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The Dwarf Fortress Thread

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The King of Eggs
Lokstat
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Post by Alex Steiner Mon Nov 08, 2010 3:26 am

The King of Eggs wrote:Imma clean those fish, and once that becomes redundant, conscript me!
You'll need more skills than that to make it on this journey.

We're talking starting build, so military will be ignored (it can be trained).

6 fisherwarves and a miner won't do too well in the world Razz .
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Post by Darth Skywalkerbacca Mon Nov 08, 2010 3:32 am

miner, surgeon, machanic
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Post by Alex Steiner Mon Nov 08, 2010 3:34 am

Darth Skywalkerbacca wrote:miner, surgeon, machanic
You could probably get another adequate skill as well. Architect?
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Post by Supreme Overlord Mon Nov 08, 2010 3:57 am

What's the difference between stonecrafter and mason?
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Post by The King of Eggs Mon Nov 08, 2010 3:57 am

I always have 1 military that serves as a hunter.
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Post by Supreme Overlord Tue Nov 09, 2010 5:38 am

I want stonecrafter and bookkeeper!
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Post by The King of Eggs Tue Nov 09, 2010 8:21 am

Umm, Is the Lumber position open? if not farmer:cook
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Post by Alex Steiner Tue Nov 09, 2010 9:13 am

OK, new plan. Here are the dwarves:

Miner/Mason - Alex Steiner
Miner/Mechanic - Darth Skywalker
Broker/Engraver - Supreme Overlord
Stonecrafter/Doctor
Brewer/Farmer
Herbalist/Woodcutter - The King of Eggs
Carpenter/Farmer

This is what I have come up with. I have also placed architecture, axedwarf, weaponsmithing, masonry and carpentry in small amounts (1-2 points), to augment the dwarves' primary skills.

I placed crafter with doctor so the dwarf can focus on their crafting (instead of having to run off whenever I use the manager, or the stocks need updating (bookkeeper). Herbalist with woodcutter, the outdoor option (it got the axe skill). I haven't included a cook, but I could probably fit it in with the Carpenter/Farmer (if you want, I don't really do much cooking until midgame, and by then you have migrants).

I tried to pick the dwarf closest to your first preference, which leaves stonecrafter (who, along with engraver, gets lots of masterpieces after a while); brewer/farmer, one of the more important members (BOOOZE); and Carpenter (who makes beds and grows stuff, rather important).

I had to chop Darth's name down, sorry Embarassed .

Goods news is, you can claim a dwarf after we have begun, so new thread..

I propose we name the fortress "Thunderhelms". It just rolls off the tongue (unlike the other suggestion, "Lightninginsanity", and, surprisingly, insanity is not in the dwarven dictionary Shocked).

I'm going to make a thread now...
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Post by The King of Eggs Fri Nov 12, 2010 6:28 am

New Version Out (Yesterday Razz)
Praise the Holy Toady!
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Post by The King of Eggs Fri Nov 12, 2010 7:26 am

Oh Holy Hell, Bury Your Dead People

Spoiler:
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Post by Alex Steiner Fri Nov 12, 2010 7:33 am

The King of Eggs wrote:New Version Out (Yesterday Razz)
Praise the Holy Toady!
I'll stick with the current one for Thunderhelms? What's new, and how long until the newbie pack updates?

Might be safer to stick with it, odd numbered versions are buggy Razz .

Edit: Looked at the release notes - there's very little new for fortress mode, just some interface tweaks (covered by DTherapist, or just simple renames) and perhaps the baron bug-fix. The rest is adventure mode specific (unless we wanted to embark on top of a new castle).

Leave it as is. You try it out and report back. What do memorial slabs do? Probably to keep the irretrievable dead happy.
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Post by The King of Eggs Sat Nov 13, 2010 1:50 pm

Ffs dont drop bodies into volcanoes unless you have a memorial slab ready.

Interesting new announcement. Urist Mchaunted, scared to death!
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Post by Alex Steiner Sat Nov 13, 2010 4:55 pm

The next arc looks awesome - caravans, supply and demand, peasants who actually do and make stuff.
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Post by The King of Eggs Sun Nov 14, 2010 3:46 am

Suply and demamd kinda gets rid of the rock mug exploit.
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Post by Alex Steiner Sun Nov 14, 2010 3:55 am

The King of Eggs wrote:Suply and demamd kinda gets rid of the rock mug exploit.
Why's that bad? It's pretty stupid really. 10 pages of rock crafts after a year, dump it on a wagon and buy everything else the fort needs.
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Post by The King of Eggs Sun Nov 14, 2010 3:58 am

Its a good thing. Though things like steel arms are now less worth the extreme effort. (compared with others)
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Post by Alex Steiner Sun Nov 14, 2010 6:55 am

Spoiler:
Trying out the new combat mechanics in the arena, I created this master everything dwarf, with full adamantine armor and a short sword and shield. Pitted against similar dwarves, hammer, mace and axe, and he came out on top (after ages of "glanced off armor" spam). I then made some opponents for him and took control.

He butchered everything put in front of him. You can see their remains on the left, Elephants, Eagles, other dwarves (armored and unarmored, skilled and unskilled, alone and teamed up).There was even a trio of dragons in armor that he eventually took down.

Looking for a new challenge, I created a giant cave spider. It was dispatched easily, but I noticed the webs it shot everywhere.

Anyway, I made a bunch of them, then resumed control of my dwarf. They rapidly chased me and spat webs. I realised my error and tried to flee. I was caught by a flying web, and then it was on. They surrounded me, and I was immobilized. I could still block their attacks, break any legs they poked at me, but I couldn't hit back. For the next 3 minutes of real time, it rapidly scrolled through "glanced off armor" spam, no input from me allowed, until finally I suffocated from a spider collapsed on me since it had no legs.

Once I died, the spiders scattered.

I tried reclaiming the equipment, but the webs slowed me down too much, and the spiders swarmed anyone who got too close, sending them to similar fates as the first.

The new combat system is very good, allowing you to specify where and how you hit, based on how easily you can make the shot, and how well it will connect. I love the "and the severed part sailed off in an arc" messages for every single bodypart (although most creatures bleed out).
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Post by Alex Steiner Mon Nov 15, 2010 9:41 am

Toady One (Game Developer) wrote:Fixed a crash from weapon traps. Fixed a crash that comes up entering markets on occasion. Fixed a crash from backing out of "human outsider" during character generation. Fixed a world gen crash related to civilization populations mixing and secondary population members taking over leadership roles in the absence of historical figures when caste mods are present. Fixed a crash from walking off the left or upper edge of the world.
Told you Razz .
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Post by Alex Steiner Tue Nov 16, 2010 8:53 am

Toady One wrote:If everything goes well, I should be able to make a release tomorrow.
And you wanted me to migrate Razz .
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Post by The King of Eggs Thu Nov 18, 2010 12:48 pm

He made it. Oh and most of the hugs where adven mode only.
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Post by The King of Eggs Thu Nov 25, 2010 9:24 am

The Story of Oilfurnace

The Foundation:
The Rise:
The Golden Age:
The Fall:
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Post by Lokstat Wed Dec 01, 2010 5:53 am

i was really into dwarf fortress back in the good ol' IP crowd days, but not it is to frustrating and i got attacked by a throng of troglodites so the game sucks
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Post by Alex Steiner Wed Dec 01, 2010 2:37 pm

Lokstat wrote:i was really into dwarf fortress back in the good ol' IP crowd days, but not it is to frustrating and i got attacked by a throng of troglodites so the game sucks
You dug too greedily and too deep.
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Post by Alex Steiner Wed Feb 16, 2011 11:53 pm

.31.19 has been released, but I'll wait a week for the bugfixed release.
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