Dwarf Fortress: Travelling Bar Brawler edition

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Aloraydrel
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Aloraydrel » #181614

Bottom post of the previous page:

how far down in the stone layer do you go until you start building your main hall? I always like building mine around caverns
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Lumbermancer » #181639

Wyzack wrote:Deploy some archerdorfs
No military, I barely got first wave of migrants. I made ad-hoc squad made up of my Hunter, he went killed 2 monkeys but got tired and wounded so I had to disband it. That only made apes angry as they started to steal the entrails of their fallen brethren.
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by XSI » #181770

Lumbermancer wrote:Fucking langurs are pestering my grazing animals. What do.
Don't bother with military squads for pest control

Just make a shitton of bows and bolts and set all your dwarves to hunting
Bonus points: Those kobold thieves won't want to come to your fort anymore, and if you do need a military you always have skilled archers to recruit from. Plus crossbows train hammer skill too, when they're used in melee.

Alternatively, you can set your hunters to carry swords if you have some obsidian around, more risky, but the potential for new recruits is pretty great. Most animals don't fight well enough to worry about losing anyone. Unless you're dealing with giant things, then you definitely want ranged hunters. Also melee hunters basically have to run after a target until the target runs into something it can't get past. Consider building some trap fences to support them

You may want to make sure there are no GCS in your caves before you let dwarves hunt in there
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Wyzack » #182043

I am like two versions of masterwork behind the current and i keep getting crashes. Really sucks, as this is so far a very sucessfull fort. Got a good militia clad in heavy steel and we absolutely wiped an undead incursion using only longswords. Shit was cash
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Supermichael777 » #182419

If the code drops we have to become Dwarf Forteress 13 the coderbase, after stealing goon's version
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Wyzack » #182452

If you really wanna reclaim that you should have all your new embark dorfs be hammerers with weapons so you can crush the zambies
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by TheWiznard » #182497

I just use quantum stockpiles for everything
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Aloraydrel » #182526

TheWiznard wrote:I just use quantum stockpiles for everything
I do this for stone since fuck wheeling stone. I miss when stone was easy to carry
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Lumbermancer » #182528

TheWiznard wrote:I just use quantum stockpiles for everything
That's cheating.
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Wyzack » #182633

go into the [o]rders tab and instruct them to collect refuse from outside. If that does not work set a garbage dump zone behind a door, dump all the remains there lock it afterwards to keep them sealed away.
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Arthur Thomson catches fire!
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by TheWiznard » #182718

Lumbermancer wrote:
TheWiznard wrote:I just use quantum stockpiles for everything
That's cheating.
okay maybe not everything but I totally use at least two every fort for wood and stone near my production level

I don't feel guilty about it at all
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Aloraydrel » #182811

CosmicScientist wrote:
Wyzack wrote:go into the [o]rders tab and instruct them to collect refuse from outside. If that does not work set a garbage dump zone behind a door, dump all the remains there lock it afterwards to keep them sealed away.
Alright. Is there any reason for a door to become unlocked? When I sealed my warehare dwarves into the hospital, it got unlocked once and even became pet passable even though I turned it all off. Two doors in fact, both exclusively leading to the hospital. I just don't want a miasma ridden room to become open at some point.
I thought werecreatures were building destroyers
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Wyzack » #182813

They are. Werebeasts will actually bust the door down rather than unlocking it. Not sure how it would become unlocked, sometimes door locks can be picked by gremlins but it gives you a notification and makes you reclaim the door if this happens. If you are super paranoid you can link a drawbridge to a lever and have it raise blocking the entrance. Raised bridges count as walls and are currently indestructable
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
Kor wrote:I wish Wyzack was still an admin.
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by XSI » #182823

Goblin and kobold thieves can technically lockpick doors without warnings. However, last I checked they only do so when they've already got their path set through the door before you locked it. And it's unlikely you'd find them as deep in your fort as a hospital
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Wyzack » #182888

You will know if you have been robbed because q notification of " a theif has made off with a (item)"
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
Kor wrote:I wish Wyzack was still an admin.
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by XSI » #182979

Thieves are immune to cage traps, but you can technically still capture them if you KO them on a trap

That said, they are revealed by any of your creatures(Dwarves or pets/animals) being adjacent to them, at which point they will try to run. An exception is dwarven children, who will instead be kidnapped by goblin thieves if given the chance
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Malkevin » #182982

XSI wrote:who will instead be kidnapped by goblin thieves if given the chance
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Picture of a goblin kidnapper thief.
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Aloraydrel » #183009

My necromancer siege ended with the necromancer running off with his zombies as he went onto the screen. Kinda sad
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Wyzack » #183221

Maybe once the next masterwork update drops i will try my hand at another dwarf fortress community game, maybe orcs this time
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
Kor wrote:I wish Wyzack was still an admin.
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by TheWiznard » #186068

Tried starting another orc fort with the guys named off people on this page of the thread and got 2 uraks(strong fighters) 3 snagas(goblinorcs) 1 artisan and 1 dreamwalker(witchdoctor, who I took btw :^) ) but shortly after starting like mid season my game crashes, and it happens with every fort; on masterwork. apparently after looking around it has something to do with TWBT or some of the mods I checked on in the masterwork launcher, I still have to try out changing them to see if I can get it to work
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Wyzack » #186073

I think switching off twbt can fix existing games, but don't quote me on that. Also what kind of orc was I?
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by TheWiznard » #186077

I made you one of the uraks who I made both into woodcutter/axeorcs/pseudo military , I don't think it saved though because I don't think I enabled save on embark
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by 1g88a » #192558

Devlog update, new upcoming features listed.
http://www.bay12games.com/dwarves/dev.html
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Upcoming Development
Our next major goal is to add creation myth and magic system generation. Before that, we're going to work with non-magical artifacts to set the stage. Then we'll do myth and magic additions until we reach a satisfactory point (some options below, we won't get to everything). After the artifact and magic releases, we'll do a lot of foundational work culminating in starting scenarios for your fortresses. These changes touch upon law, property, status, diplomacy and so on, which will position us for economic work and thief role development, though we haven't committed to a direction beyond the three sections below. We're planning to work bug fixes and small changes in as we proceed through the following in order.

Improvements to Artifacts (pre-magic)

World generation preliminaries
Worldgen fortress artifacts
Worldgen named weapons/armor for heroes
Worldgen holy relics
Various claims and ownership types for artifacts (heirloom, entity symbol, etc.)
Conflict over competing artifact claims
Conflict can be resolved/ties deepened with artifact gifts
Worldgen invaders loot artifacts
Worldgen thieves directed toward new artifacts
Some worldgen megabeasts seize new artifacts
Background changes
Site maps vs. artifacts
All sites should understand how artifacts can be stored
Based on entity, balance desire to display with guards/traps/etc.
Handle kobold site maps
Some buildings/items used to display artifacts (all modes)
Knowledge/rumors for artifact locations/possessors
Artifact quests and agents
Quest to retrieve, steal or otherwise obtain artifact for somebody
Quests can be taken by player adventurer or other characters
Support for the journey
Ability to present artifact (quest or not)
Recognition of where artifact is placed by player and others
Artifacts as rewards for quests
Fortress artifact interactions
Player's fort mode artifacts can be the target of artifact quests
Invaders can demand artifacts and leave with them
Ability to send a squad off the map to fetch a stolen artifact
Handle the squad's tale upon return or rumors if the squad is delayed or doesn't survive
Creation Myths and Magic Systems

Creation myth generation
Parameters
Magic settings: From none to ubiquitous
Non-magical worlds will still have (possibly multiple) creation myths
Randomness settings: From Earth-like world to standard fantasy to completely random
Hostility settings: No death or violence to regular settings to bleak and horrifying
Detailed chronology of creation
Creative actions taken by gods and ancient races, cosmic eggs and primordial chaos, resulting in humans, dwarves, the land, and every other in-game object
Generated explanations for death, the afterlife and the origins of magic fully integrated into the myth
Magical landforms generalizing and/or replacing good-evil regions and the underworld
Can be closely tied in to new magic systems
Shape/materials related to the creation myth
Deities, angels, demons, forces and spirits further integrated into the world
New generated race categories: primordial giants/titans, fairies
Mythic artifacts and expanded artifact framework
New sources: divine, natural, ancient races
Connections to the world (magical regions, etc.)
Intelligent and semi-intelligent artifacts
Automatons and magical prostheses
Update world generation screen to display myth information
Editors for fixed worlds
Maps, sites, entities, historical figures, artifacts, myths, etc.
Recorded history
Bridge myth and recorded history by converting myth output to world generation start map
Wider variety of magical historical figures with new actions and powers, respecting myth
New wizards beyond necromancers: by race, by skill, by object, by corruption, by deal with another power
Wizards that wander
Wizards that live in isolation
Wizards that form groups (councils, covens, etc.), must have rationale (group magic, mutual protection, research, etc.)
Wizards that involve themselves with civilization
Further involvement of deity-level beings and their servants in mortal affairs
Basic divine law as a precursor to law framework
Manifestation and even integration with civilizations in high-magic settings
Conflicts between deities or the confused/imperfect agents of a single deity
Magical powers given to civilized creatures and other races in myths must be respected
Respect any magical weather, landforms, reagents, materials etc. from myths
One-way portals bringing creatures or material into the world (two-way will have to wait)
High-magic worlds can have many minor magical objects, usable in play
Allow permanent changes to occur to myth-level landforms, magic, gods, etc. during regular world gen
Bringing back lost deities/titans
Removing or reawakening magic in the world
Closing/opening new one-way portals
In-play world changes and new activities
Broad expansion of interaction system to support generated magic
New effect types
Interactions can require costs (reagents, rituals, blood, energy, etc.)
New situational and other restrictions on interaction use
Integration with the generated myth's deities, forces and planes
Magical objects beyond artifacts, such as wands, potions, ointments, runestones, etc.
Exposure effects (corruption, etc.)
Various learning methods from innate powers to difficult research
Generated skills and attributes to support diverse magic systems
Ongoing supernatural involvement with sites
Site afflicted with curse
Might be lifted through player action
Nested conspiracies and disasters might require an investigation or difficult decision
Seeking guidance from the wise
Artifact can cause or cure curses/effects by existence or position or ritual etc.
Site living in harmony with nature spirits, fairies, ancestral ghosts, angels, etc.
The player or others might disrupt this situation
Elves more strongly linked to fairies/nature spirits, related conflicts and quests
Bogeyman, night trolls and others generalized, respecting myths
Various ways to get supernatural companions as an adventurer
Magical beings infiltrating and corrupting society, beyond vampires
Countering this with inquisitions etc.
Stored artifacts with powers can come into use (incl. heirlooms, holy relics, etc.)
Incorporate new mythic artifacts into existing artifact quest framework
Continue to respect any magical weather, landforms, reagents, materials etc. from myths
Wizards
Base, generalizing necromancer towers (if applicable)
Site with appropriate chambers (laboratory, library, ritual, summoning, etc.)
Apprentices and servants
Conflict or cooperation with locals
Research
Develop powers which can change the world
Discover nested structure of the inner secrets of magic and the universe
Glimpses of the unknown, mysteries which can slowly become more clear
Player or NPC activities as right hand or apprentice
Benefits: magical augmentation, equipment, special companions
Quests and tasks and duties
Defeat opposition
Steal artifacts/books
Collect dangerous reagents for rituals
Treat with rivals
Guard master during long rituals or out-of-body periods
Sacrificed as vessel for demons
Smooth over problems from out-of-control summonings
Remove an artifact from an area so a wizard can act there
Move object from one stronghold to another
Help/hinder bloodlines (especially if bloodline magic is present)
Magic in the fortress
Artifact powers that matter for the fort
Generalize artifact moods, respecting myths
Various magic types available in fort mode in high-magic worlds
Invasions by magical beings beyond necromancers, creating new challenges
Diplomacy with magical beings
Expanded elf/nature spirit diplomacy
Long-term magical residents and other sorts of integration
Send a dwarf off as a wizard's apprentice
Magical research incorporated into library system
Fortresses meaningfully built around magical landforms
Impact of simple divine law and other deity/religion interaction
Fortress Starting Scenarios

Framework
Expand framework of law, custom, rights, property and status as needed to provide a variety of scenarios
Foundation of laws, both natural and supernatural
Explicit standing of different citizens vs. civilization authorities
Possible expansion of religious and family concepts to provide sufficient scenarios
Starting scenarios
Various possiblities that guide or govern fortress activity: frontier settlement, religious site, prison colony, mining company, military citadel, roadside inn, secondary/future palace of the monarch
Drastic changes to migrants based on starting scenario
Caravans/diplomatic relationships based on starting scenario
Reclaim mechanics should be folded into this
Generalize starting scenario relationships to every site foundation
Hill/deep dwarves
Ability to bring extra dwarves appropriate to the starting scenario
Entity populations surrounding your fortress in appropriate environments, both above and below ground
Ability to move dwarves in and out of surroundings
Relationship with surrounding dwarves
Ability to trade/demand food in depot or similar place with surrounding dwarve
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Wyzack » #192643

Masterwork mod just got updated to include humans in the latest version of Dwarf Fortress. Started another human fort and it brought back so many fun memories of the tgFortress13 game. Anon3 and Galvatron slaying an army of invading frogmen, Galv with our only sword and Anon3 with his bare hands. Master of Gunnery Robert Cop and his fabulous moustache falling in battle holding off the jerrys orcs, the power hungry mages guild and their plot to release the living dead on the fortress over a petty grudge. That was probably my favorite community dorf fort game I ran, maybe after Axecarnage when we released all those demons


EDIT: Also Lumi Pharon exhuming his dead wife, placing her corpse in a furnished room with a veiwing window and making her undead with a monolith. That was fucked up but pretty cool

Went back and re-read the whole thread. Makes me want to do another one, but i am not sure what could be done differently to keep it exciting and fresh
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Wyzack » #192685

IE someone please convince me to run another game and i will once more carry us to human glory
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
Kor wrote:I wish Wyzack was still an admin.
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by tedward1337 » #192706

How do I build guns and shit while playing as human Fort?
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Wyzack » #192707

If it is the same as it was before you just need to make a human contract from rock at the craftsmans shop, build a foreign workshop and then run the reaction there to hire a human gunsmith
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
Kor wrote:I wish Wyzack was still an admin.
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by ColonicAcid » #193357

he finally added 64 bit support

praise
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Malkevin » #193427

But has he added multicore & multithreading processing?
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Wyzack » #269197

This just in fucking based Toad is on the warpath to making the game even more amazing

http://www.pcgamer.com/dwarf-fortress-c ... -pcgamertw
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
Kor wrote:I wish Wyzack was still an admin.
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Wyzack » #269254

Hmm, maybe i will try an orc fort sometime soon when the hankering strikes me again
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
Caleb Robinson laughs.
Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
Kor wrote:I wish Wyzack was still an admin.
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Malkevin » #383602

Better Strike the Earth, smelt the steel, weave the adamantine because soooooooonn we'll be able to send our dwarves to finally cleanse the world of knife eared cannibal savages
Pillaging and razing are now options from the fort mode 'c' screen. You can bring back one piece of loot or one livestock critter per dwarf that returns from the raid (you can decide to turn either option off before they go.) Since we don't have actual production to replenish site stockpiles yet, we're handling it with a simple placeholder variable. The size of the raiding party vs. the current population of the site determines the depletion percentage, and the percentage repairs itself 1% per day if the site is inhabited. The percentage is the chance that an individual dwarf's loot action fails. So a ten dwarf attack on a small village can cause future pillaging to reduce returns or fail outright for months, while a 150 dwarf raid on a capital might cause a ~10% dip in returns for a few weeks. In the (distant) future, this can be replaced by numeric resource piles. Livestock, on the other hand, is actually taken from the site's animal population pools, regardless of the percentages.

On my first attack on a human village, the dwarves returned with a yak, a goose, and an alpaca, as well as a nicely decorated yak waterskin... and somebody's oaken crutch. When I sent a single dwarf to sneak into a goblin tower, she came back with a pair of silk goblin shoes. We might end up weighing them against picking up a bunch of junk after I try some larger raids, if the results are always that disappointing, he he he.

I still need to clean up a few issues with the razing code and make non-historical figures defend their sites. We're also considering throwing in an ongoing tribute option if the winds are favorable.
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by XSI » #383626

Cattle raiding soon(tm)
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by FantasticFwoosh » #386199

Time to raze plenty of elven settlements with a roaming band of adamatine axelords, cutting down all thier catpeople (soon)
Razing is now complete. If you manage to drive off the inhabitants (whether you destroy all the structures or not), the site will become uninhabited and switch symbols on the map. Damage should be reflected in human towns if viewed later in adventure mode, but in sites without damageable structures, the inhabitants can still be evicted. An entire civilization you are at war with can theoretically be reduced to migrating refugee groups, but I have no idea if that can be achieved with a fort's worth of dwarves in practice. Skill and equipment matter and have a large effect on individual skirmishes, so it might be possible if you train and outfit squads very well. We'll get to combining your forces with other, larger forces off-site later.
Bunch of other stuff such as raising your military tactica! skills. The 'Leader' skill may also be extremely useful at embark setup for predominately raiding orientated strategies in raising the success levels of looting other settlements going loud or kobold quiet.

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Deitus
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Deitus » #386256

there is LITERALLY nothing wrong with elves
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PKPenguin321
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by PKPenguin321 » #386276

Deitus wrote:there is LITERALLY nothing wrong with elves
Disagree
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
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Malkevin

Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Malkevin » #386285

Deitus wrote:there is LITERALLY nothing wrong with elves
They eat the dead, including their own.

They also bitch at you for trying to sell them woodcrafts, which is doubly ironic if it was made out of the wood they sold you in the first place.
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by FantasticFwoosh » #386287

Deitus wrote:there is LITERALLY nothing wrong with elves
Elves consistently reroll giant racoon's (meh) rather than giant bears in trade though a restritive trading agreement, fight dishonorably with showoff wood weapons and are overall vain (no really look in the raws, art modifiers to only ever talk about themselves at 80 - 100% upmark) materialistic (they constantly want new posessions as a need) & pretentious idiots.

Fuck that shit, get in there and take the animals you want.

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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Timbrewolf » #386329

Wyzack wrote:Anon3 with his bare hands
*Paws

:3c
Shed Wolf Numero Uno
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DemonFiren
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by DemonFiren » #448758

trying to pick up DF adventure mode again

please recommend mods
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FantasticFwoosh
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by FantasticFwoosh » #448764

The best mods are the ones you make yourself, learn to RAW.

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DemonFiren
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by DemonFiren » #448766

FantasticFwoosh wrote:The best mods are the ones you make yourself, learn to RAW.
I mean, I can already do this shit a bit but for the most part I'm too fucking lazy
at most I'll be modding mods
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by DemonFiren » #470596

bump for it's been forever and the wiki adventure mode guide is not good at telling me how to tell which way my opponents are facing
or how to tell which way I'm facing
or how to change which way I'm facing
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FantasticFwoosh
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by FantasticFwoosh » #470726

Move, the arrow will direct you, also infer from the text whether you're striking someone from the front or behind based on the direction they are moving also.
I've still got to outfit everything but i've finished my entrance/traphall for my fortress, meanwhile goblin merchants from small goblin civs i've been extorting are dropping their annual tribute and leaving, so far i've got a cave crocodile drum, some copper leggings, a troll fur bag etc in shitty tribute. Im still looking into my options on whether to simply kill the rest of the goblin civs to make my captive goblin state slightly more populous with some genocide/resettlement.

Vassals are supposed to be in the game in some form (toady being scatty with placeholder features probably), but i don't know how to invoke or form them, i was quite keen to have a goblin civ population ready to go wreck and trade with me until im strong enough to actively go mess with the dwarves in the next mountain range over but tributaries in their shitty cloth sacks are fine too as long as its unconditional free stuff.
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Bridges are concealing pits (to catch & injure dodgers) and are used for wagons to roll over into my fortress (before meeting the other wagon gates), i need to catch some monsters to stuff into the crevices in the wall released by pressure plates down the extended and fill out the rest of the cage and weapon traps down the 3x3 strip in the middle. Whole setup is named, tagged and hooked up to levers for manual activation.

Entire thing is overlooked by fortifications and catapults additionally for ranged aid besides from my military which can hang back, i do have lava nearbyish, but i dont want it here and ill sort something out for it (unless i push it into the pits)

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DemonFiren
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by DemonFiren » #470737

kinda sucks that this is the only way to check or change facing but ok
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Malkevin

Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Malkevin » #470744

I think S and one the of the modifiers shows vision cones
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DemonFiren
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by DemonFiren » #470766

I shoulda figured sneak mode works, but isn't there something wrong with sneaking in the middle of combat?

As for modifiers, do tell.
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Vile Beggar » #471039

last time i played adventure mode, there was not a whole lot to do besides grind skills and commit genocides, did they change it up or something?
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DemonFiren
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by DemonFiren » #471051

Vile Beggar wrote:last time i played adventure mode, there was not a whole lot to do besides grind skills and commit genocides, did they change it up or something?
there's quests
there's necromancy as a high-level goal
and then there's vaults to crack and butcher the (mimes?) inside
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Lumbermancer
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Lumbermancer » #482989

aka Schlomo Gaskin aka Guru Meditation aka Copyright Alright aka Topkek McHonk aka Le Rouge
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Malkevin

Re: Dwarf Fortress: Travelling Bar Brawler edition

Post by Malkevin » #482995

My, what an ugly tileset.

At least it has workshop integration so some kind soul will most likely put Mike MayDay's ORIGINAL AND BEST TILE SET ALL OTHERS SUCK on there.
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