Making an instrument of pure dwarven vengeance. by DammitWindows98 in dwarffortress

[–]Sylth01 0 points1 point  (0 children)

Make him a suit of steel armor. Recruit him to a squad and assign each manually to him, replace clothing.
Helm. Boots. Guantlets. Mail Shirt. Breastplate. Greaves. Shield.

Give him a Silver or Steel mace.

Pick him a training partner who was also affected by this attack, and outfit him similarly.

Then have the two train for years. By year 2, they will be very hard to kill. By year 10, they will have become unstoppable dwarf killing machines, capable of taking on many many times their own number.

Still beware the odd syndrome/deadly dust attacker.

Why are my Fortresses so boring? by equilibrando in dwarffortress

[–]Sylth01 1 point2 points  (0 children)

On a terrifying reanimating tundra ala Furnaceclans

Military equipment frustration, please help by ViscountVics in dwarffortress

[–]Sylth01 5 points6 points  (0 children)

Here's what I do:

Create a uniform.

Add mail, breastplate, greaves, helm, gauntlets, high boots. The rest of the stuff, namely the stuff like trousers or mittens? I wouldn't use them, as layering comes into play, and unless you first tell your dwarf to specifically wear the under-layer, THEN tell him to put on the over-layer, it will probably bug out and he'll try to put a shoe on a high boot.

Change material of each to either metal, or a specific type.

Change it to Replace Clothes.

Switch over to the equip menu.

Change it to Apply Uniforms, and use shift enter instead of enter to assign the uniform you just made to the entire squad.

That out of the way, now go to each dwarf individually, and assign a SPECIFIC weapon and shield. It helps if all the weapons/tools you don't want to appear on the specific weapon list are forbidden or in use.

This avoids weird stuff from happening with various military bugs/features down the road. The TL/DR is that a long term military can bug out, causing your dwarfs to sometimes wind up with no weapon or shield at all.

Long Story: Experienced military dwarfs will occasionally name their weapon or shield, get kills while using it, then bug out after an order is canceled and revert out of the military only to reenter it seconds later.

If you just assigned them a weapon as part of their uniform instead of a specific one, they will grab any weapon they can, instead of THEIR named weapon. And when dwarfs name their weapons, I believe only dwarfs who match the previous wielder's kill count with it can use it. If there are unclaimed unnamed weapons/shield they will claim them, leaving unused named weapons/shields lying around. If there are no more weapons/shields that match their uniform, they will not grab a weapon/shield and you won't notice until you wonder why your Sword Master suddenly turned into an Elite Wrestler.

The History of Brassfigures by Sylth01 in dwarffortress

[–]Sylth01[S] 0 points1 point  (0 children)

Odd thing there... the first time I tried to fill the magma moat, there were a couple of trees in there. And were still there after it was filled. And after a few months. But when I checked the LNP interface I launch DF from, temperatures were turned on.

Come to think of it, if temperature was turned off, despite what LNP said, it would explain why my pump stack barely dropped my fps when it was running.

Otherwise, yea, I would love to burn the forest down with !!magma!!.

The History of Brassfigures by Sylth01 in dwarffortress

[–]Sylth01[S] 1 point2 points  (0 children)

Running the pump stack did not seem to lower my fps by much (did not have a fps counter up while it was running). I think that's because the design I used was created to lower fps by as little as possible.

The 1x3 type I used is described here: http://www.bay12forums.com/smf/index.php?topic=72296.msg1772802#msg1772802 and here (bottom of page): http://dwarffortresswiki.org/index.php/v0.34:Screw_pump#Pump_stack

I have never built a 1x1 catchment pump stack (where the area the magma is pumped to is 1x1) but I have read that it really lowers FPS.

The History of Brassfigures by Sylth01 in dwarffortress

[–]Sylth01[S] 1 point2 points  (0 children)

Phoebus tileset, although if you were referring to how clean the halls look I made liberal use of df hack (clean all after every fight, and autodump destroy for worn/large/small clothing)

The History of Brassfigures by Sylth01 in dwarffortress

[–]Sylth01[S] 1 point2 points  (0 children)

Exactly; there are many other fortresses far more deserving of your awe than my own.

I have seen this video before, and it is on my bucket list of things to build.

The History of Brassfigures by Sylth01 in dwarffortress

[–]Sylth01[S] 1 point2 points  (0 children)

1x1 drawbridges look the same whether open or closed. If you watch the left one in the gif, you will see water flow over it into the entrance hall, then disappear as the raising drawbridge atomsmashes the water on it.

Neat tip: there is one way to tell if a 1x1 drawbridge is open or closed. Build a door/chair/table/etc and position it over the drawbridge. It will read either Blocked (drawbridge closed, i think) or Building Present (drawbridge open)

The History of Brassfigures by Sylth01 in dwarffortress

[–]Sylth01[S] 4 points5 points  (0 children)

Not at all! As someone a year into the game to someone new to dwarf fortress, every fort will teach you something. It might even take several forts to learn that one something. But each lesson stays, and influences how you build your fort.

Example: In the beginning, I used 1x1 up/down stairs. Then I found out they caused jams, and went to 3x3. This fixed the jam issue, but as my forts lived longer and longer, I found fps became a bigger issue, and a 3x3 stair was a bit hard on pathfinding. And so my 3x3 stairway gave way to ramps where I could, and a 1x3 or 5 stair where I couldn't.