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DF Adventure Mode Discussion / Re: Most BS Deaths
« on: June 14, 2010, 09:57:58 pm »Uhh, oops? Fixed.I got a Female character named Rakust Idenshorast "Rakust PaddleWire" He is a Spearman(duh).WHAT
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Uhh, oops? Fixed.I got a Female character named Rakust Idenshorast "Rakust PaddleWire" He is a Spearman(duh).WHAT
You have to do that yourself... I don't think it is going to do all the 3-D height effects for you.Legends mode, then press 'd' and then you just 'Export Map'
I'll have to check that out. I was under the impression only the tiles were exported, not the heights.
I just started doing this a couple days ago. It is interesting. So far no one has commented.Legends mode, then press 'd' and then you just 'Export Map'
Also, how did you export the heightmap? I only find the tile map for export.
Update on my dead civilization: migrants stopped coming after 7 (for a total of 14) adult dwarves. We've since been blessed with three baby girls. Fortunately the elves have brought more exotic beasts every year to tame for our military defences, though so small a fortress will never attract the attention of goblins-- our only threat is the drums in the deep. We are finally able to produce steel. It's been six years.Same. I got 20 Migrants then the rest of my Civilization died. (Did I mention they were at war with the Elves?) So when I was supposed to get my next migration wave, I got some cannibal-stick-throwers at my front door. After the door was gone, they charged in, but I was ready, I made a small base in the Underground cavern and sealed off the entry in there. So now there are 7 Elven Swordsmen, 8 Elven Bowmen, and 3 Elven Spearmen running around slashing, shooting (I think?), and stabbing everything to death.
I still think that a dead civilization ought to be at least a "warn on embark."
I'm trying to make a storyfort for a stranded island, but I can't figure out how to mod out caravans.THE BEST IDEA IS TO ACTUALLY EMBARK ON AN ISLAND!
Anyone know how to lose the caravans?
Also, does setting the pop cap to 7 allow no immigrants??
My farms worked correctly for over a year before i got the "no availabe seeds" message.If the mud is on a BUILT floor or a Smoothed floor, Dwarfs will Clean the mud, making it ineffective.
But thank you for that response, because i know now what happened.
The mud beyond the farms was gone !
When i removed the plot the ground beneath had no mud.
Normaly the mud stays.
But how can it happen that 8 farms 3x3 in 2 rows of 4 loose all the mud
`Amanda' Febunnos, Weaver cancels Store Item in Stockpile: Item inaccessible.Copy the Region? Eh, any who, I am sure the deaths were for science so might as well not bother with this.
`Abbey' Identulon, Fishery Worker cancels Store Item in Stockpile: Item inaccessible.
`Krista' Lokumtost, Bowyer cancels Store Item in Stockpile: Item inaccessible.
Whole lotta that with every person who carries crap.Hippoman, I think you should just delete the entire game and re-download it. But that is me anyway.
Nooo i need to keep this fortress! I've killed 40 things! I'm amazing!
Ohh, I knew that........No not the Giant ass ones, these ones are smaller and more Dwarven-friendly.It would be interesting if they Generated Ant's, think of the purposes other than eating the remains! Oh the Dwarven Scientist will be pleased!You mean the same one that encased the fortress in magma and smashed the king with a drawbridge?
I was refering to the scientist.
I seriously broke the arena. Video so it did happen.
http://mkv25.net/dfma/movie-2206-brokethearena
Can't go any further left than shown.
I seriously broke the arena. Video so it did happen.I find this epic.
http://mkv25.net/dfma/movie-2206-brokethearena
Can't go any further left than shown.
No not the Giant ass ones, these ones are smaller and more Dwarven-friendly.It would be interesting if they Generated Ant's, think of the purposes other than eating the remains! Oh the Dwarven Scientist will be pleased!You mean the same one that encased the fortress in magma and smashed the king with a drawbridge?