1. Post #4401
    Gold Member
    DTkach's Avatar
    August 2006
    5,964 Posts
    So a werewarthog showed up, right in front of one of my hunters, which are also my marksdwarves. This is bad, because they only hunt with wood/bone bolts instead of metal. Before the thing could move, the hunter shot it through the lung. Then he and another marksdwarf hunter supporting from the mountainside shot it to pieces. They suffered no injuries and gave no fucks.
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  2. Post #4402
    JoeSibilant's Avatar
    May 2010
    6,739 Posts
    Werebeasts are pretty much harmless as they are now, since with the passage of time in DF being what it is they usually turn back into humans/elves/etc almost immediately after appearing.
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  3. Post #4403
    Gold Member
    limulus54's Avatar
    August 2008
    3,826 Posts
    Werebeasts are pretty much harmless as they are now, since with the passage of time in DF being what it is they usually turn back into humans/elves/etc almost immediately after appearing.
    that's funny, cause a single werepig managed to do quite a lot of damage to my fort.

    Granted, my entire military was down in the caves and too far away to protect the citizens, but werebeasts certainly aren't harmless.
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  4. Post #4404
    JoeSibilant's Avatar
    May 2010
    6,739 Posts
    that's funny, cause a single werepig managed to do quite a lot of damage to my fort.

    Granted, my entire military was down in the caves and too far away to protect the citizens, but werebeasts certainly aren't harmless.
    I had a werepig (or was it a werehyena?) show up, kill a sheep, transform back into a helmetsnake-man and fuck off. I've also had a werebeast show up without transforming at all, so some elf child walked onto the map and just walked off again.
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  5. Post #4405
    Gold Member
    limulus54's Avatar
    August 2008
    3,826 Posts
    I had a werepig (or was it a werehyena?) show up, kill a sheep, transform back into a helmetsnake-man and fuck off. I've also had a werebeast show up without transforming at all, so some elf child walked onto the map and just walked off again.
    the original werepig is in a cage trap, which is interesting because when he is a dwarf I have a caged friendly. The real difficulty is stopping the disease from spreading. it already got to one civilian, who then washed off in the well water, though somehow that didn't effect anyone, but when I finally went to kill him, he passed it to another militia member. I suppose I'll have to just wall him off. I tried that with the first guy, but he wouldn't starve or dehydrate to death.
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  6. Post #4406
    JoeSibilant's Avatar
    May 2010
    6,739 Posts
    the original werepig is in a cage trap, which is interesting because when he is a dwarf I have a caged friendly. The real difficulty is stopping the disease from spreading. it already got to one civilian, who then washed off in the well water, though somehow that didn't effect anyone, but when I finally went to kill him, he passed it to another militia member. I suppose I'll have to just wall him off. I tried that with the first guy, but he wouldn't starve or dehydrate to death.
    That's awesome! you now have a bunch of dorfs that will never get tired or starve, with the only drawback being you occasionally have to lock them up for a brief period.
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  7. Post #4407
    Gold Member
    limulus54's Avatar
    August 2008
    3,826 Posts
    That's awesome! you now have a bunch of dorfs that will never get tired or starve, with the only drawback being you occasionally have to lock them up for a brief period.
    That's easier said than done. I find it difficult to keep track of or remember when it is they become werepigs, and if they aren't locked up they kindof slaughter quite a few people.


    now, if they were all werepigs, that'd be different. somehow I feel like that isn't possible though, and there will certainly be great losses in the process.
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  8. Post #4408
    JoeSibilant's Avatar
    May 2010
    6,739 Posts
    That's easier said than done. I find it difficult to keep track of or remember when it is they become werepigs, and if they aren't locked up they kindof slaughter quite a few people.


    now, if they were all werepigs, that'd be different. somehow I feel like that isn't possible though, and there will certainly be great losses in the process.
    Find a way to contaminate the well again and let the syndrome do its work.
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  9. Post #4409
    Gold Member
    Devodiere's Avatar
    November 2009
    10,893 Posts
    If I gave my Marksdwarves a secondary weapon for when they run out of bolts, how would they use the two of them? Because I just had one goblin survive the firing squad only to be surrounded by dwarfs banging their iron crossbows on his helmet and getting deflected every time. If not for the occasional biting they would've kept going for a while.
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  10. Post #4410
    Gold Member
    acds's Avatar
    October 2008
    14,987 Posts
    For some reason I never get migrants past the first two scripted waves (or if I do, it's like 1 or 2 dwarves max) when playing Masterwork, anyone has any idea why? I have disabled quite a bit of stuff (a lot of it, in fact), but I doubt it's that. Even though most of the Fortress Defence races are enabled the Dwarf civ is alive and well, and I get traders (so they aren't extinct).
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  11. Post #4411
    Gold Member
    HALP Cat's Avatar
    January 2007
    3,397 Posts
    OK, this new volcano fortress is looking great, especially what may be the dorfiest defense mechanism I have created yet:

    The goblins are gonna get flung towards the entrance and towards your fortress instead of dropping down the volcano because you used raising bridges instead of retracting bridges, though.
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  12. Post #4412
    Gold Member

    May 2011
    586 Posts
    New update:http://www.bay12forums.com/smf/index.php?topic=105369.0

    Now to wait for all the others mods to update.
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  13. Post #4413
    Gold Member
    Devodiere's Avatar
    November 2009
    10,893 Posts
    So obviously, more than one weapon just confuses the poor dwarfs, seem like something that should be added in? In case you lose hold of one weapon or in the case of Crossbows running out.

    Able to set a preferable weapon in military screen, when none is set or it's not applicable the dwarf chooses based on preference, weapon skill, maybe enemies in view if reasonable? Wouldn't be hard to set up a preference algorithm.
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  14. Post #4414
    Gold Member
    RearAdmiral's Avatar
    May 2010
    6,024 Posts
    So despite playing this game a whole lot, I finally managed to get a Barony. I think this is the second time I've managed to attract unelected nobles to my Fort.

    Going for the top. Bronzesabre shall be the home of the Queen herself!
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  15. Post #4415
    "Gold Member"
    Dennab
    May 2007
    13,705 Posts
    So despite playing this game a whole lot, I finally managed to get a Barony. I think this is the second time I've managed to attract unelected nobles to my Fort.

    Going for the top. Bronzesabre shall be the home of the Queen herself!

    I read that as brony and cringed thinking of what kind of crazy mod you were running with
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  16. Post #4416
    Gold Member
    acds's Avatar
    October 2008
    14,987 Posts
    I read that as brony and cringed thinking of what kind of crazy mod you were running with
    There are like 15 MLP mods for DF, all actively updated. Why 15 you say? Well they have to have Tyraponies (Tyranids twisted into pony form by the powerful winds of Autism), for example (apparently when you are like those people you can't simply not shove your MLP shit into everything you see).
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  17. Post #4417
    moo
    CowThing's Avatar
    November 2006
    4,834 Posts
    New update:http://www.bay12forums.com/smf/index.php?topic=105369.0

    Now to wait for all the others mods to update.
    Time for War-Elephants!
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  18. Post #4418
    Gold Member

    May 2011
    586 Posts
    aslo for some reason wooden and copper bolts can perice a fully armored adamantine dwarf and even kill him.
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  19. Post #4419
    tonks erryday
    Orkel's Avatar
    January 2005
    26,149 Posts
    aslo for some reason wooden and copper bolts can perice a fully armored adamantine dwarf and even kill him.
    Not with the balance fix.
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  20. Post #4420
    Gold Member

    May 2011
    586 Posts
    Not with the balance fix.
    Isn't masterwork mod have the same brain type as the balance fix or I am missing something?
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  21. Post #4421
    tonks erryday
    Orkel's Avatar
    January 2005
    26,149 Posts
    Balance fix for 35.06

    I let clothes back in because Toady fixed them, I hope. Goblins still have none (except their armor) to reduce after-siege clutter

    http://horobox.co.uk/u/Orkel_1332596789.rar

    Isn't masterwork mod have the same brain type as the balance fix or I am missing something?
    Not yet. And the fix has more than just that. Read the OP.
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  22. Post #4422
    Gold Member

    May 2011
    586 Posts
    Balance fix for 35.06

    I let clothes back in because Toady fixed them, I hope. Goblins still have none (except their armor) to reduce after-siege clutter

    http://horobox.co.uk/u/Orkel_1332596789.rar



    Not yet. And the fix has more than just that. Read the OP.
    Ah okay.
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  23. Post #4423
    Gold Member
    johnlukeg's Avatar
    September 2007
    2,283 Posts
    I hope that bugfix means that trash clothing that some random asshole dwarf claimed but refuses to use can be dumped now.

    Also if you use Orkel's fix, you'll have to beware of dwarves going insane from their nakedness! Gotta wear clothes... ever since Urist and Urist were expelled from the Garden of Eden.
    Nevermind.
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  24. Post #4424
    Gold Member
    Devodiere's Avatar
    November 2009
    10,893 Posts
    Balance fix for 35.06

    I let clothes back in because Toady fixed them, I hope. Goblins still have none (except their armor) to reduce after-siege clutter

    http://horobox.co.uk/u/Orkel_1332596789.rar

    Not yet. And the fix has more than just that. Read the OP.
    Awesome, I had far too many goblin cloaks lying around. If only you could cut them apart into cloth for bandages.

    Ah who am I kidding, the only injuries I got are punched back of the feet and 15 z-layer dodges. Cloth ain't gonna do any good.
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  25. Post #4425
    diddy500's Avatar
    January 2008
    49 Posts
    Exotic pets have been fixed too haven't they? Has that been removed from the fix?
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  26. Post #4426
    tonks erryday
    Orkel's Avatar
    January 2005
    26,149 Posts
    Exotic pets have been fixed too haven't they? Has that been removed from the fix?
    They should work.
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  27. Post #4427
    Gold Member

    May 2011
    586 Posts
    I want dwarf thrapist can't live with out it,makes stuff so much easier.
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  28. Post #4428
    IDIOT WHO IS NEVER FUNNY AND CANT UNDER STAND WHEN NOT WANTED
    loopoo's Avatar
    September 2006
    6,354 Posts
    I'm debating on whether or not to get into the ASCII of this game. I've been using tilesets from way back in 2008... Should I give the ASCII a go?

    I just feel that seeing a bunch of g's and stuff wouldn't really help my imagination. And building forts wouldn't look as nice. Will my imagination make up for that or?

    Edited:

    The goblins are gonna get flung towards the entrance and towards your fortress instead of dropping down the volcano because you used raising bridges instead of retracting bridges, though.
    This man couldn't be more close to the truth. Never use raising bridges as defense mechanisms. They don't tend to do a good job of it. They end up flinging enemies around the place.

    Retracting bridges slide right back and drop whatever is on them straight down. That'd work for that volcano crater beautifully. Nicely done man!

    Edited:

    How would I go about finding a site with plenty of trees, a river AND a volcano? Or is that asking for too much?
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  29. Post #4429
    Gold Member
    acds's Avatar
    October 2008
    14,987 Posts
    I'm debating on whether or not to get into the ASCII of this game. I've been using tilesets from way back in 2008... Should I give the ASCII a go?

    I just feel that seeing a bunch of g's and stuff wouldn't really help my imagination. And building forts wouldn't look as nice. Will my imagination make up for that or?

    Edited:



    This man couldn't be more close to the truth. Never use raising bridges as defense mechanisms. They don't tend to do a good job of it. They end up flinging enemies around the place.

    Retracting bridges slide right back and drop whatever is on them straight down. That'd work for that volcano crater beautifully. Nicely done man!

    Edited:

    How would I go about finding a site with plenty of trees, a river AND a volcano? Or is that asking for too much?
    Use advanced generation to up the minimum volcano count massively, then generate a world and hope you're lucky.
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  30. Post #4430
    JoeSibilant's Avatar
    May 2010
    6,739 Posts
    Thanks for the feedback, I wasn't sure how bridge-flinging works so I'll definitely be replacing those bridges with retracting ones.

    Also, Orkel, can your fixes be applied to Masterwork DF?
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  31. Post #4431
    Terminutter's Avatar
    June 2010
    6,267 Posts
    I'm debating on whether or not to get into the ASCII of this game. I've been using tilesets from way back in 2008... Should I give the ASCII a go?

    I just feel that seeing a bunch of g's and stuff wouldn't really help my imagination. And building forts wouldn't look as nice. Will my imagination make up for that or?

    Edited:



    This man couldn't be more close to the truth. Never use raising bridges as defense mechanisms. They don't tend to do a good job of it. They end up flinging enemies around the place.

    Retracting bridges slide right back and drop whatever is on them straight down. That'd work for that volcano crater beautifully. Nicely done man!

    Edited:

    How would I go about finding a site with plenty of trees, a river AND a volcano? Or is that asking for too much?
    I can use ASCII, but I often end up just using a tileset as it's slightly less intensive on my eyes when playing for long periods. To be honest, use what you prefer, the only reason to choose one over the other is elitism, or for compatability reasons e.g. succession forts, where it's understandable to use one that causes everyone minimal to no fuss. So, choose ASCII or tilesets based on what you as an individual prefer.

    As for the volcano, should be possible to find a river near a volcano, and trees will generally be near the volcano if there's a small flat bit to the map. If there are no trees, you can always take a load of wood with you cheaply and breach the caverns, hollow out a large soil area (or hollow + muddy a large stone area) and make a treefarm.
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  32. Post #4432
    Gold Member
    joost1120's Avatar
    February 2008
    10,366 Posts
    I loved the couple hours I put into this game, but it was really difficult.
    Are there any mods that make this game a little bit more noob friendly?

    Edited:

    Such as a good tileset.
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  33. Post #4433
    IDIOT WHO IS NEVER FUNNY AND CANT UNDER STAND WHEN NOT WANTED
    loopoo's Avatar
    September 2006
    6,354 Posts
    I can use ASCII, but I often end up just using a tileset as it's slightly less intensive on my eyes when playing for long periods. To be honest, use what you prefer, the only reason to choose one over the other is elitism, or for compatability reasons e.g. succession forts, where it's understandable to use one that causes everyone minimal to no fuss.

    As for the volcano, should be possible to find a river near a volcano, and trees will generally be near the volcano if there's a small flat bit to the map. If there are no trees, you can always take a load of wood with you cheaply and breach the caverns, hollow out a large soil area (or hollow + muddy a large stone area) and make a treefarm.
    Thanks buddy, this helped a load :) I'll stick with tilesets then, seeing as I enjoy them <3

    Edited:

    Oh, and the reason I wanted to get into ASCII is because I don't like waiting for tilesets to be updated for the new versions, even though it only takes a day or two. Not because I wanted to be an elitist! Haha
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  34. Post #4434
    tonks erryday
    Orkel's Avatar
    January 2005
    26,149 Posts
    Also, Orkel, can your fixes be applied to Masterwork DF?
    Don't think so.
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  35. Post #4435
    Canuhearmenow's Avatar
    June 2011
    1,470 Posts
    Just got back from a week-long vacation, anything new and exciting happen in the realm of alcoholic midgets?
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  36. Post #4436
    Terminutter's Avatar
    June 2010
    6,267 Posts
    Just got back from a week-long vacation, anything new and exciting happen in the realm of alcoholic midgets?
    New version with new animal training.
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  37. Post #4437
    tonks erryday
    Orkel's Avatar
    January 2005
    26,149 Posts
    And clothing fixes.
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  38. Post #4438
    Gold Member
    timman's Avatar
    May 2009
    1,327 Posts
    Didn't know goat kids existed until now because my migrants brought along a pet goat kid.

    His name shall be Billy.
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  39. Post #4439
    Gold Member
    RearAdmiral's Avatar
    May 2010
    6,024 Posts
    I loved the couple hours I put into this game, but it was really difficult.
    Are there any mods that make this game a little bit more noob friendly?

    Edited:

    Such as a good tileset.
    Dwarf Therapist makes Dwarves MUCH easier to manage. If you get the Lazy Newb Pack, that comes with some tilesets already built into it which you can load and unload whenever you want, if you feel like testing them all. It also comes with things like stonesense.

    It also has options to disable certain raws, like Aquifiers.
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  40. Post #4440
    Gold Member

    May 2011
    586 Posts
    Dwarf Therapist makes Dwarves MUCH easier to manage. If you get the Lazy Newb Pack, that comes with some tilesets already built into it which you can load and unload whenever you want, if you feel like testing them all. It also comes with things like stonesense.

    It also has options to disable certain raws, like Aquifiers.
    Lazy Newb Pack is outdated right now. and dwarf therapist.
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