Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 3 4 [5]

Author Topic: Fortress Checklist  (Read 17073 times)

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: Fortress Checklist
« Reply #60 on: November 01, 2016, 09:27:47 am »

Did you get it from https://github.com/dfhack/dfhack/releases ? I got linux version from there and it worked for what I wanted to. Otherwise, might report it (preferably on github).

steel jackal

  • Bay Watcher
  • [UNIQUE_DEMON]
    • View Profile
Re: Fortress Checklist
« Reply #61 on: November 01, 2016, 10:47:52 am »

Did you get it from https://github.com/dfhack/dfhack/releases ? I got linux version from there and it worked for what I wanted to. Otherwise, might report it (preferably on github).

yes i did, and i tried to use it on windows.

ive never used DFhack outside of LNP though so i was asking in case im just being ignorant on how to install and run it since on LNP its just always there
Logged
i am a dwarf and im digging a hole, diggy diggy hole

my art: http://www.furaffinity.net/gallery/tylerrobotnik/

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: Fortress Checklist
« Reply #62 on: November 01, 2016, 11:31:33 am »

Install and run...For me, I just extracted it into df_linux and ran the extracted file named "dfhack" in terminal. But I think windows version might use an executable? (Never ran df in windows so far).

wierd

  • Bay Watcher
  • I like to eat small children.
    • View Profile
Re: Fortress Checklist
« Reply #63 on: November 01, 2016, 12:34:03 pm »

http://dffd.bay12games.com/file.php?id=12504

Extreme alpha. Caveat emptor!

manual installation:

copy the contents of the zip into your DF folder, letting it overwrite SDL.DLL.
copy/rename dfhack.init-sample to dfhack.init
run dwarf fortress
« Last Edit: November 01, 2016, 12:45:07 pm by wierd »
Logged

steel jackal

  • Bay Watcher
  • [UNIQUE_DEMON]
    • View Profile
Re: Fortress Checklist
« Reply #64 on: November 01, 2016, 12:49:37 pm »

http://dffd.bay12games.com/file.php?id=12504

Extreme alpha. Caveat emptor!

manual installation:

copy the contents of the zip into your DF folder, letting it overwrite SDL.DLL.
copy/rename dfhack.init-sample to dfhack.init
run dwarf fortress

thanks, yeah i must have downloaded either the source or the linux version by mistake because this is a lot different.

and as long as it dosnt just spontaneously explode for absolutely no reason whatsoever i should be fine, i just use it to clean out owned items and locate all the blue metal
Logged
i am a dwarf and im digging a hole, diggy diggy hole

my art: http://www.furaffinity.net/gallery/tylerrobotnik/

wierd

  • Bay Watcher
  • I like to eat small children.
    • View Profile
Re: Fortress Checklist
« Reply #65 on: November 01, 2016, 12:53:58 pm »

i have personally used prospector, createitem, reveal, and fastdwarf.
they are know working. 

Logged

Vorox

  • Bay Watcher
    • View Profile
Re: Fortress Checklist
« Reply #66 on: November 01, 2016, 03:21:57 pm »

I mostly do aboveground human fortresses so it goes completely different for me.
1. Designate tree chopping and plant gathering
2. Build one big building, containing a dormitory and dining room for about 20 people
3. Carpenter's workshop, furniture for the building
3. Keep cutting trees, build a wall around a medium sized area surrounding the building
4. Build 2 small farms
5. Stockpile a big amount of food, drinks and wood
6. Improve defenses (unclimbable walls, drawbridges)
7. Build walls around a big area where my real fort will be
8. Build individual buildings for workshops, living etc.
9. Dismantle original fort
10. Expand the new one


Here is how my newest fort looks so far

ground level
Spoiler (click to show/hide)

+1
Spoiler (click to show/hide)

and a close up
Spoiler (click to show/hide)
« Last Edit: November 01, 2016, 03:24:50 pm by Vorox »
Logged
Vorox likes gremlins for their tears.

rhavviepoodle

  • Bay Watcher
    • View Profile
Re: Fortress Checklist
« Reply #67 on: November 04, 2016, 08:46:08 am »

Do y'all have a preference on whether or not your fort has an aquifer? I find that although they [usually] add an extra step to digging out your infrastructure, they make building (safe) water reservoirs fairly simple and easy.

Speaking of aquifers, I can't help but wonder how they'll affect enemy diggers/sappers when those eventually are introduced into the game.
Logged

overseer05-15

  • Bay Watcher
  • Personal Text
    • View Profile
Re: Fortress Checklist
« Reply #68 on: November 04, 2016, 09:14:01 am »

Do y'all have a preference on whether or not your fort has an aquifer? I find that although they [usually] add an extra step to digging out your infrastructure, they make building (safe) water reservoirs fairly simple and easy.

Speaking of aquifers, I can't help but wonder how they'll affect enemy diggers/sappers when those eventually are introduced into the game.

Spies sappin' my fortress...

Oh god- Dwarf Fortress 2, a FPS released by Bay 12 Beyond Quality, with a host of different classes based on in game professions, with weapon crafting and designing decorations for your weapons with randomly found materials.
Logged
adult food like, I presume, steak and potatoes and tax forms,

My game giveaway

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: Fortress Checklist
« Reply #69 on: November 04, 2016, 10:00:13 am »

I prefer to not have an aquifer, at least in my fort area - partial one in the edge is nice to have, though.

I've used both cave-in and double-slit to break through map-wide aquifers and the hassle is only a bit greater than securing a river or lake, but....I've forgotten about them few times after breaking through and flooded my fort built beneath them ^^;;

They'd be more important if I used water logic, I guess :P Atm, it is just fishing/misting/well/water reactor, all of which can be filled by bucket brigade from cavern or murky pool water :p

Maul_Junior

  • Bay Watcher
    • View Profile
Re: Fortress Checklist
« Reply #70 on: April 07, 2017, 11:28:30 am »

13. Begin employing the child workforce for agriculture, in harvesting food, booze and textile crops, in anticipation for their entry into the adult workforce.

By this point the Fortress should be ready to take on megaprojects with low casualties


Is it possible to burrow children into the farming area (with food/booze stockpiles), and ONLY the farming area?
Logged
Quote from: Meph
I didn't actually say this.

Quote from: smurfingtonthethird
there is nothing funnier than watching a goblin army get assaulted by hundreds of war chickens.

Any new discovery, sufficiently weaponize, is indistinguishable from !!FUN!!
Pages: 1 ... 3 4 [5]