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Dwarf Fortress - Addiction in ASCII - Page 53

Forum Index > General Games
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DarkEnergy
Profile Joined June 2011
Netherlands542 Posts
February 27 2012 14:41 GMT
#1041
I have started playing the game and it is quite entertaining.
Read allot on wiki and watched a couple of youtube tutorials.

Things started to spin out of control when i reached 40-50 dwarves.
Managing basic things like food,nobles,trading and eco goes fine.
But the idling dwarfs and setting up a militia is a daunting task.
Not to mention trying to produce/equip the soldiers.

Somehow wile assigning uniforms i screwed up.

Suddenly a goblin ambush !
Killing a newborn kitty !
Such a cowardly thing to and being quite pissed i immediately dispatched my militia

Here comes the screwed up part they where naked and carrying training weapons......

Well there the dwarfs went butt naked with training sword in hand to fight the fitly kitten killers.
To summarize the event it was quite one sided and lots of FUN.

This game relies mostly on the imagination of the player.
I still crack up wile thinking of 10 dwarves running to the field of battle naked to take revenge with their wooden training swords. And leading the charge The cook nicknamed The Swedish Chef (muppit)

Thats right stimmed marines can outrun aeroplanes.Tasteless
Silentenigma
Profile Joined July 2009
Turkey2037 Posts
Last Edited: 2012-02-27 21:58:43
February 27 2012 21:26 GMT
#1042
Can someone help me I downloaded lazy new pack.When I build farm I cant plant any seeds even tho I got all seeds.I have seeds in barrels(Plump helmet spawns and Plump helmets)
Edit:NVM I found the solution.
日本語が上手ですね
MisterD
Profile Blog Joined June 2010
Germany1338 Posts
February 27 2012 21:58 GMT
#1043
does any dorf have the labor related to planting seeds enabled? Might be farming, but i'm not sure, haven'd played in ages.
Gold isn't everything in life... you need wood, too!
PhuxPro
Profile Blog Joined May 2010
United States294 Posts
February 27 2012 23:17 GMT
#1044
On February 28 2012 06:58 MisterD wrote:
does any dorf have the labor related to planting seeds enabled? Might be farming, but i'm not sure, haven'd played in ages.


dwarfs that you gave the Grower labor will automatically have it enabled on embark (only if it's equal or greater than any other skills you gave the dwarf).
Money was meant solely to be spent.
r.Evo
Profile Joined August 2006
Germany14081 Posts
February 28 2012 00:39 GMT
#1045
On February 27 2012 23:41 DarkEnergy wrote:
I have started playing the game and it is quite entertaining.
Read allot on wiki and watched a couple of youtube tutorials.

Things started to spin out of control when i reached 40-50 dwarves.
Managing basic things like food,nobles,trading and eco goes fine.
But the idling dwarfs and setting up a militia is a daunting task.
Not to mention trying to produce/equip the soldiers.

Somehow wile assigning uniforms i screwed up.

Suddenly a goblin ambush !
Killing a newborn kitty !
Such a cowardly thing to and being quite pissed i immediately dispatched my militia

Here comes the screwed up part they where naked and carrying training weapons......

Well there the dwarfs went butt naked with training sword in hand to fight the fitly kitten killers.
To summarize the event it was quite one sided and lots of FUN.

This game relies mostly on the imagination of the player.
I still crack up wile thinking of 10 dwarves running to the field of battle naked to take revenge with their wooden training swords. And leading the charge The cook nicknamed The Swedish Chef (muppit)



Just wait till you start applying the dwarf fortress FUN to other games or activities. You stand there like a tool saying "Wow, this was FUN" while the people around you are like... "wat?"

What you can do with your militia are danger rooms with wooden training spears. Shit is so OP it's not even funny anymore.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
MisterD
Profile Blog Joined June 2010
Germany1338 Posts
February 28 2012 00:55 GMT
#1046
On February 28 2012 09:39 r.Evo wrote:
What you can do with your militia are danger rooms with wooden training spears. Shit is so OP it's not even funny anymore.

until you forget to lock the door and the children walk inside.
Gold isn't everything in life... you need wood, too!
r.Evo
Profile Joined August 2006
Germany14081 Posts
February 28 2012 01:40 GMT
#1047
On February 28 2012 09:55 MisterD wrote:
Show nested quote +
On February 28 2012 09:39 r.Evo wrote:
What you can do with your militia are danger rooms with wooden training spears. Shit is so OP it's not even funny anymore.

until you forget to lock the door and the children walk inside.


...and kittens. =D

I once had much FUN when my top uber dwarf gave childbirth in my dangerroom. =S
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
Fealthas
Profile Joined May 2011
607 Posts
February 28 2012 02:09 GMT
#1048
Ahh you got me addicted!
humblegar
Profile Blog Joined October 2004
Norway883 Posts
February 29 2012 13:27 GMT
#1049
On February 28 2012 10:40 r.Evo wrote:
Show nested quote +
On February 28 2012 09:55 MisterD wrote:
On February 28 2012 09:39 r.Evo wrote:
What you can do with your militia are danger rooms with wooden training spears. Shit is so OP it's not even funny anymore.

until you forget to lock the door and the children walk inside.


...and kittens. =D

I once had much FUN when my top uber dwarf gave childbirth in my dangerroom. =S


You can specify if the door to your danger room blocks pets or not, this has never failed me at least.

You can also have all kids in a burrow that does not include your training area, but I think carried babies (or babies delivered in the danger room ^^) will ignore this.

I quit danger rooms after a couple of forts, as it is just too much reward for too little investement.
Gorsameth
Profile Joined April 2010
Netherlands22465 Posts
February 29 2012 14:53 GMT
#1050
Problem with settings doors to block pets is that they will instead wait outside the door untill someone uses it and then slip in through that door. It will work solong as no one uses the door while the danger room is active but it still isnt completely without risk.
It ignores such insignificant forces as time, entropy, and death
humblegar
Profile Blog Joined October 2004
Norway883 Posts
March 02 2012 11:31 GMT
#1051
On February 29 2012 23:53 Gorsameth wrote:
Problem with settings doors to block pets is that they will instead wait outside the door untill someone uses it and then slip in through that door. It will work solong as no one uses the door while the danger room is active but it still isnt completely without risk.


I see. I guess I was lucky enough to have no pets adapted by my military, and therefore no pets waiting outside the door. I used to let them adapt war dogs but they got so upset when they lost them in battle that I figured the dogs were better on a restraint at my entrance(s).

plated.rawr
Profile Blog Joined June 2008
Norway1676 Posts
March 10 2012 00:41 GMT
#1052
I'm really enjoying the 34.xx. The vampires can be a headache to deal with, even though they're relatively easy to spot. The living world economy, town and keep generation in the world and the improved adventurer mode are a ton of fun as well. Definately worth trying again, if you had some fun with earlier versions of DF.

Did a map upload and a quick story about my latest fort, if anyone's interested.

http://mkv25.net/dfma/map-11101-rithlutolon
Savior broke my heart ;_; || twitch.tv/onnings
Dfgj
Profile Joined May 2008
Singapore5922 Posts
March 10 2012 00:44 GMT
#1053
On March 10 2012 09:41 plated.rawr wrote:
I'm really enjoying the 34.xx. The vampires can be a headache to deal with

I see them as gifts, really, because it means you can wall one into a control room and have instant response on any of your levers for all eternity (or on pumps, meaning you can trigger defensive pumps without needing power sources). They're also ideal for tossing into caverns and exploring.

Hell, you could wall one into a danger room (easily powered by vampires pulling a lever on repeat for all eternity) and make it invulnerable, or lock it in a room with a workshop and dump raw materials in from above. Possibilities are endless.
plated.rawr
Profile Blog Joined June 2008
Norway1676 Posts
March 10 2012 00:56 GMT
#1054
I prefer having them stalking around, killing people and causing mayhem. I'm pretty much following all witness reports, since fort stability isn't high on my priorities - a few innocents have been beaten, prisoned and hammered. There's been no fell moods or tantrums yet though, so I guess I need to start sacrificing children in my newly made medic training room.

The problem with locking vampires away, is that they retain their booze addiction even though they're vampires, but they can't drink alcohol. This means they'll slow down like water-fed dwarves before long, which makes them pretty terrible at most jobs. It's a shame, really.
Savior broke my heart ;_; || twitch.tv/onnings
Eben
Profile Blog Joined September 2008
United States769 Posts
March 10 2012 04:24 GMT
#1055
I swear every time this thread gets bumped to the first page i have the urge to go burn 40 hours in this game
plated.rawr
Profile Blog Joined June 2008
Norway1676 Posts
Last Edited: 2012-03-10 15:00:26
March 10 2012 14:58 GMT
#1056
On March 10 2012 13:24 Eben wrote:
I swear every time this thread gets bumped to the first page i have the urge to go burn 40 hours in this game

Go for it! Personally, I'm into a self-restrictive mode of gaming currently, which really adds to the !!FUN!! of things. In general:

- No high-sec security checkpoints using raisable bridges
- A bare minimum (1 or 2 per entrance) of traps
- No burying or engraving of slabs to rest the dead
- No danger room-training
- No manual setting of mayor (meaning tons of terrible mandates)
- Blind faith in witness accusation (meaning tons of innocents hammered)
- No accusation / killing / separation of vampires without proper witnessing
- Mostly import equipment (which is usually enforced by how damn tough it is to find proper metals more than anything)

That my fort hasn't spiralled into chaos already is beyond me.
Savior broke my heart ;_; || twitch.tv/onnings
xuanzue
Profile Joined October 2010
Colombia1747 Posts
March 11 2012 21:44 GMT
#1057
a couple of videos



Dominions 4: "Thrones of Ascension".
Vain
Profile Blog Joined October 2009
Netherlands1115 Posts
March 21 2012 15:04 GMT
#1058
So i got in this game again. Everything was going just fine. Was just setting up a militairy and the sick bay was complete.

Then i got these strange notifications of werelizards. Long story short somehow i fucked up and send my fortress spiralling into a tantrum

I have 4 dwarfs left but they are all werelizards>.>
Battle.net 2.0 is a waiter and he's a dick
ShloobeR
Profile Blog Joined April 2008
Korea (South)3829 Posts
March 21 2012 15:53 GMT
#1059
Hey guys, in the wiki there is often mention of a way to see what kind of stone layers will be in an embark site, but i can't for the life of me find out where it is, does anyone know?
: o )
plated.rawr
Profile Blog Joined June 2008
Norway1676 Posts
March 22 2012 00:20 GMT
#1060
On March 22 2012 00:53 ShloobeR wrote:
Hey guys, in the wiki there is often mention of a way to see what kind of stone layers will be in an embark site, but i can't for the life of me find out where it is, does anyone know?

That's an outdated function that got changed with 31.19. At least, I've not been able to find the usual layer-specific display since then. Finding "good" sites with coal and metal are pretty much impossible these days, but a little scarcity also helps the fun of stuff, I feel.

Worst case, look for a site with both shallow metals and flux stone. Since three out of four flux stones are sedimentary, which is also the primary coal and iron layer, chances are this is where you'll find some.
Savior broke my heart ;_; || twitch.tv/onnings
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