Comments: 50
Ekkezakkusu [2015-05-03 23:40:59 +0000 UTC]
STOP FUCKING UP WITH THE NATURE GUISE
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J4B [2014-09-05 05:48:33 +0000 UTC]
This one turned out very nicely.
I like the reflection in the elfs eye.
(Always wondered if a giant glass castle would work as a giant magnifying glass, torching everything in vicinity.)
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zetathedragon [2011-12-10 04:43:56 +0000 UTC]
Does he use wood to make the glass? that would explain the inexpiable rage of the elves.
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sidaharta [2011-11-06 20:03:14 +0000 UTC]
stupid pointless alerts! they annoy you even though you can switched them off !
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Probero0 In reply to sidaharta [2011-11-07 01:39:27 +0000 UTC]
Yeah, the worst is when you have a legendary engraver and designate a huge area.
"URIST MCENGRAVER HAS ENGRAVED A MASTERPIECE!"
"URIST MCENGRAVER HAS ENGRAVED A MASTERPIECE!"
"URIST MCENGRAVER HAS ENGRAVED A MASTERPIECE!"
"URIST MCENGRAVER HAS ENGRAVED A MASTERPIECE!"
"URIST MCENGRAVER HAS ENGRAVED A MASTERPIECE!"
"URIST MCENGRAVER HAS ENGRAVED A MASTERPIECE!"
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bobdd0 [2011-02-21 01:08:55 +0000 UTC]
does green glass do that to them?
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bobdd0 In reply to Probero0 [2011-02-21 06:06:52 +0000 UTC]
Indeed.
thank you for makeing awesome art.
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JRavana [2010-09-11 02:37:26 +0000 UTC]
Elves are tree-hugging hippies. End of story.
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Probero0 In reply to JRavana [2010-09-12 03:43:52 +0000 UTC]
Tvtropes or the wiki? o:
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JRavana In reply to Probero0 [2010-09-12 03:46:10 +0000 UTC]
Actually, a Dwarf Fortress tutorial video on YouTube. And my fifth base just exploded, so...meh.
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Probero0 In reply to JRavana [2010-09-13 04:50:01 +0000 UTC]
Exploded? If it's any consolation, I didn't get a working fort that did not fall to the first goblin ambush till my 6th(technically 7th...) try.
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JRavana In reply to Probero0 [2010-09-13 13:33:15 +0000 UTC]
Everything was going well until the dwarfs somehow managed to use up every friggin' crossbow dart in training, and tried to whack the first wave of goblins with their unloaded crossbows. When the second wave of goblins with bows showed up immediately afterward, I had the option of either barricading everyone inside forever or starting over.
Current fortress seems much better; those 21 immigrants swelled the population nicely, silly humans took all of my goods and left some useful stuff, and a goblin civilization only appeared just now (about a year and a half?).
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Probero0 In reply to JRavana [2010-09-13 22:32:18 +0000 UTC]
Also, in case you want some ideas for defense, my latest fort has some goodies. They're not all complete due to a lack of interest in this fort(5 years in... only attackers have been a few kobold thiefs + 2 giants that were captured easily.) But it's got an airlock defense + walled off regions for water/farming, + a 2ndary entrance lined with traps and surrounded by magma, in addition to having the main barracks stationed near the entrance for quick mobilization. If you want to look at it: [link]
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JRavana In reply to Probero0 [2010-09-14 14:16:08 +0000 UTC]
Downloaded, and I'll look at it sometime today after I figure out where DF stores its saves.
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Probero0 In reply to JRavana [2010-09-14 18:33:24 +0000 UTC]
Unless it's different for each version, DF->data->save
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JRavana In reply to Probero0 [2010-09-15 03:42:14 +0000 UTC]
Got it. I'll look at it tomorrow; ran out of time today.
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Probero0 In reply to JRavana [2010-09-13 19:17:29 +0000 UTC]
Ah, yeah that's precisely why I avoid using Crossbowdorfs... one of my somewhat recent forts was doing amazingly well, had a great embark + plentiful resources to get a steel industry going. Then the first goblin siege came. I stationed my archers in their towers, and lo and behold they had 0 ammunition left over. Most of them got shot in their own towers before I realized they weren't returning fire. Since then, I've decided to rely on heavily clad soldiers behind walls that can pop out and massacre crossbowman as they come around the wall.
That's somewhat early for gobbies to show up... was it just a snatcher? In my experience, you don't get sieged until 3 or 4 years into a fort but ambushes can pop up whenever... Have you been using an airlock system of defense?
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JRavana In reply to Probero0 [2010-09-14 14:14:40 +0000 UTC]
Just a snatcher. He was killed by a human guarding their merchants. Another snatcher showed up half a year later; he got chased off by a miner with a pick.
Nope. I'm still new to this, remember? My last fort had a wall surrounding the entrance with a maze of traps, but since that didn't work too well, this time not only do I have a long central corridor lined with all stonefall and cage traps, I'm also going to build a two-story high wall around a large area outside the entrance, with a drawbridge allowing access to my base.
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Probero0 In reply to JRavana [2010-09-14 18:32:40 +0000 UTC]
Snatchers are annoying, but woe to them if they run across one of your miners when they're thirsty. Quick pick to the brain will sever an artery and end their thief-dom in a few seconds.
Traps are okay, especially when they're in mass... but they're far from full-proof since eventually many goblins will come knocking, and some creatures avoid them entirely. The drawbridge is your best bet though, you can get an idea of how to make an airlock whenever you look at the map I sent you. Basically, you use 2 drawbridges with a space between(this is a good "safe" place to put your trade depot), and ideally, you keep the first bridge up(thus locking the outside out) until you need to lower it to let traders in/dwarves out. Before that, you can amass your militia forces and pull up the 2nd bridge so that just in case there's 3 ambush squads awaiting on the other side, they won't destroy your fort, at most they'll kill whatever was in the middle of the airlock.
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JRavana In reply to Probero0 [2010-09-15 03:42:56 +0000 UTC]
Sounds like happened to that deer that got out of the trap.
Sounds useful. Can't you also use them to crush stuff and throw people?
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Probero0 In reply to JRavana [2010-09-15 05:14:22 +0000 UTC]
Heh, it's always fun for dwarves to encounter escapey-animals. [link]
Not so fun when it's a cave crocodile though...
Yeah, the dwarven atomsmasher/catapult. Drawbridge goes up and lies in wait, gobbies walk under, bridge smashes them, destroying all remnants of intruders. I don't use that technique too often, since it doesn't work on larger creatures, it leaves 0 remains(i.e. no goblin armor spoils), and it has a tendency to catch your dwarves in it too... The catapult version can work alright but it's more fun than useful. They get thrown in random directions and random distances, so it's kinda hard to i.e. throw invaders into a spike pit.
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JRavana In reply to Probero0 [2010-09-18 03:11:23 +0000 UTC]
Well...the deer got better.
After another failed base, I'm trying something new. Giant ravine, drawbridges, and channeling a river to me.
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Probero0 In reply to JRavana [2010-09-18 06:40:58 +0000 UTC]
The deer healed? I had a cave crocodile lumber up into my workshop area from the caverns recently, little did it know that my militia commander, who travels at the speed of sound, hates crocodiles.
Gonna make a moat? That's a fun idea. Just keep in mind, some creature can swim, noteably the undead ones...
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JRavana In reply to Probero0 [2010-09-19 15:52:37 +0000 UTC]
The moat will be outside the giant wall. Can undead climb?
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Probero0 In reply to JRavana [2010-09-19 18:22:12 +0000 UTC]
Not yet - but it's on the dev to-do list iirc. Just watch out for flying fags.
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JRavana In reply to Probero0 [2010-09-19 21:29:09 +0000 UTC]
Noted. If I feel ambitious enough AND should the fort survive that long(probably won't) I'll just make a giant castle outside the underground entrance and cover the walls with all sorts of unpleasantries. Because I'm assuming that if the dev makes undead able to climb, they'll make it possible to put all sorts of pointy objects on walls.
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Probero0 In reply to JRavana [2010-09-19 21:54:06 +0000 UTC]
Link is broke ofc. Remove the comma in the url, otherwisely [link]
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Probero0 In reply to JRavana [2010-09-19 21:50:24 +0000 UTC]
As long as you can become self sufficient - drawbridges over a moat will keep out everything except flyers which can be dispatched easily once they get in a tunnel with nowhere to fly but into your steel battleaxes. Which means you can hole up safely for a long time. (but where's the fun in that? Just keep digging down for sure.)
Giant castle would be fun. Here's Castlethrall [link] my (partially complete) castle fortress made out of almost entirely obsidian blocks. Its defenses include a magma bomb, a retractable bridge over a volcano, 4 ballista in the walls loaded with iron arrows, and should the enemy make it to front gate, magma will pour ontop of them from the trap room located above the archway. Would be fun times, if only the world it's in had any goblins alive... died off during worldgen.
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JRavana In reply to Probero0 [2010-09-19 22:07:58 +0000 UTC]
Keep digging down? Sounds like too much fun.
For now, I'll just try to keep a base alive for five game years. After that...we'll see. Maybe I'll go nuts, start a base under a goblin tower, train everyone to marry axes and then massacre every goblin for every good reason.
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Probero0 In reply to JRavana [2010-09-19 22:39:26 +0000 UTC]
Well, it's always an option Unless, Armok forbid, you lose all your picks and a means to make more.
5 game years shouldn't be too hard, at most 2 sieges will come to visit, depends how much goblins hate you.
I've started in a goblin fortress, and the inhabitants are friendly towards you... and you can't make your military kill friendlies as far as I know. =/ Alternatively, you can start near their tower/fort and dig underneath it, then cause it all to collapse and laugh maniacally as your fps dies along with a goblin civilization. Make sure you don't pick up version 31.13 though, since it forbids you from settling anywhere on/near a city/town, making the digging under part impossible.
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JRavana In reply to Probero0 [2010-09-19 22:44:01 +0000 UTC]
...drat. In that case...time to murder my processor!
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JRavana In reply to Probero0 [2010-09-19 23:29:06 +0000 UTC]
Well...I get noticeable slowdowns at fullscreen. And I can't help but note the DF.exe in the folder...hmmmm...
Anyhow. I tried removing the bottom floor of one tower. It worked great, aside from the cliff next door. I just removed the last bit of floor holding the second tower in place...and DF just froze. Music is still going, though.
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Probero0 In reply to JRavana [2010-09-19 23:55:44 +0000 UTC]
A few of my forts have died FPS deaths, things just got too slow for me to feel like playing anymore. =x
Well... that happens to me occasionally. Chances are, your computer is going to be busy calculating all the falling debris for the next couple of minutes... if it lasts longer than that, well it was worth a try.
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JRavana In reply to Probero0 [2010-09-19 23:58:40 +0000 UTC]
I gave up after ten minutes. Oh well. At least I tried.
Back to the massive axe hoard, I guess.
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Probero0 In reply to JRavana [2010-09-20 00:03:34 +0000 UTC]
Ya. If it can't handle that, I advise against the "flood the world" technique.
Enjoy your severed parts flying everywhere. Silver hammers would be nice, too. If you like to crush skulls and sent smashed bodies flying across the screen.
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JRavana In reply to Probero0 [2010-09-20 02:02:57 +0000 UTC]
...want.
Also, can catapults throw people?
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Probero0 In reply to JRavana [2010-09-20 04:18:24 +0000 UTC]
Heh.
No, otherwisely the on-fire-baby-catapult would be in mass production. Drawbridges are the only way of 'throwing' people currently. Also, catapults in general suck. They're okay for getting rid of excess stone and training siege operators, but for actual defense... bad.
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JRavana In reply to Probero0 [2010-09-20 12:59:01 +0000 UTC]
Booo.
Right, gigantic stick throwers it is.
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Probero0 In reply to JRavana [2010-09-21 02:49:52 +0000 UTC]
Enjoy your torpedoes of doom. Be sure to practice on your mayor/baron.
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JRavana In reply to Probero0 [2010-09-21 02:52:59 +0000 UTC]
Moving targets! Yay!
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Probero0 In reply to JRavana [2010-09-21 04:33:59 +0000 UTC]
Nah, single tiled corridor. Only way out is through the arrow.
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JRavana In reply to Probero0 [2010-09-23 03:41:18 +0000 UTC]
Do traders buy pincushions?
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Probero0 In reply to JRavana [2010-09-23 17:43:53 +0000 UTC]
Urggh... tough question, I'm not really sure myself. If you do want to sell a caged animal, then I think you'll need to mark both the animal itself (Under pets) and then the cage it's in to be brought to the depot... no gaurantees though. Everytime I've tried to trade a pet, the dwarves decided they would free the effing thing and try to pull it to the depot, resulting in 500 'Urist McDumbass cancels bring item to depot; interupted by Giant Cave Rat'
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JRavana In reply to Probero0 [2010-09-24 02:53:10 +0000 UTC]
That was the problem I had, which resulted in a brutal display of pickax wielding by a Legendary Miner.
The deer got better.
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Probero0 In reply to JRavana [2010-09-24 06:05:19 +0000 UTC]
Oww.
The deers seem to have guardian angels looking over them at your fortress.
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JRavana In reply to Probero0 [2010-09-24 15:57:51 +0000 UTC]
Yep. Just before the miner could close the distance and give the crushed spine some company, the deer ran right into another row of cage traps that I had cunningly placed in the corridor outside the animal storage unit.
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Probero0 In reply to JRavana [2010-09-25 01:21:24 +0000 UTC]
Heh, figures. Good call on the cage traps outside the stockpile though. Some captives have the annoying ability to escape their cages on their own... escape right into another cage, of course.
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