PulseTo create, to create and escape.Join Date: 2002-08-29Member: 1248Members, Constellation
<!--quoteo(post=1579584:date=Nov 22 2006, 12:03 AM:name=OttoDestruct)--><div class='quotetop'>QUOTE(OttoDestruct @ Nov 22 2006, 12:03 AM) [snapback]1579584[/snapback]</div><div class='quotemain'><!--quotec--> How does one build a bridge across the cave river (without ending up getting flooded)? Just... build a bridge? <!--QuoteEnd--></div><!--QuoteEEnd--> Yes. If the water is still overflowing into your mine, just wait for it to recede.
1: Married couples/dwarves will share a bed (or at least the same room)
2: Just build a bridge that covers/crosses all river tiles. That is enough. No need to place bridgebits on the riverbank on either side.
3: To attack something: Activate a squad of dwarves - set a station point/eventual patrol points if you want to and then have the squad go on duty - they will then go to their station/patrol route.
4: Keep playing the game - the more you play, the more devious setups you will learn <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> I myself am yet to learn and master the useage of ballistas and catapults.
Redford demands more fortress piktars. Even if your fortress is not as shiny as Redford's you should still post it because showing off your fortress is half the fun of having one!
<b>A Short guide to everything you need to know about Dorfs and Artifacts.</b>
Artifact moods are one of the more important elements of the game to understand. In many cases, artifact moods may be one of the best things you can get. They can also be disruptive or downright dangerous. How you HANDLE this potentally dangerous dwarf is the important part, and that is what this guide covers.
1- What do I need to make my dwarf enter a strange mood?
While some may consider that a special event like this has some sort of major important prereq for it occuring it can actually happen to almost anyone. In fact it really is only a matter of time before you get your first clinically insane dwarf. In order to get a dwarf in a strange mood, two things must be true. The first is that you must have recieved your first group of immigrants. None of your first eight dwarves will ever enter a strange mood. However, when the first winter starts and the new dwarves come it's open season. The second is that there can't currently be a dwarf allready in a strange mood. Only one crazy dwarf is allowed at a time. This means that anytime you do not have a dwarf in a strange mood, they may just go crazy. Any dwarf can go crazy. If he doesn't have a tradeskill to support a mood he will make a random craft and then adopt that skill - but I'm getting ahead of myself.
2- What will happen if my dwarf enters a strange mood?
If a dwarf enters a strange mood, you will instantly pause and center on him. He will start blinking with a <!--coloro:#CC33CC--><span style="color:#CC33CC"><!--/coloro-->!<!--colorc--></span><!--/colorc-->. He will then pick a creation skill (random if he has none, or his best skill if he does) and attempt to claim a workshop. If you have at least one workshop of the type he wants, he will rush to it, kick out whoever is working in there and claim it. If you do not have this workshop, he will mope. If he is allowed to mope for too long, one of two things will happen. One is that he will pick a random workshop, take it over, and then convert it to the one he wants permanently. If he does this with your only metalsmith it is really annoying. Otherwise he will fail to make the artifact and you can go to point 3. When he is in his workshop, he will attempt to claim the items he wants for his artifact. Sometimes this can be as simple as "any wood" or "any stone" or complex as a certain exact type of uncut gems. If he can't find the item he wants, he will sit in the workshop and mope. However, by looking at the workshop using q, the dwarf will give you clues as to what stuff he wants. If he gets all the stuff, then you can check out point 4. If he doesn't, he will proceed directly to point 3.
3- What happens if he mopes too long and fails to make the artifact?
If a dwarf mopes too long (either if he can't find the right workshop or he can't get the items he needs) he will eventally go crazy. This will manifest itself in several diffrent effects. He can go insane, and then jump off a cliff and die. He will sometimes go insane, but run around like a lunatic until he dies of thirst or hunger. Both of these will generate the message, in yellow "*dorf* has gone insane"! However, another result is a murderous rampage. This will generate the message "*dorf* has gone on a rampage!", in red. Sometimes he will remain a citizen, and will act as if he is tantruming, which means you can keep him locked up until he dies. Even worse, sometimes he will become an NPC.
In any case, the best thing to do if you can't complete an artifact is to lock the doors to the workshop/room. If doors do not exist, then you should place them. If he goes insane, you may as well let him out if you need the workshop. If he goes on a rampage, but remains a citizen, you should keep him locked in there until he dies of natural causes. If he goes insane and becomes an NPC, however, you are in trouble. NPCs do not die of hunger or thirst. You MUST kill him. If you have no millitary, one way would be to put a few stonefall traps outside his room then let him out. Otherwise have the sherrif or your marksdwarves do the work.
4- What happens if the dwarf gets all the items he wants?
He makes an artifact. You will get the message "*dorf* has begun a mysterious construction!" in white to affirm this. After a while (which depends on his craft skill) he will make the artifact. Afterwards he will (usually) have legendary in the skill which he used and will gain large attribute bonuses. He will also blink. Forever. He will also hold onto his artifact for 5 years and will not let go no matter what. Sometimes he will make armor and will wear it in the right clothing slot. However, everything else goes into his right hand. This can be annoying since he can no longer hold a weapon. Fey dwarves are crummy for military service. In addition if he makes somthing heavy (like an artifact door or floodgate made by a mason!) he will carry it around with the speed penalty he would normally get for haling that, for 5 years.
5- What do you mean by "usually?"
There is more then one type of strange mood. The standard "Fey Mood" will produce an artifact and legendary skill. If a dwarf is "posessed by unknown forces" he will still attempt to make an artifact, but if he does finish it, he will get no skill bonuses, and will still haul around the artifact. If a dwarf gets posessed by a fell mood he will behave in the exact same way save for two major diffrences. One is that he will allways claim a butcher shop. If you have no shop, he will mope. Allways have a butcher shop avliable even if you don't mean to make use of it right away. When he claims the shop he only needs one item to complete his artifact! That item, however, is a dwarf. He will rush out of his workshop and smack the next person he sees, killing them. He will then haul the corpse into the butcher shop and make an artifact out of it. Depending on what he makes, he will get a legendary skill of course, but the fact remains you will be down a dwarf and it can be absolutly any dwarf, even a noble. Even the KING is not immune to this.
6- Afterward
The dwarf will return to his old self. He will never attempt to make another artifact again in his lifetime. The more (living) dwarves you have with artifacts the less chance another one will crop up. The artifact unless destroyed somehow is yours forever. Even the crummiest of artifacts have the potential to be really expensive. Having a few will attract immigrant dwarves in droves.
Remeber kids, fey moods can be fun and exciting - as long as you know how to handle them!
You forgot to mention that artifacts - no matter what they are (if carried in left or right hand) - if they're carried around they will be used as a weapon in combat - and deal immense amount of damage. If you get an artifact weapon then the dwarf carrying it will cause extreme havoc against any foe.
NEO_PhyteWe need shirtgons!Join Date: 2003-12-16Member: 24453Members, Constellation
<!--quoteo(post=1579639:date=Nov 22 2006, 07:52 AM:name=Sid)--><div class='quotetop'>QUOTE(Sid @ Nov 22 2006, 07:52 AM) [snapback]1579639[/snapback]</div><div class='quotemain'><!--quotec--> How do I zoomout? :B I want to see the whole fortress like Redford's.
And my dorfs won't put things in the stockpile, because there's something there. D: <!--QuoteEnd--></div><!--QuoteEEnd--> in the ESC menu, export map as BMP
I'm at the 'prepare for journey' screen and I cant figure out how to assign dwarves to anything. What do I press? I've been hitting enter, backspace, etc...
I have a column of 'not miner/worker/butcher/etc...' and then on the left a column of names. How do I do this?
SidCorwid of the FreeJoin Date: 2003-01-28Member: 12903Members, Constellation
edited November 2006
Here's my fort shortly before I abandoned it. :/
A group of "Rehus Macaques" raided my stockpile and stole everything. They didn't attack, but they interrupted my dorfs. It was annoying.. they were getting nothing done and weren't getting any sleep, either. :/ I think I managed to kill a few, but it's very tricky to get your dorfs to attack something.
I had my two cats adopt the same dorf. So I renamed her (the dorf) "Catnipbeard." Then one of the cats had a kitten. Then that kitten ALSO adopted Catnipbeard. I think the cute made me faint, but I can't quite remember.
Any dug-out 7x7 space will eventually collapse. The solution is to either build pillars (the troublesome way, but probably your best bet once the mistake is made), or to simply leave single squares un-dug, so that there is no 7x7 or greater space anywhere. A 7x7 room WILL eventually collapse. A 7x7 room with a pillar or un-dug square anywhere in it (middle, corner, anywhere) won't. A 6x1000 room (if you could find somewhere with enough space for that) would also never collapse.
Accept me to your xfire lolfighter, and how do I build pillers the troublesome way? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
As a rule, I don't accept people to my XFire whose name I don't recognize and who don't enter anything other than the standard "Add me to your Friends list" message. If you sent me an invite and I rejected it, that was probably the reason. If you want better odds of me accepting you, just write "Hey, it's Haze from the NS forums." That should do the trick.
SidCorwid of the FreeJoin Date: 2003-01-28Member: 12903Members, Constellation
edited November 2006
Alright. I read the wiki, checked out my load outs a bit more, and I think I'm on to a much better start then ever. I am officially on Fort #8... but I got a good feelin' about this one, guys! ...'Course, that's what I said about the last eight, heh.
I made sure that my food stockpile was kept indoors this time, so as to not be ransacked by greedy monsters. I added two front "airlock" style doors, and I added doors to protect my stockpiles, the well-room (boo Frogmonsters), and my dwarves when they're asleep.
I have a few questions... can I customize what my doors do? (ie. don't open for bad guys), and how do I start a farm?
Oh.. and my dwarves refuse to put food in the food stockpile inside. Instead, they put it in the "Furniture storage" stockpile that I have outside. o_O WTH? How do I get them to stop that, and move said food supplies to the proper stockpile?
Eventually you will want to make a fort which sort of beings further into the mountain. Have a long corridor leading to the outside, so you can fill it with misc. traps, and perhaps have fortified walls/barracks on the other side...
xxxxxxxxx---------xxxxx D TTTTTT D TTTTTT xxxxxxxxx---------xxxxx
<!--c2--></div><!--ec2-->
crappy example, but yeah...D's are doors leading to the outside, T's are the nice little traps, and the -'s are fortified walls - basically you have to first smoothe out undamaged walls and then fortify them - then you can have marksmen or ballista's/catapults shoot missiles through them from the other side. Just have a corridoor or a barrack or something made on the other side.
I usually also tend to create outer fortifications, where I first mine off the 2 very outmost wallsections (since they're always somewhat damaged and can't thus be smoothed out/fortified) and then have the third section of the mountain which is now exposed to the outside fortified.
Course one is free to design whichever way you want, but the entrance is kinda very important. A bad entrance will result in many more stealthy sneak goblin attacks inside. Thieves and baby snatchers have a very good stealth/ambush ability so they can easily gain access to your fortress unless you make it hard for them.
Then there's the goblin sieges later on as well........
Well, you need a floodgate and three mechanics minimum to set up a controlled flooding environment. To farm, all you have to do is each spring to flood the cavefloor (a room) - preferably also making very sure that you won't flood the entire fortress in the progress - then when the cave floor is all muddy, you simply build farm plots on it.
Just build a floodgate next to an appropriate floodtile - preferably dig out a floodpath from the river to the room. Then all you do is build a lever, connect the lever with the floodgate (done in the lever menu when built) and have a dwarf pull it. The moment a room is flooded, pull again to close the floodgate and you'll be set.
But yeah, be a bit careful with the design...I've managed to drown the whole map a couple of times due to some really noobish errors...but heck, it was still fun <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
In fact, it's dead cool to play around with levers and mechanics - you can create some really elaborated traps if you want to.
Remember to build stuff as much as possible out of stone and as little as possible out of wood since wood can get really scarce depending on where you begin on your world. Beds are the only exception since they can only be made out of wood from the time being. Buckets, barrels and bins and other such things can be made out of metal later on - but yeah - wood is the only option in the beginning.
Now you too can fight all your favorite NS aliens in your dwarf fortress, utterly ruining immersion. This is a BETA VERSION. There are limitations. Currently, the NS aliens will ONLY appear during dwarf fortress mode, and will stage random attacks from the river/chasm/magma like other ambush monsters. Skulks and lerks may also attack from wells. There may be display bugs related to the alien attacks and their behavor. While I did not allow the aliens to give meat, they can give bones, skins, and skulls. This means your dwarves could be walking around their fortress in handsome skulk skin shoes. Later I will add specalized body parts (and more attacks from these parts) and will allow them to be generated in wilderness or during adventure mode. An entire kharra civlization is also a possibility.
Please note that these mosters, though modeled after monsters currently avliable in the game and as community packs, are untested. While they should be balanced and killable, I claim no responsibility to any dwarfs or fortresses lost due to their interaction. To put things simply: install at your own risk. You can allways reload from a save.
<b>INSTALL</b>
Open your .../DwarfFortressFolder/raw/objects/ and copy the textfile there. Note that if you wish to uninstall you must delete the file in both raw/objects and data/objects. If you wish to remove aliens before installing, open the text file and delete an entry for the alien(s) you wish to remove. they start with [CREATURE:NAME] and end with [ALL_ACTIVE].
If the monster file exibits improper behavor, or you have a balance complaint, please send me a forum PM in order to help solve the problem.
Thank you and enjoy.
CHANGES- 1.00-1.01 The creatures were not appearing, hopfully this has been fixed. The aliens now show up as follows: skulks and gorges in the river, lorks in the gorge, fades and onos in the magma. Onos are designed to be very dangerous creatures, but have a frequency of 5 which means you have an equally good chance of seeing a dragon. Also added a missing speed value. Hopfully this will cause the aliens to start showing up in games.
SidCorwid of the FreeJoin Date: 2003-01-28Member: 12903Members, Constellation
edited November 2006
Wow Redford, that's awesome. XD Is there a Dwarf Fortress website with a bunch of mods and such on it? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Anyways, thanks for the advice everybody. I'm going to go see what I can do with my farming; I'm running low on food. Haze, I don't have Xfire, but I have AIM, MSN and I hang out in a specific server on IRC if you're interested. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
PulseTo create, to create and escape.Join Date: 2002-08-29Member: 1248Members, Constellation
<!--quoteo(post=1580179:date=Nov 23 2006, 05:45 PM:name=Sid)--><div class='quotetop'>QUOTE(Sid @ Nov 23 2006, 05:45 PM) [snapback]1580179[/snapback]</div><div class='quotemain'><!--quotec--> My dwarves won't build any farms... I have all these jobs cued up, and they won't do any of them. :/
Oh, and a horde of UNICORNS killed off FOUR of my dwarves. :/ <!--QuoteEnd--></div><!--QuoteEEnd--> Do any of your dorfs have either of the farming jobs enabled in the labor menu?
Comments
How does one build a bridge across the cave river (without ending up getting flooded)? Just... build a bridge?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes. If the water is still overflowing into your mine, just wait for it to recede.
2: Just build a bridge that covers/crosses all river tiles. That is enough. No need to place bridgebits on the riverbank on either side.
3: To attack something: Activate a squad of dwarves - set a station point/eventual patrol points if you want to and then have the squad go on duty - they will then go to their station/patrol route.
4: Keep playing the game - the more you play, the more devious setups you will learn <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
I myself am yet to learn and master the useage of ballistas and catapults.
Artifact moods are one of the more important elements of the game to understand. In many cases, artifact moods may be one of the best things you can get. They can also be disruptive or downright dangerous. How you HANDLE this potentally dangerous dwarf is the important part, and that is what this guide covers.
1- What do I need to make my dwarf enter a strange mood?
While some may consider that a special event like this has some sort of major important prereq for it occuring it can actually happen to almost anyone. In fact it really is only a matter of time before you get your first clinically insane dwarf. In order to get a dwarf in a strange mood, two things must be true. The first is that you must have recieved your first group of immigrants. None of your first eight dwarves will ever enter a strange mood. However, when the first winter starts and the new dwarves come it's open season. The second is that there can't currently be a dwarf allready in a strange mood. Only one crazy dwarf is allowed at a time. This means that anytime you do not have a dwarf in a strange mood, they may just go crazy. Any dwarf can go crazy. If he doesn't have a tradeskill to support a mood he will make a random craft and then adopt that skill - but I'm getting ahead of myself.
2- What will happen if my dwarf enters a strange mood?
If a dwarf enters a strange mood, you will instantly pause and center on him. He will start blinking with a <!--coloro:#CC33CC--><span style="color:#CC33CC"><!--/coloro-->!<!--colorc--></span><!--/colorc-->. He will then pick a creation skill (random if he has none, or his best skill if he does) and attempt to claim a workshop. If you have at least one workshop of the type he wants, he will rush to it, kick out whoever is working in there and claim it. If you do not have this workshop, he will mope. If he is allowed to mope for too long, one of two things will happen. One is that he will pick a random workshop, take it over, and then convert it to the one he wants permanently. If he does this with your only metalsmith it is really annoying. Otherwise he will fail to make the artifact and you can go to point 3. When he is in his workshop, he will attempt to claim the items he wants for his artifact. Sometimes this can be as simple as "any wood" or "any stone" or complex as a certain exact type of uncut gems. If he can't find the item he wants, he will sit in the workshop and mope. However, by looking at the workshop using q, the dwarf will give you clues as to what stuff he wants. If he gets all the stuff, then you can check out point 4. If he doesn't, he will proceed directly to point 3.
3- What happens if he mopes too long and fails to make the artifact?
If a dwarf mopes too long (either if he can't find the right workshop or he can't get the items he needs) he will eventally go crazy. This will manifest itself in several diffrent effects. He can go insane, and then jump off a cliff and die. He will sometimes go insane, but run around like a lunatic until he dies of thirst or hunger. Both of these will generate the message, in yellow "*dorf* has gone insane"! However, another result is a murderous rampage. This will generate the message "*dorf* has gone on a rampage!", in red. Sometimes he will remain a citizen, and will act as if he is tantruming, which means you can keep him locked up until he dies. Even worse, sometimes he will become an NPC.
In any case, the best thing to do if you can't complete an artifact is to lock the doors to the workshop/room. If doors do not exist, then you should place them. If he goes insane, you may as well let him out if you need the workshop. If he goes on a rampage, but remains a citizen, you should keep him locked in there until he dies of natural causes. If he goes insane and becomes an NPC, however, you are in trouble. NPCs do not die of hunger or thirst. You MUST kill him. If you have no millitary, one way would be to put a few stonefall traps outside his room then let him out. Otherwise have the sherrif or your marksdwarves do the work.
4- What happens if the dwarf gets all the items he wants?
He makes an artifact. You will get the message "*dorf* has begun a mysterious construction!" in white to affirm this. After a while (which depends on his craft skill) he will make the artifact. Afterwards he will (usually) have legendary in the skill which he used and will gain large attribute bonuses. He will also blink. Forever. He will also hold onto his artifact for 5 years and will not let go no matter what. Sometimes he will make armor and will wear it in the right clothing slot. However, everything else goes into his right hand. This can be annoying since he can no longer hold a weapon. Fey dwarves are crummy for military service. In addition if he makes somthing heavy (like an artifact door or floodgate made by a mason!) he will carry it around with the speed penalty he would normally get for haling that, for 5 years.
5- What do you mean by "usually?"
There is more then one type of strange mood. The standard "Fey Mood" will produce an artifact and legendary skill. If a dwarf is "posessed by unknown forces" he will still attempt to make an artifact, but if he does finish it, he will get no skill bonuses, and will still haul around the artifact. If a dwarf gets posessed by a fell mood he will behave in the exact same way save for two major diffrences. One is that he will allways claim a butcher shop. If you have no shop, he will mope. Allways have a butcher shop avliable even if you don't mean to make use of it right away. When he claims the shop he only needs one item to complete his artifact! That item, however, is a dwarf. He will rush out of his workshop and smack the next person he sees, killing them. He will then haul the corpse into the butcher shop and make an artifact out of it. Depending on what he makes, he will get a legendary skill of course, but the fact remains you will be down a dwarf and it can be absolutly any dwarf, even a noble. Even the KING is not immune to this.
6- Afterward
The dwarf will return to his old self. He will never attempt to make another artifact again in his lifetime. The more (living) dwarves you have with artifacts the less chance another one will crop up. The artifact unless destroyed somehow is yours forever. Even the crummiest of artifacts have the potential to be really expensive. Having a few will attract immigrant dwarves in droves.
Remeber kids, fey moods can be fun and exciting - as long as you know how to handle them!
And my dorfs won't put things in the stockpile, because there's something there. D:
How do I zoomout? :B I want to see the whole fortress like Redford's.
And my dorfs won't put things in the stockpile, because there's something there. D:
<!--QuoteEnd--></div><!--QuoteEEnd-->
in the ESC menu, export map as BMP
I have a column of 'not miner/worker/butcher/etc...' and then on the left a column of names. How do I do this?
A group of "Rehus Macaques" raided my stockpile and stole everything. They didn't attack, but they interrupted my dorfs. It was annoying.. they were getting nothing done and weren't getting any sleep, either. :/ I think I managed to kill a few, but it's very tricky to get your dorfs to attack something.
<img src="http://pgroves.googlepages.com/Fort.PNG" border="0" alt="IPB Image" />
My room keeps collapsing, is there a limit to how big a room can be? Poor dwarves.
I'm such a god damned noob.
<img src="http://pgroves.googlepages.com/Fort2.PNG" border="0" alt="IPB Image" />
I made sure that my food stockpile was kept indoors this time, so as to not be ransacked by greedy monsters. I added two front "airlock" style doors, and I added doors to protect my stockpiles, the well-room (boo Frogmonsters), and my dwarves when they're asleep.
I have a few questions... can I customize what my doors do? (ie. don't open for bad guys), and how do I start a farm?
Oh.. and my dwarves refuse to put food in the food stockpile inside. Instead, they put it in the "Furniture storage" stockpile that I have outside. o_O WTH? How do I get them to stop that, and move said food supplies to the proper stockpile?
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
xxxxxxxxx---------xxxxx
D TTTTTT
D TTTTTT
xxxxxxxxx---------xxxxx
<!--c2--></div><!--ec2-->
crappy example, but yeah...D's are doors leading to the outside, T's are the nice little traps, and the -'s are fortified walls - basically you have to first smoothe out undamaged walls and then fortify them - then you can have marksmen or ballista's/catapults shoot missiles through them from the other side. Just have a corridoor or a barrack or something made on the other side.
I usually also tend to create outer fortifications, where I first mine off the 2 very outmost wallsections (since they're always somewhat damaged and can't thus be smoothed out/fortified) and then have the third section of the mountain which is now exposed to the outside fortified.
Course one is free to design whichever way you want, but the entrance is kinda very important. A bad entrance will result in many more stealthy sneak goblin attacks inside. Thieves and baby snatchers have a very good stealth/ambush ability so they can easily gain access to your fortress unless you make it hard for them.
Then there's the goblin sieges later on as well........
<img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<img src="http://pgroves.googlepages.com/Fort3.PNG" border="0" alt="IPB Image" />
Any suggestions? I just got my first anvil, and am trying to figure out how to farm properly.
Just build a floodgate next to an appropriate floodtile - preferably dig out a floodpath from the river to the room. Then all you do is build a lever, connect the lever with the floodgate (done in the lever menu when built) and have a dwarf pull it. The moment a room is flooded, pull again to close the floodgate and you'll be set.
But yeah, be a bit careful with the design...I've managed to drown the whole map a couple of times due to some really noobish errors...but heck, it was still fun <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
In fact, it's dead cool to play around with levers and mechanics - you can create some really elaborated traps if you want to.
Remember to build stuff as much as possible out of stone and as little as possible out of wood since wood can get really scarce depending on where you begin on your world.
Beds are the only exception since they can only be made out of wood from the time being. Buckets, barrels and bins and other such things can be made out of metal later on - but yeah - wood is the only option in the beginning.
presenting...
<!--coloro:#33FF33--><span style="color:#33FF33"><!--/coloro--><b><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->The Dwarf Fortress Kharra monster pack!<!--sizec--></span><!--/sizec--></b><!--colorc--></span><!--/colorc-->
[attachmentid=35483] (v1.01)
Now you too can fight all your favorite NS aliens in your dwarf fortress, utterly ruining immersion. This is a BETA VERSION. There are limitations. Currently, the NS aliens will ONLY appear during dwarf fortress mode, and will stage random attacks from the river/chasm/magma like other ambush monsters. Skulks and lerks may also attack from wells. There may be display bugs related to the alien attacks and their behavor. While I did not allow the aliens to give meat, they can give bones, skins, and skulls. This means your dwarves could be walking around their fortress in handsome skulk skin shoes. Later I will add specalized body parts (and more attacks from these parts) and will allow them to be generated in wilderness or during adventure mode. An entire kharra civlization is also a possibility.
Please note that these mosters, though modeled after monsters currently avliable in the game and as community packs, are untested. While they should be balanced and killable, I claim no responsibility to any dwarfs or fortresses lost due to their interaction. To put things simply: install at your own risk. You can allways reload from a save.
<b>INSTALL</b>
Open your .../DwarfFortressFolder/raw/objects/ and copy the textfile there. Note that if you wish to uninstall you must delete the file in both raw/objects and data/objects. If you wish to remove aliens before installing, open the text file and delete an entry for the alien(s) you wish to remove. they start with [CREATURE:NAME] and end with [ALL_ACTIVE].
If the monster file exibits improper behavor, or you have a balance complaint, please send me a forum PM in order to help solve the problem.
Thank you and enjoy.
CHANGES- 1.00-1.01 The creatures were not appearing, hopfully this has been fixed. The aliens now show up as follows: skulks and gorges in the river, lorks in the gorge, fades and onos in the magma. Onos are designed to be very dangerous creatures, but have a frequency of 5 which means you have an equally good chance of seeing a dragon. Also added a missing speed value. Hopfully this will cause the aliens to start showing up in games.
Anyways, thanks for the advice everybody. I'm going to go see what I can do with my farming; I'm running low on food. Haze, I don't have Xfire, but I have AIM, MSN and I hang out in a specific server on IRC if you're interested. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Oh, and a horde of UNICORNS killed off FOUR of my dwarves. :/
My dwarves won't build any farms... I have all these jobs cued up, and they won't do any of them. :/
Oh, and a horde of UNICORNS killed off FOUR of my dwarves. :/
<!--QuoteEnd--></div><!--QuoteEEnd-->
Do any of your dorfs have either of the farming jobs enabled in the labor menu?
Or did you set up the farming tasks after you built your farmplots? (Q on the farmplot)