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Post by aka Cthulhu on Sept 23, 2015 0:56:21 GMT -5
What's amazing is that it's still in development. Who knows what lies in store in the future?
Though, surprisingly, the game can be quite a drain on a computer's resources, due to how much stuff is happening.
Take cats, for example. Unlike other tame animals, dwarves don't adopt cats, as cats adopt dwarves. Owned animals can't be butchered, and animals such as cats breed. If you don't take care of the cat population, more and more cats will be born and they'll adopt dwarves and soon your FPS rate is slow due to so many damn cats, also known as a catsplosion.
To combat this, you either geld the males, which is a new feature, butcher all the kittens as soon as they're born, or cage the cats with no owners in a far place.
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Post by aka Cthulhu on Sept 23, 2015 6:51:12 GMT -5
Got lucky and the newest dwarf that got into a strange mood claimed a forge. Hoping that he would craft a weapon, or at least armor and not furniture or tools, I began to forbid a number of items, but pretty much metal bars except steel. Steel is more or less the overall best item for weapons and armor. There's adamantine, but that's end-game stuff - and as I've read adamantine makes great armor and cutting weapons because it's light, but due to that it makes a poor bashing weapon for weapons like maces and warhammers. For bashing weapons, silver is better due to weight, as well as platinum, but for the latter it's not a used material for common weapon and armor forging, so the only way to make a platinum weapon is via strange moods.
Still, I went with steel as it's the overall best choice. And as luck would have had it, a steel sword was made. Due to a lack of some requested items, it is also decorated with puppy and cat bones, and panda leather, and it has an image of one of the citizen dwarves holding a masterpiece leather dress he made. Go figure.
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Post by aka Cthulhu on Sept 23, 2015 14:02:49 GMT -5
Checking the engravings, most of the engravings that involve death of some sort are about mules, buffaloes, camels, and other sorts of common creatures that was killed via the butcher's workshop. A smaller percentage are deaths involving some invading goblins, a couple of the werebeasts, and an ettin. The dragon encounter has so far been unrecorded via engraving. Aside from that, other engravings are a little more mundane.
Man, my engraver has some weird priorities on what's good for engraving.
Also set up an alternate tunnel that leads to the entrance of the fort, lined with cages for the purpose of capturing creatures that can be captured. A closed drawbridge prevents normal use of the tunnel. Basically, a lever is pulled, that bridge opens, and another bridge in the same area closes to seal off the area with the trade depot.
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Post by aka Cthulhu on Sept 24, 2015 10:11:54 GMT -5
Not sure if werebeasts drown, but one got spotted in the middle of a pool. It certainly had trouble reaching the edge, and when it did the whole 20 soldiers were waiting for him.
Also sticking as many gold and platinum statues on the base. A wealthier base would apparently attract bigger sieges, and seeing as the elves are pretty much taking my insults to them without fighting back, I'm hoping for a big goblin invasion to get more notable kills for my dwarves.
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Post by aka Cthulhu on Sept 25, 2015 9:44:58 GMT -5
DESTROY THE WORLD! YESSSSS!
After the elves failed to get provoked by my constant offerings of charcoal, I decided to take a more direct approach. I ordered my squad to kill their diplomat, and one merchant. If they return next year with trade goods, I'd be amazed by their patience.
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Push R Truth
Patti Mayonnaise
Unique and Special Snowflake, and a pants-less heathen.
Perpetually Constipated
Posts: 39,266
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Post by Push R Truth on Sept 25, 2015 10:14:59 GMT -5
Can you try to trade the Elf heads back to them?
That might piss them off
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Post by aka Cthulhu on Sept 25, 2015 11:20:07 GMT -5
Can you try to trade the Elf heads back to them? That might piss them off Incidentally, the two elves did die from decapitation. Unfortunately, don't think it can be done. Skulls can be made from totems, but corpses have to be processed from the butcher's workshop, and dwarves are not very kosher with butchering and eating of intelligent beings... though surprisingly DF lores have elves be okay with eating intelligent beings such as dwarves and humans. Anyways, even then the heads themselves won't turn into skulls. Have a bunch of goblin heads that rotted away, but they're still called heads, not skulls. I could line the entrance path with skulls, though that might stress out the civilian dwarves... though I suppose this could perhaps train them into being a little bit more hardened in discipline. Next run, I'm totally gonna make a pyramid-like megastructure. Like a small mountain, with a sacrificial altar up top, where I'll lure in invaders and have the soldiers fight them from there.
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Post by aka Cthulhu on Sept 26, 2015 2:28:29 GMT -5
Hmm, so I added a little something for my war dog sentries.
They're chained up on some key locations in the map, and they can move around on a 3x3 area centered on the chain. In the outer layer of that move area, I set up cage traps surrounding them. Won't do any good for any invaders that use bows or crossbows, but most melee beasties are vulnerable. So a giant showed up, and headed straight to the dog and got caged.
So now's I got a giant caged up. They can't be trained, but apparently chaining them makes them docile to dwarves. So can choose between slaughtering them by opening the cage and having my soldiers mince him up, or I can keep him caged and make him the first creature in my monster zoo, or chain him up as a beefy sentry.
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Post by aka Cthulhu on Sept 26, 2015 7:38:42 GMT -5
BLOOD FOR THE BLOOD GOD. In the current world's dwarven history, engraved upon many artifacts in my fort, is the killing of a historical figure dwarf by the swamp titan Kovest Gorgenstench many, many, many years before my dwarves made the fort they're living in today.
After decades of prosperity, the same swamp titan returns to the area, and met my dwarves. And so my military proceeded to murderize the titan, which was a massive spider with fan-like antenna and a poisonous bite. Well, it says poisonous, but it never got a chance to land a clean hit as the dwarves proceeded to hack it's limbs off.
And a new piece of history is added to dwarven civilization. The revenge of dwarves against the swamp titan that terrorized the area decades before the founding of the fort.
Maybe this time the engravers will have something better to engrave than dead mules and camels.
So yeah, first encounter with a titan.
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Post by aka Cthulhu on Sept 26, 2015 8:22:07 GMT -5
Though, to add, the battle was not as crazy awesome as what my militia commander did to one werecoyote.
The leading cause of werebeast-related death among my war dog sentries is getting bit then shaken around like a rag doll by the werecoyote's jaws. And so one werecoyote more or less died the same way, getting clamped on by angry dwarven teeth.
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Post by aka Cthulhu on Sept 26, 2015 8:59:34 GMT -5
Holy crap. It seems that some titans can be butchered.
Well, dang, to add insult to death of a once historical beast, my dwarves are processing him into meals.
Two eyes, 88 units of fat, 3 hearts, 27 units of intestines, 7 units of brain, and 219 units of meat. Plus one mangled chitin.
GAHAHAHAHAHA! BLOOD FOR THE BLOOD GOD. FAT FOR THE SOAP GOD.
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Post by aka Cthulhu on Sept 26, 2015 11:23:38 GMT -5
So in order to try the cure the dwarves of cave adaptation, which leads to vomiting when exposed to sunlight, I went and made a statue garden for them to mingle in. Basically it's a walled off structure closed by a bridge, which is closed, so the only way to go there is via an underground tunnel, which also has a bridge which seals the area in case of invaders. The walls above ground ensure that no invaders who appear from the edge of the map (which the statue garden is located) to enter the area.
Some have been cured, but a whole lot more is still inclined to vomit. The giant I kept caged as a display piece is covered in vomit.
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Post by aka Cthulhu on Sept 27, 2015 1:29:21 GMT -5
Coffins are required to bury dwarves and pets. If unable to retrieve body, an alternative is to create a memorial slab and engrave it.
Unlike coffins, slabs can be to enrgrave other creatures and beings not part of the population. They can also be set as a place for dwarves to party in.
With two dead elven diplomats, a dragon, and a swamp titan, I think I shall create a hall of defeated beings and set it up as a party zone.
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Post by Ash Kingston on Sept 27, 2015 2:53:36 GMT -5
If you can't get the damn elves to attack, go invite the Circus to town, gosh darnit.
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Post by aka Cthulhu on Sept 27, 2015 3:04:47 GMT -5
I'm not that crazy... yet. Plan before the circus is to get the entire population military trained. Only a third of the way there. Once I get done with that, I'll send the entire population deep below for one grand battle.
Battle plan is this. Set a spike floor at the level before the circus, with one dwarf manning the lever and doing nothing else. Will also capture as many giants as I can, set the cages on another area near the circus, set them to be opened on a lever, and unleash them against the circus.
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Post by aka Cthulhu on Sept 27, 2015 8:11:28 GMT -5
Once again, thanks to the war dog sentries + cage traps, I caught another semi-megabeast. A minotaur this time, to keep the caged giant company in the zoo. They're both immortal, so no need to worry about replacements.
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Post by aka Cthulhu on Sept 27, 2015 10:53:50 GMT -5
Another goblin invasion, with some of the other races as well. In game lore, goblins snatch children from other races and raise them as their own to increase their hoard.
Anyways, don't think my soldiers need more practice against those goofs. Gonna cage them up for now.
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Post by aka Cthulhu on Sept 27, 2015 14:54:03 GMT -5
Gold coffins for everyone in the fort! Including pets! Statues on every bedroom! War dog sentries in platinum chains! Luxury meals all the time! A reservoir with gold blocks!
Basically doing everything I can to increase the fort's value to attract more sieges. At the same time, planning what I want on the next fort I set. More or less a multi-level pyramid; obsidian blocks if possible for the outer layer. Sacrificial altar at the top, has to be regularly have smears of blood on the floor of that level. One-tile hole that drops down corpses down deep into a pit. Et cetera. Kinda figured out how to use screw pumps so if possible four structures on the corners of the pyramid that holds magma - no real use, just to sit around and look pretty.
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Juice
El Dandy
Wrong? Oh he can tell ya about being wrong.
I'm the one who raised you from perdition.
Posts: 8,172
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Post by Juice on Sept 27, 2015 15:47:32 GMT -5
Never heard of it but based on the first few posts I want to.
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Post by aka Cthulhu on Sept 27, 2015 19:44:24 GMT -5
Never heard of it but based on the first few posts I want to. Game's free, so if you're interested download it and give it a spin. The more I think about it, the game is complicated because when you play for the first time, it becomes really hard to understand what get done because there's so many things that can be done, and very little instruction on how to do it. Reading up on the guides from their wiki is recommended. - Anyways, attacks have been happening once per season now, so that's good. The puking problem and cave adaptation still persists. It causes stress, but so far it's overpowered by all the luxuries the fort has to offer to the dwarves. Got two legendary cooks who process high quality meals, booze is varied and in high supply, rooms are high quality due to installing iron and gold statues for each bedroom (though I probably won't be able to do this tactic once the economy system is reimplemented), and several other things that make sure that the dwarves are happy and not insane.
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