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Author Topic: Picking up the pick after seven years away...  (Read 6497 times)

Byakugan01

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Picking up the pick after seven years away...
« on: June 09, 2018, 03:15:32 pm »

And I'm NOT going to look up the changes that have happened since then. I figure this is going to be an artifact !!FUN!!, menacing with spikes of pain and inlaid with my own bones carved into the shapes of forgotten beasts and carp, so I'm also going to embark on the most evil, twisted abomination I can find. My dwarves are going to die screaming the first 20 or so times I embark, so why not make it entertaining? And since I figure this is going to be a spectacular, hilarious disaster, I'm going to keep you all updated every step of the way and follow your suggestions. I already know about the circus and our clown friends from before, so don't try pulling that one on me ;). I strongly advise against asking for any dorf to be named after you, because let's face it, they will have the lifespan of a dwarf in a carp pond. Going to actually start up in a week or whenever I find the Embark Site of my nightmares, whichever comes first. Only change I'm going to make is giving GCS Can_Learn and Pet, because I once had a GCS mayor and it was the most hilarious thing ever and I want a repeat. Also, I have a thing for spiders. It's a thing. I'd have ten tarantulas IRL, but I have been strictly limited to just one by everyone else in the house. But nobody told the dwarves that!

I think my most important question is... do I still need to sentence anyone with a preference for Slade to death? And are there any recommended tilesets, now that I actually am using a tower PC that can handle them?

Edit: Make that five years, apparently, but I don't remember shit past the GCS mayor fort I had so...
« Last Edit: June 09, 2018, 03:24:58 pm by Byakugan01 »
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From Mr. Welch's 1350 things he is not allowed to do in a RPG:
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.

Leonidas

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Re: Picking up the pick after seven years away...
« Reply #1 on: June 09, 2018, 03:36:55 pm »

Stress is completely broken in 44.10, so use DFHack's remove-stress.

Meph's tileset is amazing. Be sure to use multilevel.
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Saiko Kila

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Re: Picking up the pick after seven years away...
« Reply #2 on: June 09, 2018, 03:40:51 pm »

Four unrelated points:

GCS are even more hilariously overpowered that they used to be (though it's mostly in adventure mode) because instead of removing your helmet and beating you to death with it, they just shred the helmet, the armour and the clothing in a few seconds, before they bite you.

I hope your tower PC is more powerful that these built five years ago. Unfortunately, DF is more demanding than it used to be. I know, because I upgraded my PC just for DF. And I keep older versions still installed, so I can compare how they ran (and occasionally revive a fort which has fallen to FPS death previously).

Exotic preferences are non-issue. Emo dwarves are issue. Indeed without some DFhacking to get rid of bodies (autodump), either forget about military or be prepared to be frustrated. The fortress is most likely to fail because of accumulated amount of trivial frustrations than to any single issue.

The most important change in recent years is that dwarves can die of alcohol poisoning. Seriously.
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Byakugan01

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Re: Picking up the pick after seven years away...
« Reply #3 on: June 09, 2018, 05:58:15 pm »

... Alcohol poisoning? Dwarves? I'm sorry, is this dwarf fortress or pansy elf fortress? Next you'll tell me that dwarves will actually drink water now when they ain't sick.

My computer is seven years old, actually, however it has been upgraded twice, a graphics card upgrade and an upgrade to an SSD with more than double the space of the original HDD. I'm confident it will be able to handle these forts. Mostly because I'll be gobsmacked if I last more than a year apiece to start.
« Last Edit: June 09, 2018, 06:11:19 pm by Byakugan01 »
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From Mr. Welch's 1350 things he is not allowed to do in a RPG:
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.

scourge728

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Re: Picking up the pick after seven years away...
« Reply #4 on: June 09, 2018, 06:38:00 pm »

... Alcohol poisoning? Dwarves? I'm sorry, is this dwarf fortress or pansy elf fortress? Next you'll tell me that dwarves will actually drink water now when they ain't sick.
Who wants to tell him/her?

Bumber

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Re: Picking up the pick after seven years away...
« Reply #5 on: June 09, 2018, 06:40:10 pm »

Watch out for the new climbing mechanics. If you find creatures have somehow snuck into your fortress, this may be the reason. Your marksdwarves will climb over your fortifications to melee the enemy, too.
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

GenericUser

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Re: Picking up the pick after seven years away...
« Reply #6 on: June 09, 2018, 06:58:06 pm »

I recommend taking a squad and pillaging/razing your local forest retreat!
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Urist McVoyager

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Re: Picking up the pick after seven years away...
« Reply #7 on: June 09, 2018, 09:28:03 pm »

IF you survive long enough, build a tavern, open the caverns (ha, that rhymed,) and watch what happens. Don't send your dwarves in. You probably won't need to as long as you have a way of keeping the baddies in the cave away from the fort.
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Somebodyelse

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Re: Picking up the pick after seven years away...
« Reply #8 on: June 10, 2018, 03:11:26 am »

... Alcohol poisoning? Dwarves? I'm sorry, is this dwarf fortress or pansy elf fortress? Next you'll tell me that dwarves will actually drink water now when they ain't sick.

There's an activity area where dwarves with nothing better to do can continue to drink even if they don't need to.

There was a hilarious bug(that might still be around) that involved that place, the fact booze could spill on the floor there, and cats' cleaning themselves by ingesting the containments that covered them.
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Byakugan01

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Re: Picking up the pick after seven years away...
« Reply #9 on: June 10, 2018, 11:53:55 am »

I recommend taking a squad and pillaging/razing your local forest retreat!

Never Embarked on a Retreat before... there's an idea!

IF you survive long enough, build a tavern, open the caverns (ha, that rhymed,) and watch what happens. Don't send your dwarves in. You probably won't need to as long as you have a way of keeping the baddies in the cave away from the fort.

Aren't Legendary dining halls a standard fort feature?

... Alcohol poisoning? Dwarves? I'm sorry, is this dwarf fortress or pansy elf fortress? Next you'll tell me that dwarves will actually drink water now when they ain't sick.

There's an activity area where dwarves with nothing better to do can continue to drink even if they don't need to.

Puts two and two together. Ah... so NOT a legendary dining hall, but a true tavern eh? Hope someday adventurers will come by seeking quests and party members, as they are wont to do.

Actually, there's an idea. Build a tavern, and then build an adventuring town around it selling weapons, armor and all those other goodies.
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From Mr. Welch's 1350 things he is not allowed to do in a RPG:
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.

Vaporo

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Re: Picking up the pick after seven years away...
« Reply #10 on: June 10, 2018, 01:32:21 pm »

I recommend taking a squad and pillaging/razing your local forest retreat!

Never Embarked on a Retreat before... there's an idea!

Not quite what he meant. It's now possible to send out your military to raid other sites. i.e. Now you can siege the goblins.
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Admiral Obvious

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Re: Picking up the pick after seven years away...
« Reply #11 on: June 10, 2018, 04:25:32 pm »


Puts two and two together. Ah... so NOT a legendary dining hall, but a true tavern eh? Hope someday adventurers will come by seeking quests and party members, as they are wont to do.

Actually, there's an idea. Build a tavern, and then build an adventuring town around it selling weapons, armor and all those other goodies.
Well... actually, you can get adventurers to move into your fort to slay monsters, do some philosophy, or kill each other over the proper use of socks.

You can't sell them your stuff yet (and in fact, sometimes they'll steal borrow your stuff).
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"I have a rock here for you.  No animals or plants died bringing you this rock.  How fast do you want me to throw it at you?"

Byakugan01

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Re: Picking up the pick after seven years away...
« Reply #12 on: June 10, 2018, 06:50:13 pm »

Seriously!? Holy crap, I can't wait to find out what else has been added. Never used Dwarf Therapist or DF Hack, but eh, I should be good for a while without it. Fuck it, going in fast.


Here is my wonderful Dwarf Cemetery Penal Colony Embark Site. Savage forests on one side, mountains of pants shitting on the other. I can already see the mass graves animal pits! Or hey, if I get enough maybe I'll mine out a level to create Dorfasic Park! No power I'll need to worry about, after all!


Well... fuck. So apparently trees are layered now. That's news to me. Also, holy shit this site is steep. And um... apparently I forgot how to designate viable mining orders! No worries, I can figure this out...

Edit: Oh, it appears I forgot how to do image links properly from Photobucket. Fitting name really, lots of pictures of buckets being kicked are likely to be uploaded...

Edit: Seriously Urist McMiner? You'll dig out the coal, but not the stone around the coal? Really?

Edit: Urist McMiner, everyone else will accept attempts to designate areas for their work. DIG. THE. DAMN. TUNNEL. Unless you want your friends to be forced to live on the surface in the trees, like a bunch of elves.

Edit: And mining finally works. Time to move this operation underground, where we belong.
« Last Edit: June 10, 2018, 08:13:14 pm by Byakugan01 »
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From Mr. Welch's 1350 things he is not allowed to do in a RPG:
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.

Urist McVoyager

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Re: Picking up the pick after seven years away...
« Reply #13 on: June 10, 2018, 09:27:02 pm »

Unless you want Fun, don't stock your tavern with booze. Water will do fine. Other adventurer races can't necessarily handle their alcohol as well as dwarves do. Also, yes, the bug about cats dying of alcohol poisoning is gone.
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Bumber

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Re: Picking up the pick after seven years away...
« Reply #14 on: June 10, 2018, 10:12:50 pm »

There were changes to designations such as priorities and the ability to designate just ores for mining. Is that the issue you ran into?

For trees, you can only designate one part of the tree for chopping any given time. If your dwarves can't reach it, you're going to have to clear the previous designation before you can place a new one.

Unless you want Fun, don't stock your tavern with booze. Water will do fine. Other adventurer races can't necessarily handle their alcohol as well as dwarves do. Also, yes, the bug about cats dying of alcohol poisoning is gone.
Uh, oh. Looks like we got an elf over here.
« Last Edit: June 10, 2018, 10:17:34 pm by Bumber »
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?
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