Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - DrCyano

Pages: [1] 2
1
DF Adventure Mode Discussion / Can you sleep in your own fortress?
« on: October 19, 2022, 12:38:06 am »
Hi y'all!

I've got an adventurer visiting one of my own fortresses, but I don't seem to have the option to ask for permission to sleep there, and when I try to sleep it says I must leave the site before I can rest. Is there a prohibition on sleeping in player forts or am I missing something?

2
DF Dwarf Mode Discussion / Axe or Sword?
« on: September 20, 2022, 09:42:27 am »
I’ve just started harvesting the divine metal of the deep, that weightless indestructible material which some dwarfs believe are the very beard hairs of Armok itself, and I want to make it into slashing weapons for maximum carnage in battle. Would it be better to make axes or swords?

So far, I’ve only made a couple short swords, which seem pretty effective against large monsters but seen to frequently get stuck in the beasts they are stabbing and I’ve not seen any limbs get severed. Would axes also get stuck? Are they any better than swords?

3
DF Dwarf Mode Discussion / Are Demon Defenders Unbeatable?
« on: August 28, 2022, 03:45:45 am »
Hi there!

I'm trying to conquer a goblin civ that was spawned by digging too deep during world-gen. However, each of their goblin pits and fortresses has at least 2 demons defending it. Every time I try to raid, pillage, raze, or destroy one of their sites, my dorfs hatch a cunning plan and ambush the enemy, kill a couple goblins and then get defeated and killed by a demon.

Can I successfully conquer/pillage/raze their sites with a sufficiently trained army? If so, how do I know when my dorfs are ready to take them on? Or are demons basically unbeatable in off-screen combat?

On a side note, this civ also sends demons along with the goblins when they siege my fortress, and killing them ain't easy.

4
DF Adventure Mode Discussion / Weapon Training
« on: August 27, 2022, 09:17:06 pm »
Hi all,

What is the best way to train up weapon skills as an adventurer who is presently so weak that he couldn’t defeat a beach crab?

5
Hello all,

I like to alternate between Adventure Mode and Fortress Mode, and the idea came to me to use Fortress Mode to build an adventurer training facility. But to be honest, I’m a total newbie with Adventure Mode.

What would be the best (or most fun ;) ) way to train adventurers in a fortress? Do traps and pressure plates treat adventurers as friendly or are they as dangerous to adventurers as to enemies?

6
Hi everyone!

I’ve been wondering: what is the combined material cost of providing a dwarf with full armor coverage, plus a shield and a weapon (war hammer, short sword, or spear). I tried looking through the wiki but it wasn’t clear to me what the most economical combination of armor was, or how much various weapons cost to make.

7
DF Dwarf Mode Discussion / Fortress Design Questions
« on: January 22, 2022, 04:32:11 pm »
Greetings all!

I usually don't put much any planning onto the design of my forts, but I'm finding this becomes a problem on small embarks. I often forget to make space for training rooms... Or hospitals...

For a fortress that is going to train up a large military (for conquest and for exploring the caverns), what are well the essential rooms (besides bedrooms) that the fortress would need?

Thanks y'all!

8
Greetings!

I am looking for Dwarf Fortress players to test my fortress sharing program, CloudFort. CloudFort is a custom launcher for Dwarf Fortress which connects to a server to automatically share a fortress save with anyone, anywhere!

I plan to run this server as a test for about a month. If all goes well, then I'll keep it going (and if it all goes to hell in a handbag, then I might have to terminate it earlier). I make no guarantees about the quality of content produced by other players.



CloudFort Community Server Address:
cloudfort.plantabyte.net:131317




If you're willing to participate or you would like to join the community server, here's all you need to do:
  • Download CloudFort.exe (or CloudFort_Linux) from the CloudFort release page and place it in your Dwarf Fortress game folder (right next to Dwarf Fortress.exe, or df on linux)
  • Run CloudFort.exe and enter a name to be called by (any name you like), then enter the community server address above (cloudfort.plantabyte.net:13137)
  • Checkout an available world save. Dwarf Fortress will automatically start after the world downloads
  • Play Dwarf Fortress! You have 8 hours to play before the world expires.
  • When you quit Dwarf Fortress, CloudFort will ask if you are ready to check-in the save. Click "yes" to save your changes back to the community server and wait for the upload to finish.
  • Post tales and screenshots of your exploits on this forum, as well as any suggestions or feedback on using CloudFort



Community guidelines:
  • Please be civil and avoid insults when talking about your turn on a fortress
  • You are encouraged to pick-up where the previous player left off, but are not obligated to do so. It is perfectly fine to retire the fortress and start a new one (or even go into adventurer mode)
  • Also, please accept that the next player may retire or abandon your fortress/adventurer after you finish playing. You can always go back and reclaim your old fortress
  • If you encounter a bug with CloudFort, please take a screenshot or write down the whole error message and post it here. If you can, try to replicate the bug to confirm it.
  • I hope it doesn't happen, but please report any abusive behavior if you encounter it.



CloudFort Community Server Worlds:
The Fortress Islands
Spoiler (click to show/hide)

The Haunted Sea
Spoiler (click to show/hide)

The Infernal Desert
Spoiler (click to show/hide)

The Isle of Chaos
Spoiler (click to show/hide)

9
DF Dwarf Mode Discussion / Are poles required for seasons?
« on: May 22, 2020, 12:16:31 am »
I always disable the poles in worldgen in Dwarf Fortress, and I've realized that I've never seen snow or ice in fortress mode except on glaciers. Even in "cold" biomes, all I get is rain all year long. The only hint of any kind of seasonality is the fruit trees.

In Adventure Mode, it snows at night but the snow always disappears at dawn. Why don't I have seasons? Is it because I don't have a pole?


I want to embark at a place that has a frozen lake or ocean in winter, but I think it's silly to have a North/South pole on a tiny map. Please advise!

10
DF Dwarf Mode Discussion / Tips and Tricks for Happy Dorfs in 0.47
« on: May 02, 2020, 04:47:22 pm »
Hi y'all!

In my DF v0.47 fortress, it's been about 6 years, and I have 119 happy dwarves, despite annual invasions, the occasional dead body in the fortress, briefly running out of booze twice, and an insane bridge-building project that regularly puts cave-adapted dwarves outside!

I'm only using vanilla DF (no DFHack), so I can't say if they're all in positive or negative stress, but there are no down-arrows on any of them. I've never achieved such harmony before in Dwarf Fortress, so I thought I'd share my observations and compare notes to other overseers.

What I did:
- Redundant hallways and lots and lots of doors! Double-doors at every level of every stairwell and every room entrance, so when there's an invader or rotten wheel of cheese in the fortress, I can lock doors to re-route civilians around the threat until it is dealt with

- 3x3 bedrooms for everyone! The bedrooms just have a bed and a door (a few have a cabinet too), but that's enough to generate lots of happy thoughts about sleeping in a nice bedroom

- One single generic temple. I suffered from the polytheism prayer bug when I had god-specific temples, but all that cleared up when I switched to a single universal temple, even for dwarves with 12+ deities

- Granting every guild hall petition, putting 2 tables, 2 chairs, and a display case with an artifact in each (and setting them to allow all citizens, not just members)

- Not obsessing over labors (I'm playing vanilla, so labor optimization is annoying anyways), giving dwarves some down-time as a result. When I do spot Ann unhappy dwarf, I disable all of their craft labors to give them a holiday.

That's about it. What are your strategies for happy dwarves? Which of the above do you think is unnecessary or ineffective?

Cheers!

11
DF Dwarf Mode Discussion / Why train animals? (And how?)
« on: May 02, 2020, 04:06:53 pm »
Greetings fellow Dwarf overseers!

I'd like to dip my toe into animal training, simply because I've never done it before. But... What are the benefits of training an animal? Can I turn stray dogs into war dogs? Bears into battle bears?

If I buy an animal from the tree-huggers, is there any point in training it? Or is it already trained?

Lastly, what can you do with trained animals? How would I use animals for defense (or even offense) beyond simply using them as bait?

Thanks all!

12
DF Dwarf Mode Discussion / Burrows = Spam?
« on: April 17, 2020, 06:12:48 pm »
Howdy folks!

I just started using burrows in my fort to keep the cave-adapted Dorfs underground, but I'm running into an annoying problem: I receive a constant stream of job cancellation messages. The spam is becoming unmanageable!

How do you assign Dorfs to burrows without them constantly trying and cancelling "store item in stockpile" tasks for items outside their burrow?

Please help!

13
Howdy y'all!

I'm working on a fortress that is very, very long in the East-West dimension, and I'm noticing that my dwarves were getting thirsty in the time it takes to walk from the meeting hall to the construction site not even 25% of the way across the map.

I want to avoid the disaster of my previous fortress, which had a trapped entrance so long that a dwarf could not walk through it without stopping and turning around to get s drink, resulting in the entire population circling between the pond outside and the trap hall because they couldn't reach the mountain of booze in the fortress. Fun was had.

Anyway, to avoid this happening in my new fortress, I figure I need to somehow position food and drink at regular intervals. The problem is that just putting stockpiles along the way only results in empty barrels. I think the Dwarves are too lazy to fill the stockpiles while the ones near the kitchen still have space.

What are some techniques for keeping dwarves from dying of thirst (or catching sobriety-induced stupidity) when they have to walk long distances?

14
DF Adventure Mode Discussion / A question about (the lack of) booze
« on: March 29, 2020, 04:11:14 pm »
Hi y'all!

I haven't seen any booze in Adventure Mode, and of course my Dwarf adventurers have to drink water instead of beer. I even tried founding an adventurer site to see if I could brew my own, but alas, no such luck.

However, the hill-Dwarf peasant farmers I encounter are sometimes drunk. So my questions are:
  • Is there any way at all to acquire alcohol in Adventure Mode?
  • Are drunk Dwarves/NPCs in Adventure mode permanently drunk? In other words, is "drunk" a condition or personality trait?

15
Greetings bearded ones!  :)

I'm playing the new version of Dwarf Fortress (version 0.47.xx) and I'll document my play-through. I'm using Google slides and I'll be adding a few new slides every week (Mondays, typically). I have a series of goals for this world, and for each goal, I will visit a location in adventure mode before building a fortress there. This means building several bridge forts and/or cavern entrance forts to cross over (or under) the ocean tiles between the islands.

(I'm no longer updating this series, but I've made the save game available for download. If a successor wants to take-over, I'm happy to help pass the baton.)

Saga of the Puzzling Sea:
Chapter 0: Prolog
Chapter 1: A Peasant’s Quest
Chapter 2: The Bridge of hope
Chapter 3: The DAMP Minecartonauts
Chapter 4: Eastside the Bridge of Hope
Continue the story: PuzzlingSeas_456-01-13.zip

Map:
Spoiler (click to show/hide)

Params:
Spoiler (click to show/hide)

The story begins on the south-west island, called the Basic Continent, where the Dwarf and Human kingdoms are run by goblin criminals and all four civilizations there cower before the looming undead army of the mad Dwarf scientist necromancer: Geshud Amazebasements.

Goals
  • Survey potential bridge-fort sites in the Basic Continent in Adventure Mode
  • Build a bridge-fort to connect the Basic Continent to the Continent of Spinning
  • Adventure into the Continent of Spinning to find a site to found an uncorrupted Dwarf Fortress
  • ?

Notable Dwarves:
Snowy Scales:
Spoiler (click to show/hide)
Lucky Owl:
Spoiler (click to show/hide)
Superdorf:
Spoiler (click to show/hide)

Downloads

Pages: [1] 2