I have just learned that you can allocate the F keys to allow you to quickly move between layers and not have to spend 4 minutes each time I want to to make some god damn Iron goblets.
The more you know!
Oh god, start up a new fort, my fort gets invaded right off the bat by about 20 two humped camels, which systematically slaughter all my dwarfs, start another one and and elephant manages to get in and kill two guys and make everyone else go crazy.
Its like boatmurdered all over again....
So, I got DF. I have yet to lose, but I think I'm getting there, haha. (How make farm work?) So, yup!
Okay, so, I've been working on a mod.
Which I haven't worked on in a few weeks.
It's about these weird playable creatures that are bigger than humans that I made up, called Impalions, and they are named for the ability that they can impale things with their hands. They're an evil race, and there's one thing that separates them from others: They can't dig. They use wood (to light up candles) and cloth (to sit on) to create a workshop called Ritualist's Zone.
In the Ritualist's Zone, they can transform wood into a stone called Ritualstone, which can be turned into 10 very heavy stones (with 2 ritualstone) called heavestone, or with 3 ritualstone, make 20 heavestone blocks. With 5 ritualstone, they can make tetrahedrite, and with a lower chance, limonite. Using bones, or 5 Mystery Herbs, they can create essences. With 5 essence, one ritualstone is made. And with one bar of copper and iron, they can make a red metal called Impalium.
Some more info about these weird creatures: They lay eggs, and they can use their tail to choke things, and break joints. These monsters also have a special caste that releases a vapor that makes eyes rot.
Last edited by jaxy15; 10-08-2011 at 01:42 PM.
I love the Impalion/Impalium pun
Anyway, I'm going to use the rest of this post to mindlessly shill my mod
It's awesome! Adventurer-mode good mod! Needs more development in Dwarf mode >_>
I just lost my first fortress. It lasted about two years before I unleashed demons. I had about fifty dwarfs, minus four who died in a bad experimentation with magma and other accidents before the demons came.
Almost nothing was happening, I couldn't find coal anywhere so the metal industry was very slow and I had nothing to sell to merchant. I wanted to end my game and I thought digging to hell would have been a funnier way to finish than abandoning my fortress, so I started digging in an adamentine vein. I sent my ten member military (who had almost no equipment because of my crappy metal industry) in a very pathetic attempt to kill them.
It went as expected. The fortress turned into a bloody mess in less than a minute. The only dwarf who managed to survive was my fisherman who was fishing far away, but he got killed as soon as he entered the fortress to put his fish in a stockpile.
Also, I named some of my dwarfs after Homestuck characters. It ended up making some weird stuff like Rose and Dave being a couple.
There was a bug, I think perhaps before the release of 31.01, that caused inbreeds to run wild during worldgen.
I imagine that could have been fun >_>
I have an urge to kill more kobolds.
Thread name updated for recent devlog development... logs. :3
Just to re-kickstart discussion, I just updated my mod. I'm thinking of making a special version of the mod and doing a bifurcated succession game, one on the bay12 forums, one here. The first year for both will be the same, as they'll both be played by me.
Any suggestions for stuff in the special version of the mod? :3
This may be ridicolous and possibly very difficult to code ( and I think you may have done something with it already) but you know Gl'bgolyb, make it a pet that if its killed, the entire fort dies, and also make it that you have to feed it something ridicolously rare, like adamantine wafers(hmmm, only wafer thin! no extra calories), or cave spider silk or something, make the game more FUN!
Or just dead animals/trolls/gobbos/whatevs if thats too hard/stupid, but they must be fed whole!
Impossible to make a pet that kills the whole fort when dead, AND specialized diets are difficult as fuck too.
Probably will be possible next version, though! I'll probably wait until next version for Gl'bgolyb. Interactions are shaping up to be insane.
You can make something that would emit a huge amount of toxic gas on death though, right?
Wouldn't it be possible to set up a chain of events like:
1. Internal temperature is extremely low
2. Boiling point of blood is extremely low
3. Blood is deadly poisonous, but only to dwarves
and then when the creature dies, its temperature will rise back to room temperature, the blood will vaporize explosively and then poison everyone
I actually don't know how you could do specialized diets, though...
"A man may fish with the worm that hath eat of a king and eat of the fish that hath fed of that worm." -Hamlet
"now you're making steampunk sound like a gender identity or something" - seedy
Specialized diets are impossible, except in the case of grass.
Gas doesn't spread enough.
It's a bitchin' idea, especially for a succession game, but it's impossible to implement.
Also, the blood wouldn't be poisonous to the dwarves, it'd be poisonous to the trolls :P
Oh wow, Dwarf Fortress. I haven't been played this in ages. I remember the last fort I played before I stopped playing involved 100 dwarves all slaughtering each other throughout a siege because the ogres had cut off their food supply. Needless to say, the tantrum spiral killed them all off before the ogres did.
http://www.bay12forums.com/smf/index.php?topic=39579.0
Bumping and posting this
Also posting this.
If anyone wants to join from here, say the word, preferably on the bay12 forums, but not necessarily.
Last edited by Putnam; 01-03-2012 at 01:21 AM.
oh crap double post :X
This game is freaking flawless.
Now I need to learn how to keep dwarves out of my lava moat.