I know this is an old quote, but you have no idea how thankful I am you brought up Stonesense. Makes Dwarf Fortress that much more playable/rewarding for me. The Let's Play is also well done, presently on chapter 6.
I know this is an old quote, but you have no idea how thankful I am you brought up Stonesense. Makes Dwarf Fortress that much more playable/rewarding for me. The Let's Play is also well done, presently on chapter 6.
Thanks. While I mentioned earlier in the thread that I dislike tilesets and don't believe they improve the game, I feel that Stonsense is different. Mainly because it's not a tileset, but rather a visualizer program. It's useful because it shows the game in a way you can't get in normal Dwarf Fortress due to it's multi z level view. I just wish it fully worked with the current version, but it's better than nothing I suppose.
Speaking of versions, the next version of Dwarf Fortress will probably be released soon. It's adding a lot to the game, most of which will most likely not be compatible with Reveredtour due to the version it was made in. As a result, I shall not immediately upgrade to the newest version. This is pretty much an inevitable part of any DF LP, as the game will typically have a major update before your LP is even close to finished.
No, it will be a DF2010 update for sure, but it's going to be a significant one that changes quite a bit. You can carry over saves from old versions, but many new features won't work. For example, you could carry an old fort into version .16, but the ghosts added to the game in that version wouldn't be able to appear.
No, it will be a DF2010 update for sure, but it's going to be a significant one that changes quite a bit. You can carry over saves from old versions, but many new features won't work. For example, you could carry an old fort into version .16, but the ghosts added to the game in that version wouldn't be able to appear.
Basic rule of thumb with new updates is that you will need to generate a new world to see the major changes. Any world is essentialy stuck in the version you generate it in. In some cases there can be glitches that only occur when an old fort is put into a new version, but those don't usually occur.
Don't worry about it. I'm just confused as to why you posted that. I can understand not knowing what Dwarf Fortress is, but the OP is supposed to address this issue. Suffice to say, this is Dwarf Fortress [http://www.bay12games.com/dwarves/].
Like, 16. Well, I guess you can never have to many masons.
1st Slate, 1053, Mid-Spring
Every day this place just gets increasingly odd. I was trying to figure out a way to get Lorbam to stop partying (yes, he really did organize a party, I didn't imagine that), when one of the woodcarpetners approached me from behind.
Zontherleth: "Um, excuse me. You're Stinthad Kekimtobul, right? The expedition leader?"
Stinthad: "Huh? Oh yeah, that's me. Normally I'd be eager to chat, but I'm actually kind of busy right now trying to deal with Lorbam."
Zontherleth: "Who?"
Stinthad: "The earth golem shuffling back and forth near the entrance. I think he's trying to dance."
Zontherleth: "Oh yeah! Some of the other dwarves are just watching that thing now, but not us woodcarpenters! We're always working, no matter what and-"
Stinthad: "Look, do you need something?"
Zontherleth: "Well, yes. You see, we woodcarpenters are a hard working bunch. Our job is generally a thankless task, due to most dwarves preference of stone over wood, but we don't let that discourage us. But we feel that our dedication to Reveredtour is not properly appreciated at the moment. To be honest, our working conditions are less than satisfactory."
Stinthad: "Poor working conditions? What are you talking abou- OH GOD WHAT'S THAT THING ON YOUR LEG?!?!"
Zontherleth: "Yeah, that's one of the problems."
Kraken's notes: Crundles exist only to annoy you, nothing more. Despite their description, crundles are never dangerous. The reason for this is that even a fully grown crundle is only one sixth the size of a dwarf. Being attacked by a crundle is a mild inconvenience at worst. Civilians will run from them, but even if forced to fight they will crush the pathetic crundles. Any military can wipe the floor with them. The most damage a single crundle can do to your fort is clog up a cage trap meant for something dangerous.
What makes crundles annoying is that they travel in huge swarms. This means that you have to deal with waves and waves of crundles, as they also have a high population number. Wiping them all out is difficult, as often one will wander away from the main group only to resurface later and disrupt more work. Crundles may not be powerful, but they excel at annoying the player.
Stinthad: "It's trying to tear off your leg!"
Zontherleth: "Yeah, well it's not very good at it. These things keep jumping on us when we go to get logs from the caverns. They're really annoying."
Stinthad: "It's going to kill you!"
Zontherleth: "It's barely larger than a cat."
At this point the tiny abomination, frustrated with it's repeated failure to harm Zontherleth, began clawing at her back instead. This was met with even less success, as she merely kicked it across the room into a wall. Somehow this didn't even phase the little devil, as it went right back to trying to eat her.
Stinthad: "So, it really doesn't bother you?"
Zontherleth: "No, it does. It's hard to work with anything stomping on your feet, no matter how small. We tried killing them ourselves, but we can't seem to hurt them. Can you send someone with real weapons to deal with them?"
Stinthad: "Er, sure. I'll just call the Immortal Rags and those things will be out of your hair soon enough."
Satisfied with my answer, Zontherleth turned to leave. The little zombie followed her, attempting to cling to her body. She kicked it again, which still didn't seem to do any harm. I guess civilians lack the proper skills to punch zombies out of existence like Alath, no matter how small they may be.
Where the heck are the Immortal Rags anyways?
Oh god I forgot that they were still locked in there.
4th Slate, 1053, Mid-Spring
So I let the Immortal Rags out of the swimming room, and told them they needed to go kill some monsters down in the caverns. Despite being locked in there for a bit longer than I originally planned, they didn't seem to upset.
This didn't end well for the little zombies, who were hopelessly weak compared to even civilians. Let alone a group of bloodthirsty soldiers. Also according to the bestiary, these things are called crundles. They actually look kind of cute! I'd keep one as a pet if they weren't zombies. Though on second thought, Ingiz would probably just eat it.
9th Slate, 1053, Mid-Spring
I was inspecting various stockpiles today, when I made an interesting discovery; at some point, we managed to catch four cave krakens.
Given the number of dwarves that have been killed by these beasts, most dwarves here aren't fond of them. But now that I think about it, these cave krakens could actually be useful. The bestiary says that cave krakens are actually relatively easy to tame compared to other cavern dwellers. And since the hippo traps haven't shown any progress, perhaps they could serve as a substitute. A moat filled with vicious squids? It's perfect! I should have thought of this before.
11th Slate, 1053, Mid-Spring
Goden began shouting in joy, proclaiming her greatness and superior skill. Goden bragging isn't in any way abnormal, though she's normally not so enthusiastic about it. So I decided to see why she was so excited.
Stinthad: "Goden, what are you so happy about?"
Goden: "Ah, it's you. You see, I've truly begun to master the art of engraving. I have created an image that even the uncultured residents of this fort can appreciate."
Stinthad: "Really? Wow, let me see!"
She then stepped aside, giving me full view of the engraving she had just made. I was shocked by what I saw.
Stinthad: "You...you actually made an engraving of me? And it's not supposed to be insulting? None of the dwarves are trying to stab me? Wow, this is incredible! I never expected this!"
Goden: "Huh? Oh, that one. Well, I figured that was the least I could do, considering you've kept that traitorous snake trapped in the hospital for weeks."
Stinthad: "Traitorous snake?"
Goden: "Nevermind. However, I was actually talking about the engraving next to that one."
Of course.
12th Slate, 1053, Mid-Spring
Wow, there's a lot of yelling coming up from below. Not the typical screams of distress caused by rampaging beasts, I mean shouts of anger. It seems like two dwarves are arguing over something. From the sound of things, one of them was that mason making an artifact.
Elikstukos: "You! You're a cook, right?"
Raluknish: "What, me?"
Elikstukos: "THERE'S NO ONE ELSE HERE YOU FUCK HEAD! WHO THE FUCK DO YOU THINK I'M TALKING TO?"
Raluknish: "Oh god, um yes I'm a cook. Why?"
Elikstukos: "And as a cook, one of your secondary duties is plant processing, correct?"
Raluknish: "Uh, yes it is."
Elikstukos: "So tell me, what does this picture look like?"
Raluknish: "Er, I think it's a picture of some...waves?"
Elikstukos: "WAVES? FUCKING WAVES? ARE YOU DENSE? IT'S CLOTH! C-L-O-T-H! NOW EXPLAIN TO ME HOW YOU FUCKING IDIOTS DON'T HAVE A SINGLE PIECE OF THIS IN YOUR SHITTY LITTLE FORT!"
Raluknish: "Well, that's simple. We, um, I..."
Elikstukos: "DO YOU EVEN FUCKING KNOW HOW TO MAKE IT?"
Raluknish: "Of course I do! You, um, use...plump helmets?"
Elikstukos: "FUCKING PLUMP HELMETS!?!?!"
This...this does not sound good.
12th Slate, 1053, Mid-Spring
Oh god no this is bad. Uh, I better got get Momuz. Let's see, he's...
Sleeping in the hospital?!? Why?!? He's not hurt!
Wait, that's odd. The shouting stopped. What happened?
13th Slate, 1053, Mid-Spring
It appears that Elikstukos, in her blind rage, actually managed to trigger a cage trap and trapped herself inside it. Now she's basically harmless, as the worst she can do now is shout at you when you walk by. Though even that came to an end when Momuz tied her hands and shoved a sock in her mouth. Goden wants to execute her, claiming that she is now a permanent invalid due to our failure to appease the "gods". I don't believe her! I'm sure in a few weeks Elikstukos will calm down, and then we can put this ugly incident behind us.
17th Slate, 1053, Mid-Spring
While I was tending to patients today I noticed that Atir was no longer in the hospital. Apparently he broke the bonds holding him to the bed and went back to work. Honestly I think he should still be resting, as he has more wounds I haven't treated yet. I still haven't decided if I should amputate his arm or not to prevent infection, but now it's not even an option. Oh well, I guess if he's fit to work he can't be in to bad shape.
Also one of the dwarves said that if I come near Atir with a scalpel again he's going to shove his pickaxe into my skull. I'll just keep away from him for now.
24th Slate, 1053, Mid-Spring
It seems like the second floor of the food stockpile is starting to fill up. We'll have to put in an additional floor pretty soon, otherwise we won't be able to hold more delicious food.
I mean it would be a shame to let such excellent meals go to waste!
Actually I have tons of trees, despite the biome suggesting there would be none. You can always use the caverns if you have no surface trees though, so long as you can face the dangers associated with it. Though I'm probably lacking barrels at the moment, mainly due to the crundle invasion bringing all wood related jobs to a complete stand still.
Wait, how... Did they grind the mussels up? No. I'm not going to think about that. There are far worse cooking abominations [http://www.idrink.com/v.html?id=34993].
Engraving some walls in the unfinished moat. I actually did order her to go kill the dwarf, but the thing about inactive military dwarves is that they don't pickup equipment they need off duty. So once you put them on duty, they will waste time picking up new equipment. Goden went to fetch a backpack, and by the time she got it the rogue dwarf was already caught in a cage.
The better question really is where the military was during all this. Despite what I said in the post, the Immortal Rags did not clear out the crundles easily. Rather, they were down there for weeks trying to catch them all. So when the dwarf went insane, most of them were still in the caverns. Or sleeping in the hospital for some reason. Seriously, the dormitories are right below the hospital. No excuse for that.
As for the second squad, they were all drinking, eating, or sleeping. In other words, being useless. I'm used to my military acting like this though. The military in my last fort did the exact same thing, only the enemy in question was a forgotten beast so it was far worse.
scotth266 said:
There are far worse cooking abominations [http://www.idrink.com/v.html?id=34993].
I feel like I should provide an explanation for exactly how a trap triggers, given that there might be some confusion over it. A trap triggers whenever a creature walks over a trap. However, members of the civilization that created the trap (dwarves) along with allies (elves, humans, etc.) will not trigger the trap either. Also creatures with the [TRAPAVOID] tag will not trigger traps. So you might be wondering how the berserk dwarf was caught in the cage. When a dwarf goes berserk, it is no longer considered a part of you civilization and effectively becomes an enemy unit. This means that it can no longer pass over trap without triggering them, hence why the mason was caught in the cage.
However, all of this can be negated under special circumstances. When a creature is stunned, it can no longer avoid traps. This is true for any creature, even your own dwarves. So if a dwarf is stunned on top of a cage, it will be caught in it. Also, any creature that gets caught in a spider web (usually from the infamous Giant Cave Spider) will no longer avoid traps. The only way a creature can be truly trap immune is if it has the [NOSTUN], [NOWEB], and [TRAPAVOID] tags. Otherwise, you can build elaborate device to stun/web creatures and trap them.
So if you somehow captured a GCS, tamed it, put it behind a fortification room which looked into your entrance hall lined with cage traps, and then a kobold came by, got past everyone, stole something from the fort, and got spotted on its way out, you could capture it in a cage trap after the GCS stunned it.
So if you somehow captured a GCS, tamed it, put it behind a fortification room which looked into your entrance hall lined with cage traps, and then a kobold came by, got past everyone, stole something from the fort, and got spotted on its way out, you could capture it in a cage trap after the GCS stunned it.
Yep. You can use this catch even more absurd creatures though, like forgotten beasts. I think Toady making them susceptible to webs was an oversight, as I can't imagine he wanted us catching forgotten beasts in cages.
So if you somehow captured a GCS, tamed it, put it behind a fortification room which looked into your entrance hall lined with cage traps, and then a kobold came by, got past everyone, stole something from the fort, and got spotted on its way out, you could capture it in a cage trap after the GCS stunned it.
Yep. You can use this catch even more absurd creatures though, like forgotten beasts. I think Toady making them susceptible to webs was an oversight, as I can't imagine he wanted us catching forgotten beasts in cages.
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