Page 5 of 5

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Mon Jun 03, 2019 8:53 am
by FantasticFwoosh

Bottom post of the previous page:

XSI wrote:Catching GCS is easy these days
Just put some cage traps in the caves and put an animal on a chain behind it. The only bad thing is fucking shitloads of troglodytes taking up your cages
But then you can empty those into your barracks while your dwarves are sparring and they'll be live training for your soldiers
Even more fun is the guardian system i've built up for myself. In key areas away from barracks training zones (because military dwarves get ambliviently aggro'd) enclose a 3x3 building open to one side, and a artifact or masterful steel chain (strength is key, modded materials would be better) and prop up a captured megabeast on a chain in the centre of it, weapon traps should be built just out of reach on the open side.

Providing monster doesn't rip off the chain when aggro'd (which i've had happen which is why i really recommend strength and or artifact), people and creatures going into melee have to step over the weapon traps and get injured dodging about or entering forced close combat with the monster and it serves as bait. Right now i have a giant guarding one of my fortress entrances
Spoiler:
Image
As to trogg problems, you can load all your troggs into one cage if you don't feel like throwing them to dwarves for practice and then dump the cage into a atom crusher to crush all the troggs at once as it'll ignore normal bridge crushing restrictions when the cage is used, works well for invaders when you've stripped them of valuables rather than spending dwarf power to eliminate them all one by one in live training or pitting to their supposed deaths.

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Mon Jun 03, 2019 12:47 pm
by XSI
Your military dwarves train better on live targets, is why I suggest the trogs
You can always dump them in magma if you want to get rid of them too.

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Tue Jul 16, 2019 7:07 pm
by FantasticFwoosh
Just in, petting your goodest boys soon.

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Tue Jul 16, 2019 7:22 pm
by Malkevin
And deadest boys

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Wed Jan 29, 2020 6:39 pm
by MisterPerson
New version's out, enjoy your bugs.

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Wed Jan 29, 2020 9:38 pm
by Anonmare
I killed the previous king

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Thu Jan 30, 2020 11:32 am
by FantasticFwoosh
Dwarves can now host TED talks to teach each other skills and keep away rust without actually queuing up the job when they upgrade their guild hall after getting 10 members.

Courtesy of a very nice member of a discord community im in.
Spoiler:
Image
Enclosed we see the recreational CBT seminar
Spoiler:
Image

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Mon Feb 24, 2020 11:16 am
by Tarchonvaagh
Weewoo tator dorfs

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Mon Feb 24, 2020 11:52 am
by FantasticFwoosh
Dwarves don't poison other dwarves anymore, they scope out the needs of who hasnt drunk by smelling their breath (not actually but close enough) and then the tavern keeper will serve them and visiting guests wine.

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Tue Mar 17, 2020 10:26 pm
by Anonmare
Bartenders just enforce the 3 drink minimum rule

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Thu Mar 26, 2020 5:50 pm
by Lumbermancer
looks neat

Image

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Thu Mar 26, 2020 9:04 pm
by cacogen
that tileset looks really good. i could never force myself to learn this game because of shitbrain + a lack of patience

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Thu Mar 26, 2020 11:00 pm
by Lumbermancer
Yeah but see, graphics are the least of DF's problems. Primary one being archaic interface design, and I don't mean keyboard and lack of mouse, but rather problems stemming from development process, like inability to resize stockpiles my pet peeve.
This release won't change a thing.

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Thu Mar 26, 2020 11:05 pm
by cacogen
Is this in preparation for the Steam release? Getting it pretty and looking like Rimworld for the normies?

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Thu Mar 26, 2020 11:08 pm
by Lumbermancer
Yes this is the "premium" Steam version. I'm not sure if they will change the interface, but I doubt it. It would require too deep of a rework from ground up.

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Wed Apr 01, 2020 2:42 pm
by FantasticFwoosh
Lumbermancer wrote:Yes this is the "premium" Steam version. I'm not sure if they will change the interface, but I doubt it. It would require too deep of a rework from ground up.
Yes and TWBT is coming as standard for a aerial view of depth and multiple tiles at once, if you wanted to watch a troll fall into your spikepit of doom.

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Fri Apr 10, 2020 8:45 pm
by Farquaar
Why am I incapable of making simple, functional forts? I much prefer above ground forts, even though they technically require a lot more time and effort. Even when I do dig underground, I end up carving out entire buildings from the top down, which looks cool, but takes even more effort than just simple construction.

How I build above ground:
Spoiler:
1. Build first floor, staircase leading up to roof, walls.
2. Build second floor (if needed), walls
3. Build ramps/walls for roof. This becomes complicated with larger structures.
4. Place furniture, place glass windows for nicer structures.
How I build below ground:
Spoiler:
1. Dig out "top floor". This floor will consist of flat roofs only.
2. From the top floor, channel out roads that lead between buildings, houses, structures.
3. From the lower floors, dig out interiors for every structure.
4. Place furniture, smooth and carve for nicer structures.
Sometimes, I am possessed by the urge to assign specific workshops for individual dwarves. These workshops are typically located on the main floor or basement of their house, and assigned to be used by them only.

I just retired an underground fort and I'm starting an above ground fort. Might post screenshots if I end up pleased with the result.

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Fri Apr 10, 2020 11:41 pm
by Lumbermancer
FantasticFwoosh wrote:
Lumbermancer wrote:Yes this is the "premium" Steam version. I'm not sure if they will change the interface, but I doubt it. It would require too deep of a rework from ground up.
Yes and TWBT is coming as standard for a aerial view of depth and multiple tiles at once, if you wanted to watch a troll fall into your spikepit of doom.
But does it allow me to resize stockpile?

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Sat Apr 11, 2020 9:55 pm
by FantasticFwoosh
Farquaar wrote:Why am I incapable of making simple, functional forts? I much prefer above ground forts, even though they technically require a lot more time and effort. Even when I do dig underground, I end up carving out entire buildings from the top down, which looks cool, but takes even more effort than just simple construction.

How I build above ground:
Spoiler:
1. Build first floor, staircase leading up to roof, walls.
2. Build second floor (if needed), walls
3. Build ramps/walls for roof. This becomes complicated with larger structures.
4. Place furniture, place glass windows for nicer structures.
How I build below ground:
Spoiler:
1. Dig out "top floor". This floor will consist of flat roofs only.
2. From the top floor, channel out roads that lead between buildings, houses, structures.
3. From the lower floors, dig out interiors for every structure.
4. Place furniture, smooth and carve for nicer structures.
Sometimes, I am possessed by the urge to assign specific workshops for individual dwarves. These workshops are typically located on the main floor or basement of their house, and assigned to be used by them only.

I just retired an underground fort and I'm starting an above ground fort. Might post screenshots if I end up pleased with the result.
DF doesn't work on aesthetic complacency (in that if it looks good, it works good), with some experience building my big dwarven tower in masterwork modification structures, its more efficient to use walls to underly your floors , and this is a monotonous bitch laborious activity to do and source the bricks but it works out great as every single floorspace is not a blocked constructed floor. It is recommended you put this on the 1st ground floor so that the building's 1'st floor is actually elevated off the ground.

1 high walls wil not stop invaders, they can climb especially tenacious zombies who wont tire. I recommend 3 or a overhang.

If you must actually put stuff touching the ground on the same plane, use 2x2 walls in the corners, as they give significantly more structural strength and you'll almost never have to worry about building accidents and you can put walls on these corners. Seperate your up-stairs from down-stairs & pre-plan where you're going to place them by leaving empty space holes as floors will block it and waste time.

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Tue Apr 14, 2020 12:02 am
by XivilaiAnaxes
I still haven't given up on old school masterwork df (right before the update that made trees multi tile structures) are there actually really good new features now?

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Wed Apr 15, 2020 10:32 pm
by keluandrie
XivilaiAnaxes wrote:I still haven't given up on old school masterwork df (right before the update that made trees multi tile structures) are there actually really good new features now?
I did a run a few months ago, I don't know how masterwork worked back then. But some of my favorite highlights were the expanded metallurgy system, playing a goddamn orc and the academies. Top left of this pic is a set of two blast furnaces and two ore crushers, which isn't close to the end of what it ended up being but I don't have another screenshot.

https://imgur.com/QbzPDRq

edit: and balrogs
Image

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Thu Apr 16, 2020 8:41 am
by FantasticFwoosh
The guy who upkeeps the masterwork mod is A) working with another guy on the graphics of the steamgame and B) will likely be the first to put up masterwork as a dedicated steam workshop object.

Orcs are fun, they have nice fun little raiding party mechanics to squirrel away inside a enormous airship workshops on pretend adventures. They're naturally quite strong so a ''actual'' raiding party on the later version of DF (still waiting to jump to 47.+ on account of it being a relatively unstable first few versions but more 44.12) they perform quite well.

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Fri Apr 24, 2020 5:23 pm
by Lumbermancer
Image

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Fri Apr 24, 2020 7:53 pm
by Farquaar
Lumbermancer wrote:Image
Hyped

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Fri May 08, 2020 1:55 pm
by Lumbermancer
Neat. This goes byond ye run of the mill tileset.
Spoiler:
Image

Image

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Wed Jun 10, 2020 8:12 pm
by Tarchonvaagh
This looks h*lla sweet

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Tue Feb 16, 2021 11:51 am
by Farquaar
Just experienced a tantrum spiral/loyalty cascade in my fort the other day. Been playing for years, and it's never happened to me before.

It all starts with one tantrum in the central stairwell. Next thing you know, every dorf and his pet goose is locked in a fight to the death. The hospitals were crowded with maimed cripples, while mangled corpses of tourists rotted in the common areas. An acute soap shortage resulted in a lethal infection in my favourite baron's left leg. I ended up burying and memorializing over 40 dorfs before I just retired the fort. I was too soft-hearted to see the massacre through to the end.

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Tue Feb 16, 2021 1:50 pm
by legality
Farquaar wrote:Just experienced a tantrum spiral/loyalty cascade in my fort the other day. Been playing for years, and it's never happened to me before.

It all starts with one tantrum in the central stairwell. Next thing you know, every dorf and his pet goose is locked in a fight to the death. The hospitals were crowded with maimed cripples, while mangled corpses of tourists rotted in the common areas. An acute soap shortage resulted in a lethal infection in my favourite baron's left leg. I ended up burying and memorializing over 40 dorfs before I just retired the fort. I was too soft-hearted to see the massacre through to the end.
your mistake was allowing a goose to live

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Tue Feb 16, 2021 2:22 pm
by cacogen
I never got into this despite trying to a few times and I've always regretted it

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Tue Feb 16, 2021 9:05 pm
by Lumbermancer
This is the tutorial series that got me into DF.



Though I am by no means an expert, I don't think I ever got pop higher than 50-60, before I always stopped playing. Started new games quite a few times though.

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Wed Feb 17, 2021 12:42 am
by Farquaar
legality wrote:your mistake was allowing a goose to live
In hindsight, there were a number of mistakes.
For one, I set up a non-denominational shrine outdoors. This resulted in most of my dorfs receiving psychological scarring from being caught in the rain whenever they went out to pray.

Two, there seems to have been a stockpiling issue that resulted in my dining halls/taverns not holding enough booze and prepared meals. A lot of dorfs would instead opt to drink from the river, from the food stockpile (no goblets) or raw food fresh from the farms. The result was an unhappy fort, with around 10 very, very unhappy dorfs. These unhappy dorfs would frequently slip into depression, drunken stupors, and occasionally tantrums.

Finally, my fort had an overly centralized transportation network. Though I tried my best to add auxilliary stairways where possible, most traffic was crowded around a large central stairway. My fortress was a powder keg ready to blow.
cacogen wrote:I never got into this despite trying to a few times and I've always regretted it
Youtube tutorials are a good start. The tutorials I started with are outdated at this point (Youtuber named Quill18) but there are newer tutorials out there. The wiki is your friend, but it can be hard to use without a basic understanding of the game.

Also, you 100% want the Lazy Newb Pack. It comes with a ton of utilities that I could never play DF without, like Dwarf Therapist and Legendsviewer. Dwarf Therapist, I would argue, is absolutely essential if you plan on playing the game for more than 10 minutes.

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Fri Nov 12, 2021 6:03 pm
by Bigmaneatchip555
Lets play some fuckin Dwarf fortress!!!! , here's one of my massive piles from the quarry i had running from previous embark; Man is it daunting to play the game due to forgetting your train of thought and begrudgingly hitting the load button instead of restart and embark, But its so rewarding farming chalk masterwork furniture for nobles and tetrahedrites for copper bars and silver coins i have a similar setup every embark for !!Fun!! currently my goal atm is to make at least 1 dwarf happy and learn how to efficiently think and design,


dwarf therapist
Git gud newb

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Fri Dec 30, 2022 4:14 am
by Farquaar
I gotta say that I'm kind of disappointed with the Steam DF release. Don't get me wrong, it looks gorgeous. The soundtrack is solid, especially the remixes of the classic themes. But the new control system (muh muscle memory reeee), the absence of fairly important features (i.e. closing doors to animals), the clunky implementation of new QoL features (i.e. the labors menu), and the obtuse new UI (why are announcements so tiny?) makes this release really weak.

I think I'll stick with normal DF until things improve.

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Thu Jan 05, 2023 3:29 pm
by Kendrickorium
Farquaar wrote: Fri Dec 30, 2022 4:14 am I gotta say that I'm kind of disappointed with the Steam DF release. Don't get me wrong, it looks gorgeous. The soundtrack is solid, especially the remixes of the classic themes. But the new control system (muh muscle memory reeee), the absence of fairly important features (i.e. closing doors to animals), the clunky implementation of new QoL features (i.e. the labors menu), and the obtuse new UI (why are announcements so tiny?) makes this release really weak.

I think I'll stick with normal DF until things improve.
don't be stuck in the past old man

new release is fantastic

turn off cavern invaders

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Thu Jan 05, 2023 3:31 pm
by Farquaar
Kendrickorium wrote: Thu Jan 05, 2023 3:29 pm
Farquaar wrote: Fri Dec 30, 2022 4:14 am I gotta say that I'm kind of disappointed with the Steam DF release. Don't get me wrong, it looks gorgeous. The soundtrack is solid, especially the remixes of the classic themes. But the new control system (muh muscle memory reeee), the absence of fairly important features (i.e. closing doors to animals), the clunky implementation of new QoL features (i.e. the labors menu), and the obtuse new UI (why are announcements so tiny?) makes this release really weak.

I think I'll stick with normal DF until things improve.
don't be stuck in the past old man

new release is fantastic

turn off cavern invaders
I mean Toady recently said he was going to add more keyboard support for players who prefer old DF, so I'll probably get to stay in my old ways once that's implemented.

Also, is there any way to fix notifications so that the game actually tells me when a dwarf it taken by a strange mood? I've lost two dwarves to this already.

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Thu Jan 05, 2023 5:21 pm
by Kendrickorium
Farquaar wrote: Thu Jan 05, 2023 3:31 pm
Kendrickorium wrote: Thu Jan 05, 2023 3:29 pm
Farquaar wrote: Fri Dec 30, 2022 4:14 am I gotta say that I'm kind of disappointed with the Steam DF release. Don't get me wrong, it looks gorgeous. The soundtrack is solid, especially the remixes of the classic themes. But the new control system (muh muscle memory reeee), the absence of fairly important features (i.e. closing doors to animals), the clunky implementation of new QoL features (i.e. the labors menu), and the obtuse new UI (why are announcements so tiny?) makes this release really weak.

I think I'll stick with normal DF until things improve.
don't be stuck in the past old man

new release is fantastic

turn off cavern invaders
I mean Toady recently said he was going to add more keyboard support for players who prefer old DF, so I'll probably get to stay in my old ways once that's implemented.

Also, is there any way to fix notifications so that the game actually tells me when a dwarf it taken by a strange mood? I've lost two dwarves to this already.
either pay attention to your announcements or edit the INI, you can choose which messages pause the game or show in a black box

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Sun Jan 08, 2023 5:24 am
by Farquaar
Here are some screenshots of my first Steam DF Fort before I retire it. Note that basically everything is built above ground. Nearly every dwarf with a house has his own bedroom, dining room, and workshop (in the basement). Furniture, food, and finished good storage is mostly underground as well, to discourage thievery.

Overview of the Town
Highlights include the Craftsdwarf Guild (Left), Metalsmith Guild (North-West), Local Inn "The Lemon of Crafts" (Centre-East), Public Park (Centre-West), Public Library (South-West), and Militia Fort (South)
► Show Spoiler
The Abbey of Bronze
Temple Complex of the Sienna Doctrine dedicated to Zanor Minecho, god of Mountains and Caverns. The hatch leads to the tomb complex and mines, nothing special aside from some aquifers spewing out water.
► Show Spoiler
North of the River
Rural. Farmers gather honey and harvest crops. Butchers and fishers do their gutting here. The Farmer Guild (North) has a green glass roof that isn't shown.
► Show Spoiler
If I do another above ground fort (which I intend to), I'm going to use my tried and true method of constructing a secure castle first. Right now, the town has pitiful defenses due to its proximity to the river, which is fine for now but prevents me from making cool military installations. I'll probably have a bigger focus on pottery for my starting dwarves as well, since clay bricks are a fantastic building material in forests where charcoal is easy to manufacture (much easier to automate than quarries)

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Wed Jan 11, 2023 12:08 am
by Kendrickorium
look upon this dwarf and pity him,

for he thinketh himself human

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Wed Jan 11, 2023 12:59 am
by Farquaar
Kendrickorium wrote: Wed Jan 11, 2023 12:08 am look upon this dwarf and pity him,

for he thinketh himself human
Not my fault they made the overworld this pretty in the Steam release

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Fri Jan 13, 2023 7:24 pm
by Farquaar
PSA: There's a beta test Dwarf Therapist release for Steam DF if you, like me, hate the new labor assigning system.
https://github.com/Dwarf-Therapist/Dwar ... 0.50-test1

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Thu Jan 26, 2023 4:14 pm
by Farquaar
A story in three parts. I call it: Load-Bearing Mushrooms
Load-Bearing Shrooms.png

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Fri Jan 27, 2023 5:33 pm
by Ziiro
There's an alpha version of DFHack that is compatible with 50, man I forgot how fun it is to fuck around with the pieces of this game.

I tinkered with it enough to make citizens out of a bunch of rat people/olm people/snake people/etc. The bat people keep getting drunk and hanging out in weird places because they can fly.

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Fri Feb 03, 2023 1:49 am
by conrad
XSI wrote: Mon Dec 07, 2015 1:23 am Humans cant handle the dwarven ales
That's of course due to the enlarged dwarven livers made for dwarven alcohol.

Also also also, my ckey was a randomly generated dorf name. (Thunderbunch, the first name is just special)

Re: Dwarf Fortress: Travelling Bar Brawler edition

Posted: Fri Feb 03, 2023 2:58 pm
by cedarbridge
Farquaar wrote: Thu Jan 05, 2023 3:31 pm Also, is there any way to fix notifications so that the game actually tells me when a dwarf it taken by a strange mood? I've lost two dwarves to this already.
It already makes a shitton of noise and gives you an event marker for each stage (taken, claiming, working)