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  • File : 1313796314.png-(294 KB, 600x576, it's called dwarf fortress dad.png)
    294 KB Dwarf Fortress General! Anonymous 08/19/11(Fri)19:25 No.15995716  
    So, I was looking through the raws when I noticed that male platypus have venomous spurs. The venom pretty much incapacitates anyone, so I was wondering how viable it would be to add the [TRAINABLE] tag to giant platypus, or maybe even platypus men.
    Would this succeed or would they be glass cannons?

    Anyway, DF general thread!
    >> Anonymous 08/19/11(Fri)19:33 No.15995786
    Shameless self bump.
    >> Anonymous 08/19/11(Fri)19:37 No.15995833
    Back in one of my early games, I had run out of all food except for plants, and I was constantly brewing. Then I noticed my dwarves dying left and right.

    I really can't think of a more appropriate way for a fortress to fail then by the dwarves brewing literally every edible thing into alcohol then subsequently starving to death.
    >> Commissar Urist McFuklaw !DcxVpqccHY 08/19/11(Fri)19:40 No.15995857
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    Let me share a tale...a tale of a dog. This is the first time I have shared this since I streamed this game...


    This poor, poor animal was stumbled across by one of the mining dwarves in my fortress' depths. Apparently at some point one of the planned collapses brought much suffering to the puppy...

    >Captcha: teeigi paul,
    >> Anonymous 08/19/11(Fri)19:41 No.15995864

    I had the opposite problem. My dwarves chose to eat all of the berries, etc. before any of the meat, so they had to drink muddy water.

    Apparently muddy water causes bad thoughts.
    Apparently bad thoughts cause tantrum spirals.

    ... it was a bad day at the fortress of Ironbeard.
    >> Commissar Urist McFuklaw !DcxVpqccHY 08/19/11(Fri)19:41 No.15995867
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    So the dwarves took her in...she soon found her uses as a War Dog - training began!
    >> Commissar Urist McFuklaw !DcxVpqccHY 08/19/11(Fri)19:42 No.15995874
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    All was going well. Soon, the fortress would have its first Handicapped War Dog.
    >> Anonymous 08/19/11(Fri)19:42 No.15995875
    Well, the platypus venom is only injected on successful kicks, so it wouldn't be foolproof, but yes it would, in theory, work.

    I actually had a breeding pair of Giant Scorpions at one point... their poison rots the brain from the inside out. I set up a trap with as many scorpions as possible inside a cage, linked to a pressure plate, inside my siege entrance.

    The goblins stood no chance.
    >> Commissar Urist McFuklaw !DcxVpqccHY 08/19/11(Fri)19:45 No.15995908
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    She was soon fielded into battle!
    >> Anonymous 08/19/11(Fri)19:47 No.15995932

    Half the reason I want a legion consisting of war platypus is because it just seems like something Dwarves would do.
    They're a very versatile animal to be honest. They provide eggs, meat, bones, fat, and a great defense mechanism.

    They're also amphibious.
    >Goblins running across bridge into fort.
    >Pull lever.
    >Goblins fall into a moat full of angry platypus.

    On a side note: who's keen for necromancy?
    >> Commissar Urist McFuklaw !DcxVpqccHY 08/19/11(Fri)19:47 No.15995935
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    The result. As seen by an artist on the stream.
    >> Anonymous 08/19/11(Fri)19:48 No.15995951

    That's awesome.

    A few questions spring to mind though... where are her legs and tail?
    Were your dwarves a little too peckish?
    >> Anonymous 08/19/11(Fri)19:49 No.15995956
    >On a side note: who's keen for necromancy?
    Easier question: who isn't?
    >> Anonymous 08/19/11(Fri)19:53 No.15995982

    As long as it is extremely uncommon (think ten or so necromancers per large world) then it should be fine. It'll be interesting to be able to animate your own severed body parts.
    >> Anonymous 08/19/11(Fri)19:54 No.15995999

    Do Giant Scorpions breed via eggs now?
    >> Anonymous 08/19/11(Fri)19:56 No.15996008
    I'm pretty sure there's going to be a parameter or something to influence that.
    >> Anonymous 08/19/11(Fri)19:58 No.15996019

    That should keep everyone happy then.

    Any news on trees being used by grazers?
    I'm sick of rhinoceros and elephants starving to death as they eat. It's stupid.
    >> Anonymous 08/19/11(Fri)20:01 No.15996055
    I have no clue.
    Knowing Toady however, it's probably a safer bet to sift through the raws and remove/edit the grazer tags.
    Add [LARGE_PREDATOR] to elephants while you're at it for maximum boatmurdered.
    >> Anonymous 08/19/11(Fri)20:03 No.15996077

    My hunter who had no skills in marksdwarf, archer, or ambusher killed two elephants in a row without sustaining a single injury. It was terrible.
    >> Anonymous 08/19/11(Fri)20:06 No.15996101
    Sounds like a badass, did you promote him to militia commander/captain of the guard?
    >> Anonymous 08/19/11(Fri)20:08 No.15996119

    No. He was mauled by a platypus after he killed its friend.

    It went like this:
    >Shoot platypus.
    >Get snuck up on by its friend.
    >Be poisoned.
    >Be in agony.
    >Fall in river.

    That's what gave me the idea to start producing war platypus.
    >> Anonymous 08/19/11(Fri)20:08 No.15996121
    No, but I modded them to.
    >> Anonymous 08/19/11(Fri)20:09 No.15996129

    I see.
    How many eggs have you got them to lay per clutch?
    >> Anonymous 08/19/11(Fri)20:10 No.15996135
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    >> Anonymous 08/19/11(Fri)20:11 No.15996143
    Well, in reality, it'd probably be about 10+ per clutch, but for balance reasons I set it to 5.

    That gives me enough to eat, while also letting me have a few hatch into unstoppable warmachines.
    >> Anonymous 08/19/11(Fri)20:15 No.15996195

    I may follow suit. I like the idea of arachnids that rot my enemies brains.
    Would this mean that when I butcher an animal that's been killed by a giant scorpion there wont be any prepared brain?

    Also, is the [DOMESTIC] tag the only way to allow an animal to be taken on embark?

    Also also, can any of the various animalmen be kept as pets, or does [CAN_SPEAK] mess that up? I think it'd be interesting to have Tigermen slaves guarding my fort.
    >> Anonymous 08/19/11(Fri)20:18 No.15996235
    You could always remove the [CAN_SPEAK] tag.
    >> Anonymous 08/19/11(Fri)20:19 No.15996236
    Yeah, the [DOMESTIC] tag is the only way to take creatures on embark. Don't forget to add a [PETVALUE] tag either or you'll crash your game.

    And as for the [CAN_SPEAK] tag.... why don't you ask my war-elves about that one?
    >> Anonymous 08/19/11(Fri)20:19 No.15996241
    >play dwarf fortress
    >modify game so I can have beakdog pets
    >Like dogs, but with beaks and feathers

    this is the BEST.
    >> Anonymous 08/19/11(Fri)20:21 No.15996256
    I did that too.

    They're surprisingly less deadly than I imagined they'd be.
    >> Anonymous 08/19/11(Fri)20:21 No.15996265
    beakdogs are a lot like velociraptors.
    >> Anonymous 08/19/11(Fri)20:23 No.15996277

    Haha, genius.
    When I capture elves I like to pit them against bears, etc. in arenas. Maybe this way it'll be like they've been trained as gladiators. My dwarves will be pleased.


    I always imagined beakdogs to appear to be very similar to velociraptors. This just adds to their awesomeness.
    >> Anonymous 08/19/11(Fri)20:25 No.15996296
    ... I'm now tempted to try and set up a way that I can tame captured elves, perhaps turn them into slaves

    What should I do?
    >> Anonymous 08/19/11(Fri)20:27 No.15996309
    Edit the raws, put [TRAINABLE] and [PETVALUE] X.

    Maybe remove [CAN_SPEAK].
    >> Anonymous 08/19/11(Fri)20:28 No.15996323
    If you remove can_speak they won't have civilizations
    Or maybe they'll just start at war, I'm not sure.
    >> Anonymous 08/19/11(Fri)20:30 No.15996341

    Unfortunately you can't turn them into proper slaves. They wont be able to do any labours. Basically you'll just be letting them live with you while they do nothing.

    Solution? Break them in at a kennel.
    Or do as I do and make them fight the animals they love so much.
    Another thing you can do is chain them up to serve as an early warning system against ambushes.
    You can build a tower outside of your fort and have them chained to the top of it, exposed to the harsh elements. Any sneaking things that try to get past will target them.
    >> Anonymous 08/19/11(Fri)20:31 No.15996344
    So no elven traders?

    Yeah, remove [CAN_SPEAK].
    >> Anonymous 08/19/11(Fri)20:33 No.15996368
    >Chain Elves from poles extending from tower, down until they touch the top of a River
    >Carp-fishing, fuck yea!

    I know it can't be done, but still
    >> Anonymous 08/19/11(Fri)20:33 No.15996374
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    >> Anonymous 08/19/11(Fri)20:35 No.15996393
    Looks like I was too subtle for my own good.
    >elf slave what do
    >> Anonymous 08/19/11(Fri)20:36 No.15996398
    I was thinking of setting up a series of bridges around a chain, so that when they are retracted the creature on the chain falls and hangs from the chain, a-la gallows. Possible?
    >> Anonymous 08/19/11(Fri)20:39 No.15996421

    Not possible, sorry.

    What you can do though is simply smash them beneath the bridge. It works like a charm.
    >> Anonymous 08/19/11(Fri)20:40 No.15996444
    Gallows are too... big-folky.

    Build a tower at least 15 Z-levels high with 10xmenacing Iron Spikes as Upright Spears at the base and throw things off.

    (It's either 10 or 15 Z levels that guarantees death.)
    >> Anonymous 08/19/11(Fri)20:42 No.15996465

    Don't they gib on impact after a certain amount of Z levels? That'd be quite amusing.
    >> Anonymous 08/19/11(Fri)20:43 No.15996472
    Did he just call his dad a crundle?
    >> Anonymous 08/19/11(Fri)20:44 No.15996478

    He is a true dwarf.
    >> Anonymous 08/19/11(Fri)20:44 No.15996481
    Put the elves into small pits that are just too deep for them to escape from.

    Pour magma over them.

    Pour water over them.

    Extract your new obsidian statues.
    >> Anonymous 08/19/11(Fri)20:45 No.15996483
    Guys, I received a steel pick in a trade with a caravan. How do I make my Legendary Miner equip it?
    >> Anonymous 08/19/11(Fri)20:45 No.15996491
    Put the elves in small pits, dump logs into pits.
    >> Anonymous 08/19/11(Fri)20:49 No.15996532
    Why would you want to? Best use for a Steel Pick is to melt it down for Steel Bars, unless you're expecting your legendary miner to get into combat anytime soon.
    >> Anonymous 08/19/11(Fri)20:50 No.15996539
    Put elves in cages outside.

    Force them to watch your Legendary Wood Cutter.
    >> Anonymous 08/19/11(Fri)20:51 No.15996552
    don't listen to this faggot who gives sub-par equipment to the most dangerous of jobs.
    Remove the miner labor from the legendary miner and then re-enable it once he's dropped the old one. He should get the steel one, but if not just try again after forbidding the non-steel picks.
    >> Anonymous 08/19/11(Fri)20:53 No.15996564
    >Cage chained to legendary woodcutter
    >As they claw at the ground to slow him down, he becomes stronger and stronger
    >Their resistance breed Toplar, Feller of Poplars
    >> Anonymous 08/19/11(Fri)20:53 No.15996568
    give masterwork adamantine picks to miners and draft them in the militia to ensure efficient goblinite mining
    >> Anonymous 08/19/11(Fri)20:53 No.15996572
    Again, why would you want to use a Steel Pick over a Copper one?

    Also, you want to disable mining on everyone other than the Legendary guy and forbid all but the desired pick. Then re-enable everyone else's mining and reclaim the other picks.
    >> Anonymous 08/19/11(Fri)20:55 No.15996584
    I... I think I'm in love with you.
    >> Anonymous 08/19/11(Fri)20:56 No.15996586
    picks are great slashing weapons
    >> Anonymous 08/19/11(Fri)20:56 No.15996595
    >why would you want to use a Steel Pick over a Copper one?
    Are you seriously asking this?
    Do you play dwarf fortress?
    >> Anonymous 08/19/11(Fri)20:58 No.15996603
    It takes about 2 seasons to get military dwarves trained up to high skill levels, and legendary is like a year or two.

    The bracket during which miners armed with picks would make a viable military assett is small.
    >> Anonymous 08/19/11(Fri)20:58 No.15996609
    Should the cages be built from wood, elf bone, or a mixture of the two?
    >> Anonymous 08/19/11(Fri)21:00 No.15996620
    Clear/Crystal Glass uses more wood than wood does IIRC.
    >> Anonymous 08/19/11(Fri)21:00 No.15996622
    Wood is weak
    They should be hewn of stone. Those dandelion sniffing elves will forevern be under the carressing embrace of mountainhome, until they learn to like it
    >> Anonymous 08/19/11(Fri)21:03 No.15996644
    Platypus? Is the game in Australia now? It makes no sense on an evolutionary level to have platypus surrounded by more evolved creatures.
    You know what? Fuck it. With the system for randomizing pretty much everything now, I wouldn't be surprised if eventually Toady starts just making creatures randomly with the worlds.
    >> Anonymous 08/19/11(Fri)21:03 No.15996648
    What if you built the cages from charcoal?
    >> Anonymous 08/19/11(Fri)21:07 No.15996684

    The game already has African animals mixed with European animals and American animals. Why not Australia?
    >> Anonymous 08/19/11(Fri)21:09 No.15996706
    I wish I could be an adventurer and visit your fortresses

    Maybe steal some things from the canny dwarves
    >> Anonymous 08/19/11(Fri)21:09 No.15996714
    DFMMO? Just imagine it.
    >> Anonymous 08/19/11(Fri)21:10 No.15996721
    That's the long term goal. Look at Titans and Forgotten Beasts and demons for some examples of the future.
    >> Anonymous 08/19/11(Fri)21:11 No.15996733
    Because marsupials are the problem.

    Not the Mole-dogmen or Goblins or 2 headed-firebreathing Forgotten Beasts whose blood causes your brain to rot from the inside.
    >> Anonymous 08/19/11(Fri)21:18 No.15996783
    Mind you, it'd be a bit weird to see kangaroos bouncing about.
    >> Anonymous 08/19/11(Fri)21:22 No.15996813
    Replace the Goblin baby-snatchers with Kangaroos that grab Dorf babies and put them in the pouch.
    >> Anonymous 08/19/11(Fri)21:24 No.15996824
    Nah, the kangaroos can steal puppies and sing as they bounce.

    Like so: http://www.youtube.com/watch?v=f24bNERKrME&feature=related
    >> Anonymous 08/19/11(Fri)21:43 No.15996975
    Does anyone have any good stories from their recent forts?
    >> Anonymous 08/19/11(Fri)22:02 No.15997155
    So. A dragon just appeared. I have 1 hammerdwarf, 9 marksdwarves, no coal, and I'm gonna run out of wood soon. The dragon's wandering the countryside killing shit, And I've retracted my drawbridges. Buuuut, it has wings.

    How fucked am i, when this thing finally finds my fort?
    >> Anonymous 08/19/11(Fri)22:05 No.15997182
    Make a tunnel from your fort to the outside. It should only be one square wide. Place a single cage trap in it.
    Enjoy your new pet!
    >> Anonymous 08/19/11(Fri)22:08 No.15997212
    Three words.

    >> Anonymous 08/19/11(Fri)22:09 No.15997225
    Honey badgers aren't amphibious and venomous though.
    Maybe I'll use both. The best of both worlds.
    >> Anonymous 08/19/11(Fri)22:10 No.15997230

    Woah wait

    So, you're saying cage traps will work on this thing? Thank god I put those cage traps at the entrance of my fort.

    Will any cage catch them? Because a few of them are made of wood.
    >> Anonymous 08/19/11(Fri)22:12 No.15997244
    It's VERY overpowered, and it will be fixed one day, but until then abuse it as much as you want.
    When you get more experienced you may want to use them sparingly to add a challenge though.

    I generally use a single line of them so I have things to throw in my gladiator pit.
    I also dot the surrounding countryside with enough to provide me with pets and warbeasts.
    >> Anonymous 08/19/11(Fri)22:17 No.15997283
    Not at all.

    Build some iron cages around your entrance, and convert it into a war dragon!

    Buuuut if you don't want to do that, dragons aren't very deadly until about year 500, so if you're form before then, you should be relatively safe.
    >> Anonymous 08/19/11(Fri)22:19 No.15997302
    guys, how do I do cages.

    How do I move something in a cage without releasing it? How do I have something in a cage fall into a pit without the cage itself falling?
    >> Anonymous 08/19/11(Fri)22:20 No.15997309
    Use a magma safe metal for your cages though.

    Wooden ones will catch fire if he decides to try and torch anything, letting him out almost as soon as he enters the trap.
    >> Anonymous 08/19/11(Fri)22:21 No.15997319
    This should answer most of your questions.

    >> Anonymous 08/19/11(Fri)22:32 No.15997417
    I've been trying out playing other races on embark. One thing that's been pissing me off about humans is the fact that they can't build giant corkscrews, so I'm stuck building all my fields on the same z-level as the water. Goblins can't trade with anyone, and I haven't bothered sticking around long enough to see if any sieges come. Trolls are extremely cheap, I almost feel guilty starting with 60 of each gender. I haven't been able to mod any of the embark supplies, so Elves are unplayable at the moment.
    >> Anonymous 08/19/11(Fri)22:43 No.15997513
    What's really annoying about Goblins is that they have problems with their Nobles.

    It really blows that you can't have a military, because it's impossible to have any commanders.
    >> Anonymous 08/19/11(Fri)22:53 No.15997610
    I believe there is a mod that allows you to play as goblins properly.

    There's also a mod to let you play as kobolds. I don't know what the goblin one is called, but the kobold one is called Kobold Camp.
    >> Anonymous 08/19/11(Fri)23:39 No.15998032
    I've done Kobold Camp before.

    It was nice because it created overworld villages for Kobolds rather than just having humans all over the place.

    I've heard of the goblin one before, but I'm fairly sure it's not updated for the newest version.
    >> Anonymous 08/19/11(Fri)23:42 No.15998059
    Kobold Camp is brilliant once you figure out what the new workshops are for. It's soooo hard with the elf ambushes though. Damn knife ears...
    >> Anonymous 08/19/11(Fri)23:53 No.15998166
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    >> Anonymous 08/19/11(Fri)23:55 No.15998196
    Is there any way to take river animals with you on embark?
    Nothing is working. I've added the domestic tag, but I still can't embark with river animals.
    >> Anonymous 08/20/11(Sat)00:08 No.15998273
    Did you set a petvalue?

    You need a petvalue in order for the game to know how much the animals are worth on the embark screen.
    >> Anonymous 08/20/11(Sat)00:27 No.15998386
    Yes, I have a pet value.

    I think it's because the dwarves need to be in the same biome as the animals you can embark with. Unfortunately because they live in the mountains they are only on brooks, and not rivers.
    >> Anonymous 08/20/11(Sat)00:54 No.15998592
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    >> Anonymous 08/20/11(Sat)01:16 No.15998775
    You COULD fix that by adding plains to Dwarven biomes.... but that would most likely lead to mountainhomes popping up in strange places.

    This would increase availability of certain goods form caravans and the embark menu, as well as allowing more dwarves to survive world gen, but... well it's extremely un-dwarfy, even bordering on human-like.
    >> Anonymous 08/20/11(Sat)01:45 No.15999145
    Mm, TOO human-like.

    Do not want.

    I guess I'll just catch the platypus in the wild. I shall hunt them down and conquer the beast!
    >> Anonymous 08/20/11(Sat)02:11 No.15999393
    I decided to try and add giant desert scorpions to my kobolds embark list, I added the domestic tag, pet tag and trainable tag but nothing came up, so I looked at dogs and cats and decided to add [COMMON_DOMESTIC] and it still isn't coming up in the list
    I also saw that dogs and cats don't have any [BIOME: *****] tags so I removed those, and it still isn't coming up

    Are my kobolds never going to be guarded by giant scorpions?
    >> Anonymous 08/20/11(Sat)02:18 No.15999436
    Are there any Kobold civilizations left?
    Try stopping worldgen before year 4 and choose one that's in a desert.
    >> Anonymous 08/20/11(Sat)02:21 No.15999468
    It says there are 5 civilizations to chose from, and trying to embark on a desert didn't make it show up either
    >> Scared Human 08/20/11(Sat)02:25 No.15999507
    Don't G Scorpions have the [Savage] tag or something? Try removing that.
    >> Anonymous 08/20/11(Sat)02:26 No.15999514
    Embarking on a desert wont change anything.

    When you highlight the individual civilizations do you see where they are like you normally would in Dwarf Fort? If not then regen a world before it's four years old. Kobolds die out after four years due to a bug.
    >> Scared Human 08/20/11(Sat)02:30 No.15999551
    Is there a way to fix that bug in their RAWs?
    >> Anonymous 08/20/11(Sat)02:32 No.15999569
    I tried that and it didn't change

    Right now I am trying to have history end at 2 years to try and keep the kobold civs alive and see if that works
    >> Anonymous 08/20/11(Sat)02:35 No.15999590
    Woo, I can get them now
    Thank you very much to all who helped, my kobolds will never have to worry about an elf ambush again
    >> Anonymous 08/20/11(Sat)02:39 No.15999626
    Nope. Sorry.

    No worries! That's what DF general threads are about. Helping and receiving help.
    >> Anonymous 08/20/11(Sat)02:41 No.15999641
    I was just looking through Creature tokens then and saw "DRAGONFIREBREATH "
    fire breathing, poisonous giant desert scorpions
    I think that is a bit over the top and dangerous since everything is made of wood... but a fun thing to imagine
    >> Anonymous 08/20/11(Sat)02:42 No.15999648
    Yeah, that'd be terrible for Kobold Camp, haha.
    >> Anonymous 08/20/11(Sat)02:51 No.15999693
    I have a carving of a tentacle demon committing depraved acts on female dorfs.
    In my front foyer.
    Where I trade with the humans (fuck elves, they get sacrificed to Armok or fed to the dogs).
    I figure it makes things awkward.
    >> Scared Human 08/20/11(Sat)02:55 No.15999724
    Pics or it wasn't carved.
    >> Anonymous 08/20/11(Sat)02:58 No.15999741
    And what if I'm too lazy?
    >> Anonymous 08/20/11(Sat)02:58 No.15999743
    >> Scared Human 08/20/11(Sat)03:02 No.15999782
    Then it didn't happen, and you are a liar.

    That's right. I'm calling you a LIAR on the INTERNET.

    Do you really want that on your conscience?
    >> Anonymous 08/20/11(Sat)03:02 No.15999785
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    This is my kobolds embark zone
    I feel like making them live on a ledge ~7 z-levels down from this, 3 levels above the gigantic river

    My main problem with this is getting over there
    It is on the opposite side of the river but would fit a kobold fishing camp pretty well I reckon
    >> Scared Human 08/20/11(Sat)03:04 No.15999801
    ... Bridge?
    >> Anonymous 08/20/11(Sat)03:04 No.15999803
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    And here is the "ledge" they will settle on, with ramps leading down to a little fishing platform
    >> Anonymous 08/20/11(Sat)03:04 No.15999804
    I already don't remember it, being drunk as I am.
    What were we talking about?
    >> Anonymous 08/20/11(Sat)03:05 No.15999815
    I guess that makes sense
    It's only 28 squares wide
    >> Anonymous 08/20/11(Sat)03:06 No.15999817

    >lol tenticle deman doin depravd thngs
    >oh wat im drunk lol
    >> Anonymous 08/20/11(Sat)03:06 No.15999818
    Tentacle Rape Carving in your Foyer.
    >> Anonymous 08/20/11(Sat)03:07 No.15999822
    Just dismantle it afterwards.
    >> Anonymous 08/20/11(Sat)03:07 No.15999828
    My kobolds will live a happy, guarded life
    >> Anonymous 08/20/11(Sat)03:09 No.15999847
    Until a Roc appears. Dun dun duuun!
    >> Anonymous 08/20/11(Sat)03:12 No.15999870
    By then I should have plenty of giant desert scorpions trained for battle
    how long does it take them to reach adulthood?
    >> Anonymous 08/20/11(Sat)03:17 No.15999906
    It's a possible carving. I've seen it.
    There is no reason to disbelieve him.
    >> Anonymous 08/20/11(Sat)03:22 No.15999939
    Fair enough. I take it back then, assuming that you're telling the truth.

    Sorry drunk guy.
    >> Anonymous 08/20/11(Sat)03:24 No.15999955

    Probably the result of the Succubus mod.
    >> Anonymous 08/20/11(Sat)03:25 No.15999960
    Seriously, look it up. It says "This is a carving of a tentacle demon. The tentacle demon is committing a depraved act on [insert whoever it attacked here]."
    >> Anonymous 08/20/11(Sat)03:26 No.15999965

    Nah. I think it's actually possible in vanilla.
    >> Anonymous 08/20/11(Sat)03:27 No.15999969
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    So I'm trying to do a cave in, but my kobold refuses to do the channeling on the stable side, like he wants to fall down and break his limbs

    How can I get him to stand on the opposite side, the safe side, of the channel?
    >> Anonymous 08/20/11(Sat)03:29 No.15999985
    Designate a wall to be built on the side you don't want him to stand on, then suspend the construction. Your miners (or any other unit) won't stand on planned construction areas.
    >> Anonymous 08/20/11(Sat)03:29 No.15999986
    He just dug it out then and fell with it... and didn't get hurt, just knocked unconcious and stunned since it was only a 2 z-level fall
    >> Anonymous 08/20/11(Sat)03:29 No.15999991
    Yeah, it's Toady's little joke.
    >> Anonymous 08/20/11(Sat)03:31 No.16000008
    Tried that and it didn't work
    All she got was a bad thought and sand/clay loam covering her body
    >> Anonymous 08/20/11(Sat)03:41 No.16000101
    Is there any other way to stop her from being on the inside when she is channeling?
    I am trying to do a different cave-in and she still ignores the fact that there are walls to be built there and that it is dangerous
    >> Anonymous 08/20/11(Sat)03:47 No.16000149

    Dwarves (or in this case, kobolds) always dig squares out from the left side if they can. You have to make the point from which the structure must be removed from the left side.

    Alternatively, slowly fill up the whole room with statues so that there is no space, but there is also no support. You'll have to do this for the entire space because labourers will place items from the left as well and trap themselves.

    You might also be able to get it to work using restricted zoning and/or burrows, but i've never attempted this.
    >> Anonymous 08/20/11(Sat)03:50 No.16000169
    Okay, I will do this next time

    I tried setting up suspended walls, didn't work
    I tried setting up actual walls, the builder got stuck
    I tried setting up suspended walls so that he didn't get stuck... he ignored them and got stuck

    If I didn't know better I would say they are stupid enough to deserve it
    >> Anonymous 08/20/11(Sat)03:52 No.16000185
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    yeah it's a real pain. You could always dig round to the other side and collapse the room from there.
    >> Anonymous 08/20/11(Sat)03:57 No.16000219
         File1313827073.png-(37 KB, 1310x92, FOR FUCK SAKE.png)
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    So she finally digs it the safe way
    and gets half her fucking body broken
    I hate these stupid creatures
    >> Anonymous 08/20/11(Sat)04:06 No.16000282
    So, how do I get Kobold Camp up and running?
    >> Anonymous 08/20/11(Sat)04:07 No.16000289
    Kobold Camp = hardmode.

    Dwarves are a lot more damage resistant, etc.

    Download it, unzip it, play it. Just like Vanilla.
    >> Anonymous 08/20/11(Sat)04:08 No.16000302
    I know
    I had one get a broken foot to a goose
    I think that she got pushed off somehow, all I saw was a bright red square and her laying there on the floor flashing with a white X and a blue X
    >> Anonymous 08/20/11(Sat)04:09 No.16000309
    Get a witchdoctor to patch her up. Easy peasy.
    >> Anonymous 08/20/11(Sat)04:11 No.16000327
    I gave up on them
    I decided to try somewhere a bit safer, without a massive drop to an inescapable river

    Now I just have a frozen stream
    >> Anonymous 08/20/11(Sat)04:12 No.16000338
    Frozen? Let's hope your Kobolds don't stand on it when it thaws.

    Also, watch out for badgers.
    >> Anonymous 08/20/11(Sat)04:13 No.16000341
    I'm making sure of that
    No work near it, or the frozen ponds until it thaws
    >> Anonymous 08/20/11(Sat)04:13 No.16000342
    So it's now pretty much a separate game? The page on 1d4chan said to unzip it into the raws. I'm giving it a try right now.
    >> Anonymous 08/20/11(Sat)04:15 No.16000361
    Well, no, it's the same game, but you generally want to make a new folder, etc. for it in case you want to play as dwarves again and can't be fucked redownloading all the raws you overwrote.
    >> Anonymous 08/20/11(Sat)04:23 No.16000412
    I guess I did something wrong, I extracted the kobold camp raws into the dwarf fortress raws yet it still starts up as normal dwarf fortress.
    >> Anonymous 08/20/11(Sat)04:24 No.16000422
    All I can really say is reread the instructions.
    >> Anonymous 08/20/11(Sat)04:29 No.16000462
    I feel stupid now, anyways I can get it to work now. Thanks man, sleeplessness is a hell of a drug.
    >> Anonymous 08/20/11(Sat)04:34 No.16000507
    Uhh... badgers can't swim... right?
    >> Anonymous 08/20/11(Sat)05:05 No.16000692
    I don't know. Drop them in a river and find out.

    >Captcha :Urist Effect

    See? Even the captcha agrees.
    >> Anonymous 08/20/11(Sat)05:52 No.16000924
    I only played Kobold fortress for a few minutes, and I don't think I'll ever see Kobolds the same way again.
    >> Anonymous 08/20/11(Sat)05:53 No.16000927
    Camp I mean.
    >> Anonymous 08/20/11(Sat)05:56 No.16000935
    I feel you pal. I haven't slept for so damn long. That's probably why I think platypus are such a great idea... hah.
    >> Anonymous 08/20/11(Sat)06:00 No.16000955
    I don't think that's the tiredness talking, that does sound pretty neat.
    >> Anonymous 08/20/11(Sat)06:03 No.16000971
    I just love the idea of using venom against my foes.
    It's so fucking annoying though... platypus are quite rare in rivers, and you can't embark with them unless you mod them into non-river biomes, which would be silly.
    >> Anonymous 08/20/11(Sat)06:11 No.16001012
         File1313835069.jpg-(55 KB, 378x472, Doofenshmirtz_Portrait.jpg)
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    The one that gets the most kills should be named Perry.

    Just sayin'.
    >> Anonymous 08/20/11(Sat)06:15 No.16001033
    Sounds like it will be very fun though, and dropping tree humping elves into a pit of platypuses just seems like a wonderful way to dispose of them. Besides, with a large number of them surely at least one will poison the enemy. I can just imagine the !FUN! that would ensue if you flooded your fortress with them.
    >> Anonymous 08/20/11(Sat)06:20 No.16001057
    I don't get it. Sorry, haha.

    I'm currently constantly regenning worlds and altering tags to see if I can get them available on embark. I'll tell you guys if I manage it.
    >> Anonymous 08/20/11(Sat)06:26 No.16001083
    Fucking, got it.

    I'm so stupid and tired. I used [DOMESTIC] instead of [COMMON_DOMESTIC]. That's pretty much it.
    Also, lower the value of the giant ones to 200. That way you can't abuse it by selling them at high prices, and you can actually afford a breeding pair on embark without being able to take dozens.
    On the embark screen 200 translates to 101 points.
    Don't forget the [TRAINABLE_WAR] tag either. I chose not to use [TRAINABLE] because I can't imagine dopey platypus stalking down gazelle, etc.

    On an unrelated note: where do you guys like your forts?

    I like mine on savage mountains with a stream and tropical savage shrublands.
    The mountains look really nice because it's just green grass and no trees or shrubs. Kind of like the highlands of Scotland.
    Shrublands because of the variety of beasties to capture.
    Savage because all the fun beasties are savage.
    Streams are a no-brainer too. Constant water plus hippos and alligators, etc.
    >> Anonymous 08/20/11(Sat)06:28 No.16001097
    Triple post because I'm tired and can't be bothered deleting my posts and remaking them into one.

    What other animals could we add venom too? There are very few, and more would be very, very interesting. And potentially very Fun.
    >> Anonymous 08/20/11(Sat)06:34 No.16001131
    ...Time for me to make a giant snake that can inject you with every venom known to dwarf kind.

    I'll call it a basilisk or something...
    >> Anonymous 08/20/11(Sat)06:38 No.16001150
    Can you make some ordinary snakes that just have necrotic effects, etc.? Just use the same syndrome as the Helmet Snake perhaps?

    Also, a basilisk should turn you to stone, I think.
    >> Anonymous 08/20/11(Sat)06:43 No.16001176
    Yeah, but there's no mechanics for transforming NPCs into rock.

    ...That I know of.
    >> Anonymous 08/20/11(Sat)06:47 No.16001208
    Hmm, maybe if someone was a reaaaally amazing modder they could make it an insta kill kind of effect (instant necrosis of the brain?) and a statue could appear on the corpse, like with a bronze colossus.
    I'm not sure if that's possible as I'm no modder of DF, I just switch tags around to put creatures into different biomes, etc.
    >> Anonymous 08/20/11(Sat)06:49 No.16001217
         File1313837347.jpg-(239 KB, 1684x1026, current fort2.jpg)
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    Yo /tg/. See that lone ballista up in the rightmost corner of my current fort? Will it be able to fire down on the bridge that it south of it, one z-level lower?
    >> Anonymous 08/20/11(Sat)06:51 No.16001234
    I don't think ballistas can fire through Z-levels, but I don't really use them enough to know.
    >> Anonymous 08/20/11(Sat)06:52 No.16001238
    The wiki says they can shoot at about 10-15 degree angles. I'm not sure if they can shoot down, maybe try a catapult for that one.
    >> Anonymous 08/20/11(Sat)06:55 No.16001268
    Thanks. I'll simply built another platform on the same z-level as the bridge is sitting on.
    >> Anonymous 08/20/11(Sat)06:56 No.16001275
    Would taking out the [PET_EXOTIC] and [SAVAGE] tags and putting in the [COMMON_DOMESTIC] [TRAINABLE] [PET] tags work to make a Giant Desert Scorpion available as an embark pet? Hearing that other anon mention it made it sound like a good idea.
    >> Anonymous 08/20/11(Sat)06:57 No.16001284
    Sup /tg/, dorf fortress newbie here. How do I carve out pits? I'd like to create a great big moat infront of my fort entrance, and I have a pool of water that I'm going to use to fill it, I just need to get a nice rectangular pit dug first. How do I into shovel?
    >> Anonymous 08/20/11(Sat)07:00 No.16001310
    Press D, then H. H is for channel. Channeling is digging pits.

    Protip: use NoExotics to remove all exotic tags and replace them with regular [PET] tags.
    They don't NEED to be trainable, but they should be for maximum usefulness
    Not sure about Savage. Possibly. Possibly not. Try either way and report back please.
    You definitely need [COMMON_DOMESTIC] to embark with it though.
    You'll also need to gen a new world for new things to be put on the embark screen. It sucks, I know.

    If you can't be bothered then that's fine too.
    >> Anonymous 08/20/11(Sat)07:01 No.16001318
    d -> h will channel the ground you select. Make sure you designate one row at a time if you intend to make your moat broader than 1 tile. Else you can bet your ass your dwarves are going to get stuck on the wrong side/cause a cave-in and get hurt in the process.

    If you are doing something deeper than a simple moat, I suggest using the "dig up ramp" command. It's somewhere in the designate menu aswell. It causes less problems than the channel command imo.
    >> Anonymous 08/20/11(Sat)07:01 No.16001320
    d<h will tell your dwarves to "Channel" out an area, digging down one z-level, creating a hole in the ground.
    >> Anonymous 08/20/11(Sat)07:03 No.16001335
    I shall do it for SCIENCE! I'll just gen a small world with a very short history. I'm playing Dorf Fortress on a little Acer Notebook. I know, notebooks aren't for gaming.
    >> Anonymous 08/20/11(Sat)07:05 No.16001351
    Thanks heaps!
    Just make sure that at least one dwarf civilisation is still alive. I'm not sure if that's needed for odd beasties on embark.
    But yes, !!SCIENCE!! is the best part of the game.
    >> Anonymous 08/20/11(Sat)07:06 No.16001357
    Thanks guys!

    Moat, drawbridge and three 20-tile long trap corridors are a decent defense, right? My military's still in training and nobody's above "dabbling" yet. I've got exactly 70 dwarves, and I hear that's when invasions start happening. Will I be fine?
    >> Anonymous 08/20/11(Sat)07:08 No.16001372

    The traps will certainly be a boon.
    What kind are they?
    Just remember, some beasties can evade traps.
    >> Anonymous 08/20/11(Sat)07:09 No.16001385
    I managed to make it through my first invasion with less then that and no casualties. You should be fine till your military gets trained up.
    >> Anonymous 08/20/11(Sat)07:12 No.16001403
    Cage traps and stone fall traps so far. But I'm working on some spear traps, too, but I only have copper spears. How far down do I have to dig to get iron or tin (for bronze-making)? I've dug down about... 15 Z-levels so far with no luck.
    >> Anonymous 08/20/11(Sat)07:13 No.16001405
    it works, just take [SAVAGE] [PET_EXOTIC] out and replace it with [DOMESTIC_PET] [TRAINABLE] [TRAINABLE_WAR]. I got them at embark. Looks like things will be neat.
    >> Anonymous 08/20/11(Sat)07:14 No.16001413
    Cage traps are so overpowered that you almost can't lose, haha.

    Thanks friend! !!SCIENCE!! prevails yet again!
    >> Anonymous 08/20/11(Sat)07:14 No.16001415
    Oh, and you should really lower the pet value, 2500 would make it impossible to embark with.
    >> Anonymous 08/20/11(Sat)07:15 No.16001422
    Yeah, I'd put it at 500. That's 251 embark points. 502 for a breeding pair. VERY costly, very effective.
    >> Anonymous 08/20/11(Sat)07:20 No.16001452
    Don't have many cage traps though. Hence why I dug the corridors so long, to make any invaders have to wade through a rain of rocks before entering the actual fortress.
    >> Anonymous 08/20/11(Sat)07:21 No.16001454
         File1313839284.png-(11 KB, 623x163, Udklip.png)
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    >> Anonymous 08/20/11(Sat)07:22 No.16001462
    Here's a good thing to do:
    Have a three tile wide corridor. Channel out both the left and right sides to leave a huuuuge chasm. In the middle bit that's still left put weapon traps. Every so often enemies will try to dodge the traps and fall to their deaths in the darkness below. Serious Fun for them.
    >> Anonymous 08/20/11(Sat)07:23 No.16001468
    The picture or the platypus thing?
    >> Anonymous 08/20/11(Sat)07:23 No.16001470
    What, the bit with you calling your dad a crundle or the bit with you having a spark of genius and realising that platypus are the newest form of biological warfare?
    >> Anonymous 08/20/11(Sat)07:25 No.16001479
    Put an atom smasher down there to crush all the non-valuable body parts so your dwarves don't spend hours hauling garbage, and if something survives, by some miracle of Armok, then you can just crush it immediately.
    >> Anonymous 08/20/11(Sat)07:25 No.16001480
    That's a great idea. Will do. Any more tips?
    >> Anonymous 08/20/11(Sat)07:30 No.16001512
    Bit of a newbie here, how do I make towers?
    >> Anonymous 08/20/11(Sat)07:32 No.16001531
    Well, you can do what this guy says:

    You can also build water traps, magma traps (for maximum dwarf), you can do what I do and make a corridor that alternates between three tiles wide and five tiles wide, and in the indents chain your most deadly beast of war (in my case the giant platypus), you can build ballistas, catapults, and even fortifications to allow your marksdwarves to shoot through without getting involved in melee, you can do what I was thinking about doing before and have a bridge over a small manmade swamp filled with platypus (or crocodiles, etc.) which are almost guaranteed to destroy your enemies if they are poor swimmers (especially the platypus as their venom can cause beasties to pass out from the sheer pain which then drowns them), aaaaaaand there are many more, but I'm tired as hell and can't think.

    One last idea that I've never tried: water or magma cannons. Basically you use pressurised water or magma to shoot out and destroy your enemies.

    This is why I love Dwarf Fortress.

    Press b, then press a capital C, then select walls and build the tower. You can then add stairs from the same capital C menu.
    A fun thing to do (which I've already mentioned in this thread) is chaining prisoners on towers to serve as lookouts whilst simultaneously punishing them.
    >> Monoclancer !.EmqUW5J46 08/20/11(Sat)07:33 No.16001543
         File1313840023.png-(553 KB, 874x1360, COMIC Haunting Moos.png)
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    So I'm just picking up the latest version. Are marksdwarves still impossibly hard to use? If not then how do I use them?
    >> Anonymous 08/20/11(Sat)07:36 No.16001566
    Thanks man, this is why /tg/ is my favorite board.
    >> Anonymous 08/20/11(Sat)07:37 No.16001575
    A quick follow up:
    The sad thing is that I'm terrible at Dwarf Fortress, and I rarely play.
    Imagine what other people would know of. Wow.

    Oh, and with the indent thing instead of chaining animals you can also put caged animals there and link the cages to levers so when you pull the levers the cages open and your beasties spill out and devour all intruders.

    They seem fairly easy to me.
    The worst thing about the new version is no war herbivores. They must now graze. Elephants and rhinos actually die whilst grazing because they can never eat enough. Thankfully platypus are omnivores so they lack the grazer tag.
    Wow, I'm really attached to the idea of war platypus. I think they'll be shit to be honest. I just hope they manage to swarm people with their venom.

    QUICK REMINDER: only male platypus have venomous barbs.

    Thanks friend. This is actually my first successful thread, and I'm really enjoying helping people and being helped. :))
    >> Anonymous 08/20/11(Sat)07:39 No.16001588
    Oh, and did I mention that you can set the chains in the walls as jails so that naughty dwarves get sent there? This way any lawbreakers must defend the fort. You can also chain them in dining halls like I do so all the other dwarves can ridicule them. This is actually only for flavour and RP purposes, but I think it's a nice addition to an otherwise bland room.
    >> Anonymous 08/20/11(Sat)07:42 No.16001609
    I'm such a noob at Dwarf Fortress that I don't know how to do basic things...

    Will I at least survive if I just play it? As in, if you play it for more than half an hour do you pick it up?
    >> Anonymous 08/20/11(Sat)07:43 No.16001623
    You two are gentlemen, and scholars.
    >> Anonymous 08/20/11(Sat)07:44 No.16001624
    Your one stop survival guide: df.magmawiki.com

    Apparently even ToadyOne occasionally looks things up if he's forgotten.
    >> Monoclancer !.EmqUW5J46 08/20/11(Sat)07:44 No.16001626

    >No war elephants or rhinos because grazing wasn't correctly implemented.

    I honestly wonder sometimes, does Toady even playtest his game before fucking uploading a new version? What the fuck is the point then of even having elephants and rhinos be trainable creatures then? Capture male platypuses and unload them into the sewers, gotcha.
    Hey, wait, I still don't know how to use marksmen!
    >> Anonymous 08/20/11(Sat)07:44 No.16001630
    >> Anonymous 08/20/11(Sat)07:47 No.16001652
    You need to mod the raws to make giant platypus trainable unfortunately. Oh well, better than nothing.

    And yeah, don't use regular platypus. I can only see that ending in tears and Fun.

    Marksdwarves: I'm not great with the military side of things, but I'd assume you'd just get the squad to equip crossbows, quivers, bolts, and armour. To train them up I guess you'd use Archery Targets. I've never used them myself though, as my marksdwarves are all ex-hunters.

    Here's a quick linky to the Archery Targets: http://df.magmawiki.com/index.php/DF2010:Archery_target
    >> Giant Platypus Anonymous 08/20/11(Sat)07:53 No.16001683
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    For anyone unsure of how to use war giant platypus then just follow my instructions:

    Go into your Dwarf Fortress folder.
    Then go into the folder named 'raw'.
    Then go into the folder named 'objects'.
    Open the txt file called 'creature_large_riverlake.txt'
    Locate the giant platypus entry (it should be at the very bottom of the txt file) and delete it.

    Only delete the GIANT platypus one.

    Then paste this in:

    [NAME:giant platypus:giant platypuses:giant platypus]
    [CASTE_NAME:giant platypus:giant platypuses:giant platypus]
    [GENERAL_CHILD_NAME:baby giant platypus:baby giant platypuses]
    [DESCRIPTION:A huge monster, the shape of a platypus.]
    [PREFSTRING:great size]
    [PREFSTRING:bizarre appearance]
    [PREFSTRING:venomous spurs]
    [PREFSTRING:flat tails]
    [PREFSTRING:large bills]
    If you want to make it so you can also find them in wetlands, marshes, etc. then add this text underneath the bit where it talks about biome_river, etc.

    Sorry if this makes no sense, I'm really tired.
    >> Anonymous 08/20/11(Sat)07:54 No.16001686
    Some cool little tales form my current fort:
    A Forest Titan attacked my fort and my squad of Axedorfs fought back and forth with the bastard for a month trying to bring him down. The only loss was the right arm of one guy when the Titan clamped his jaws down on it and ripped it off. He trailed blood all the way back to the Fort after the battle was over, but instead of going to the hospital to get patched up, he went straight back down to the barracks and started training to use his axe in his other hand.

    Thinking he had a fucked up sense of priorities I kicked him out of the military so he would quit training and go see the doctor. All he did after he was discharged was grab a drink and hang out in the mess hall. I checked him out carefully and saw that he'd stopped bleeding naturally, was as happy as he'd ever been and had "suffered minor injuries lately". Dude got his fucking arm ripped off by a giant snake, fought with his offhand for half of a month killing said snake, and just shrugged it off and went back training as soon as the battle was over. I promoted him to Baron.
    >> Anonymous 08/20/11(Sat)07:56 No.16001691
    Okay, yeah, the bit about 'biome_river' made no sense.

    Just throw the '[BIOME:ANY_TROPICAL_WETLAND]' into the regular platypus' bit of text.
    Preferably under
    to keep it organised.

    You can also throw in these:
    >> Anonymous 08/20/11(Sat)07:58 No.16001697
    OPs pic reminded me, is there a comic with DF cut into the first Matrix movie, where Tank explains to Neo that when he looks at the numbers, he sees cities, forests etc.?
    >> Anonymous 08/20/11(Sat)07:58 No.16001702
    Epic Beard Man
    >> Anonymous 08/20/11(Sat)07:59 No.16001704
    That's awesome! Looks like he's one of the lucky ones. Whenever my dwarves lose bodyparts they just vomit on themselves to make me feel guilty about playing god.

    Yes, I've seen that before.
    If anyone has it then please post it, that'd be lovely.
    >> Anonymous 08/20/11(Sat)08:05 No.16001736
    I'm essentially deforesting this massive swamp. I shall create a tower to the heavens filled with scorpions and Kobolds with choppers. So far things are going okay. I'm settling in Untamed wilds, it's a freshwater swamp filled with more water and trees then any other place I've attempted to settle. One of my scorpions killed a badger sow that got got enraged next to the wagon. There is badger blood everywhere.
    >> Anonymous 08/20/11(Sat)08:07 No.16001748
    Oh, hey, is it you again? The guy who made the fishing village where a goose broke a Kobold's leg?

    How're you getting along with the new workshops?
    >> Anonymous 08/20/11(Sat)08:18 No.16001806
    Do you guys think Toady will ever implement birds nesting in trees? Maybe they could swoop your dwarves for an unhappy mood, and maybe some damage if they're unlucky.
    Imagine crows, magpies, and other birds in Spring just swooping EVERYTHING.
    >> Anonymous 08/20/11(Sat)08:23 No.16001841
    Nope, sorry bro. Not him.
    >> Anonymous 08/20/11(Sat)08:24 No.16001849
    That would be awesome, I'd get mad and deforest everything though.
    >> Anonymous 08/20/11(Sat)08:25 No.16001858
    I see.

    Had any elven ambushes yet?
    Normally I just lock myself up when they occur.
    They just came back with literally five times more squads, with grizzly bears for each elf. It was rediculous.

    Just another reason to piss off the elves, eh?
    Sounds good to me!
    >> Anonymous 08/20/11(Sat)08:28 No.16001878
    No, it has been only about two hours real time.
    >> Anonymous 08/20/11(Sat)08:29 No.16001886
    Fair enough.
    They will come though. They will come...

    It's kinda humiliating to be destroyed by elves with wooden spears though. Ugh.
    At least the grizzly bears made me feel better.
    >> Anonymous 08/20/11(Sat)08:30 No.16001888
    I want him to make more gimmicky tameable animals, personally.

    I like having more variety in combat than "This thing might kick you, this thing might gore you, and this thing will bite you."This is why I make sure to try and tame critters like magma crabs, giant scorpions, and cave spiders.
    >> Anonymous 08/20/11(Sat)08:32 No.16001906
    I put some Giant Desert Scorpions in at a low price for embark, I know it's cheap to start off with them but it probably saved my choppers life within five minutes of starting due to SWARM O BADGERS!
    >> Anonymous 08/20/11(Sat)08:38 No.16001929
    My god, that's what I want!
    I guess that's kind of obvious though, as the entire thread has been me ranting about the platypus. Haha.
    It's seriously the most gimmicky thing I can think of right now that doesn't feel too... cheatish I guess?
    I mean, it has venom, it lays eggs, it's amphibious, what more could you want? And I don't feel like it's overpowered because the venom doesn't kill (unless injected like twelve times and even then it takes around ten minutes real time at 200 fps before anything succumbs to infection) and they're kind of squishy.
    I think syndromes are far too underused.

    What kind of gimmicky things would you like?

    It's less cheap because you're using Kobolds. I prefer to use reptiles as Kobold pets though. Maybe it's because I kind of see Kobolds as reptilian despite Dwarf Fortresses description of them.
    >> Anonymous 08/20/11(Sat)08:43 No.16001948
    One thing I've been toying with in my mind, and in some of my more Frankenstein-esq modding ventures, has been temperature play. We've already kind of got this with fire imps, dragons, and magma men, but there isn't really anything filling the gap at the opposite end of the spectrum.

    I tried making a Nether Cap Man, capable of tossing chunks of frozen syrup at his enemies... it ended with their blood freezing, killing them moments after they spawned. They also explosively decompressed when you dropped them in lava.

    That was a fun Arena session....
    >> Anonymous 08/20/11(Sat)08:46 No.16001965
    I would have used reptiles but frankly I find the concept of Kobolds and Bigass scorpions to be a hilarious combo. Like Dwarves and Elephants.
    >> Anonymous 08/20/11(Sat)08:47 No.16001972
    That's really cool!
    It's a pity they didn't work.

    I feel a bit silly because I can't think of anything good to suggest. The trick is to find something gimmicky that isn't overpowered, unless you can't find it until quite far into the game like the magma crab.

    I'd be interested in seeing more creatures suited to different kinds of terrains. So far we have amphibious, aquatic, and flying.

    Dwarves and elephants are NOT a hilarious combo...

    We do not forgive, we do not forget...
    >> Anonymous 08/20/11(Sat)08:47 No.16001973
    >What kind of gimmicky things would you like?

    Not the guy you're responding too, but I've always wanted large snakes and squids / octopi in for constrictor kills.

    Besides, having a little squid outside your fort slowly turning into the Watcher as it racks up kills, makes a name for itself and loses limbs would be fun.
    >> Anonymous 08/20/11(Sat)08:49 No.16001983
    YES! I was going to suggest squid or octopi that can shoot clouds of ink.
    They're also very creepy (in my opinion) because of their intelligence and squiggliness, which could lend itself to a Lovecraftian atmosphere around them.
    >> Anonymous 08/20/11(Sat)08:57 No.16002028
    I feel like some kind of giant kraken that can attack shorelines would be cool.

    There would have to be a way to make it threatening to onshore forts without making it fully amphibious though....
    >> Anonymous 08/20/11(Sat)08:58 No.16002037
    Well, it could be like whales.
    Non-threatening until it's a zombie.
    >> Anonymous 08/20/11(Sat)09:02 No.16002053
    Does anyone else here gen dozens of worlds until you find your perfect embark site?
    >> Anonymous 08/20/11(Sat)09:03 No.16002061

    No. I pick a random site and deal with it. Damn kids these days, so picky with their embarks. When I was a lad I was given a grassland filled with sand, no water or trees or usable ore and I said "Thankyou!"
    >> Anonymous 08/20/11(Sat)09:06 No.16002070
    Hahaha, I just hate not having access to a particular animal or whatever.

    I usually go tropical too, I don't know why.
    Temperate just... seems too tame.
    I mean, sure there's badgers, but they really do jack-all.
    Whereas if you piss an elephant or a rhinoceros off then you're in SERIOUS trouble.
    >> Anonymous 08/20/11(Sat)09:06 No.16002073
    The outer wall of my tower is about 60-65% built. I unfortunately forgot to designate a fisherbold.
    >> Anonymous 08/20/11(Sat)09:07 No.16002078
    Fisherbolds are overrated. Just slaughter your pets.
    >> Anonymous 08/20/11(Sat)09:08 No.16002080

    Go glacier. Build an ice tower for glory and justice!
    >> Anonymous 08/20/11(Sat)09:09 No.16002085

    But then there's almost NOTHING to turn into a pet. I love pets.
    >> Anonymous 08/20/11(Sat)09:12 No.16002098
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    >World gen
    >Challenge accepted.
    >> Anonymous 08/20/11(Sat)09:13 No.16002105
    Fuck it, I'm going to do what you did.
    Unless it's ocean or mountain, as they're impossible to embark on.
    >> Anonymous 08/20/11(Sat)09:24 No.16002161
    I've built a wood stockpile like I SHOULD have done at the beginning. Now my bold little guys are carrying wood to the stockpile with glee, and my woodcutter and woodcrafter have apparently become lovers. That's good, hopefully I'll have few extra claws to join the militia or carry logs.
    >> Anonymous 08/20/11(Sat)09:26 No.16002170
    I got this world once.... a MASSIVE terrifying ocean that covered every inch of the world.

    I ended up embarking on the evil glacier bordering on the evil ocean. It was !!Fun!!.


    It's a fuckhuge image file, so I couldn't upload it to 4chan.
    >> Anonymous 08/20/11(Sat)09:27 No.16002172
    The good thing about Kobolds is that they produce litters of children that become adults in around four years.
    The down side is that Kobolds die at the age of twenty or so.
    However, when you're playing Kobolds it's unlikely to play that long without encountering Fun.
    >> Anonymous 08/20/11(Sat)09:28 No.16002177
    Oh, WOW!

    Is this 'Island'? I usually just use 'Region' for more interaction between races, etc.

    Should I start using 'Island'?

    Do you have the seed for that?
    >> Korosov 08/20/11(Sat)09:30 No.16002185
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    rolled 17, 1, 12, 8 = 38

    hey fa/tg/uys i have a question if i make a floor above magma pool and leave on hole in it can i make a smelter on it?

    pic related
    >> Anonymous 08/20/11(Sat)09:32 No.16002197
    I deleted the world a long time ago, but I can tell you what I did to get it.

    Go into your advanced world generator and change "Evil in large regions" to 10. I also changed "Good in large regions" to 10 as well, but you're likely more interested in the evil.
    >> Anonymous 08/20/11(Sat)09:32 No.16002201
    Yeah, invasions would be hellish to survive in comparison to Dorfs. I just got some migrants, sadly I have no idea what I'm going to do with an engraver when I'm building a wooden tower in a swamp.
    >> Anonymous 08/20/11(Sat)09:34 No.16002216
    I see.

    Can anyone give me a reason to use islands instead of one large region? It seems a bit pointless seeing as we can't traverse the seas yet.

    Yeah, engravers are pointless for Kobolds. Sad, but true.

    Do you play them as DF Kobolds with shanties, etc. or DnD Kobolds with tunnels, and traps, etc.?
    >> Anonymous 08/20/11(Sat)09:39 No.16002255
    I'm doing something different, I'm barely playing them like Kobolds at all, I'm going to make them live in essentially a wooden castle.
    >> Anonymous 08/20/11(Sat)09:41 No.16002264
    Oh, I like it!

    A castle in a swamp?

    "When I first came here, this was all swamp. Everyone said I was daft to build a castle on a swamp, but I built it all the same, just to show them. It sank into the swamp. So I built a second one. And that one sank into the swamp. So I built a third. That burned down, fell over, and then sank into the swamp. But the fourth one stayed up. And that's what you're going to get, Son, the strongest castle in all of England."
    >> Anonymous 08/20/11(Sat)09:45 No.16002287
    How would I go about changing the money I have for embark? I plan on changing the number of dwarves so I need WAY more than the usual
    >> Anonymous 08/20/11(Sat)09:49 No.16002303
    When generating a world you have the option to see advanced options.
    Look for the setting 'Embark Points' up near the top.
    >> Anonymous 08/20/11(Sat)09:54 No.16002344
    Apparently one of my migrants was a high master fisherman and fish cleaner. DELICIOUS FISH AT LAST!
    >> Anonymous 08/20/11(Sat)09:56 No.16002358
    Careful not to overfish.
    It sucks when you have no emergency food source.
    >> Anonymous 08/20/11(Sat)09:57 No.16002367

    What about a fish farm?
    >> Anonymous 08/20/11(Sat)09:59 No.16002382
    A what now?
    That sounds useful.
    >> Anonymous 08/20/11(Sat)10:01 No.16002399
    Indeed, this sounds like a must for my little kobolds.
    >> Anonymous 08/20/11(Sat)10:14 No.16002494
    Goodnight all, it's been wonderful chatting with you guys about Dwarf Fortress.
    I'm happy to have helped people, and to the people that helped me I want to offer a sincere thanks. You guys have my gratitude. Night /tg/, sleep well friends.
    >> Anonymous 08/20/11(Sat)10:22 No.16002530
    What version are people here playing on?
    I tried the newest, but the a) lack of any kind of metal and flux anywere and b) the fact that the embark screen just says "shallow metals", "deep metals", etc kinda put me off, so I went back to version 0.31.18
    >> Anonymous 08/20/11(Sat)10:27 No.16002563
    Newest I'm pretty sure, but I'm the ubernewb from before.
    >> Anonymous 08/20/11(Sat)10:36 No.16002623
    If anyone's still reading this, is it best to customize your equipment and stuff or use default when you're just starting it?
    >> Anonymous 08/20/11(Sat)10:40 No.16002652
    >> Anonymous 08/20/11(Sat)10:41 No.16002656

    Honestly, I have no idea if it'd work, but you could use the capture live fish command at the fishery, get a breeding pair, and keep them in a pond.
    >> Anonymous 08/20/11(Sat)10:45 No.16002672
    Customise. Toady-default is pretty bad.
    >> Anonymous 08/20/11(Sat)10:46 No.16002681
    Hmm. I know I could google a typical "good selection" but what do you go with, usually?
    >> Anonymous 08/20/11(Sat)10:51 No.16002709
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    >> Anonymous 08/20/11(Sat)11:24 No.16002880
    Are kobolds disappearing early the only major bug in the current version?
    >> Anonymous 08/20/11(Sat)11:32 No.16002936

    What do you think?
    >> Anonymous 08/20/11(Sat)12:16 No.16003195
    Major bugs. Like, hospitals not working or even remote contact with water boiling the fat out of creatures.
    You know, the stuff that made me not play anything after 40d.
    >> Anonymous 08/20/11(Sat)12:29 No.16003266
    >> Anonymous 08/20/11(Sat)12:34 No.16003307
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    Bugs you just mentioned don't exist, at least in the newest version. I was also very keen to stay in the 40d during the 2010 versions but now it's playable. Only really annoying bit was that Space was switched to ESC and it couldn't be reverted back without screwing up manager screen typing. Now that I'm used to it, it doesn't bother.
    >> Praetor Lillifag 08/20/11(Sat)12:48 No.16003376
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    Those better have beards (and not be quadrupedal Elves), son...

    >> Anonymous 08/20/11(Sat)12:56 No.16003431
    Haven't had a chance to try it yet.

    But Weaver has a thread on FiMchan his run through it. From the looks of it, it plays as the opposite of Kobold camp, since the ponies are hardier. One of the unicorns just obliterates the attacking harpies in a rather grotesque manner.
    >> Anonymous 08/20/11(Sat)13:30 No.16003639
    Spoiler alert

    How do I deal with what's under the magma sea? It's just too much 'fun'.
    >> Anonymous 08/20/11(Sat)13:35 No.16003665

    cave-ins kill the clowns instantly. Also ballistas and massed legendary crossbowman do alright. Then use legendary axemen with adamantine weapons to cleave bits off whatever is left.
    >> Anonymous 08/20/11(Sat)13:49 No.16003774
    ok so I've been playing around with my raws.

    and now I only get humans as my civilisation makers.

    anyone know how I change this, I swear I didn't fuck around with the standard creatures raw, if I had I'd know how to fix this, but it just seems like this came out of nowhere...
    >> Anonymous 08/20/11(Sat)15:15 No.16004417
    you know that skeleton/zombie hoarde outside?

    Make a path directly form the underneath straight up to the skeleton horde. seal all other entrances to the fort. wait.
    >> Monoclancer !.EmqUW5J46 08/20/11(Sat)18:37 No.16006281

    I love running beastmaster forts, so I'd love to see more of this be released soon. I've been all about the idea of helmet snake traps lately, and if I could just catch a damn breeding pair of cave floaters, I'd be utilizing them with sunlight to punish criminals.

    That said, what I really like doing is weaponing FB's, which I've gotten particularly good at doing with gas chambers. I drop a puppy down to it, and it shoots toxic gas through a fortification and kills all the goblins. Totally controlled too, so I can retrieve the goblinite after they're all dead. Now if only there were more creatures with toxic breath...

    I actually just thought about whether magma crabs could be tamed or not this afternoon, too.
    >> Anonymous 08/20/11(Sat)22:57 No.16008447
    FB? Sorry, my knowledge of creatures in DF is somewhat lacking.
    I'd be worried about Magma Crabs near wood, but anywhere else should be fine.
    By the way, I'm trying my platypus idea today now that I've had a lovely sleep. Want me to keep you updated?

    Well guy, I hate to say it but you may need to redownload DF and start modding away at the raws from a fresh version. Just be extra careful this time.
    What do you mean by civilisation MAKERS by the way? If you mean that they're the only civilisation left alive then regen a world.
    Worlds are best at around 500. Most races are still alive, and dragons are just getting big enough to cause trouble.
    I prefer my dragons fully grown for maximum Fun so I gen until 1000 and if a civilisation isn't there I just keep regenning. It's tedious, but worth it.

    I leave out masonry and carpentry because they're very easy to train, and unless you're starting off in a desert you will have enough wood and stone to spare. Especially stone if you're a true dwarf.
    Put all of the things that use metal in. Weapon makers, armour makers, and metal smiths are hard to train, and metal isn't a common substance. Especially not now.
    I'd also recommend that you take a diplomat who will serve as either a hauler or a plant gatherer for a while. When a caravan comes you really want to make sure you're not being ripped off.

    Making a second post for the rest of this.
    >> Anonymous 08/20/11(Sat)22:58 No.16008449
    Don't take an anvil because you can get one with caravans and you're unlikely to need it within the first season. However, you will need the extra embark points.
    Don't put points into useless shit like splints, buckets, cloth, etc. as you can make all of them quite easily (cloth may be harder to make if you don't know what you're doing though).
    Don't put points into butchery, and other skills that don't affect the end product.
    If you want you can do what I do and take a silver war hammer and a hammerdwarf in case of beasties.

    Also, check this out: http://df.magmawiki.com/index.php/Embark
    >> Anonymous 08/20/11(Sat)23:09 No.16008565
    Alright guys, to increase the amount of sites I can embark on I'm thinking of removing all [SAVAGE] tags on creatures (which will hopefully also make the game harder. Think giant scorpions assaulting you in a peaceful desert).

    I also want to remove all aquifier tags. Aquifiers can be worked around, but they make things messy. I like neat forts. I'll also have a water supply from either a river or caverns, so I wont be dying of thirst if I run out of alcohol. What do you guys think?
    >> Anonymous 08/21/11(Sun)00:08 No.16009216
    I decided not to remove the aquifiers. I removed the savage and evil tags though.
    >> Anonymous 08/21/11(Sun)00:46 No.16009630
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    >> Nachtmaren dragoon 08/21/11(Sun)00:58 No.16009765
    I always just train my woodcutter as an axedwarf. kind a hold-over from my .40d days, but it works well enough.
    >> Anonymous 08/21/11(Sun)01:05 No.16009833
    Does woodcutting actually help raise his axe skill?

    I just alternate woodcutters. Each time someone gets legendary I assign a new peasant. This way if something awful happens I can assign a quick militia out of legendary dwarves that have great attributes. I do the same with miners,but that's also to decrease the amount of stone I produce.

    How do you guys deal with stone? I mass designate it to be dumped to a single square until I find magma. Then... well... the rest is history.
    >> Praetor Lillifag 08/21/11(Sun)01:09 No.16009865

    That will only get rid of MOST rock.

    And it leaves melted rock.

    Use an atom-smasher. Gets rid of everything else with no mess too.
    >> Anonymous 08/21/11(Sun)01:17 No.16009936
    Atom-smashers feel so unrealistic though. Oh well, fuck it. Better than having a zillion bits of mudstone.
    >> Anonymous 08/21/11(Sun)01:24 No.16009995
    Every fort I start I end up being not fast enough at teching or infrastructure.

    Dwarves unhappy at not having proper housing.
    Farming/Cattle produce isn't enough for a steady production of foodstuffs/alcohol. Birds are a godsend, though.
    Never seem to get steel+, full militia, or redundant defenses before goblins start coming twice a season.

    Any tips? I try to choose nice spots, and all I can think about is making everyone a hunter/chef to have usable missile troops that won't die for not having steel+ equipment.
    >> Praetor Lillifag 08/21/11(Sun)01:26 No.16010017
    Make a black drawbridge and pretend it's Sla- Er, the circus-stone.

    That should crush anything.
    >> Anonymous 08/21/11(Sun)01:26 No.16010024
    Also, apparently you CAN trap clowns.

    You just have to set up an apparatus that gets a giant cave spider to shoot web all over the traps first. If you're just looking to get rid of the clowns, it's more trouble than it's worth.

    Still....imagine having clowns for your Colosseum.
    >> Anonymous 08/21/11(Sun)01:31 No.16010069
    Can you still use the cave-in method?
    >> Anonymous 08/21/11(Sun)01:31 No.16010070
    Make farms ASAP. Become self sufficient by having farms and lock yourself in your fort until you feel you're ready to go outside to meet the big bad world. It can be a little tedious, but it's better than dying.

    Right now I'm making an enormous swamp around an island. The swamp is dotted with islands, and small one tile islands with trees on them for aesthetics and to help stop arrows reaching the island. Soon war platypus shall roam the depths of this swamp. Soon my enemies shall fear Ironbog, the legendary fortress.

    Oh god, imagine capturing a clown that explodes into poison when it dies, splattering the Colosseum. Your spectators would love that.

    By the way, does anyone know how to assign war beasts to water? I was thinking of using a Zoned pen, but I doubt that'll work underwater...
    >> Anonymous 08/21/11(Sun)01:33 No.16010087
    Constrain the area you need to defend with the simplest possible defenses to a small area.
    You make sure you have enough food in the early years by crafting shiny trinkets for caravans, and buying the whole caravan (or the food and booze you need anyway) with your shinies. And good crafts enhance the value of a simple rock or piece of wood exponentially.

    The other option is to make usable defenses, and studiously avoid having the 80 dwarves needed to trigger a siege.

    Dwarves love wealth, so that's one way. You can also liquidate the unneeded excess soap maker and etc population to keep it low. You could draft them and have them do dangerous shit for no reason, like scout, or try and take out dangerous monsters or animals.

    You could also put them in the New Immigrant Room (Aka death chamber with horrible traps and a door you lock them in with. You got various means. drowning, a trapdoor that drops them 10 stories, whatever is fun. I vote for dropping them 10 z levels. They might explode a bit if it was high enough.)
    >> Anonymous 08/21/11(Sun)01:33 No.16010090
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    Hey /tg/, I made this a while back for you guys and never got any feedback! Paste it in your Create_Subterranean in your raws and go into the Arena to test it. Let me know what you think.

    pastebin <DOT CAWM> Th9TeCV3

    >Fuck the censoring
    >> Anonymous 08/21/11(Sun)01:36 No.16010129
    >> Anonymous 08/21/11(Sun)01:55 No.16010271
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    Hey, I'm not posting any of the weirder stuff I have.
    >> Anonymous 08/21/11(Sun)01:58 No.16010299
    Oh christ.
    Does he inject you with syndromes through his dick?
    >> Anonymous 08/21/11(Sun)02:35 No.16010500
    No, he uses it like a weapon.
    >> Anonymous 08/21/11(Sun)02:42 No.16010532
    Is it always flacid? Is it treated as a flail when it's limp and a spear when it's hard?
    This is too amusing.
    >> Anonymous 08/21/11(Sun)03:53 No.16011032
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    >> Anonymous 08/21/11(Sun)04:26 No.16011231
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    >> Anonymous 08/21/11(Sun)05:03 No.16011491
    >> Anonymous 08/21/11(Sun)06:18 No.16011886
    The best part is that he took the spear as his own once he killed the elf.

    Then he died in the next battle he got into.

    The spear is cursed.
    >> Anonymous 08/21/11(Sun)06:20 No.16011892

    that is right dorfy
    >> Anonymous 08/21/11(Sun)06:23 No.16011907
    A follow up on this fort:
    After the elves killed a few dwarves there was a tantrum spiral.
    I have five dwarves left.
    Four of these are stricken by melancholy or talking to themselves.
    The last one is in a dried out murky pool after he dodged into there. Ironically this is how he evaded slaughter at the hands of the elf bastards.

    I have a bunch of giant platypus as well (responsible for winning the battle, true story), but apart from them I have no units ready to defend the fort.

    I think it's time to abandon. What do you guys think?
    >> Anonymous 08/21/11(Sun)06:25 No.16011917
    Oh, and one dwarf just died of thirst. Now I have four dwarves who can't do anything.
    To make things even better the one dwarf who is still sane yet trapped in a murky pool is being haunted. I give him less than five minutes before his psyche snaps like a twig under a murderous elephants foot.
    >> Anonymous 08/21/11(Sun)06:32 No.16011956
    The sane one is now the only one that isn't dead. I think he managed to find a turtle or something in the dried out pond.
    He probably drank its blood and used its shell to collect condensation from the air. Clever dwarf.
    >> Anonymous 08/21/11(Sun)06:36 No.16011993
    How long until migrants come?
    >> Anonymous 08/21/11(Sun)06:38 No.16012003
    The fort has attracted no migrants for two seasons in a row.
    I'm just going to let it die, like this thread.
    >> Anonymous 08/21/11(Sun)06:40 No.16012011
    Probably a good idea.

    Also, I'm that ubernoob from before and I still haven't even started - I mean I've embarked, but I paused right when it started, saved and quit. I've just been reading advice and everything.

    Do most Dwarf Fortress threads start in /tg/ or /v/? My brother told me /v/, but I'm not certain. They're great fun.
    >> Anonymous 08/21/11(Sun)06:40 No.16012014
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    Aaand never mind.

    I guess this symbolises the thread too.

    Oh well, it was a nice run. We hit autosage.
    >> Anonymous 08/21/11(Sun)06:43 No.16012026
    I lost my Swamp castle several times, fucking elves. I started over, this time at a river split. I channeled a large portion of the map into an island with only a single entrance, a 12x3 bridge linked to a cable and ready to drop anytime. My Kobolds should be fine for now. I also lined the inside of my new wooden castle with cage traps. Also there is an essentially never ending supply of trees, which I turn into throwing spears and trade for massive amounts of food. It may not be much, but it's home for my little bolds. Currently my castle is standing at 39 bolds. Unless a caravan comes the bridge remains on my side of the river.
    >> Anonymous 08/21/11(Sun)06:47 No.16012053
    VERY nice.
    Hopefully you find the perfect balance between tedious and Fun.
    >> Anonymous 08/21/11(Sun)06:48 No.16012067
    More common on /v/, but /v/ is filled with jackasses who don't even like video games.
    >> Anonymous 08/21/11(Sun)06:50 No.16012081
    Haha, fair enough then.
    >> Anonymous 08/21/11(Sun)06:50 No.16012084
    If you don't see a thread on /tg/ then make one. We are soooo much better than /v/, and this isn't even board rivalry. This is a fact. If someone on /tg/ doesn't like Dwarf Fortress then they leave the thread alone like a decent person would. On /v/ it's just trolls.
    >> Anonymous 08/21/11(Sun)07:02 No.16012148
    I have to admit, I've rarely seen a troll on /tg/, and if there is one they're usually from /b/
    >> Anonymous 08/21/11(Sun)08:48 No.16012806

    In the original Foocubus mod, it's set up as a grasper.

    He *holds* a spear or flail with it, and then uses *that* to bludgeon his enemies to death.

    Sometimes while wearing a steel gauntlet.
    >> Anonymous 08/21/11(Sun)13:12 No.16014417
    >be troll on /tg/
    >think I do a good job
    >"Lol I rarely see a troll on /tg/"
    >get depressed

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