Dwarf Fortress: Travelling Bar Brawler edition

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XSI
 
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Postby XSI » Mon Jun 03, 2019 12:47 pm #496563

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.



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FantasticFwoosh
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Postby FantasticFwoosh » Tue Jul 16, 2019 7:07 pm #503461

Just in, petting your goodest boys soon.


Spoiler:
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Malkevin
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Postby Malkevin » Tue Jul 16, 2019 7:22 pm #503467

And deadest boys
This space intentionally left blank.

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Re: Dwarf Fortress: Travelling Bar Brawler edition

Postby MisterPerson » Wed Jan 29, 2020 6:39 pm #537936

New version's out, enjoy your bugs.
I code for the code project and moderate the code sections of the forums.

Why realism is stupid:
Spoiler:
Wiz, the project lead of Europa Universalis IV:

Immersion/flavor is playing a WW2 shooter and using a mosin-nagant instead of a laser gun - this is important.

Realism is playing a WW2 shooter and having to spend 2 months in hospital everytime you get shot - stupid and detrimental to gameplay. Nobody actually wants a realistic game, which is why realism arguments are so selectively used.
Source: http://forum.paradoxplaza.com/forum/ind ... t-19679470

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Re: Dwarf Fortress: Travelling Bar Brawler edition

Postby Anonmare » Wed Jan 29, 2020 9:38 pm #537975

I killed the previous king
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FantasticFwoosh
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Postby FantasticFwoosh » Thu Jan 30, 2020 11:32 am #538054

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:
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Enclosed we see the recreational CBT seminar
Spoiler:
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Spoiler:
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Postby Tarchonvaagh » Mon Feb 24, 2020 11:16 am #545498

Weewoo tator dorfs
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Postby FantasticFwoosh » Mon Feb 24, 2020 11:52 am #545508

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.


Spoiler:
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Postby Anonmare » Tue Mar 17, 2020 10:26 pm #550070

Bartenders just enforce the 3 drink minimum rule
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Postby Lumbermancer » Thu Mar 26, 2020 5:50 pm #551519

looks neat

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Re: Dwarf Fortress: Travelling Bar Brawler edition

Postby cacogen » Thu Mar 26, 2020 9:04 pm #551558

that tileset looks really good. i could never force myself to learn this game because of shitbrain + a lack of patience

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Re: Dwarf Fortress: Travelling Bar Brawler edition

Postby Lumbermancer » Thu Mar 26, 2020 11:00 pm #551570

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.
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Postby cacogen » Thu Mar 26, 2020 11:05 pm #551572

Is this in preparation for the Steam release? Getting it pretty and looking like Rimworld for the normies?

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Re: Dwarf Fortress: Travelling Bar Brawler edition

Postby Lumbermancer » Thu Mar 26, 2020 11:08 pm #551573

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.
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Postby FantasticFwoosh » Wed Apr 01, 2020 2:42 pm #552512

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.


Spoiler:
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Postby Farquaar » Fri Apr 10, 2020 8:45 pm #554433

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.

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Re: Dwarf Fortress: Travelling Bar Brawler edition

Postby Lumbermancer » Fri Apr 10, 2020 11:41 pm #554466

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?
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Postby FantasticFwoosh » Sat Apr 11, 2020 9:55 pm #554648

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.


Spoiler:
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Postby XivilaiAnaxes » Tue Apr 14, 2020 12:02 am #555240

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?

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Re: Dwarf Fortress: Travelling Bar Brawler edition

Postby keluandrie » Wed Apr 15, 2020 10:32 pm #555741

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
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Re: Dwarf Fortress: Travelling Bar Brawler edition

Postby FantasticFwoosh » Thu Apr 16, 2020 8:41 am #555823

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.


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Re: Dwarf Fortress: Travelling Bar Brawler edition

Postby Lumbermancer » Fri Apr 24, 2020 5:23 pm #558104

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Re: Dwarf Fortress: Travelling Bar Brawler edition

Postby Farquaar » Fri Apr 24, 2020 7:53 pm #558115

Lumbermancer wrote:Image

Hyped

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Re: Dwarf Fortress: Travelling Bar Brawler edition

Postby Lumbermancer » Fri May 08, 2020 1:55 pm #561106

Neat. This goes byond ye run of the mill tileset.

Spoiler:
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