Dwarf Fortress you sick temptress, you!

Hmm... Well that might be your problem. You used to be able to fish turtles out of murky pools. But these days you generally need some kind of moving water on your embark site. A brook or river for instance. Sometimes I get fisherdwarves in migrant waves and are constantly spammed by the message "there is nothing to catch in the central swamps". This usually happens because there is nothing around but murky pools.

Just leave the fishing labor enabled and watch for that message. If you never see it then you may have run into a bug I've never encountered. You could also glance around the official forums. They tend to document these problems.

I finally did get a message about not finding any fish in this swamp, but I swear I never saw it in two years of in game time. At any rate, I've finished up my tutorial game and am about to embark on a new fortress of my very own. Designs are spinning in my head.

So... turns out that Toady made it so that animals now have to eat. Sorry about that Bull and Llama. I would have let you out of that cage before you starved to death if I had known. That guy that sold me to you didn't mention anything about how you guys stopped violating conservation of mass and energy all the sudden.

That went in awhile ago, you now have to create pens, and assign animals to them. Animals left to wander freely are paralyzed by their newfound freedom and forget how to eat. It's still somewhat buggy though, as animals will fight each other over food even if there's enough grazable grass in the pen area. Pet animals don't need to be put in to pens though, they still don't need food.

Its also broken in that even with unlimited food some animals like Pandas can't eat fast enough to keep themselves from starving.

Mixolyde wrote:

Now to test out dwarf therapist on the new version and start working on my military.

So far it works fantastic for me.

So in the summer of my second year a minotaur showed up. I thought I was in big trouble because it's so early in the game I only have two adult dogs, and I hadn't even trained them as war dogs. I also never really got the hand of the military and hadn't gotten into all that yet.

Then the human caravan showed up.

"Hurray!" I thought. "We are saved!"

Well now the entire human caravan is dead, as well as both of my adult dogs, and a smattering of other animals. And I can't see to mobilize my military properly. Not that I expect they will have much more luck than the humans.

EDIT:
Three posts in a row is probably too many. I got my military working and sent my ten most able dwarves to their deaths. I'm going to cut my losses and abandon. Hopefully my next fortress won't get attacked by a megabeast in the second year. Although now that I am less rusty there is a slim chance I will be prepared for a smaller Megabeast like a Minotaur.

It is a shame, because I was really happy with my area.

You can always reclaim that area and fortress. http://dwarffortresswiki.org/index.p...

Great way to recover from too much "Fun."

My Dwarves seem particularly resistant to farming outdoors. I have a nice little area walled off and marked for wild strawberries and other things. I have the seeds in stock. They just won't go out there.

I found my first underground cavern! Pretty exciting stuff. I'm using the latest download with the display resizing patch. It's really nice. Although the trading screen could be widened.
Now to test out dwarf therapist on the new version and start working on my military.

Did you tell them to plant? You have to specify what will be farmed in each of the 4 seasons. Otherwise the plot will sit empty.

Tamren wrote:

Did you tell them to plant? You have to specify what will be farmed in each of the 4 seasons. Otherwise the plot will sit empty.

Yeah, they're farming my indoor ones just fine, just not outdoor.

So I've kind of been neglecting to get my cloth trade up. After all, the dwarves come to the fortress wearing clothes, and they last a long time, right? (We are nearing the end of the second year).

Well I forgot that dwarves born here don't come with clothes. My first hint that something is amiss is when I get a message that a Child dwarf is throwing a tantrum. When I go to her preferences I see that she has a variety of clothing-induced unhappy thoughts. She's upset that she has to go without shoes, she's embarrassed to be going about uncovered, etc.

Well I immediately queue up cloth dresses, trousers, shirts, and shoes on repeat, but alas, it is too late. Ilral goes berserk. She is "strapped with massive amounts of muscle and lard. Her hair is clean-shaven. Her brass eyes are bulging." So we have an obese, heavily muscular bald child with bulging eyes rampaging through the fortress, great.

Everything runs from her successfully until she finds the first person with a pet dog, which attacks her. She succeeds in beating it to death, but it claws the ever leaving sh*t out of her. So now take that mental image, add in a broken leg and hand, and deep cuts to most of her body, and she is still on the move and angry.

Welcome to Dwarf Fortress.

Edit: Oh thank goodness, she's passed out. Time for my sole soldier dwarf to do his duty and beat an unconscious naked child to death with his crossbow.

Serve and protect Fikod. Serve and protect.

Edit2: Fikod instead chose to riddle her with arrows from ten feet away. The situation is now under control.

Mixolyde wrote:

Yeah, they're farming my indoor ones just fine, just not outdoor.

Make sure you don't have the general orders set to stay inside (unless you have the outdoor plots roofed over and completely indoor access to it). Also, if you have burrow(s) defined, does it include the plot and its access?

Yonder wrote:

Edit2: Fikod instead chose to riddle her with arrows from ten feet away. The situation is now under control.

Tantruming children are very dangerous.

The first siege went by fairly smoothly, due mainly to the visiting Dwarven caravan. We lost a single of our three Marksdwarves, as well as a handful of our grazing animals (they sadly have to be pastured fairly far away from the fortress, they are completely defenseless).

I just had two ambush squads hit simultaneously with no external help, and it was pretty brutal. Two out of my five marksdwarves dead, several dogs, Rangers, Hunters, Plant Gatherers all fell. It was pretty brutal.

I just had my first tantrum, our bookkeeper. He apparently lost his child and spouse in the fighting, so we'll see where this goes. Luckily I am almost done walling off my valley to a single entrance (further away from my Trade Depot and Forest proper than my previous single entrance, and I am getting together a larger military of around 12-15 dwarves at least. I have plenty of idlers, I just haven't bothered until now.

Right now I am watching one of my farmers with bated breath, he held off a goblin singlehandedly, literally, until the military came to relieve him. His right hand is chopped off and his right hand is torn open, and his right foot has been heavily bashed as well. Even more importantly his lower torso is torn open and the goblins seemed to have found a way to fracture his gut.

He is near death, Pale from loss of bleeding, and he has been ever since before his "rescue". He fights sleep even more fiercely than he fought the goblin, surely knowing that once he closes his eyes death won't be far behind. Unfortunately until he does pass out a job won't be created to get him and bring him to the Hospital...

Edit: Minkot Fikodrerras is now hungry and drowsy, but he still will not let himself sleep.

Edit2: He finally fell asleep and was taken to the hospital. He has been fed, and may be stabilizing, his condition has improved from Pale to Faint.

Edit 3: Holy crap. I lost track of Minkot in the hospital. I found him back in the barracks giving a crossbow demonstration. Holy crap. This guy is my hero. Can he use a crossbow with one hand or do I have to change his weapon?
(apparently he was a military dwarf, first on the scene, but then became a civilian after the injuries? not sure).
His current injuries: His fourth toe, right foot is broken. His fourth toe, right foot is smashed open.
and of course "His right hand is gone".
His past injuries:
His lower body bears a very short straight scar. His left upper arm bears a straight scar. His left lower arm bears a straight scar. His left hand bears a massive straight scar. His right foot bears a very long straight scar.

Hmm, because of his scarring his lower body, left arm, and left hand seem to be permanently yellowly wounded (indicating some sort of loss of ability). His right foot is also yellow, but as he has unhealed injuries there there is a slim chance that will go away.

Maybe instead of continuing to deploy him as a grizzled veteran I should give him some peace and retire him to the civilian life. Something safe like Engraving.

Yeah, engraving. One-handed engraving. Hmmmm....

Ok, I've known of DF pretty much since it hit the scene, but I kept being put off for some reason. Now, reading this thread for a little while, I've got the itching to see it in action. For a newbie, what's the suggested way to get started? I don't need a complete hand holding sort of thing, but other than the game, are there certain 'newbie-friendly' tilesets, utilities or such that I should use?

Thanks!

Google search for the lazy newb pack, and youtube search for captduck's 2012 tutorials.

Mixolyde wrote:

Google search for the lazy newb pack, and youtube search for captduck's 2012 tutorials.

You know, I think the lazy newb pack was suggested a couple pages ago - call me a filthy skimmer with poor reading comprehension I guess. Thanks.

Toanstation wrote:
Mixolyde wrote:

Yeah, they're farming my indoor ones just fine, just not outdoor.

Make sure you don't have the general orders set to stay inside (unless you have the outdoor plots roofed over and completely indoor access to it). Also, if you have burrow(s) defined, does it include the plot and its access?

No burrows defined, and outdoor access is not prohibited. My hunters and fishers are free to roam. Can you roof over a plot and still farm outdoor crops?

Mixolyde wrote:

No burrows defined, and outdoor access is not prohibited. My hunters and fishers are free to roam. Can you roof over a plot and still farm outdoor crops?

I believe you can. I know you used to be able to.

I'm out of ideas, except the obvious like "got seeds?"

Mixolyde wrote:

Google search for the lazy newb pack, and youtube search for captduck's 2012 tutorials.

TinyPirate did a series of blog posts that were an awesome tutorial back in 2010 or so. He's just published Getting Started with Dwarf Fortress through O'Reilly. It's current up through 34.08 (less than a month old), and if you buy the electronic version through O'Reilly, you'll get free updates.

http://shop.oreilly.com/product/0636920022565.do

I've not read it, but his original tutorials were very well done.

Toanstation wrote:
Mixolyde wrote:

Google search for the lazy newb pack, and youtube search for captduck's 2012 tutorials.

TinyPirate did a series of blog posts that were an awesome tutorial back in 2010 or so. He's just published Getting Started with Dwarf Fortress through O'Reilly. It's current up through 34.08 (less than a month old), and if you buy the electronic version through O'Reilly, you'll get free updates.

http://shop.oreilly.com/product/0636920022565.do

I've not read it, but his original tutorials were very well done.

I worked through the originals from his blog posts, and there are a few things that are out of date now, but most of them don't affect early gameplay enough. I started my own fort from scratch after going through his stuff.

@OReillyMedia #Ebook Deal/Day: Getting Started with Dwarf Fortress - $7.99 (Save 50%) Use code DEAL
http://shop.oreilly.com/product/0636...

I saw OReilly tweet that they were having a sale on the DF book today. Phishposer reminded me that you all might be interested.

I've been catching up on the latest patch notes.

relevant designation jobs use the nearest square instead of starting at top left

This has been a bug FOREVER, glad to see they finally fixed it. So much has changed in the past couple versions that I need to relearn everything again. Particularly mining and hauling.

Tamren wrote:

So much has changed in the past couple versions that I need to relearn everything again. Particularly mining and hauling.

What did they do with hauling? Mining they just made the drops random rather than based on skill?

The introduction of carts has me interested in reinstalling, but I have no idea what they do.

Caddrel wrote:
Tamren wrote:

So much has changed in the past couple versions that I need to relearn everything again. Particularly mining and hauling.

What did they do with hauling? Mining they just made the drops random rather than based on skill?

The introduction of carts has me interested in reinstalling, but I have no idea what they do.

Basic changes that I've noticed:
Hauling: Wheelbarrows and carts.
Mining: Drop rate drastically reduced, but now when you make a stone block you get four or five from a stone, so there is less clutter but the same amount of working material with a tiny bit of processing.

I have to read the patch notes again but from what I gather the drop rate of stone is no longer linked to miner skill. Higher skill still mines faster though. This is a great change because you ended up with far too much waste stone just clearing space before. And now that we can make blocks we have about the same amount of building material.

Well, you always could make blocks, but there was rarely a reason to do so. I think you needed blocks to make wells, but that's all I can think of, offhand.

Malor wrote:

Well, you always could make blocks, but there was rarely a reason to do so. I think you needed blocks to make wells, but that's all I can think of, offhand.

Blocks could be stacked in bins, unlike raw rock/ores, was a nice way to clear the clutter, provided you never intended to move those bins, ever. Now, to move a bin full of blocks, that takes a lot of time.