game's not exactly finished.  All you can do is harvest wood/berries, build farms, three kinds of workshop, walls, doors, and beds.  Once you've got that built (about five minutes) there's nothing really to do.  Your orcs/goblins just kind of mill around and keep things stocked.

It's a promising start (the interface is waaaay better than that of DF), but it's not much of a game yet.
Pagz
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Reply #377 on: July 15, 2010, 07:56:36 AM

Time to lose a few days.
Probably not, unless I'm missing something.  Game's not exactly finished.  All you can do is harvest wood/berries, build farms, three kinds of workshop, walls, doors, and beds.  Once you've got that built (about five minutes) there's nothing really to do.  Your orcs/goblins just kind of mill around and keep things stocked.
You need to dig deeper.
bhodi
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No lie.


Reply #378 on: July 15, 2010, 09:24:07 AM

Sadly, the one thing I really want are multi-cell'd graphics, if only for the workshops. They're simply a jumbled mess that really needs to be cleaned up.
Simond
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Reply #379 on: July 15, 2010, 11:16:54 AM

The Dwarf Fortress forums reeeeeaaaaaalllyyyy don't like people talking about Goblin Camp, for some reason.

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Yegolev
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Reply #380 on: July 15, 2010, 12:24:19 PM

I suspect reason has nothing to do with it.

Why am I homeless?  Why do all you motherfuckers need homes is the real question.
They called it The Prayer, its answer was law
Mommy come back 'cause the water's all gone
Quinton
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Reply #381 on: July 15, 2010, 03:45:28 PM

Sadly, the one thing I really want are multi-cell'd graphics, if only for the workshops. They're simply a jumbled mess that really needs to be cleaned up.

They really just need to find an artist or two and go fully tiled.  I mean the engine is an opengl tile engine - they're just using bitmaps of ascii characters as the default tiles.

Yegolev
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Reply #382 on: July 15, 2010, 07:29:48 PM

I hear schild likes pixel art.

Why am I homeless?  Why do all you motherfuckers need homes is the real question.
They called it The Prayer, its answer was law
Mommy come back 'cause the water's all gone
koro
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Reply #383 on: July 15, 2010, 08:49:14 PM

Speaking of amusing Dwarf Fortress bugs, there's this little recent gem.

From what I gather with my very limited DF knowledge after reading the thread, the world generator bugged out and created a spire of adamantite so large that it actually reaches the highest Z-level and then loops back around to the lowest Z-level and goes back up through itself again. Multiple times.

It's an object that occupies the space it's already occupying.
Morat20
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Reply #384 on: July 16, 2010, 09:29:52 AM

It's an object that occupies the space it's already occupying.
It's a well known fact that reality is recursive. And so is space. All the DF guy needs to do is move from three dimensional space into the 11-D space of string theory.

Allow your dwarves to mine in all 11 dimensions, until they accidentally tunnel into this reality and kill us all. While weilding their own flaming offspring.
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