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DF Dwarf Mode Discussion / Re: Vomit Forgotten Beast
« on: May 11, 2011, 03:07:45 pm »
Oh shit! It's Mr. Creosote!!
March 6, 2024: Dwarf Fortress 50.12 has been released.
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I would vote to change the criteria. The new judge of "successful torture" is "distance flown". Silver war hammer against a goblin, mark the distance.
Also, I sometimes like to burn the clothes while a dwarf is wearing it. Get him to wear that one ugly troll leather loincloth, and tell him to go stand on the well-made ropes and catch them alight. My doctors are always busy...
Just for reference, windows are totally opaque and behave exactly like a wall.
Hi all! I recently upgraded to DF2010 after a long hiatus, and am finding some aspects of gameplay different enough from 40d that it is disastrous for my fortress. I am not running the most recent version, but 0.31.21 as I wanted to use various utilities/graphics that aren't yet compatible with the newest release.
My problems are:
1) My dwarves constantly drown themselves when going to drink at wells. In past versions I typically walled off a water source or dug tunnels to channel water from a river to my fortress, with a reservoir feeding a well in a meeting hall one z-level above. I never had any problems in the past. When I do this now, hordes of dwarves and other animals fall in and drown very rapidly. Would building ramps enable them to get out when they fall in?
2) The "dwarves stay inside" order seems to have disappeared. How can I prevent my non-military dwarves from being slaughtered by the first goblin raid that comes around?
3) What is the best strategy for using the new squad system? Are training weapons essential? I thought I had it figured out alright, but my first squad of five dwarves got clobbered by just a couple goblins. My strategy in the past was simply train champion wrestlers to tear apart enemies with their bare hands, and it seemed to work very well. Is this no longer sound?
The lack of specificity that many workshops have. I want to just be able to tell the still to make two barrels of wine and one of rum, tell the quern to mill nothing but dimple cup, and tell the jeweler's shop to decorate that specific statue, instead of micromanaging everything.
Yes that would be nice. I would also like to setup certain shops to only accept certain types of jobs from the manager. For example, my bonecarver's craft workshop for bolts is usually with my other weapon and military industries rather than near my export industries where the stonecrafter's workshops are. I would love to designate the workshop near the military complex to only accept bonecarving jobs and the ones near the export area to only accept stone jobs. Then I could go into my job manager and say 30 bone bolts and 60 rock crafts and have them only goto the proper work shop.
Bronze Colossus is Bronze."pretty awesome Cyclops" != Bronze Colossus