Gaming Steve Message Board

Games, Games, and More Games => PC Games => Topic started by: Eagleon on August 16, 2006, 02:53:38 pm

Title: Dwarf Fortress - A Roguelike and much, much more
Post by: Eagleon on August 16, 2006, 02:53:38 pm
Links and helpful information about Dwarf Fortress:

http://www.bay12games.com/dwarves/ (http://www.bay12games.com/dwarves/)

Updated version with graphics:
http://mayday.w.staszic.waw.pl/df.htm

Dwarf Fortress Wiki (http://df.magmawiki.com/index.php/Main_Page)

Penny Arcade tutorial (http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/) as posted by Daxx (http://www.gamingsteve.com/blab/index.php?topic=6350.msg682356#msg682356).


An absolutely incredible garage-game, completely free, released on the 8th. In my opinion, it's on the same level of fun as Spore will be (and this is just a very early alpha!), although it's focused in a different direction.

Be warned: Its graphics are not for everyone. There is very heavy use of extended ASCII, although in my opinion Toady has done a great job with it. In addition, its learning curve is quite steep, at least for the fortress mode. World generation also takes a very long time - over an hour on my 400 celeron, and I've been very lucky so far with the number of rejected regions. But before you toss it into the recycling bin in frustration, listen up.

This game has tremendous depth, and it will only get better. If you want comparisons to existing games, think The Sims crossed with Dungeon Keeper and Settlers 2, with a bit of Nethack thrown in.

Adventurer mode is likely to be of the most immediate interest for roguelike fans - it's pretty barebones at the moment, but you can play an elf, human, or dwarf, and wander around in the world you've generated, creating legends by vanquishing and being slain by foes. You can hire a few others to go with you - this is generally recommended. The damage system is hilariously gory, and you can wrestle with your opponents to do things like eye-gouges, choking, breaks, and twisting of weapons that have become stuck. More is planned for the first version after alpha, such as the craft skills already in place in the regular game.

On to the meat of the thing. Your primary goal... Well, there really isn't any goal, per-se, besides keeping your dwarves happy.

Dwarves will be made happier by any number of good things - they'll appreciate having good furniture, will be comforted by pets, and each has a list of things they enjoy, such as material types, animals, and foods. To offset this, they will be made less happy by things like going without alchohol for extended periods (the little guys like their drink!), being attacked, getting caught in nasty weather such as snowstorms and rain, seeing their brethren rot without coffins, and much more. If your dwarf gets too irritated, he will throw tantrums and start fist-fights, which will make them happier at the expense of their targets. If a dwarf gets unhappy enough, he runs the risk of going berserk, trying to kill everything in his path, being stricken with depression, where he'll sit in an available bed and sulk, or simply going insane. As in a later game you might have upwards of 80 dwarves, it's a challenge to manage their needs, but if you keep a good food stockpile and give them places to rest, you'll find that they're relatively reasonable when dealing with setbacks.

While the mood simulation is impressive enough by itself, it wouldn't be nearly as interesting if there weren't so many things to do:

- Dig to obtain precious gems and metal ore, crossing a subterranian river and bottomless chasm, eventually reaching a lava flow, which you can use to negate any need for coal for your furnaces and forges. As you dig deeper, however, nastier monsters will appear - eventually, your fortress -will- deteriorate and fall, as balrogs and dragons start to appear.

- Make trap systems of great complexity - set up cage traps around your well to catch the critters that often decide to crawl up. Place a support beam in a large enough room, possibly your treasury, link it to a pressure plate in the entrance, and enemies will be buried in tons of rock upon entering. Made a weapon, of any sort? Use it in a weapon trap. Build floodgates, channels, and aqueducts to divert water or lava to flood a room or block critters that are  logically impeded by them (be careful to place doors between the room and the rest of the fortress, or else the whole place will be flooded). Make levers to control bridges, floodgates, and supports. You can link up any number of them, alongside pressure plates and such, in any way you choose. There was more, but I forgot. :)

- Use the floodgates and channels to make farms for your dwarves - an essential source of food, especially after your fisherdwarves stop pulling in enough to feed everyone. Fertilize fields with potash made with lye in the Ashery, and define what to grow every season for each plot.

- Make wood, stone, metal, and bone crafts to trade with caravans from human, elf, and dwarf alike. Decorate these with jewels, bone, shell, and metal - your craftsdwarves will often inlay them with images of the creatures, trees, and plants they like with whichever material you choose. As dwarves become more skilled, they will create better quality items, which fetch higher prices. Masterpieces and artifacts are possible, though the latter depends on mysterious trances which might drive the dwarf insane if you can't get the materials you need for their work.

- Nobility! As your fortress grows, they start to move in, like so many leeches. They are not without their uses, however - your metalworkers can create coins, which are distributed amongst your dwarves, and items are then ownable. In essence, an economy develops.

And much more.

Toady One (the head programmer) is a coding machine, and a PHD in mathematics to boot - I have never seen anyone blaze through so much in such a short amount of time, while still keeping things extendible. It's been under development for at least two years. If you compare that to nearly any other game, most of which have multiple coders working together, the results are truly impressive. This guy has serious vision - take a look at the development section, and you'll see what I mean.

If you're the type to look for moddability, this already has it, although not to the extent planned.  Please don't bother Toady too much with questions, however, and omit bugs that come up while exploring what's there. He's got a lot on his hands as it is without worrying about crazy problems with your flying fire-breathing "dwarves". ;)

Other than that, there is a very active forum (scarily active, now that Something Awful has a topic going on it. A bit disconcerting when you're used to maybe one or two posts a day :D) Many questions have already been answered there. If you can handle a bit of frustration with the interface, and some job priority issues, this is truly a gem.

Cheers! :)
*goes back to mismanaging his dwarves*
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on August 16, 2006, 03:11:17 pm
Eurgh! Disgusting graphics alright... come on, Ivan had rudimentary graphics and it was free too. I think theyre just doing it out of nostalgia
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: HolsteinCow on August 16, 2006, 03:32:18 pm
I love this game, i led an attack on a goblin fortress with 5 other elves, but i only killed one goblin :(

Everyone please send out your prayers to the Dwarves of Mountainpanther in The Mighty Horn.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Eagleon on August 16, 2006, 03:43:39 pm
It'd be time-consuming to make tiles that weren't uglier than what's already in place, and difficult to make IVAN-like graphics (which, IMO, were pretty advanced for a roguelike, what with material colors and such). You can have as many bodyparts as you wish, and all of them come into play in combat. There are also a lot of non-humanoid monsters. The previous Armok was full-3D, and actually simulated bodies through definition files, but it sort of collapsed on itself, unfortunately.

You have to look at it right to see the sense in some of the symbols, but it isn't arbitrary. The screenshots are also inadequate for conveying the feel of the graphics, as much of it is animated. It wasn't really an option to keep it to 128 characters, in any case.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: cpugeek13 on August 18, 2006, 01:33:24 pm
I gave this a quick try last night and though i was impressed by it, theres a couple things that really turned me off (and no, I think graphics are fine):

-Learning curve. Theres not nearly enough documentation for this game (or at least not that i've seen). I read over the stuff in the help screens but the explanations tend to be vague and general. For instance, for the kitchen building, the help screen says that its for preparing your dwarves favorite meals. What it doesn't mention is what exactly you do with it when its been made. Also, some newbie tutorials with pictures would be really nice.

-Micromanagement. From what i've played, this game just reaks micromanagement. Again, with the kitchen example, from what i understand you have to create each meal individually instead of the dwarves doing it automatically. Its the same with everything. Even fish preparation has to be individually done by you. I could be wrong about all this and someone plz correct me if i am.

-Feedback. Maybe i've been spoiled by modern sim games, but I really don't know what my dwarves want unless i individually click on each one. Where are the graphs or charts or even messages to give me some indication of what i should be doing. Sure, you're supposed to keep you dwarves happy but how do you know that they're happy?

Of course, i've only played it for one night so i'm no expert about the game but i would like it if perhaps someone could direct me to a tutorial or some more documentation that i could read to get a better idea of how the game is meant to be played.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Eagleon on August 18, 2006, 05:10:23 pm
If you hit 'q', to go into the building task lists, there's an option to toggle the repetition of any task at all in most buildings. If a dwarf can't do one of the tasks for whatever reason (usually lack of materials), he'll automatically cancel it. It's best to do this with the fishery at all times, as raw fish will rot quickly.

For the kitchen, it's the same as any other building. Use q and go over until it's flashing, 'a'dd a new task, and then select the type of meal you want them to create. It's best to make them do simple ones at first, since very often a dwarf will abandon the job to do something like drink or eat, and ignore the fact that there is a rotting salmon on the cutting board. ;)

If you've told them to prepare meals, and they're not doing anything about it, make sure at least one of your dwarves has the cooking job assigned to them.

Often, the major complaints are also very general. For instance, if you don't have a well built, every dwarf will be made slightly less happy, as they have to go to an outdoor water source or the cave river. Not having enough beds is also a major complaint, and you can figure this out by how many you've already placed versus the number of dwarves you have running around. Other than that, if a dwarf has good furniture and a bed of his own, food to eat (the screen accessed through the 'z' key shows you food stockpiles), and hasn't been horribly maimed by rampaging werewolves, they'll generally be happy. A few special circumstances might come up, which is why every once in a while you want to look at them individually, but if you've got enough food, the first year or so you might only have one or two tantrums.

Also, if a dwarf gets hungry, thirsty, unhappy, or wounded in some way, they will usually flash an indication, such as a blue down-arrow for thirst, or red + surrounded by gray for a major injury. If you look at what you don't know, usually the meaning of these will become clear in the 'w'ound screen for each dwarf.

http://forums.somethingawful.com/showthread.php?s=1c647bc8266d774c4d7615988f9a4c4e&threadid=2011668 is Something Awful's thread on DF. On the first page, there is a pretty good guide to getting started. The forums at Bay 12 will also help you.

I hope this helps. :)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on August 19, 2006, 02:09:15 am
lol from the screenshots i couldn't really see what was the point...it looked like an old version of pacman  :-\ now I'm gonna try it out XD (gameplay>graphics)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Khaz-Rhoz-Zek on November 30, 2006, 10:19:51 pm
This is truly one amazing game, and what's even better is that it is continually improving.  ;D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on December 02, 2006, 06:28:51 am
Woo... on my 7th or so attempt I finally made a fortress with a functioning farm and got through the first year without any nasty upsets... my first wave of immigrants was absolutely massive on account of the legendary dining hall i had constructed, and as an added bonus one of my dwarfs was posessed and crafted a Legendary Artifact (a weapon rack). So yay.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: stuck on December 02, 2006, 08:22:47 am
I got through the winter on my  second try, but have yet to get a good farm going. Also, I just found out that you need a fishery to eat fish, so I'm going to have a large surplus of food. Also, my immigrants came with about 4 masons, so now they're working on making the whole cavern have a super-detailed floor.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Vivec on December 02, 2006, 10:10:44 am
I think I'm getting the hang of the game. I'm still not sure why I need floodgates, since the river floods enough, but maybe it's because I don't have a large enough plot or something.

Winter's coming soon, and I have like 160 food. ;D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Khaz-Rhoz-Zek on December 02, 2006, 10:47:48 am

Winter's coming soon, and I have like 160 food. ;D

Yar!  8)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on December 03, 2006, 06:14:15 pm
Another day, another Fey mood. My jeweler made a legendary crystal throne. Thatll be usefull if I ever have get some high-ups coming to my fortress.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Vivec on December 03, 2006, 06:24:18 pm
My dwarf went in a fey mood, took some copper ore back to a workshop, sat for a few months, then proceeded to kill all of my fisherdwarves. I locked him in the farming room, and he decided a swim would be a smart thing to do. "Sadly" he could not swim.

Problem Solved!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on December 03, 2006, 06:28:55 pm
fey mood?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Vivec on December 03, 2006, 06:30:21 pm
They'll either make a legendary artifact, (really really good), or, if they can't make it, they'll go around killing your dwarves, (really really bad).
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on December 03, 2006, 06:32:00 pm
So what they go i want to make an awesoem sword... hey wheres the steel screw this *rampage!*
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Vivec on December 03, 2006, 06:33:15 pm
Yeah, that's pretty much it.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on December 03, 2006, 07:15:09 pm
Hulk want to to make awesome items, but Hulk cant, Aaahh Hulk Smash!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on December 04, 2006, 06:21:01 am
Vivec, you should have looked at the menu of the building, itll usually tell you (in a slightly cryptic way) what your dwarf needs to complete the artifact.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Vivec on December 04, 2006, 07:01:53 am
Is the menu where you press "t"?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: stuck on December 04, 2006, 01:50:58 pm
Press q and go over the workshop the dwarf took over. Anyways, my dwarfs have gotten three fey moods. The first I didn't know what was happening so I just let him stay in his workshop, as I didn't need it yet. The second was possessed (same thing, but no skill increase :(), and actually succeeded making his thing. The third was in a fey mood, but I forgot how to view what he wanted, and when I did, he apparently wanted wood (a specific kind, I believe), rough gems, and gems. I had none of those (apart from the wood) and when I did get gems he refused to take them.

No homicidal rampages yet. Suicidal yes, homicidal no.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on December 04, 2006, 07:42:46 pm
Wow if it wasn't for the fact it sound like it would take a year for the world for this game to be formed I'd have a go at playing this.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Vivec on December 04, 2006, 07:59:55 pm
Wow if it wasn't for the fact it sound like it would take a year for the world for this game to be formed I'd have a go at playing this.

Just let it sit for a while and come back later.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on December 05, 2006, 04:39:43 am
Yeah but sounds like if you dont like the way things are going u have to wait for ever again fo it do it all again.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on December 05, 2006, 05:00:33 am
Well, so far both strange moods Ive had (one fey, one posessed) have born fruit: Egenber "Giftsearth" a Diorite weapon rack and something with a really long name which turned out to be a rock crystal throne.

A Dwarf was posessed just before I saved and quit last time and is demanding some sort of rough gems... specific rough gems... I honestly dont see this ending well, and even if it does he wont get that skill boost and immigration is basically at max from the other two artifacts anyway  :-\
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Morslok on December 05, 2006, 05:22:21 am
Yeah but sounds like if you dont like the way things are going u have to wait for ever again fo it do it all again.

That's one of the cool things about the game, once you make a world you'll have plenty of room for multiple attempts at fortress making, and if your fortress falls it sticks around and you can try to reclaim it from the baddies who took over, or explore it in adventure mode.  You won't have to recompile the world unless you really want to.  Got mine compiled in around 25 miuntes on an AMD athlon 64 3000+  Attempt number 101 turned out to be the magic number.  I haven't actually played the game yet, but I will definately give it a try when I have time.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on December 05, 2006, 06:24:34 pm
keep in mind my home PC has 224MB of RAM in it calculating 2 plus 2 on that thing takes the better part of the month.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Vivec on December 05, 2006, 06:42:36 pm
keep in mind my home PC has 224MB of RAM in it calculating 2 plus 2 on that thing takes the better part of the month.

I know how you feel. I've got 256 MB, and it's hella slow. Just let it do that while you're at work or something.

Keep in mind there's a second phase, which might take longer.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on December 05, 2006, 07:16:06 pm
yeah Well I'll see might do it after xmas maybe or something see if i get some PC upgrades.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Khaz-Rhoz-Zek on December 05, 2006, 08:41:02 pm
ToadyOne, the creator, intends on reducing the world generation times signifigantly soon.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Morslok on December 05, 2006, 09:47:36 pm
By the way, the creator actually considered the fact that some people might not be able to, or want to take the time to, compile their own worlds, that's why there are several available for download.

This is the link to the file for the newest world. 7.6MB
http://www.bay12games.com/dwarves/worlds/i_anur.zip
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on December 07, 2006, 04:32:49 pm
I really like this, but it loses its appeal once you start to get immigrants that do little more than suck up your food stores. I just liked it better with a handful of dwarves that you knew inside out, that worked really efficiently and that you could keep good track of. The first year plays out great, but once your numbers start to grow I think it just loses its edge. With smaller numbers I got to invest more of myself into them, like watching little stories unfold. Yeah, its all just ASCII stuff, but you actually care about your core squad, when a single death can seriously set you back, as opposed to having a hive of dwarves, who all end up being pretty disposable. My first flood, which they all managed to survive (even a cat, who was trapped in the butchers corpse storage, who got to the one unflooded tile in the corner). My poor crippled tinkerer (craftman+engineer) who had a mangled lower torso after getting 'interrupted' by an elephant, who after a season of being fed from a pouch, managed to stay conscious for long enough to stagger out of bed to construct a bridge he seemed pretty set on, despite lapsing back into unconsciousness like clockwork, every half-minute, even though I turned off all his assigned duties. My first frogman ambush, which was defended by a single farmer who went into a rage after they splattered his pet dog on a wall (chasing the last one into the river on a broken leg). My ranger-in-training, stalking a deer whilst unknowingly being stalked by a pack of wolves, ended up clubbing them to death with her crossbow, then crawled home through the rain. The cat who caught a rat, and took it into the temporary living quarters where everyone was asleep, which started to smell after a little while, and left everyone feeling nausious when they woke up.

Oh, how sentimental I get over ASCII characters...
Still, for things that im certain arent pre-scripted, its great how things can play out. Interpretation required.
So, uh, what was my original point again? Oh yeah. Dont do drugs. Stay in school.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on December 07, 2006, 07:53:05 pm
Yeah this is what happens if u do drugs you to identify with letters on your keyboard.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on December 09, 2006, 07:25:49 am
He's right. It is better with a small hardcore... when the first wave of immigrants arrives and its twice as large as your orignal population the game changes. You have to start frantically trying to provide enough food for them all, not to mention living space, and at any given time about 20 of them are idle because they all came with totally useless skills... I honestly dont need the skills of 6 animal trainers and wood-crafters. Who even bothers with wood crafts anyway?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: stuck on December 09, 2006, 06:38:01 pm
Woodcrafters can make chairs and beds for the umpteen hundred immigrants you eventually get. I wonder if the game designer will ever put a "lock borders" button on there, or the ability to construct a multi-billion dollar high tech fence complete with pressure traps and the like.  ;)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: HolsteinCow on December 09, 2006, 08:23:57 pm
Woodcrafters can make chairs and beds for the umpteen hundred immigrants you eventually get. I wonder if the game designer will ever put a "lock borders" button on there, or the ability to construct a multi-billion dollar high tech fence complete with pressure traps and the like.  ;)

until then you'll have to settle with death camps
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on December 10, 2006, 08:24:26 am
I've found that assigning all the (otherwise useless) immigrants to a military squad, and using them as a suicide wrestling blitz team for food gathering works wonders. Those who die are no longer sucking up resources, those who survive a few encounters might actually be worth training and posting as guards. Its also pretty good to turn off the hauling and cleaning duties of your main core of dwarves, then use two of the newcomers for nothing other than item hauling. Once your fortress is cleaned up and you have your stockpiles in order, you can set them to do a spot of fishing at the underground lake until your makers have made a mess again.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on December 10, 2006, 09:00:56 am
Wow....i'm generating a world right now, and I can tell this is gonna take a while...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on December 10, 2006, 09:22:03 am
Woodcrafters can make chairs and beds for the umpteen hundred immigrants you eventually get. I wonder if the game designer will ever put a "lock borders" button on there, or the ability to construct a multi-billion dollar high tech fence complete with pressure traps and the like.  ;)

Nope, thats carpenters. Woodcrafters make crappy trinkets out of wood for trading with humans.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on December 10, 2006, 10:04:32 am
this...confuses me.

How do i get food? I've figured out mining...but that doesn't really help me...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on December 13, 2006, 06:39:43 am
(http://i111.photobucket.com/albums/n125/Krakowsam/stupidcage.png)

This cage will not be seen by anyone but its maker until The King arrives from the mountainhomes!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on December 13, 2006, 03:02:37 pm
Seriously though. My dwarves mine.. and that's it. i think they'll starve. Of course, i only ran the game for 15 minutes...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on December 13, 2006, 09:08:50 pm
this...confuses me.

How do i get food? I've figured out mining...but that doesn't really help me...
Reading up on some of this stuff will really help you out:
http://dwarf.lendemaindeveille.com/index.php/Main_Page

You'll need to restart your fort a good few times to get the swing of things (and keep botching attempts until your fortress finally holds together). You can set someone to hunt for food, but you'd need a butchers shop to shred it before you eat (before the corpse rots too). You could set up a farm plot and plant seeds, harvesting them after a while automatically, which is your main source of food later on, but this requires muddy ground to plant in (which means either farming only after the underground river floods, or setting up floodgates attached to levers and so forth). You could trade for a little extra food from the autumn trader caravan in the first year, but they'll only bring so much to buy (which you'll still need to trade for with stuff you make).

The link will help, but you'll have to do a bit of reading. Make use of the search bar, and perhaps look up some of the in-game help too.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Vivec on December 24, 2006, 02:49:44 pm
Holy crap, ironyx3.

So, my miner randomly gets taken in the secretive mood, and he proceeds to build an obsidian door. Which he carries around with him all the time. Apparently Mining is a crafting skill, because he got boosted to legendary in it. Anyway, because he was legendary in mining, I wanted to see how well he could use a pick in combat. I put him in his own little squad and he immediately got owned by the nearest elephant, due to having the stupid door weighing him down. Not only that, but engraved on the door was the image of an elephant striking down a dwarf.

(In case you missed the irony, here it is. He wouldn't have fought the elephant if he hadn't had the door. Even if he had fought one, he might have one because he had the door with him. And he pretty much engraved his own death into the door.)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on December 24, 2006, 03:19:00 pm
OMG clairvoyance.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on December 24, 2006, 03:38:26 pm
Would that mean his creature was psychic?  ;)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Vivec on December 24, 2006, 04:46:14 pm
Anyone know why my cage traps didn't catch either of the two thieves that came into my fortress? They're both loaded with cages, and the thieves walked right on top of them both without anything happening.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on December 25, 2006, 12:11:33 pm
I think they still have a chance to avoid them, its just numbers.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: stuck on December 25, 2006, 01:39:59 pm
Anyone know why my cage traps didn't catch either of the two thieves that came into my fortress? They're both loaded with cages, and the thieves walked right on top of them both without anything happening.

Same thing happened to me a few times.

How often do enemies spawn from the magma river? I'm debating whether to wait until I have a strong army and open it up for a magma smelter or to just dig their right away.

And I have hematite and coal, in case you are wondering (for steel).
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on December 25, 2006, 02:19:56 pm
Yeah, dig to the magma river. The monsters spawn pretty infrequently, and as long as you have a few traps you wont have any problems.

It is SO worth it, especially if youre lucky enough to have a legendary furnace operator as the result of a fey mood, you'll finally be able to get rid of all that ore in your stockpiles and fill them up with bars instead :D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: stuck on December 25, 2006, 08:06:41 pm
Yeah, dig to the magma river. The monsters spawn pretty infrequently, and as long as you have a few traps you wont have any problems.

It is SO worth it, especially if youre lucky enough to have a legendary furnace operator as the result of a fey mood, you'll finally be able to get rid of all that ore in your stockpiles and fill them up with bars instead :D

Yes, I do have a legendary furnace operator.  8)

I'm thinking of making a very large (read: low quality) map of my fortress. I'll probably crop out my mining shafts which stretch for a hundred or more spaces (I was looking for hematite, plus I had a legendary miner).
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on December 26, 2006, 09:35:42 am
My furnace operator was churning out so many brass bars that the haulers coulnt keep up and the smelter got cluttered in the space of about 30 seconds. My metalsmith was working flat out making bins out of the brass to store all the surplus bars in :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Vivec on December 26, 2006, 01:10:27 pm
I'm proud of myself. I got a peasant with no military skills up to an Accomplished Marksdwarf. He pwns elephants now.

Edit: Freaking cave crocodiles. One of them took out half my population before randomly getting killed. The military is fine however, because they didn't do anything despite me activating them and stationing them near the crocodile.

In other, happier news, my Marksdwarf is now a Master and an Elite Marksdwarf. Killing unicorns is great.

In more happier news, I got a Legendary Furnace Operator due to him making the longest named scepter in existence.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on December 26, 2006, 10:21:18 pm
does anyone here ever dabble with adventure mode?

i made a bunch (they all died, and i made new ones once they did)of people full wrestling skill (human city..town..thing) and went to an inn and broke the limbs of people in rooms, and then they didn't die, so i threw water at them and they exploded in a pile of gore...which was weird. then i went outside, took 3 steps and was killed.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Vivec on December 27, 2006, 12:18:55 pm
I tried adventure mode out, but I didn't like it nearly as much as fortress mode. I also didn't try wrestling, due to not knowing how it worked. I did have fun hacking limbs off with swords though.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on December 27, 2006, 02:00:19 pm
Wrestling is fun.

Basically you go next to an enemy (or friend, if you want an entire civilization to turn on you) and hit shift+a. then hit enter, and a to confirm. Now it takes you to a list. if you grab the throat (i think it's with any arm part) you can go into a choke hold and strangle them. Grab anything other than the head or lower/upper body and you can do a joint lock and injure the join. Grab the head with a free hand (Drop a shield or weapon if you don't have one) and you can gouge the eyes, impairing their throwing ability...or just for the fun of it.

Internal organ damage causes vomiting and bleeding. Once i made someone vomit a lot, they passed out and suffocated.

I think pinching wakes unconscious foes.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Little on December 27, 2006, 04:08:01 pm
I got a couple questions. I havent downloaded the game yet but it sounds fun. Here are the questions:

1. Is this game text-based? IS there graphics or is it all text?

2. What are the requirements? I have a decent PC with 512MB of RAM and a decent graphics card. I got a Windows XP 2003. Will the game run?

3. Any viruses in the file? I don't want my computuer to die!

4. ESRB rating? T or M? I got a little brother and I wanna know if he can watch over my shoulder. He is 13.

Thanks!  ;D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on December 27, 2006, 04:12:53 pm
1. All text... well, there are little custom smiley faces to represent Dwarfs
2. It'll run, world generation is slow on any machine though. Luckily you only need to do it once.
3. Not that Ive noticed. Its clean.
4. There are some reasonably graphic descriptions of violence (you rip his arm off, it streams a trail of blood etc) but no pictures or anything. I doubt he'll want to watch anyway, most people are turned off by the lack of graphics.

Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on December 27, 2006, 04:41:38 pm
Quote
4. There are some reasonably graphic descriptions of violence (you rip his arm off, it streams a trail of blood etc)
Only if you play adventure mode, but the main of the game comes from "fortress" mode.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on December 28, 2006, 07:45:29 pm
I got a couple questions. I havent downloaded the game yet but it sounds fun. Here are the questions:

1. Is this game text-based? IS there graphics or is it all text?

2. What are the requirements? I have a decent PC with 512MB of RAM and a decent graphics card. I got a Windows XP 2003. Will the game run?

3. Any viruses in the file? I don't want my computuer to die!

4. ESRB rating? T or M? I got a little brother and I wanna know if he can watch over my shoulder. He is 13.

Thanks!  ;D


4:I'm 14, i'm ok with it...but yeah, depictions (all text) of violence in adventure mode.

And make sure you read the help files and read some of the wiki. It's a bunch of help. and looking at key bindings is good too.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on December 28, 2006, 11:09:37 pm
And make sure you read the help files and read some of the wiki. It's a bunch of help. and looking at key bindings is good too.

He's not kidding, either. I'm normally pretty good with interfaces, but I spent ages trying to work out the most basic things, because the control scheme is really unintuitive.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on January 02, 2007, 05:37:21 pm
sorry to revive this topic (you should thank me because this is a great game) but sorry...
im posting because i had some questions about the game....ive tried the wiki etc. but they dont offer me the help i need.
here are teh questions:
how do i kil those damn cows/horses. im flooded with farm animals and my hunters are not intrested in them and my butchers just walk past them so how the hel do i kil those things...

and secondly...how make the furnace work...it says i need coke or something but where can i get that?

would really help if you guys could elp me out  ;)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on January 02, 2007, 05:42:01 pm
Animals: Press Z to bring up the status screen, then go to the 'animals' subscreen. then just designate the ones you want for slaughter (you'll need a butchers shop and a Dwarf with the butchery labour enabled)

Furnaces: Youll need to build a wood frunace, and designate it to burn wood to make charcoal. better yet, dig deep, past the cave river and the chasm, youll get to the lava river. Then you can build magma smelters and forges to make stuff without needing fuel. Make sure you defend them well with traps. The river spawns various fire monsters (dont worry, weapon traps will kill them)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on January 02, 2007, 05:50:57 pm
thanks that helps allot...

anyways is it normal that rondom npc`s come allong to your neigbourhood and kil some unicorns....and then they die spling blood al over your river?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on January 02, 2007, 05:58:13 pm
They were probably caravan guards that came in with a load of mandrill meat and plump helmets from the mountainhomes
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on January 03, 2007, 08:53:45 am
i need help with farming...how do floodgates work, just wondering? Something with the channels...?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on January 03, 2007, 09:54:48 am
http://dwarf.lendemaindeveille.com/index.php/Irrigation

The wiki is your friend, my friend. Use it wisely.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on January 03, 2007, 11:24:17 am
and how do i use itams that dont have like..q commands? if i place a kabinet its there and it doesnt have any commands so i cant remove it ...another question how do i remove items from inventory? i had a guy have a fey mood and he made a super mechanism....and he is holding it at al times making him really slow...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on January 03, 2007, 11:29:19 am
If q doest work then t is usually what you need.

As for the second question: You dont. That would be controlling the Dwarfs directly, which would rather detract from the game in my opinion. Apparently an artifact carrying dwarf will hold on to it for five years or until they die, whichever is sooner. Ive never seen one pass the five year mark and drop it though.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on January 03, 2007, 11:32:06 am
so i should be happy he didnt make a gold life size elephant statue?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on January 03, 2007, 12:36:06 pm
Yes. Yes you should.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on January 03, 2007, 02:53:21 pm
another thing: i got nobles...i gave m everything they want but til now there stil pretty useles...and the only attack that i had where 3 frogmen and i have found the magma waaaaay back in time so maybe i have a peaceful mountain.....
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: stuck on January 03, 2007, 03:09:50 pm
Same thing happened to me. Inside it's peaceful... But then the goblins start coming *shudders as he is reminded of the day a goblin horde came inside and killed at least 20 dwarves*

Any tips for building up an army? I've decided I need to place dozens of traps on the entrance, but has anyone else gotten this far?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on January 03, 2007, 04:17:09 pm
wel once i got some immigrants who where marksdwarves so they protect me pretty well...and now i have another 15 immigrants that brings me up to 52 dwarfs and i only have 36 beds :S i think i need a horde of goblins because its so messy in the main hall i cant see what anybody is doing because they al walk trough eachother....i might post some screens later

and what i hate the most is that a cant make a magma furnace because i havnt found steel yet...(do i have to place the furnace beside the magma because the magma river is a lot of screens away from civilazation
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on January 03, 2007, 04:22:59 pm
Same thing happened to me. Inside it's peaceful... But then the goblins start coming *shudders as he is reminded of the day a goblin horde came inside and killed at least 20 dwarves*

Any tips for building up an army? I've decided I need to place dozens of traps on the entrance, but has anyone else gotten this far?
Just use traps. Weapon traps will negate the need for an army, and they basically multiply themselves since you can use the weapons of the goblins you just smooshed to build more traps.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Vivec on January 03, 2007, 05:11:48 pm
I think I did some pretty dumb stuff with this mountain. I decided to dig all the way to the magma, and screw the consequences. Unfortunately, my first miner died when the cave river originally flooded, but everyone else made it out alive. The second one died when the magma river flooded, which sucks. Winter is here now, so maybe I'll get some damn miners, although I doubt I'll get many because I only gave the caravan one obsidian sword.

At least I've got plenty of food, due to farming in the main hallway after the flooding.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on January 03, 2007, 05:28:56 pm
ha i got it aaaaaal under control. never EVER wil some dwarf die by flooding :)

and my river never flooded when i got there....when i got further i found a crack so i build a bridge and even further was the magma that didnt overflow either....i dont have any rooms/storages or anything called civilazation behind the crack and only a smal room with a well behind the water river....
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on January 03, 2007, 05:56:13 pm
Ok what happens if the river flows into the Magma?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on January 03, 2007, 06:05:36 pm
it cant its to far away and there is a crack between them

btw is it posible to redirect the river with a dam or something
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on January 03, 2007, 06:10:08 pm
I was going to sy if you set up flood gates or something then can't you redirect the flow and stuff?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on January 03, 2007, 06:14:10 pm
tomorrow im gonna try if i can stop or redirect the river with floodgates
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on January 03, 2007, 06:24:52 pm
Well be sure to report on what you manage to achieve.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on January 03, 2007, 06:30:24 pm
i will expect screenshots of the atempt and of my fort
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on January 03, 2007, 06:47:04 pm
If I get time I'll finally play this game I downloaded it and went through the whole loading a map but i stufed soemthing up and the game started freezing so i had to uninstall i might have to fix it up again and re install and go through some of this game.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on January 03, 2007, 06:51:01 pm
while its making a map its a good time to reed tuto's
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on January 03, 2007, 06:55:48 pm
Ok what happens if the river flows into the Magma?

Steam happens. Deadly, deadly steam.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on January 03, 2007, 07:22:50 pm
I would have thought thats would happen. Is there away to make use of that in anyway. if you can impliment turbines and some how direct the steam you could get electricity i guess. Just dont steam up the dwaves lol either that or make a sauna.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: stuck on January 03, 2007, 07:33:59 pm
Or you can make a magma channel flow into the chasm and kill all the chasm creatures! :evil smiley:

I logged in just to post a screen:
(http://i76.photobucket.com/albums/j8/PLSaari/slaughter.jpg)

I only have 120 Dwarves now.  :'( :'( :'(
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on January 03, 2007, 07:44:00 pm
Nice just hope there isn't anything in the chasm you need. Unless you can open and close flood gates to control stop it flowing into the chasm then u just open and close them to control the direction. be a great defence though setting up traps that control the direction of the flow a monster walks along a path trips a trap and a magma flow whipes him out.

Although i guess resetting the traps would be a bitch.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on January 04, 2007, 01:25:26 am
Or you can make a magma channel flow into the chasm and kill all the chasm creatures! :evil smiley:

I logged in just to post a screen:
(http://i76.photobucket.com/albums/j8/PLSaari/slaughter.jpg)

I only have 120 Dwarves now.  :'( :'( :'(

what happend? looks like a massacre
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on January 04, 2007, 09:10:53 am
sorry about the dubble post but whatever.

im not going to post any screens because i abandoned my fort...the problem was it was to big in a small area everything had just a small space and it became hard to expand so i just started over....i tried the floodgates but you can only put it aside the river and not trough it like a dam...you can make a floodgat conected to a presure plate and anyone who walks over gets flushed away
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Vivec on January 04, 2007, 01:21:46 pm
My metalsmith was possessed the other day. So, instead of heading towards the nice shiny forge, he sits around outside. A month and a half later, I realized he was still out there and wanted a magma forge. Quickly, I had to dismantle my old forge for the anvil, dig out space for another one, and build it. He goes and makes a gold bracelet which is very nice and all, but I didn't get a freaking legendary dwarf.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on January 04, 2007, 01:51:36 pm
Ok. This. Is. Important.

My dwarf took over my metalsmith's shop. Stupid descision on my part, all the workshops are in one big room. Problem two. I need leather. How do i get this? Butcher a mule and get a tanner to tan the hide?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on January 04, 2007, 02:06:06 pm
Yup, or trade with the hunams.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on January 04, 2007, 02:51:17 pm
why the hell does a magma forge HAVE to be made out of steel....i never find steel
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Vivec on January 04, 2007, 03:03:03 pm
Steel is hella complicated to make. First you make some iron bars, then pig iron, then finally steel. There's a recipe somewhere on the DF wiki, but I don't know what it is off the top of my head. I know it uses iron, limestone, and coke though.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on January 04, 2007, 03:06:47 pm
I know it uses iron, limestone, and coke though.

Can you substitute Pepsi?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Vivec on January 04, 2007, 03:08:16 pm
I know it uses iron, limestone, and coke though.
Can you substitute Pepsi?

I think so, good luck in hell making some though. That recipe is even more complicated than steel.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on January 04, 2007, 09:04:14 pm
The bonus is that the wounds you inflict with pepsi-tainted weaponry taste delicious, whilst also leaving them sterile.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on January 05, 2007, 04:17:04 am
you have to put it on the enemy`s weapon or you would help the enemy....anyway how do i make coke? XD
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on January 05, 2007, 04:45:57 am
check the wiki, foo'!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on January 05, 2007, 06:18:07 am
well at least i know that i dont have to rush to the magma because i first need to find steel and pig steel...what the hell is that name anyway...like a pig poops out steel or something


http://dwarf.lendemaindeveille.com/index.php/Chasm

hahaha i like the lava strategy

http://dwarf.lendemaindeveille.com/index.php/Steam_Defense

and this one is just to much work....its cool but it doesnt stop deamons and you need to do to much to make it work...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Vivec on January 05, 2007, 01:39:40 pm
On the wiki, they have a couple of "Bloodline" games going. These are sort of like that one civilization play by email game that never really worked. Basically, someone plays it for 2 seasons or so, and then someone else comes and plays it, and so on. You sort of have to RP, and you can make other rules and things up too.

Do you think we could start one?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on January 05, 2007, 02:42:55 pm
wel it sounds fun but that means i cant play al the time...and i have to deal with your stupid decicions :P

but anyways is there any way to make a space solid? for if you cut out a wrong space or if you want to make a wall?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on January 05, 2007, 02:44:27 pm
I think there's a build menu option for columns...not too sure though.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Vivec on January 05, 2007, 02:46:58 pm
I think there's a build menu option for columns...not too sure though.

There's supports, but I would use floodgates for a wall. They don't need architecture or anything like that. Just need to be built.

wel it sounds fun but that means i cant play al the time...and i have to deal with your stupid decicions :P

That's kind of the point.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on January 05, 2007, 02:52:13 pm
is it posible then to run two games? since there is only one save file....
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on January 05, 2007, 04:54:32 pm
You can run two. I dunno about opening the game twice and running two different ones at the same time, but i know you can have more than 1 save. Just create a new world.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Vivec on January 05, 2007, 06:56:03 pm
So, Gungnir, are you interested?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on January 05, 2007, 08:12:03 pm
Sure. I dunno how much good i'll be though. I can sure try. And we take turns every 2 seasons?

I am not a winter person...i would butcher all the pets/animals (well...some of the ones that there are 2 or more of the same sex) first. Then hold it tides them over....
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Slartibartfast on January 05, 2007, 10:00:55 pm
I just downloaded this.  Can someone edit the link to the wiki into the first page of the thread for convenience?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Vivec on January 06, 2007, 04:17:18 pm
Annoying story: An injured giant toad ambushes someone, (a high master miner who owned the toad a little bit before running in terror). So, I have my axedwarf come over to kill it. Meanwhile I'm getting a whole bunch of cancellation messages, due to the fact that the toad is unconscious on my only bridge over the cave river. My axedwarf decides to stop and take a drink at the waterfall. Mooooore error messages. My axedward runs over and hits the toad INTO THE WATER where it can survive happily and can't get hit by anyone. (No marksdwarves) The toad is still unconscious, so it can't come back on the bridge to get killed. Finally, after regaining consciousness for a second at a time, it makes it's way to the bridge so my axedwarf can kill it.

Long story, whew.

Also, Slarti, if you need the link it's: http://dwarf.lendemaindeveille.com/index.php/Main_Page

I bookmarked it.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on January 07, 2007, 11:16:41 am
ok so i made this pretty awsome defence system just before the chasm....


(http://i136.photobucket.com/albums/q169/Celdur/defencedwarf.jpg?t=1168196794)

on the right is tha chasm with 2 bridges over it then there is a free space where the monsters HAVE to go over to get to my living space

than you have my barracks with the eastern and southern walls totaly fortified so that any markdwarf that are in my barracks can shoot trough the holes to any spawning creatures....the beasts must go trough the door on the southeastern end of the barracks and if they manage to break it before the die the have some more doors to break and they wil be shot all the way til the last door....if ANYTHING survives that massacre my axedwarfs wil hopefully finish them and if even that doesnt sucseeds i can raise the bridge to the west....i wil plant some traps in the ''door rooms'' to so that they wil have an even less chanse on survival ^^
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: stuck on January 09, 2007, 02:21:46 pm
[snip]

what happend? looks like a massacre

It was a massacre. Upwards of 30 dwarfs died. I'll be sure to post the next one.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Henqix on January 09, 2007, 03:01:12 pm
(http://i106.photobucket.com/albums/m256/Henqix/local_map-1-1058-24854.jpg)
My fortress.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on January 10, 2007, 07:51:05 am
how do you zoom out like that?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Henqix on January 10, 2007, 08:04:18 am
It's just the forum resizing the image.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on January 10, 2007, 08:05:28 am
lol no i mean that you have your whole fortres in 1 view....
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Henqix on January 10, 2007, 08:12:30 am
lol no i mean that you have your whole fortres in 1 view....

Aha. If you press esc you can choose export local BMP which will give you a screenshot of your entire fortress.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: stuck on January 11, 2007, 01:06:25 pm
After messing around with the creature.txt file, I got this:

(http://i76.photobucket.com/albums/j8/PLSaari/WarCat.jpg)

FEAR MY MIGHTY ARMY OF WARRIOR CATS!

Next, I'll have war horses.  :)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on January 11, 2007, 01:13:48 pm
Don't forget war groundhogs :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on January 11, 2007, 01:48:18 pm
hahaha :

(http://i136.photobucket.com/albums/q169/Celdur/dwarfowned.jpg?t=1168552043)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on January 11, 2007, 03:34:31 pm
Hah. I once broke all the limbs of a child, then took his loincloth and threw it at him..his "Lower body explodes in a lump of gore!"

I did it with water once... "The spinning water hits the stray mule in the head"
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: stuck on January 11, 2007, 04:08:44 pm
My Glorious Fortress:

(http://i76.photobucket.com/albums/j8/PLSaari/local_map-1-1063-38321.jpg)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on January 21, 2007, 09:26:43 am
This thread cannot...die!

When people take pictures of their fortresses, a lot of times i see that from left to right it goes from meager little hole in the wall..goes past the river and then the chasm, and THEN they have a fortress.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on January 21, 2007, 10:01:40 am
wel one entrance is kinda for safety....and in the begining you have beds en workshops....behind that you get HUGE storages and some secondary workshop`s etc.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on January 21, 2007, 10:55:23 am
I normally put my storage outside..well, for logs, rocks, and minerals. Logs because the tree chopper doesn't have to walk as much, and minerals and rocks because...well, I like the fortress without rock and mineral stockpiles.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: stuck on January 21, 2007, 02:12:31 pm
Most of the substance in my fortress is actually between the river and entrance, since that's where all the workshops are. Past the chasm I'm beginning to develop a lot of workshops too. However, the really large spaces you see are not storage areas, but instead noble rooms. :) I treat them very very well.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Lualmoba on February 14, 2007, 09:23:20 pm
I think they are working on an update that will make the mountains not have to be just from left to right, but actually have a random shape.

Here are some screenshots:
Click (http://www.bay12games.com/dwarves/imgs/local_map.PNG)
Click (http://www.bay12games.com/dwarves/imgs/local_map3.png)

It seems like you will be able to have mini-fortresses in the areas where a part of the mountain is separated from the main part.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on February 15, 2007, 01:02:55 am
omg thats awsome
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Henqix on February 15, 2007, 02:08:59 am
Wow! I hope this comes out before I start my next fortress.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on February 15, 2007, 05:13:41 am
damn, I can't wait until they release that arc. So much better than the boring heating, boiling and melting updates they did... they really dont have any effect on the gameplay beyond giving people frostbite on cold maps.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Lualmoba on February 15, 2007, 08:31:37 pm
Wow! I hope this comes out before I start my next fortress.

I doubt it since he said that it's far from being playable right now.  :(

So I guess we still have to wait a while longer, but the update should be entertaining enough to last a while, maybe even to the next (big) update.  :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Henqix on February 16, 2007, 02:55:39 am
Wow! I hope this comes out before I start my next fortress.

I doubt it since he said that it's far from being playable right now.  :(

So I guess we still have to wait a while longer, but the update should be entertaining enough to last a while, maybe even to the next (big) update.  :P

Too bad.

BTW does anyone know if when you choose reclaim fortress, do you get to choose from a list of your old fortresses or is it just your last one?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on February 16, 2007, 06:51:42 am
you get to choose and you get 14 dwarves who are skilled in working AND fighting...so if you just abondon your fortres before even starting it you can start with 14 ppl
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Lualmoba on April 09, 2007, 08:49:33 pm
Just so people know.

Toady began working on armies and immigration, then he moved on to making random mountain layouts, after that, he moved on to z-levels. And now he is working on rivers and all the cave features. There are even going to be beaches in adventure mode now.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on April 10, 2007, 05:02:41 am
Man, I can't wait until this next huge update is done.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on April 10, 2007, 05:07:37 am
I might have to try and download this again when that update comes through or something have a look at it all. Finally see what this hype is about.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Samog on April 15, 2007, 02:00:04 am
If you aren't MAN ENOUGH to survive in the RUGGED WILDERNESS, you could always take the easy way out and change some stuff in \raw\objects IN A MANLY FASHION. For example, raw adamantine dropping from the SMALL ANIMALS THAT YOU KILL or dimple cups that grow as soon as they're planted or peasant dwarves WRESTLING DRAGONS TO THE GROUND.

TESTOSTERONE

edit: this option is also available for the ladies too i guess
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Lualmoba on October 29, 2007, 07:47:46 pm
A new version is finally out!  ;D

http://www.bay12games.com/dwarves/ (http://www.bay12games.com/dwarves/)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on December 13, 2007, 02:10:13 am
ok this is a bump but its worth it!

they made a Z angle! that means you can have difrent floors! this adds so much to gameplay! you can start anywhere you want now! so if you want you can just dig into the ground in the midle of nowhere! this is awsome ;D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on December 13, 2007, 08:08:30 pm
Yup, they also have the random cliff walls thing. At first I was ignoring this game, but it's totally awesome. Made it through the winter on my first try, I'm starting to run out of food though...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Lualmoba on December 13, 2007, 09:25:30 pm
ok this is a bump but its worth it!

they made a Z angle! that means you can have difrent floors! this adds so much to gameplay! you can start anywhere you want now! so if you want you can just dig into the ground in the midle of nowhere! this is awsome ;D

The day that I posted was the first version with Z-levels and random terrain. I should have probably listed some of the updates...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on December 14, 2007, 02:30:18 am
ok this is awsome :D you can pretty much make your own homes too if you like! so then you only need to dig for minerals  ;D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on December 14, 2007, 06:51:55 am
Uh, can someone tell me why my dwarves aren't dumping the stones I tell them to? I've got a good sized empty dump area and the stones are marked for removal...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on December 14, 2007, 12:32:21 pm
Where i dump stoen?

Got any advice for a noobie? Any starter tips, how to run a... err.... respectable dwarven fortress?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on December 14, 2007, 01:43:37 pm
Where i dump stoen?

You can dump it in any 1x1 tile supposedly by setting that tile as a dump with (i).  :-\  As far as tips go, be very careful with the 'channel' designation and water. I drowned two of my dwarves early on that way.

But still managed to get throught two winters with 5.  ;D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on December 14, 2007, 02:28:58 pm
I just don't seem to get this game. Everytime i try, i Fail.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on December 14, 2007, 05:02:50 pm
i think you can only dump stuff in the chasm`s or lava

and if you need help on starting this game

look no further (http://dwarf.lendemaindeveille.com/index.php/Your_first_fortress)

Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on December 14, 2007, 05:18:40 pm
I really need to give this game another shot...My dwarves always got lost looking for food, maybe with this guide I can get farther.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on December 15, 2007, 05:49:05 am
I always get lost, i don't know if my dwarves are actually doing what i want. I set a digging area, but they don't got dig.

*whine*
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on December 15, 2007, 09:45:26 am
Did you follow the guide Celdur posted to the letter? I did, with a slight change of digging down into the ground, with down and up satirs, rather into a cliff face, and I was able to to make a pretty decent starter fortress until I flooded it because Dwarves can't cross floodgates, and something started slaying my dwarves, and I couldn't find it.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on December 15, 2007, 03:33:23 pm
Oh jeez, why won't my dwarves bring food and water to my 2 injured ones? It's really annoying... of course if they weren't stupid enough to remove the floor under their feet and fall down a cliff nothing wouldv'e happened. Gah, stupid dwarves.

Oh by the way I figured out my dumping problem.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on December 15, 2007, 03:34:59 pm
Did you follow the guide Celdur posted to the letter? I did, with a slight change of digging down into the ground, with down and up satirs, rather into a cliff face, and I was able to to make a pretty decent starter fortress until I flooded it because Dwarves can't cross floodgates, and something started slaying my dwarves, and I couldn't find it.

For some reason I can place a down stair, but my dwarves won't dig down..
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on December 15, 2007, 04:13:57 pm
you have to go down a level, then use the d button and dig out an upwards stair right beneath the down stair

http://www.dwarffortresswiki.net/index.php/Stair

seriously before you ask a question look on the dwarven wiki (http://dwarf.lendemaindeveille.com/index.php/Main_Page)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on December 15, 2007, 04:19:53 pm
I did look. In fact, I looked at that article in particular.  I just didn't see it say that.

edit: Hmm..if this wiki is correct (and it's not that I can't find the article), then the whole collapse thing when you dug out too big a space is gone. Replaced by cave ins, apparently.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on December 15, 2007, 06:08:03 pm
Well, I think I've finally figured out farms after drowning 3 fortresses. It seems rather awkward that anything dug under dug land is considered open land.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on December 15, 2007, 06:09:23 pm
Ok, I serously need help here. No one is bringing food and water to my injured dwarves. There are 2 guys doing nothing and still no one is helping...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Lualmoba on December 15, 2007, 06:12:01 pm
edit: Hmm..if this wiki is correct (and it's not that I can't find the article), then the whole collapse thing when you dug out too big a space is gone. Replaced by cave ins, apparently.

That's what the "collapse thing" was called in the last version. And yes, the old system of cave-ins is gone.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on December 15, 2007, 06:16:46 pm
you can farm outside now :D

also: they wont bring food and water if health care is off (in the llabor list)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on December 15, 2007, 06:30:35 pm
I can farm outside with plants I find outside. I want to plant the seeds I brought, and they aren't appropriate in open air.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on December 16, 2007, 03:43:49 am
ok now i have a problem >_< all the water in my map just disapeared....all the water pools turned into mud pools...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on December 16, 2007, 03:50:39 am
Sounds like it's evaporated.

I could be wrong, though. It's probably something far more sinister, like a plot by mud golems to bring down the kingdom.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on December 16, 2007, 04:02:41 am
well it IS summer...and i just checked and all of them where above ground...damn that sucks...

ah well my fortres was a mess anyway (i have no patience to wait till fall)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on December 16, 2007, 07:29:59 pm
Finally made it through a year! I made the mistake of offering my goods as a tribute to the caravan instead of selling... stupid misleading instructions.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on December 17, 2007, 02:04:45 pm
so i made a plan of living completely undeground (one day i will destroy all the stairs going to the surface)
and then i will live underground...but i need water so i made this:

(http://i136.photobucket.com/albums/q169/Celdur/grate1.jpg)

i waited for winter for my river to freeze...then i build these grates so that the water will flow down

(http://i136.photobucket.com/albums/q169/Celdur/grate2.jpg)

it goes 3 levels deep

(http://i136.photobucket.com/albums/q169/Celdur/grate3.jpg)

then in summer it started flowing again ^^

(http://i136.photobucket.com/albums/q169/Celdur/grate4.jpg)

and it worked  ;D

(http://i136.photobucket.com/albums/q169/Celdur/grate5.jpg)

now i plan to make a huge lake under the groud where i can tap my water from to create farms and stuff like that

once i get that up i will post more screens (unles my fortres dies)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on December 17, 2007, 02:16:51 pm
My current fortress is in a swamp, lots of water, and the first layer is peat so farming is easy. I could easily live completely underground if I stockpile wood.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on December 17, 2007, 02:27:45 pm
you can create an undeground forest by making a large open area...(dont forget suports though)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on December 17, 2007, 02:49:38 pm
Large areas can collapse if they aren't supported? Even if there are edges all around?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on December 17, 2007, 02:56:00 pm
oh i found out they changed the old system...you can make rooms as large as you want...as long as 1 tile is intact...silly

http://dwarf.lendemaindeveille.com/index.php/Cave-in
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on December 17, 2007, 03:55:47 pm
I had a great fortress going, even a sheriff, no chains unfortunately. But then I accidentally abandoned the place. It was probably for the best though, a pissed off, formerly fey mooded dwarf killed off a quarter of my core workers. :(
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on December 17, 2007, 11:41:16 pm
I had a great fortress going, even a sheriff, no chains unfortunately. But then I accidentally abandoned the place. It was probably for the best though, a pissed off, formerly fey mooded dwarf killed off a quarter of my core workers. :(

always lock someone up if he in a fey mood, if he goes nuts he can stay in his room and die
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on December 17, 2007, 11:47:29 pm
Well, without a proper jail, I didn't really have any way of moving him out of the main room... maybe it's a bad idea to make my entrance area the area I put all the crafting buildings?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on December 18, 2007, 04:35:13 am
no what i mean is that you should put a door in the workshop entrance and lock it

fortres update 2!:

(http://i136.photobucket.com/albums/q169/Celdur/grate6.jpg)

the grates where kinda useles...they came loose by the fordce of the water and now lie on the bottom  :-\

(http://i136.photobucket.com/albums/q169/Celdur/lake1.jpg)

here is the water entrance for the lake...its really big isnt it...

(http://i136.photobucket.com/albums/q169/Celdur/lake2.jpg)

ive put 4 floodgates on either side so that i can build 'expansions' for my lake...you can see the levers in those rooms (the one with the red circle is the one that releases the river water)

(http://i136.photobucket.com/albums/q169/Celdur/lake3.jpg)

succes!and there we have our undeground lake!  ;D

here are pictures of my whole fortres (linked cause there huge):

http://i136.photobucket.com/albums/q169/Celdur/Glazebear-15-region1-1057-29457.jpg
http://i136.photobucket.com/albums/q169/Celdur/Glazebear-14-region1-1057-29457.jpg
http://i136.photobucket.com/albums/q169/Celdur/Glazebear-13-region1-1057-29457.jpg
http://i136.photobucket.com/albums/q169/Celdur/Glazebear-12-region1-1057-29457.jpg
you might want to save them if you want to zoom in more  :-\

i love this fortres...its the best one yet...currently i cant draing my lake dry so i will make some pumps that will pump it all back into the river (when i want it to)

im also making a dam on the river so that i can completely stop it from running when i want to

(also, look at my room system! look how compact and sexy)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on December 18, 2007, 08:33:34 am
no what i mean is that you should put a door in the workshop entrance and lock it

Workshops have proper walls which can be doored? I didn't know that.

Also, nice underground lake. :D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on December 18, 2007, 08:38:54 am
yeah an i have like...700 plants in food right now...this really is my best fortres
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on December 18, 2007, 02:31:33 pm
yeah an i have like...700 plants in food right now...this really is my best fortres

Booze time!

Does anyone grow anything but Plump Helmets? They're the perfect herb really. Brewable, eatable raw, growable in all seasons underground.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on December 18, 2007, 02:37:15 pm
well since im on complete flat ground i have to go down 3 Z levels to plant them...and its all rock there...maybe i will make a farm with my giant lake later on but now i live of berries and long grass (long grass makes good beer)

i have been experimenting with pumps and gears and as far as i can tell i suck at it and have technical problems...but i think i know what the problem is
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on December 19, 2007, 02:50:04 pm
double post but anyway

i made a pump system that works! its really awsome...i had allot of trial and error to do...at 1st i build a water mill to power my pumps but that didnt really work...then i changed the plan to wind mills...i found out that 1 mill wasnt enough to support the whole thing so i made 3...one for every floor

these 3 pictures ar right above each other...

(http://i136.photobucket.com/albums/q169/Celdur/pump3.jpg)
this is above ground...where all the mills are

the one on the left goes deepest, the one on the top goes 1 level down

and you cant actualy see the 3th but its south of the top one (it controls the pump on the surface)

(http://i136.photobucket.com/albums/q169/Celdur/pump2.jpg)

this is one level down...those lines you see running are the axles to transport the power...thing thing in the water is the pump who pumps the water from west to east

(http://i136.photobucket.com/albums/q169/Celdur/pump1.jpg)

and this is the bottom floor...where the actual lake is...

(http://i136.photobucket.com/albums/q169/Celdur/pump4.jpg)

so when it was done it started pumping right away (i didnt build a lever to stop it yet) i guess i was to eager to test it out...now the water just goes everywhere...

(http://i136.photobucket.com/albums/q169/Celdur/pump6.jpg)

i had to deconstruct the bottom pump to stop it (lucky the water flow wasnt to strong so i could reach it) and yes, that is a dead kobold in the water

(http://i136.photobucket.com/albums/q169/Celdur/pump8.jpg)

so i made a wall, a lever and then remade the pump and now its all perfect  ;D

it takes about a whole (ingame) month to pump the damn lake dry so thats the downside...but at least i can pump it dry

in a difrent story my foodstoks have over 2000!!! plant foods and i cant make enough barrels to make beer out of it...i also hit 100 dwarves ;D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on December 19, 2007, 03:39:54 pm
Great Celdur, you've done a grand job.

Me, on the other hand, got swarmed by a gang of kobolds right as i started the game.
I dunno why they appeared, i even started in a nice area!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Slartibartfast on December 19, 2007, 06:23:16 pm
Celdur, I am truly impressed with your work with this game.

Have you ever thought about becoming a civil engineer.  They flood places in real life.

You should really try to keep dead bodies out of your drinking water.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on December 19, 2007, 06:53:59 pm
That is impressive, but remind us again - why do you have an underground lake?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on December 20, 2007, 12:40:17 am
because in winter...everything freezez above ground...and if i want to plant things like plump helmet...i need to have a farm 3 levels down...so i need irrigation(or whatever they call it)

anyway thanks for all the compliments  ;D

the lake is dry now and my dwarves are now gathering all the stuff that i left in the lake last time(rocks and minerals) and whatever fell in...(about 7 dwarves drowned in there while constructing it  ;D )
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on December 20, 2007, 12:43:50 am
(about 7 dwarves drowned in there while constructing it  ;D )

You have the makings of an excellent civil engineer.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on December 20, 2007, 12:48:22 am
Yeesh, how do you manage all of that? I'm struggling with 20-some dwarves and working on diverting an underground brook using old fashioned floodgate/lever setup to irrigate my farm plot.

Though, I'm not exactly giving these 20 dwarves the best of accomidations, even the leader is in a tiny 3x3 bedroom with his office chair and dinner table.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on December 20, 2007, 12:56:59 am
i have no idea but it just hapened...the 1st 2 years where terible for me because farming wasnt really done well...but then i just picked 100 herbs and it was enough for my dwarves to live from...the seeds of those herbs i now plant on my 3 farms and after that the foodstucks just flew out the roof...

and all you really need is beds and food so then i started working on other neat things...dont really know what my next big goal is though


and how can you have a leader with only 20 dwarves? i got my mayor when i got 50
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on December 20, 2007, 12:59:45 am
Well, I meant expidition leader from the initial seven dwarves, the one with max mining, and a point in each of the things for being a broker, bookkeeper and trader. (yeah, I'm still using the starter build from the dwarf wiki)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on December 20, 2007, 04:11:07 pm
just when i was thinking of what to do next i get sieged by goblins! there only 15 of them and i will post screens of what hapens tomorow...i can already tell you that my dwarves are stuborn
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: stuck on December 20, 2007, 04:17:26 pm
And the attacks commence....

I recommend you either build a lot of traps or (ideally) set up a magma gate so that intruders get met with molten rock.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on December 21, 2007, 01:44:45 am
Or turn off invaders. Sieges sound annoying.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on December 21, 2007, 01:49:54 am
im planing for a magma system sometime...but i need magma 1st...and steel...

the siege is over and i couldnt get any screenshots (only of dead corpses)...

i found one thing out...crossbow>everything

half of my army was killed by goblin bolts and then they got overpowered by the rest (yes i underastimated them)

then some recruit walked by and just shot everything that came at him...victory! (although i did lose 10 dwarves)

i read on the wiki that it goes from just 15 goblins to a maximum of 150 goblins...all mounted...and like 20 trolls with them


so now i really need that magma for later  ;D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on December 21, 2007, 02:06:08 am
You can probably just set you your pumps and rivers to lead them into a deadly trap. Properly harnessed sudden wall of flood at the room the goblins are in will be just as deadly. Just make sure you have a sort of panic room type thing you can keep the dwarves in also make sure the flood controls are in that room.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on December 21, 2007, 02:09:30 am
the goblins didnt really get inside...and you cant order dwarves to go into a room...you can order them to go inside but thats all

i can build walls so that i could flood the whole area around my fortres :D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on December 21, 2007, 02:12:23 am
Then everyone wins... exepct the goblins who suffer a horrible watery fate. Drowning what a terrible way to go.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on December 21, 2007, 11:06:18 am
I don't understand how so much happens in a game that has such old graphics but it sounds like your doing well. I have a hard time figuring anything out from the pictures.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on December 21, 2007, 03:20:46 pm
i had that too when i 1st played it  ;D

it really took some time before i even knew what i saw...

but since you dont have all that graphical power you can put all the effort into the gameplay ^^
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on December 21, 2007, 03:34:05 pm
The learning curve for DF is insane.

But eventually you'll get to it.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on December 21, 2007, 03:56:29 pm
Unless theres already a magma vent present on the map (and it would be obvious if there was) you won't be able to build magma defenses. There have been changes made to the magma system, as with underground rivers, so I'm afraid you'll have to rely on more conventional defenses (funelling invaders into a narrow space and then flooding them with water would probably work pretty well.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on December 22, 2007, 03:05:51 am
i know sam...but that would be the coolest plan...the wiki says that a long hallway filled with weapon traps kills of any goblin invasion...but is extremely boring
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: blitzonator on December 22, 2007, 05:47:21 am
evil. it just goes through the genorator then breaks.
Edit: Okey, I got it as close to fixed as a could. I need to know WHAT KIND OF MORON WOULD MAKE A GAME THAT WON'T WORK WITH A KEYBOARD?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mr. Wizard on December 22, 2007, 06:49:30 am
 ???

Do you mean mouse? I am pretty sure that all versions of Dwarf Fortress only used keyboards as input.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: blitzonator on December 22, 2007, 07:22:04 am
No, I mean keyboard. I pressed enter, space, t, y, u, s, n, and b. NOT WORKING.

Edit. I realized the box was not selected. okay, how do you play?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on December 22, 2007, 07:58:42 am
http://www.dwarffortresswiki.net/index.php/Your_first_fortress

...you and your 'errors'  ::)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: stuck on December 26, 2007, 02:49:00 pm
I got into this game again and, after wasting away one or two dward parties to get used to the update, have built quite a magnificent fort in conglomerate. The plus side is everything grows year round in the sandy loam, the down side is I have no flux material for steel. Still, its a rather impressive place and I have over 500 food stores for a relatively small (<40) dwarf population. Once it reaches true magnificence I will post a screenshot. If the kobolds don't get to me first.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on December 27, 2007, 04:32:44 am
just dig deep there you will find all the metel you need

(just found gold btwand flooded half my fort by mistake)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: stuck on December 27, 2007, 08:26:44 am
The small text is what I fear. :D I did start digging down when I tried to give some water to a dry well of mine in the barracks. While I was building the canal, I found some platinum and succesfully supplied water to the well with no loss of life. And I've had two goblin attacks on my fortress. Let's just say one does not walk into Mordor.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Slartibartfast on December 27, 2007, 10:18:24 am
Don't get greedy and dig too deep.   ;)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on December 28, 2007, 12:54:48 am
For who knows what lurks in the darkness. Shadow and flame.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on December 28, 2007, 04:10:31 am
For who knows what lurks in the darkness. Shadow and flame.

im actualy trying to find the flame
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on December 28, 2007, 08:47:17 am
You should post more screenshots, Celdur. How's the fortress going?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on December 28, 2007, 09:00:19 am
granted:

this is no engineer wonder or anything...but a really stupid mistake...

after i drained my lake i wanted it full again before winter so i opened the floodgates...but i forgot to turn it of after the lake was full...so then this hapened:

(http://i136.photobucket.com/albums/q169/Celdur/oops.jpg)

it overflowed and filled the barracks and half the storage room  :-\

so then i quickly closed the gates (i placed the lever on a place where it will never be flooded) and started pumping...but it was so much water it went over the river...

(http://i136.photobucket.com/albums/q169/Celdur/oops2.jpg)

so yeah...

(http://i136.photobucket.com/albums/q169/Celdur/oops4.jpg)

it dried up later but stil, what a mess

there is also a hallway thats completely flooded and i dont dare to enter it....i dug a wall around it because some dwarves where stuck on the other side...lets not do that again shal we  ;D


EDIT: sigh...another stupid mistake...because the flooding my stairs where wet and guess what? it froze...and i didnt even notice! it was the only stairs conecting 2 floors so half of my fortres couldnt drink! at least its solved now...

and i hit the bottom! hot steamy lava here we come!! (and yes i put a whole lot of doors to prevent anything bad (i hope))
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Slartibartfast on December 28, 2007, 04:18:53 pm
Do not mix the lava and the lake.  A fortress full of steam would be a bad thing.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on December 28, 2007, 05:44:19 pm
Do you know how to backup, cel?

Just go to the Df folder and find the region1 folder, copy paste somewhere safe  ;)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on December 28, 2007, 06:18:51 pm
Dude. Lava+water=steam=weapon.

Put a giant steam cannon in front of your fortress!

That would own so badly..
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on December 28, 2007, 06:25:26 pm
The problem is that Lava is finite, so steam weapons would use the precious stuff up.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: stuck on December 28, 2007, 08:44:00 pm
Bah, I'm having trouble digging deep. The aquifer in my mountain is preventing me from going deeper, the best I've been able to do is one floor below ground level. Now I have a cavern that takes up the whole screen with random channels everywhere that test if the next level is dry. It's very tedious. The only good parts about my fortress are the year-round farms and large magnetite chunks, which provide me with more than enough iron. Despite my lack of mineral wealth, I do have a rather successful fortress. I've started to bring in higher nobility and am getting some metals from trading. Better yet, I've easily repelled all goblin attacks and have a nice standing army with a legendary axedwarf.

I saw this (http://dwarf.lendemaindeveille.com/index.php/Computing) on the wiki, and I definitely want to try out some fluid computation.

I've has some screenshots taken, but I can't find them anywhere...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on December 29, 2007, 02:05:41 am
if you build a pumping system you could pump it out or something...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on January 25, 2008, 07:38:21 pm
Oh jeez, I am re-addicted to Dwarf Fortress. I never stop discovering new things to do with the flexible engine.

It'll take a while, but I reccommend reading The Epic and Tragic Tale of Boatmurdered (http://fromearth.net/LetsPlay/Boatmurdered/).
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on January 31, 2008, 06:48:36 pm
I had a go at it today, followed a tutorial and was doing alright.... until the second winter when my initial booze supply ran out and everyone died of thirst  :-\

It wouldn't have been so bad if the stupid gits hadn't of kept eating the booze crop I'd planted, I mean COME ON! There was absolutely tons of other food stuffs lying around.  >:(
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: stuck on February 01, 2008, 05:50:55 pm
If you go press "Z" and then press the side arrow over to Kitchen, you can toggle whether or not to cook/brew plants.

As for my aquifer troubles, I realized that my aquifer was several levels deep and a pumping system would have to be the size of a small city. So I started over in a land filled with gold. :)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on February 01, 2008, 06:03:40 pm
Well I decided to download this game to see what all the fuss was about. I'll let everyone know how my first time goes. But from what ive heard its not going to be pretty XD
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on February 01, 2008, 06:44:39 pm
Oh yes. You will lose.
Spectacularly.


But remember...
Losing is Fun!


PS- update supposedly coming Tuesday
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on February 01, 2008, 07:23:33 pm
Oh man this game is confusing the hell out of me. So far from the manual I was able to set up a rather decent starting Dwarf Team but now im at some clearing and theres dots moving all over the place and I have no idea how to move them around XD
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on February 02, 2008, 01:25:06 am
press tab twice it clears stuff up

the thing on the right of the menu is the map you dont need it

the thing on the left is ...well the real action

its hard to soo what is what at first but you just have to take a sec and figure it out

pres K to look what everything is
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on February 02, 2008, 02:01:30 am
Well its rather tough to know exactly what everything is. I guess it will take several days of trial and error but so far the only thing I managed to get accomplished was I think building a downward staircase. After that my dwarf simply ran back to the caravan and even after I ordered him below ground and to build an upwards staircase he wouldnt do so. I followed the guide but as you can tell it got me nowhere.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on February 02, 2008, 02:14:23 am
there are 2 ways to build a stair...you can dig it out with D or build it with B

if there is ground you have to dig the stairs out

but if you digged that away you need to build it with wood or stone or w/e

and it also has to be directly above the downward staricase...obviously
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on February 02, 2008, 05:15:42 am
This might help: http://mayday.w.staszic.waw.pl/df.htm
It actually alters most of the icons into tiny pictures so it's easier to pick up and understand.

By the way does anyone fancy doing something similar to boatmurdered? I.E. a bunch of us taking turns to run a fortress then posting our exploits?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on February 02, 2008, 06:25:10 am
We tried it before but it fizzled out. People always seem to sign up for these things even though they know they're going to be busy.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on February 02, 2008, 12:07:48 pm
great find werechicken

and we can always try again...last time it failed because one person got lazy
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on February 02, 2008, 03:04:25 pm
Great... I have unicorns  :-\
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on February 02, 2008, 04:05:31 pm
By the way does anyone fancy doing something similar to boatmurdered? I.E. a bunch of us taking turns to run a fortress then posting our exploits?

Someone should make metagame thing or something where people sign up to join, and the player(you for instance) post things that happen, or just make things up.

When immigrants arrive, then other people who didnt get to join the seven first dwarves get to join.

People could post what they'd like their dwarf to do, or what they want their dwarf to work as.

See what i mean?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: stuck on February 02, 2008, 06:36:45 pm
By the way does anyone fancy doing something similar to boatmurdered? I.E. a bunch of us taking turns to run a fortress then posting our exploits?

Someone should make metagame thing or something where people sign up to join, and the player(you for instance) post things that happen, or just make things up.

When immigrants arrive, then other people who didnt get to join the seven first dwarves get to join.

People could post what they'd like their dwarf to do, or what they want their dwarf to work as.

See what i mean?

I've been thinking about making a metagame around Dwarf Fortress. But the game requires a really extensive knowledge and having people post what to do may lead to failure. Though I suppose they'd do the extra things and I'd fill in the essentials. If I ever had the time, I'd try it. I think Samog did something like that before, though.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on February 03, 2008, 01:48:10 am
heh i could do that...i kick ass with this game anyway  ;D

only i hate being in the mountains...its so messed up with all those small elevation parts
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on February 03, 2008, 03:41:17 am
only i hate being in the mountains...its so messed up with all those small elevation parts

If you make this, you dont neccesarily have to be in a mountain.

But where else?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Slartibartfast on February 03, 2008, 03:53:49 am
heh i could do that...i kick ass with this game anyway  ;D

only i hate being in the mountains...its so messed up with all those small elevation parts
Do it.  Start in someplace awful like a swamp or a desert.
Name the dwarves after people on the forum.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on February 03, 2008, 03:55:47 am
In that case, i want to be the first to join. ;D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on February 03, 2008, 04:26:25 am
alright i will do it :D

somewhere flat...and with a river

Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Slartibartfast on February 03, 2008, 04:34:26 am
I want to be a stone mason.   :D

We need a thread to recruit.

Should our dwarf hold be "The Gaming Steve Penal Colony" ?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on February 03, 2008, 04:38:28 am
That doesn't sound nearly as cool as Boatmurdered.

We should have a planning thread, deciding what our home shall be named.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on February 03, 2008, 06:42:08 am
For the name just have it randomly generated, I'm pretty sure that's what they did with boat murdered.

I'll sign up, I was actually going to suggest us going for a mountain, preferably near a volcano for all of the shenanigans that will probably ensue once someone strikes lava.

Also in my fortress, spoken letter, I'm nearing the end of my most wonderful construction - a giant reservoir that takes up the top three Z levels of my mountain, it's going to have eight flood gates at the bottom third section which when released, via a lever, will pretty much wash away anything outside. It's filled with an series of pumps, and it has only one slight flaw at the moment - I need to manually start the first pump in order to get the water flowing before the water wheel kicks in and then it runs itself.

I only plan on using such a drastic weapon for state emergencies - siege, overcrowding and boredom.

I was going to volunteer spoken letter but, yeah, I think it'll be more interesting starting out from scratch.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on February 03, 2008, 08:25:29 am
I'm nearing the end of my most wonderful construction - a giant reservoir that takes up the top three Z levels of my mountain, it's going to have eight flood gates at the bottom third section which when released, via a lever, will pretty much wash away anything outside. It's filled with an series of pumps, and it has only one slight flaw at the moment - I need to manually start the first pump in order to get the water flowing before the water wheel kicks in and then it runs itself.

I only plan on using such a drastic weapon for state emergencies - siege, overcrowding and boredom.

I was going to volunteer spoken letter but, yeah, I think it'll be more interesting starting out from scratch.

Pics, or it didnt happen.

no, really. i wanna see!

Also, when are you going to make it Celdur?? i will explode from patience.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on February 03, 2008, 08:36:08 am
I'll fill the reservoir first, then I'll give you all pics of all three levels and what happens when I pull the lever.
Also I think I've come up with a way of auto-starting the pumping system, I'll just start it once, let it drain all of the water in the underground reservoir I built for my well, which also feeds the pumps, then build a floodgate so that I can create a flow of water which will start the water wheels and the pump!

edit; just been sieged for the first time by goblins, twenty dead dwarfs later and most of the goblins are wiped out by a combination of the human guards accompanying their trader and the traps at my entrance, also about three are eaten by dogs.

The sooner I get it up and running, the better.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on February 03, 2008, 02:58:54 pm
Celdur,Celdur, when are you going to start the metagame thing!!

 ::)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on February 03, 2008, 03:19:43 pm
ok well i just got back from work i will make it now
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on February 03, 2008, 03:37:58 pm
oh, didn't realize you had to work.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on February 03, 2008, 03:41:15 pm
well go there cause its there
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on February 08, 2008, 12:16:40 pm
Bloody hell goblins are annoying, my mayor just lost both of his eyes in a recent siege, my populations been reduced to a fifth of what it once was and most of my skilled dwarfs where in that four fifths that were killed. My only consolidation is that I now have a significant armory and my water -based doomsday weapon is almost ready (I need to sort out a few minor problems with the pumps)

edit: great now I have f***ing tower caps blocking the in-feed for the first pump!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Luminar on February 08, 2008, 02:06:07 pm
"Interrupted by Batman" has to be the best error message i've seen in any game.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on February 08, 2008, 02:09:09 pm
haha that made me laugh  ::)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on February 08, 2008, 04:00:10 pm
"Interrupted by Batman" has to be the best error message i've seen in any game.

Holy dwarf fortress, Batman!

Yeah, i laughed.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on February 10, 2008, 05:08:08 am
Hmmm, a Cheese Maker has just gone all strange mood and claimed a craft workshop. I sincerely hope he becomes a legendary crafter and not a legendary cheesemaker  :-\

Phew. Legendary stonecrafter.
It was a shale idol encrusted with shale and encircled with bands of gold and two-humped camel bone, if you're curious.

Bah. Had to abandon the fortress anyway. Everything you've heard about Hippos being the deadliest animal on the savannah is 100% true.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on February 10, 2008, 06:47:25 am
I also had to restart, my doomsday weapon was completely clogged up with tower caps, I had about 9 people left after the last goblin siege and another was on it's way, plus I couldn't find anything useful for love nor money

At the moment I'm surrounded by antmen, ratmen and troglodytes. It wouldn't actually be that bad if the stupid little idiots didn't keep bothering them every five god damn minutes because their a ton of spider silk nearby and the greedy little cretins can't seem to stop themselves from gathering it, even when I expressly forbid them from it!

On the other hand the area I'm in is chock-a-block full of gems, true most of them are merely pretty stones, but, I also came across a small deposit of sapphires, my farm is producing quit a large number of crops (most of which is being turned into booze).

Also there seems to be a fairly ominous chasm, which one of my more stupid dwarfs has already fallen into.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on February 10, 2008, 12:05:42 pm
How come I never had anything interesting happen to me, damn it?
Hippos?
Sieges? (though they do sound a little frustrating for my liking)

I got to year 2.5 or so. Didn't get any immigrants or anything.
Couldn't find this river anywhere either.

So if I abandon this fort, I can start a new one on the map I already generated, yes?
I suppose I'll pick a different spot. What sort of terrain and surrounding do you figure it typically easy for a mildly-learned newbie?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on February 10, 2008, 02:04:48 pm
flat land at a river is perfect for newbies

also lots of trees and wildlife

and it only starts to get interesting after you have like 50 people
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoadept on February 10, 2008, 02:12:11 pm
I've had countless ambushes and snatchers, and the most casualties I've gotten came from an ill tempered horse...  Oh, and my expedition leader died after the first immigration wave while opening up the lava flow for the forge, and his replacement had no relevant skills.  Fortunately, it only took an elven caravan to get him the appraiser skill.  Then the horse mauled him and he's been in bed with a broken leg ever since, leaving me without an appraiser unless he makes a miraculous recovery.

I love this game.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on February 10, 2008, 04:59:32 pm
Im finally starting to understand this game, although its still pretty complex and I find myself going back to look at the directions from time to time. Im still having trouble controlling Dwarves somewhat but the Graphics enhancer really helped me understand just what everything was.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on February 10, 2008, 05:43:21 pm
yeah I know what you mean about the horse, a giant cave swallow slaughtered about 10 of my dwarfs before I finally managed to kill it by turning a wood cutter into a recruit as it was chasing him, the damned thing had even gotten a full title from all the dwarf killing!

also it doesn't help that unless they're recruits or fortress guards these dwarfs have the backbone of a mollusk!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on February 10, 2008, 05:56:29 pm
Aye these Dwarves are pretty weak :(
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on February 10, 2008, 06:05:00 pm
Aye these Dwarves are pretty weak :(
Are you kidding that wood cutter killed the swallow in about 4 seconds once I drafted his cowardly arse!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: stuck on February 10, 2008, 08:05:57 pm
Right now I have about 100+ Dwarves living in a boring peace. I'm seriously anxiously awaiting the next goblin siege. To pass the time, I've taken to constructing a gigantic underground city. I went down a few levels and am clearing out an enormous two-story cavern. Then, I'm going to build a micro-city complete with shops, housing, wells, and other necessities. It should contain itself (with imported food, though). My military and defenses are pretty good too. I've got traps around my castle-like entrance, a military with a few legendaries and elites, and soon a water tower. Hopefully things will get exciting soon. Maybe I'll go for some adamantine once I'm sure I'm up to it.

What are your experiences fighting the denizens of lava?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on February 10, 2008, 10:19:03 pm
Do the sieges or armies become more frequent/larger the better your Dwarf City gets?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Slartibartfast on February 10, 2008, 10:54:41 pm
I tried making my first fortress yesterday.  I picked a nice field between a river and a mountain.  The dwaves got out of the wagon and did nothing for awhile.  I kept telling the miners to dig a staircase down, but they wouldn't do it.  Finally, I told one to dig an up/down staircase and he began to work.  Apparently, they were standing right above an underground lake because once he broke through the earth, he fell in and drowned.  The other dwarves jumped in after him and drowned too.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mr. Wizard on February 10, 2008, 11:01:57 pm
Yeah, it must have been wetlands. I did the same thing, however a few levels lower. I struck an aquifer and flooded that level of the mine as I was trying to dig for a rock layer.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on February 11, 2008, 05:51:00 am
The other dwarves jumped in after him and drowned too.

Rofl.

I built a steam cannon, but levers have a delay, so it fried my woodcutters.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on February 11, 2008, 09:13:15 am
So, I'm playing in adventure mode right now with an axedwarf, and pretty much all the towns hate me now because I killed a shopkeeper, and the mayor attacked me and I killed him too..

Anyway, I got an iron arrow stuck in the lower left arm..and I dunno how to get it out. Any tips?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on February 11, 2008, 11:43:22 am
Anyway, I got an iron arrow stuck in the lower left arm..and I dunno how to get it out. Any tips?
Don't eat yellow snow, oh, and never wear orange.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on February 11, 2008, 01:10:51 pm
Heh..Yahoo...
http://videogames.yahoo.com/feature/playing-for-free/1183474-2
"Losing is fun," proclaims Dwarf Fortress, and is it ever right. Although it looks like someone vomited punctuation marks all over your monitor, and learning the game can take weeks, this indie-developed fortress management game is by far the most fun you can have with a dwarf. Once you've accidentally flooded your fortress with lava, cracked open the entrance to Hell, or had your entire dwarf population munched by a bloodthirsty carp, we're sure you'll agree. Take it from us: once a major publisher snaps this game up and releases it on the DS - and it's bound to happen - its developers will be millionaires.."

DS? Please no...I like it free. And it's one developer
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Brandonazz on February 11, 2008, 01:31:28 pm
Why not a PC version with a modernized interface?  :-*

Also, I've been trying to play this game, and all I've done so far is carve out a cavern and smooth all the floors.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on February 11, 2008, 08:26:00 pm
I'd like to see this taken to a publisher, although I doubt the DS would be able to do justice to the game, and I think the interface would have to be practically lobotomized before it could even be considered for it.

That said a PC version, with full graphics and maybe more people to help the current developers get everything they want in would be a major hit. I mean the game is already good to go, more or less, all that'd need to be done is graphics and maybe a kinder interface.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Danzik on February 11, 2008, 10:46:19 pm
Apparently, they were standing right above an underground lake because once he broke through the earth, he fell in and drowned.  The other dwarves jumped in after him and drowned too.
This cracked me up.  The dwarves were so dumb the couldn't tell which way was up and then they decided to breath water.  Maybe it's better they drown.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on February 12, 2008, 08:41:26 am
I'd like to see this taken to a publisher, although I doubt the DS would be able to do justice to the game, and I think the interface would have to be practically lobotomized before it could even be considered for it.

That said a PC version, with full graphics and maybe more people to help the current developers get everything they want in would be a major hit. I mean the game is already good to go, more or less, all that'd need to be done is graphics and maybe a kinder interface.

Sure, it might be 'good to go' by some standards, but if you look at the development logs and plans on the website it seems the surface has hardly been scratched. Wait until they implement magic and armies and mine carts and all manner of other crazy features.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on February 12, 2008, 08:50:01 am
yeah that does promise to be immense
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on February 12, 2008, 09:18:52 am
like the DS is able to run this game  :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on February 12, 2008, 01:26:25 pm
I am very upset. Every time I finish preparing for the journey in fortress mode, I hit embark or whatever it is..and the game freezes.

So, only adventurer mode works.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on February 12, 2008, 02:01:09 pm
i have that too...you either have to just redownload the game or you just have to wait a few minutes and it will start working again
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on February 12, 2008, 02:30:04 pm
like the DS is able to run this game  :P

With limits, it could. The interface would have to be dumbed-down though.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mr. Wizard on February 12, 2008, 04:53:31 pm
An easy to use interface is not dumb. ::)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on February 12, 2008, 04:58:42 pm
Is there any way to break the barrier between a deep water source and a deep cavern without sacrificing a miner? I was very surprised the first time I did that, I didn't know pressure was so powerful.

*digdigdig*clonk*whoooosh*glug...*

 :'(
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on February 12, 2008, 08:42:29 pm
put a door near where the miners working and have it so they can escape through this door back to the rest of your fortress, or just wait until winter when the water freezes.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on February 12, 2008, 11:35:14 pm
you can also dig out the piece from one level above with a channel
and then build a floor over it
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on February 13, 2008, 02:29:12 pm
An easy to use interface is not dumb. ::)

*wonders what the game would look like if there was a little toolbar/gui thingy.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on February 13, 2008, 09:12:28 pm
I have a special request, would you or someone who knows how to play the game make a simple "How to Play" guide? Just a basic guide for someone like me. I downloaded it and tried it out because I was curious and ended up staring at the screen trying to figure out how to make them do something. The cat made friends with a dwarf but thats about it.  I looked at the wiki but it wasn't that clear on how to start. So they didn't do anything but run around. Also, how do you change the names?


Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gorman Conall on February 13, 2008, 09:14:02 pm
Ill second that request. I'm interested in DF but completely dumbfounded.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on February 13, 2008, 10:03:03 pm
Hoo boy, that'll be difficult. I learned the game back when it was a more straightforward affair with a left-to-right digging-into-a-mountain affair, with only one height level. The classic. Im still getting to grips with some of the new additions, but at least making good use of the height-levels thing now.

I found that the best way to learn is to fail, a lot. Though I can see how that'd be far from fun with this current version. Hmm. I'll leave this in the hands of more capable (and articulate) posters, and run.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on February 13, 2008, 10:05:18 pm

Yeah, that one on the wiki tells you "do this, do that". It's not all that helpful. Those are just step by step instructions on how to set up your first fort exactly how they think you should do it.
Sure, I know how to use the interface now, but there's a hell of a lot of stuff I don't know still. And I'd rather not fumble around in the dark trying to figure it out, getting lost in submenu after submenu.  :-\

I want to be fully and properly taught how to play. And it looks like I'm not the only one.
Time after time I've seen people try it and simply get completely lost immediately. After you fail to even start the game, do you think it's likely that these people will come back?
If I wasn't so bored those couple of days, I wouldn't have bothered either.


I mean, don't you figure the guy should maybe spend a teensy bit of time on ease of use? I realize popularity isn't the major goal at this point, but with more people he'd get more feedback and support, yeah?

I dunno. Maybe I just don't get it...
But yeah, I'd at least like it if the folks around here would try it. I haven't played it much, but this game strikes me as something everyone should attempt. As old as it looks, it really accomplishes a great deal.



For now, folks, your best bet is to just use http://dwarf.lendemaindeveille.com/index.php/Your_first_fortress.
It may look daunting, and it may not teach you -everything- at once, but this isn't exactly a simple game. Not even what I'd consider a normal game.
It's extensive, it's deep, and it is complex.
But oh so enjoyable -- and this is coming from a guy who still hasn't done much at all!
Do your best!  :)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mr. Consideration on February 14, 2008, 12:37:37 am
Ill second that request. I'm interested in DF but completely dumbfounded.

Third.

I tried to start but it was very confusing, and I never did work out anything. I followed a Wiki How To guide but got confused midway through it.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on February 14, 2008, 12:50:58 am
This will make it look nicer:
http://mayday.w.staszic.waw.pl/df.htm
And this should help you get started:
http://www.dwarffortresswiki.net/index.php/Your_first_fortress
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on February 14, 2008, 01:00:12 am
Perhaps rather than a guide, you could all just ask questions on things you're not sure how to do?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on February 14, 2008, 01:51:48 am
the game should come with a tutorial mission thing.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on February 14, 2008, 02:37:48 am
That's one of the things they're planning
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on February 14, 2008, 03:00:08 am
Yeah when I tried it that time basically all I managed to do was crash the game. losing may be fun but not understanding the controls isn't very fun at all.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on February 14, 2008, 03:12:05 am
http://dwarf.lendemaindeveille.com/index.php/Your_first_fortress

 try following this thing step by step
after a while you just...get it
thats how i learned it
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on February 14, 2008, 05:13:32 am
Thats the one I read, how do you make them do something? I couldn't find anything that I could tell them to do. It's says to sell your items, how do you do that? It says you can name your characters, how do you do that?

At least I'm not the only one who is confused. I doubt I'll play this if it's that hard. If you can't even get started, it's not much fun. I expected to fail alot but not sit there and stare at the screen.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Luminar on February 14, 2008, 05:34:00 am
Name dwarves:
1) Press v to view units
2) Highlight a dwarf, press g for General
3) Press z for View Profile
4) y for Customise
5) n for Nickname, type it in, enter

Sell goods:
1) Build a trade depot, preferably outside - make sure it's accessible
2) Press q for building commands, highlight the trade depot
3) A little time in advance of traders arriving, press g for Bring Goods to Depot
4) Go through the list and tag whatever you want your dwarves to bring to the depot
5) When traders arrive and unload their goods, use q to highlight the depot and press R to request your trader go to the depot to meet the caravan
6) When he arrives (which might be a while depending on how many other tasks he has to do) highlight the depot with q and press t to start trading

Bear in mind many goods will be too heavy for the traders to take away, and certain traders find certain goods offensive.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on February 14, 2008, 05:36:16 am
You can't tell dwarfs to do things directly. What you do is set what jobs they are permitted to carry out, then designate jobs of that type.

Heres an example:

1. Mr X wants his dwarfs to mine out a section of cliff.
2. Mr X presses the 'v' key and highlights a dwarf, then presses 'p' to open up the preferences menu and then 'l' (L) to open the labours submenu.
3. Mr X scrolls through the menus with + and - and highlights 'mining'. If mining is already active it will appear in white text, if inactive it will be in grey text. (note: Usually at least one dwarf in a party will have skill in mining and the mining labour enabled).
4. If mining is not active then Mr X highlights it and presses enter to activate it for that dwarf.
5. Mr X presses the spacebar to return to the main interface.
6. Mr X presses the 'd' key to open the designations menu.
7. Mining is the default designation if the cursor is over an underground location, if not it will default to 'chop down trees'. The cursor is currently outside, so Mr X presses 'd' again to select the mining designation.
8. Mr X presses enter once to begin highlighting and selects the area of rock he wants mined out and then enter again to apply the designation. The rock should now be highlighted brown.
9. Mr X returns to the main interface by pressing spacebar and then presses spacebar again to unpause the game. All dwarfs with the mining labour enabled and access to a pickaxe who are not sleeping, eating or drinking should begin mining the designated section of rock.

I hope that clears things up a little. I tried to make it as simple as possible, so I'm sorry if the tone is a little patronising.
Designations and labours work pretty much the same way for other tasks such as woodcutting and plant gathering, just with different labours and different options on the designation menu.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on February 14, 2008, 05:54:27 am
Thank you Luminar and Krakow, this is exactly what I needed.  :) Hopefully this will give me enough to start doing something.

[KS-not patronizing at all, very helpful and simple.]
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mr. Consideration on February 14, 2008, 04:31:15 pm
I think my major problem is I'm a mouse guy. I use the mouse for everything; using fiddly keyboard controls is difficult for me. I imagine I'll eventually learn them and remember them, but I have to look everything up every time currently.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on February 16, 2008, 04:53:40 pm
I just showed a friend this game (with the better graphics version of course). Told him of all the depth and stuff.

It's been a couple days. He's been trying really hard, and I think he's getting frustrated by something that keeps happening to him but not me.
He digs down a few levels. His leader dwarf (miner and such) has more work to do but he just find his way to the bottom spot. He can leave to sleep in his room, but then he'll return to the hole and just stand there.
And die of thirst.
There's no mood thing going on. There's food, there's drink. There is an exit. There is access to said food and drink.

What could be going on there?


Or perhaps the bug is, as they say, between keyboard and chair.

EDIT: Nevermind... it actually was BKAC.  ::)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on February 16, 2008, 07:13:15 pm
I re-downloaded this and am going to have a crack at this currently creating a world thingy.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on February 16, 2008, 07:30:18 pm
This game would defenitly be a hella lot better if it was "upgraded" to be more user friendly for noobies. The whole keyboard thing is extremely intimidating when you first play and I still find looking back to see whats going on.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on February 16, 2008, 07:40:03 pm
Well it crashed on me again, also where do I get it with the graphical updrade instead of the ascii stuff?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on February 16, 2008, 09:56:59 pm
Right der - http://mayday.w.staszic.waw.pl/df.htm

Yeah, I agree about the user friendliness thing. Like I said, I figure he'd get a lot more support if it was a more accessible.
Just looking at the regular version is intimidating. I used this one on my friend with a small demo and he picked it up right away.
Though he still doesn't get the whole "losing is fun" thing. He thinks that's just for idiots. He's had to abandon like four forts already...


EDIT: You guys get the update that came out recently?
Seems to fix a few things, not that I've really had any problems.
I should donate to that man. This is simply fantastic work, even if it's only an alpha.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Little on February 16, 2008, 10:28:16 pm
I prefer LCS, personally. It's another one of Toady's brilliant works, and is currently being maintained by Johnathan S Fox.

DF is great, though. I like adventure mode alot, and can't wait until it's updated.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on February 17, 2008, 04:40:56 pm
This game is just annoying me because I can't figure it out and it can't be this hard. I took some pictures, maybe someone can give me some tips.

(http://i110.photobucket.com/albums/n100/GamingLadyM/forum%20photos/what.png)
This is my basic set up.

(http://i110.photobucket.com/albums/n100/GamingLadyM/forum%20photos/dwarfs.png)
I did figure out how to change names. (Thanks Luminar)

I could not figure out how to make a trade depot, I tried following the instructions but the traders couldn't get to me.

I did figure out how to tell them to mine and make stockpiles of things but thats when things went wrong.
(http://i110.photobucket.com/albums/n100/GamingLadyM/forum%20photos/wrong.png)
Can someone tell me where I should have had them dig? They wouldn't dig stairs or dig into the side of the clay. I also marked a place more south to mine and they wouldn't do that either. I told them to take the wagon apart and nothing.

(http://i110.photobucket.com/albums/n100/GamingLadyM/forum%20photos/dead.png)
So all but one is dead. I also found out you can't stop the game without saving. So that place is now abandoned.

So what can you tell me by my photos? Can you mark them to show me what went wrong?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on February 17, 2008, 04:48:58 pm
OOO lady I feel for you. I just got the hang of the entire game last night, I stayed up playing it for four hours and I had a basic economy going on but I dont know how to do the more complicated stuff like irrigation and traps. I dont know how to help you, but the first thing I do is start to Dig.

I hope this helps:
1)Alright in the first picture thats where your caravan is. See all that darkness around you? Thats the inside of a mountain im guessing, what you want to do is hit d (Designations) and then get the icon over the brown part right beside the darkness. Hit the d key again so its set into dig mode and press enter two times, continue this into the darkness and start building things in there.

2)The problem with your guys not digging is it could be you dont have mining picks, also from what I see of your starting Dwarves theres alot of soldiers but no economic Dwarves. Miners, Craftsman and Woodcutters help things get flowing so that could be one problem.

I hope this helps I wrote it up rather fast. But some words of confidence. Once you DO get the hang of it, the game itself becomes rather easy. Now I can easily get a running Fort up quickly without to much fuss. Good Luck Lady.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on February 17, 2008, 04:59:37 pm
It may help you out to set up your dwarves and items the same way that Your First Fortress guide on the wiki suggests you to.
Later, after you get the hang of it, you can deviate; I've started to slightly, seeing as every fisherdwarf I've ever had ends up dead before I've even set myself up.

Just follow that guide to the letter. It's what I did. Even though I at first believed it didn't help me, it actually taught me quite a bit.
I'm bound to die horribly eventually, as I'm entering a sort of phase where I like to.. experiment with things.
Ended up with a few water related accidents we shall never speak of again. >.>
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoadept on February 17, 2008, 05:16:12 pm
A tip on using the designations menu:  It's actually one of the only menus the allows you to use the mouse, so you can dig, channel, etcetera, by clicking the spots on the screen you want designated.

That should make things a bit easier.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on February 17, 2008, 05:39:44 pm
first of all when your playing press tab twice
it gets the annoying map out of the way

and you need to make less soldiers
you dont really need any of them at the begining
if you press shift+A on the (v)iew dwarves menu you activate or deactivate the dwarves as soldiers
not as in activating the dwarves themself :P

to build a trade depot you need a dwarf with architecture turned on
(a bulding says what job it needs in the (q) menu)

so go to (v)iew dwarf then (p) and then (l)abor.
architecture is all the way one the bottom
(probably best for your miners/masons to have it on)

on the (d) menu you have more than only digging
cuting trees for example
but you also have things like remove ramps
and ramps are the triangles at the side of that hill
in the (d) menu you also find dig stairs
(remember that you have to have a up stair and a down stair directly above eachother for it to work)
and you can also build stairs out of wood or stone somewhere in the (b)uild list

and water is the biggest problem
so make sure you start somewhere next to a river on the world map
one of the 1st things you should do is digging an underground water supply
so that your dwarves can drink water during winter

i hope this covers all your problems  ;)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on February 17, 2008, 09:29:36 pm
Ohmygawd.

I finally lasted long enough this time to get migrants!
I went from 6 to 25 dwarves just like that!


I.. I'm so happy.
Bring on the chaos.

EDIT: Hey, that's not chaos.
If anything, that's a whole hell of a lot of added efficiency. Woo!
Also, while planning for a living quarters section, one of the migrants got fey mood and took over the crafting station.

...woo!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on February 18, 2008, 05:56:33 am

but you also have things like remove ramps
and ramps are the triangles at the side of that hill

and water is the biggest problem
so make sure you start somewhere next to a river on the world map
one of the 1st things you should do is digging an underground water supply
so that your dwarves can drink water during winter

i hope this covers all your problems  ;)

I didnt know i could remove ramps! thanks!
if you dig a underground channel underneath next to the river and the water flows through there, will it freeze?
i dunno quite how to solve the water problems.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on February 18, 2008, 06:36:54 am
well you just have to make sure there is some air space between the supply and the river

and if you go deep enough it doesnt even matter if its connected to the river

building a few floodgates between helps out allot
 (do that before you flood the place ofcourse and dont forget to link them to a lever)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on February 18, 2008, 07:30:53 am
Thanks for all the tips. I figured I needed to dig into the black area but I couldn't get them to do it. Hitting enter twice is not something I did. Also, how do I give them pick axes? I couldn't figure that out. I activated all of them thinking thats what I needed to do to get them working but they all turned into soldiers.

I saw the ramps but thought maybe I had to go up them. I'll try it again and post my results. Keep posting tips, I think your helping alot of people besides me.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on February 18, 2008, 07:47:29 am
you cant really divide equipment out to them
they do that themselves

if a miner has no pickaxe and there is one left he will automaticly pick it up
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on February 18, 2008, 01:05:37 pm
Forward apologies for the rambling.
---
Just after you pick a zone to site your fortress, it will give you the option to set off straight away, or prepare for the journey carefully. I suggest always preparing for the journey, as it lets you assign skills to your dwarves personally, and pick your starting gear.

As it says at the bottom of the 'prepare' screen, pressing tab will change the screen between dwarves and equipment. Generally speaking, if you give a dwarf a skill, it will also automatically enable them for that kind of labour. A dwarf with the 'miner' skill at any level, will automatically search for a pickaxe in your fort and excavate any areas you designate to be dug out (including chipping stairs out of solid rock). If a dwarf is assigned the woodcutting skill, they will normally have the woodcutting duty assigned too, so whenever there are trees designated for cutting, they'll seek out any available axes and go cut them down (and depending on a few things, they might bring the wood back to your wood stockpiles the moment they finish each tree). Sometimes you might even get free equipment carried in by the dwarf, simply because they have certain skills (sometimes marksdwarves or ambushers bring their own crossbows and a few bolts).

Rather than giving dwarves direct orders, you have to control them as if you were a business manager. Instead of sweeping the floor of your 'business' telling everyone exactly what to do, you would tell them what their duties are and they would work towards what you assign.

Now, here is the most useful bit :
You dont necessarily need a skill in a task, to perform it. A dwarf with a certain skill just automatically gives them the O.K to perform that duty. Once in the game itself, you can toggle their duties on and off manually, by pressing "V" (view), and after picking a dwarf, I believe its "P" (preferences) and then "L" (labour). This should bring up a list of all tasks a dwarf can be assigned to, and you can toggle them on and off for the individual dwarf like a normal option.

Someone who is completely hopeless at mining can be told to take up mining duty. Once they're finished with what they're doing, they'll probably wander off to find a pickaxe and give it a shot. Gradually, as they very slowly chip away at things, their talent for mining will grow.

Its worth noting that a dwarf with too many tasks to perform will be stretched thin, running backwards and forwards between your workshops, chopping wood, hunting, fishing, mining, etc. They may even get stuck doing the same tasks over and over, as they seem to pick the nearest task that needs doing. This means that its nearly always best to create your starting dwarves with different roles in mind.

Two dwarves with 2 levels of mining is enough to dig everything you need in due time. Plus those pickaxes double as nasty weapons, so they can defend your fortress if necessary. Give those miners two levels in brawling and a level in axedwarfing, and they'll be -really- good with their pickaxes in a fight.

A dwarf with carpentry, woodcutting and wood crafting would spend his time both gathering and carving wood into useful or tradable things. Try to think what would be useful, and maybe use the nicknames/custom job names thing that Luminar showed you as a way to remember which dwarves are good at what. Dig and Dug the miners, Woody and Stoner the carver and the mason, Chef the cook, Gadget the mechanic/engraver, Bossman the Trader/diplomat, Beaty the guard etc.

Equipment is handled the same was as dwarf skill adding, before you arrive in the main game itself. The list of equipment shows what will be in your wagon to begin with, and you can remove items you dont want by minusing them until there are none left, and you can add new items by pressing "N". You have limited points to spend so balancing what you take is vital. Its always a good idea to take plenty of alcohol and food, as food is often short at first, and you cant always get to an immediate water source.

You should always take 1 pickaxe for each devoted miner you want, but two miners should be plenty. Maybe even just the one if you make that dwarf a bit more skilled. You will need at least one axe to let your woodcutter do his job, and at least one anvil to let a metalsmith do his. The anvil is expensive, but if you dont take one with you, you will need to trade for one, and you could be waiting for months until someone happens to bring one (let alone you being able to afford it in trade-goods).

I personally suggest taking two cats every game, because they're handy for keeping pests under control, and you'll get delicious, adorable kittens! The rest is up to you, but the guides in wikipedia may have better guidance on suggestions on what to take. They also have a list of the skills and what exactly they do, so you can figure out what is most useful.

The problem with stairs is that sometimes they can be a bit... finicky. Its normally easier to plan ahead, and tell a miner to chip a set of stairs out of a solid square of unmined rock. I found that with upward ramps, you have to place them on the floor below (and it automatically joins the two squares, height-wise). As for problems designating areas to dig? You dont have to select small amounts of tiles at a time, you can plan out an entire fortress in 'designation mining' if you wanted to. Those green triangles in your screenshot are actually ramps leading up or down to different floors that your dwarves can walk up and down (like a hillside). Those slopes cant be mined out individually, but you CAN mine out the tiles behind them, removing the slopes. You sort of... mine -through- the slopes into the ground behind them, to get rid of them. If that makes any sense?

A final note is that its always a good idea to pick a starting area where there is only one layer of 'soft material' or less. Like sands, clays, loam, that kind of stuff. You cant smooth and engrave them like stone walls, and when you dig them out, they dont leave behind rocks that your mason can use. It annoys some people to have to dig down a floor or two to reach a rock-source, especially if for some reason a floor above you accidentally gets flooded. You can imagine why.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on February 18, 2008, 01:22:50 pm
Hmm..so, is it possible  to cut away the top layers of a hill completely?

Just wondering.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on February 18, 2008, 01:45:56 pm
you can completely cut away a mountain if you want to

you can also make it crash down a level by completely cutting out the bottom level  :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on February 18, 2008, 02:14:54 pm
Yeah, it'll just take some time. Depends on the size of the hill and its material. Rock is a lot slower to excavate than soft materials like compacted sand or clay, so you might get lucky and find a hill with a fairly small hill with one layer of soft stuff, then some good rock underneith. Though you sometimes get mixed rock and soft stuff depending on the map (in the fortress siting bit before you prepare for the journey, check out the materials in the bottom right).

It is VITAL to remember that if you ever cut away a 7x7 square, the weight of the floor above you will cause the roof to cave in. This might not be so bad if the only thing above you is a flap of grassy floor, but it is nearly always lethal if you're under several floors of heavy rock, and the blast of rushing dust from the cave in will often stun or knock unconscious nearby dwarves, sometimes even breaking a limb if an assumed rock flies out of the cave-in at them. 6x7 rooms are safe. 7x6 rooms are all groovy too. You can have a 6x10000 room and its all fine. But the double sevens really arent a lucky number. Even if they dont cave in immediately, they will, REAL soon. Constructing a column/pillar in a room you plan to expand beyond past the evil 7x7 will hold up the ceiling for a limited distance, in the same manner leaving a single tile of rock unmined would. A 13x13 room is fine so long as you have a column or a chunk of unmined rock in the middle of it, to bear the weight.

Just try to remember that columns/pillars can be vandalised and destroyed, but an unmined chunk of rock can only be removed by a miner. A tantruming child, an angry adult, a rampaging beast or just a mischievous imp can potentially break that load-bearing lifesaver, and cause you a lot of injuries, death, and work to resolve.

My current fortress is actually embedded into the side of a large hill, about halfway down a series of gentle steppes. The entrance itself is a fairly wide 5x6 and slopes downwards two floors to ensure the main of the fortress had access to good rock, useful minerals for the creation of metals (for weapons, armours, crafting, general endurant things), but we havent had any luck with gems yet. Once you've gotten familiar with your current terrain, you should be able to mentally visualise how it looks in a more 3D manner. Mine is more like a deliberate deep-set dungeon vault, with all its facilities (except the archery slats and barracks set into the surface walls) kept to one floor. If you were patient enough, you could just use a nearby moutain, or turn a flatland into a quarry, and use the rocks to build an classic open-air castle complete with courtyards, stables, quarters and the like.

Another handy thing : If you designate a ground tile to be dug into a channel, that actually digs one square out of the floor below, also removing the 'cover' between the two. Normally if you dug out a room on floor 2, and then dug out a room directly below it on floor 1, there would still be a flooring seperating the two. By digging a channel, it removes that floor, making a kind of pit into the floor below.

Once you have actual rock material dug out and hanging around, you can choose to "B"uild a wall (scroll through the list that appears, its off the bottom somewhere). Pick a tile to build the stone wall onto, and then any of the rock material you prefer from the next list (sorted automatically by how close each kind of stone is), then any dwarves assigned to masonry will take the boulder to the spot you picked, and embed it into the tile as a nice, sturdy, pre-smoothed stone wall. Any walls placed next to it will automatically join up to form longer, solid walls. Then add stairs where you want them (even if you need to build a wall tile, then designate it to be dug out into a set of upwards stairs), then on the next floor up, start building floors in the same manner, to either make a ceiling, or the base of your next floor.

Masons can use a masons workship (built in a similar manner to walls and floors, somewhere in the build menu), to create other items, like doors. Doors have to be placed on a tile next to a solid wall of some kind, so your widest available for standard doors would be two spaces. To use workshops, press "Q", highlight the workshop, and browse the helpful hints in the info window. The same stuff applies to all the other workshops, and most other buildable bits and bobs.

If you wanted to make a larger 'door' to a castle or fortress, you can build a "bridge" in a gap in your walls. As the info box says, pressing W, S, A or D alters the direction the bridge will raise, or whether it will just slide backwards and retract into the ground. So you could potentially have the classic moat-action drawbridge entrance if you wanted to. Bridges are operated by building a lever from the "B"uild menu, and then getting a mechanic to build "mechanisms" in the mechanics workshop. You can use stone for that, thankfully. Once you have all that done, use the "Q" cursor on the lever, and pick "attach to -> bridge" command, and your mechanic will set about hooking the bridge to the lever.

Then any time you want to open or shut it (or retract/extend it), you use the Q cursor, to order a "Pull the lever", and a dwarf will toggle it for you. Bear in mind, thats an upper-case P. Sometimes you have to hold shift on some of these letter-commands, I assume for safety reasons. You can also use drawbridges as nasty defense mechanisms. Anything that is under a dropping drawbridge will be instantly crushed, including any equipment they were holding, and cute pets. If you get swamped by unwanted immigrants, you could always arrange them into a military squad and tell them to stand under the drawbridge....
*whistles innocently*

Oh yeah, those useful columns that hold up large rooms and prevent them from caving in? They can be hooked up to levers too, just like those nasty retractable spikes your carpenters can make as togglable traps. Yanks the column out of place.

(http://www.ukgameshows.com/page/images/thumb/a/ac/Knightmare_treguard.jpg/150px-Knightmare_treguard.jpg)
"Ooh, nasty!"
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on February 18, 2008, 02:36:50 pm
your wrong about the 7X7 thing

in the old version this was the case but now you can make rooms as big as you want
you could have an ENTIRE mountain...res on a single block (or support...pull the lever anyone?)
i hope they will change that because it makes it less unrealistic

anyway about that bridge thing
you could also just make floodgates and link those up to levers
bridges would work faster though

and you dont want to kill your own dwarves
only if you are uroboros
killing your dwarves only keeps you away from the fun like economy and sieges! :D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on February 18, 2008, 02:50:55 pm
I find its more fun to have a small, elite core of dwarves running a well-maintained little trap-stronghold. You know them inside out, and the occurances feel funnier and more personal that way.

Besides, originally my fort was "Friendpit the Burial-Fortress" and the starting teams given name was "Badface the Nasty Nasty Tomb-Friends" or something as hilarious. Can you blame me for killing dwarves I dont like with a fortress like "Friendpit"? A cold land covered in the graves of the mysteriously killed dwarves who werent approved and accepted by the core seven. The land was classed 'terrifying', and the fortress was designed like a large single-floor crypt with a rather large dark red door, which was only opened to restock the large wood stockpile whenever it got low. That place ended up annoying me due to lots of water pockets, and im a perfectionist. I restarted, and am currently working on "Stabsiege" with "The Elder Will of Guarding". I liked the idea of a mysterious huge stone door set into a hidden alcove in a cold, badly maintained graveyard full of demon rats and skeletal elk, so im trying to keep something of the old design. I dont think its working quite as well.

And I dont trust those ceilings, im still using supports. A little rocky grass overhang crumbled off and fell right next to my woodcutter once, it broke his leg. All it took was a cat to be jumping around trying to catch the fireflies up above. Curses!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on February 18, 2008, 02:56:03 pm
the only way for things to cave in is for a piece to be completely cut of from all sides

this is pretty common when you dig channals but you can stil make huge chambers...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on February 19, 2008, 05:46:46 am
Be very careful when digging channels. Designate only one row at a time...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on February 20, 2008, 04:54:25 am
Uroboros, thanks for those posts. They're the best abridged starting guide I've read for this game.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on February 20, 2008, 05:54:06 am
Could you give us your "standard" skill and item list for your starting dwarves Uro?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on February 20, 2008, 11:52:05 am
Bear in mind that I kill off nearly all of my immigrants to keep my population down, as I prefer to run a micromanaged group. They might not be able to get as much done, but its just more fun for my playstyle. Another long post, sorry yet again. :P

"Dig" and "Dug", two Miners with :
2 levels in Mining
2 in Swimming
1 in Axe-dwarf
1 in Brawling

"Woody" the Fletcher :
2 in Carpentry
2 in Bowery
2 in Wood Crafting
2 in Bone Carving

"Stoner" the Mason :
2 in Masonry
2 in Weaponsmithing
2 in Armoursmithing
2 in Metalsmithing
1 in Stone Crafting
1 in Metal Crafting

"Dad" (or Mum, depending on gender) the Cook :
1 in Fishing
2 in Growing
1 in Brewing
1 in Cooking
1 in Butchery
1 in Tanning

"Gadget" the Tinker :
2 in Building Design
2 in Mechanics
1 in Gem Cutting
1 in Gem Setting

"Hairy" the Ranger :
1 in Woodcutting
1 in Herbalist
1 in Trapping
2 in Ambushing
2 in Wrestling
1 in Axe-dwarf
2 in Marksmanship

The two miners should be able to operate at a good pace between themselves, and there isnt a real need for more digging skill as it rises quite fast. The two levels in swimming help them to cope with accidental floods or draining operations gone wrong, and sometimes lets them get into flooded areas to make the solution easier. The brawling and axe-dwarf skills will majorly help them in the case of ambushes by cave-creatures, and allow them to double up as improvised guards in case you get any angry mobs of wild creatures at your front door.

Woody would spend most of his/her time making things in the workshop. Things like beds, bins and barrels. Barrels for edible things, seeds, dyes, drinks. Bins for finished crafts, stacks of pre-made rock blocks, jems, glasses. Wood is sometimes of a limited supply, so using wood in actual crafting for trade isnt advised, but its a useful skill to have if you have plenty of surplus wood. Having it at +2 means at least you're ensured a bit of quality for each piece of wood you use, so it wont be a real waste. Bowery and bone crafting will let them turn any collected bones into crossbows, and bone-bolts. They're not as good as even a basic metal weapon, but they're still better than no weapon at all. Plus if you craft them well, they go for a good price. Hunting and fishing provides a slow, steady stream of bones and sometimes shells, so you might as well turn them into cash, weapons and sometimes even armour, eh?
(carpentry workshop, craftdwarfs workshop, bowery, needs a butcher and fish-cleaner for shells and bones)

Stoner is your dual-purpose mason and smith. All of the time will be spent churning out things like doors, thrones, tables, statues and blocks. Masons are so useful because of the over-abundance of rock you'll have cluttering the place, and nearly everything in your fortress can be made out of stone. Thrones and rock tables are the equivilent of their wooden counterparts, only made out of ever-present stone. Statues are just for decoration, so I normally wait until Stoner has gotten better at masonry before I start filling the deliberately excavated nooks with them. Blocks are pre-chipped lugs of rock required in a few buildings that cant use unprepared stone, and generally seem to increase the quality of what they're used in. Given that you need a metalsmiths workshop, and the appropriate furnaces and smelters to turn ore into metal blocks, then from metal blocks into great metal items, it can be quite a high load for the poor dwarf. Try to manage its time wisely, and have the "Tinker" dwarf deal with the wood burning.

Good old "Mum" and "Dad", the feeders. Turning dead things into meat, and dead things hides into leather, all before any of it can rot and waste. Good meals from otherwise unedible foraged plants, and extra drinks from the surplus. They'll probably have a lot of spare time on their hands, so they will normally make themselves useful by ferrying items into stockpiles and tending to the cats that normally adopt them. If you remember to place a little 4x5ish outdoor farm plot, you might find they're able to start growing and harvesting some of the foraged bulbs and seeds. Dont forget to turn off their fishing duty when you want things doing, otherwise they'll happily watch the world go by from the bank of the river. So hard to distract those fisher-types. A second kitchen-hand taken from immigrants should be assigned to leatherworking, weaving, clothworking, dying and such. Having two farmers is useful for keeping a slow stream of food and brewable roots, letting you open a few more small farm plots to grow multiple types of crop each month. Other dwarves tend to give them a hand automatically when they're bored... but it might distract some dwarves who should be busy with more important tasks, so you might have to experiment with the placement of the farm plot (and if you have the underground tomb design I had, try not to place them too far away above land, otherwise they forget how to get there and give up).

Gadget makes the rock mechanisms vital in any good trap, or lever-operated doodad, as well as coming up with the design blueprints of slightly more complex buildings before a mason begins to work on them. Gadget nearly always has spare time on his/her hands, so assigning the stone detailing labour and getting them to work on the main corridor floors is a good way for them to train their reflexes and a little backbone. Once the detailing skill goes up to at least skilled, you might let Gadget have a shot at engraving smoothed walls with images, to decorate the place and improve the mood of your dwarves. Be warned that removing an engraved wall will often cause a mood drop and tantrum in its engraver, as they dont like their labours of love destroyed, so try to plan ahead, and perhaps limit them to places like large dining halls or completely finished bedrooms. Have a look at Gadget's personality too, and assign the spare skill points to social skills like consoling, pacifying, appraisal, record keeping or organising. You'll have a learning boss/trader/calmer-downer that way.

Remember you can toggle the engraved images off in your screen, if they annoy you, by going to the designation menu, picking the 'toggle engravings' command, and highlighting the tiles you want to toggle. They're still there, and your dwarves can see them, but they're just not an eyesore to you any more, and they show up as a colour-alteration in stead.

Hairy is the one who will be providing you with your wood, and foraging around the outdoor plants for useful seeds or and whole useful plants. Herbalism is a hard skill to work, and a higher skill level is vital for a good turn-over of seeds, but one level should be enough to get a few seeds to start your little outdoor farm. Trapping is there in case you want it later on, as only trappers can build the appropriate cages. Wrestling helps Hairy stay alive out in the wilds, as it not only lets him fight without a weapon, but it also helps him dodge and counter attacks better. Axedwarf skill for if he's caught during woodcutting duty. Ambushing and marksmanship lets him operate as a hunter too, if you have enough wood and a handful of seeds. Ambushing is how good he is at sneaking around and getting in close to a kill without being detected, and the marksmanship skill is to help him actually hit his mark. Like fishing, anyone assigned to hunting can become very single-minded, so until other vital duties are performed, you might want to turn it off on his labour-list. They rarely give up in the middle of a hunt even if you tell them to.

The wiki suggests you dont overdo it with the skills, but I suggest you take every last starting skill-slot you can fit. Yeah, they cost, but they also save time in training. Any spare skill slots might be useful taken in social abilities (check the personality page for compatable traits), especially consoler and pacifier to calm down your tantrums, or to organise your ill-kept books and stats. A level in brawling here and there improves the survivability of dwarves in unforseen combat, and a level in swimming can make the difference between life and death in a mining operation gone wrong. Consider the possibilities of making a dwarf dual-purpose, or expanding their current skills to increase the quality or speed to which they act.

My first step in equipment changing is always to change it from two axes to one. Thats an automatic +300 points, and only your woodcutter will need an axe at first. Your two miners can swing a mean pick-axe in a pinch, and they do some nasty damage.

2 pickaxes
1 axe
1 anvil
2 cats (automatic alternating gender, you'll always get a breeding couple)
5 of every seed
70 units of alcohol
70 units of any low-quality meat (Cost 2)

Take good care of your cats, before the year is done, you'll have kittens. A few years later, you'll be swimming in them, not a vermin in sight, and plenty of back-up food should you run dangerously low (assign them for the butchers block in the management/status screen, I cant remember but I think that was "Z"). Any spare points can be used buying an extra wooden barrel, or maybe a rope (so you can later build a well over a water source. The amount of food and alcohol you start with should get you plenty enough time to dig out a good sized fortress, complete with indoor stockpiles near workshops that need the materials.

Another thing that is good to have, is other than a food stockpile near your kitchen and dining hall, a seperate 'refuse' stockpile for the bones, shells, fresh corpses for butchering and old corpses to rot. The purple clouds of 'miasma' stink can really annoy your dwarves, and can be a problem around your food stockpiles and kitchens. If you section them off from the kitchen by 1 door, a 5x1 corridor, and another door, the miasma will never reach anyone but people wanting to ferry waste and corpses. Any dead vermin and the like will be thrown in there too, keeping your fortress pretty stink free.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on February 20, 2008, 11:55:22 am
Man, I'm doing great. I've got about 47 dwarves now, and only two deaths throughout.
Every mood has easily been satisfied. I've got five legendary artifacts now, and in general, several legendary workers.

The goblins sent an ambush party recently. My crossbowmen took care of them super easily; used their bones to make bolts for said crossbowmen to practice with.

Poor 'Aptos' was stationed just outside so he could easily pursue any fleeing wounded goblins. Unfortunately, an ambush party of five goblins appeared nearby and charged at him.
At least he held them at the front while my crossbowmen shot them full of holes. 'Aptos' will be missed.  :'(
And ah, my other death was a fisherdwarf drowning. At the start of the fort.
Happens every time!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on February 20, 2008, 12:08:02 pm
Make him an awesome grave out of glass/metal instead of stone,  and set it up in its own memorial room (assign it as a tomb too?). It'll give people a place to grieve and a little hero memorial to pay tribute to.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on February 20, 2008, 01:15:28 pm
Uroboros, this is the perfect place for your long posts, the more information the better. Thanks! Good news, I did manage to dig into the mountain and made some rooms. I also made a trade depot and a road. I'll post pictures soon.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on February 20, 2008, 03:00:26 pm
I love you Uro.

And one more thing. is murky water bad? what do i do if theres no water nearby??
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on February 20, 2008, 03:15:41 pm
if you can pull it of you can live with only beer

but you need a hefty food supply and even more importantly those damn barrels

its probably a good idea to ALWAYS start near a brook or river

since its an infinite source
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on February 20, 2008, 03:38:11 pm
I did find my pets still need water though, I kept getting alerts of "tried to give water, but no water could be found" in winter.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Miclee on February 20, 2008, 06:09:19 pm
Wow... This is a small DF thread!

Here's a big one!
http://forums.taleworlds.net/index.php/topic,16721.0.html

BTW, tell them that Miclee died.  ;)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on February 20, 2008, 06:58:26 pm
If you need water and your only source froze over, your last resort would be to brew whatever plants you have left, and set at least half your population to scour the map for more brewwable plants. I dont think cats enjoy dwarvish rum, especially if they're wounded and are being tended to. At a complete guess, you might try digging for a still water source, maybe the underground pools dont freeze over? The wiki says that you can melt ice into water with magma, but thats gonna take too long to set up...

In the future, if you stay in that freezing map, you might want to get a leatherworker or weaver to make a stock of waterskins, then fill them before the winter hits. Hopefully it should be enough for your pets for the one month. I dont know if they get filled automatically or if you need to assign them to an active military squad with "carry water" in their options, before they'll be seen to.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on February 20, 2008, 07:59:47 pm
Making an underground lake is pretty dang easy though.
It can be one of the first things you do when you arrive even.
Takes just three mechanisms, one lever, and one floodgate. That's four pieces of stone. The rest is just a bit of digging.

I'm just not sure if I'm doing it right though. Celdur could probably explain better; he's always suggesting those things.
In fact, that's where I got the idear.  :)

EDIT: Oh, shoot. He mentioned how to set all that up a couple pages back.
Well, yeah. Like I said...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on February 21, 2008, 10:25:01 am
Wow... This is a small DF thread!

Here's a big one!
http://forums.taleworlds.net/index.php/topic,16721.0.html

BTW, tell them that Miclee died.  ;)

We like our thread just fine thank you. It doesn't matter how big a thread is but how helpful the people are and we're working it out as we go.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on February 21, 2008, 10:58:36 am
Im still learning things myself, especially since the newer versions with the height levels, gear systems and choice of starting position and whatnot. Last night I spent some time digging out a whole river-channel, to divert some water for a flowing moat, along with adding a hole in the channel before flooding it, to get some water down into the fortress. Took me a while to get everything set up, and I managed to accidentally seal two of my dwarves into the flow-chambers between the walls a couple of times, but they're all fine now. Stage 1 was a success, the moat works like a charm and the floodgates sealed everything properly. Stage 2 wasnt so great, because when I pulled the lever to remove the plug, and let water into the underground channels, the weight and speed of the water caused it to flood and rise far faster than I expected, totally overrunning its little pit and nearly drowning everyone in the sleeping quarters.

Oh well.
*scratches his chin and tries to salvage his idea*
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on February 21, 2008, 11:12:18 am
No new release yet, but they've updated the development pages with a list of current fixes.
Quite a few of them directly apply to issues me and my buddy have been having.

added init option to show embark confirmation even if there are no potential problems
refined embark aquifer display
stopped hunters from being interrupted by their prey
made traps safe for friendly outsiders again


Of course there's quite a few more. http://www.bay12games.com/dwarves/dev_now.html (http://www.bay12games.com/dwarves/dev_now.html)
I might just hold off 'til he releases the next piece.
I want my hunting ability back dang it.


EDIT: A moat... hmm.
I just have a regular ol' wall fort surrounding my entrance with a few fortification rooms sticking out for my crossbowmen.
Maybe after I inevitably collapse or die horribly, I'll try a moat.

Isn't it funny how a game like this makes it easy for just about anybody to spin a yarn about their experiences?
Simulation-based gameplay is so damned fun... if that's even what you'd call this. I dunno.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on February 21, 2008, 11:59:14 am
Yeah, its pretty odd really. For a screen full of ASCII characters its pretty deep isnt it? I made a post ages back about how it has a similar effect to reading a book. Because the screen isnt just spoonfeeding you the fine details, you end up visualising it once you get into the groove, and little own-story interpretations creep into the cracks. The roguelike games are generally quite good for this kind of thing.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on February 21, 2008, 12:26:43 pm
Are there any ways to default the starting dwarves and equipment, because when i start a new one, i love making my dwarves having special names etc, and their skills, but then when i go into the game, i die of course. then i think, "well, better start a new one, oh noe, ill have to redo all the dwarves and my perfectly set skillpoints and items! blast."

plz halp.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on February 21, 2008, 01:10:59 pm
I would like to know if there's an e-z startup. I don't mind picking the spot, I don't mind renaming the dwarves (I find that quite entertaining :D), but having to do the dwarf skills and the initial supplies over and over can be a little boring.
In fact, it has actually been the number one complaint of a friend of mine.

Too bad he can't be arsed to report bugs or make suggestions like I tell him to, like the GAME tells you to.
Bleh.

If you cannot do this, perhaps I will send Toady an email.
I'd post it on the DF forum but I don't feel like having my idea judged by a bunch of douchebags.
Sorry, but a lot of those guys really are.  :-\
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on February 21, 2008, 01:34:10 pm
I thought they were a band of people living in blissful harmony.

And i thought there was just a way to edit a game file or something for the starting dwarves.

Edit: Oh and i restarted, again, theres absolutely no trees in a WOODLAND AREA. is the game ****ing with me or something?? are the trees under ground?? in the sky?? i just have no idea where the trees are hiding.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on February 21, 2008, 02:36:17 pm
you know the thing i like most about that newest patch is that the dwarves actualy put down teh artifacts

if your mason makes a artifact door he pretty much ruined his back in older versions...but now you can actualy use that pretty door to make your nobels happy
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on February 21, 2008, 03:23:13 pm
ever since I lost a entire fortress to thirst, one of the first things I do is build an underground lake and a well.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on February 21, 2008, 03:45:04 pm
Okay, so the way I did it was fill a sealed room below. Then I close the floodgate so water stops coming in. The pool below is 7/7 (full); you can see the water through channels I've dug above it, basically the main work area.
It is zoned as both a water source and fishing spot.
I can fish from it alright, but does it work as a water source too? I never see dwarves other than fishermen go anywhere near it.
Or do I need a well?
Also, the water level has never gone down.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on February 21, 2008, 06:53:46 pm
Dwarves do not seem to want to drink from my artificial water channels, I guess you need a well.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on February 21, 2008, 07:05:28 pm
Alrighty. That's not a problem.

Man, after I "got" this game, solving challenges and minor issues has become a snap.
Sure could use like... a game speed setting though.

And also like a thousand other features.


You know what I was thinking earlier was that I'd love it if the guys doing Mount and Blade hooked up with the guys (guy?) doing Dwarf Fortress. Sorta like... what would you get if you crossed the two?
I think that'd be pretty awesome.

But I want too much, and do so little to deserve it.  :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on February 21, 2008, 07:13:39 pm
have you ever seen gimli try ride a horse?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on February 21, 2008, 07:29:36 pm
I suppose you're right.

I guess deep down I just want the game in 3D, even if it's pretty grungy looking.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on February 21, 2008, 07:41:32 pm
Maybe after he finishes this (If it ever truly becomes "finished", anyway. I think it's gonna be a constant work-in-progress.) he'll make slaves to armok 3: elven city....
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on February 21, 2008, 08:40:44 pm
Eew. Hippies.

I'll stick to Dwarf Fortress.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on February 22, 2008, 04:39:47 am
If you look at his LOooooooonG term goals, he wants to expand fortress mode to include Human town, Elf Lodge, Goblin Camp, Wizard Tower and Dragon Lair.
Wizard tower.  :D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on February 22, 2008, 08:20:33 am
Id rather he didnt bother making Elf Lodge.
the farking tree humpers..
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on February 22, 2008, 08:27:04 am
If you don't like elves, try to trade them animal parts and that should send them packing. Personally, I like the elves, great supply of cloth.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on February 22, 2008, 10:20:55 am
I find those guys largely useless. Too bad he's fixing the friendlies in the cage traps thing; I might have liked a dozen or so of 'em in the zoo.

EDIT: The new developments page says he has fixed some more issues.
I read him say somewhere that we can expect the next update 'Saturdayish'.

I just wanna be able to hunt again.  :P

Quote from: Toady
*allowed either world dimension to be set to 257 (current), 129, 65, 33 or 17

Apparently you can change the size of the world map now? I'm not completely sure what this means.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on February 22, 2008, 12:17:07 pm
If you don't like elves, try to trade them animal parts and that should send them packing. Personally, I like the elves, great supply of cloth.
Or cut down mass amounts of wood just to spite them. Eventually they start demanding you limit your tree-cutting to a certain limit, which if you go over, they start sending ambush parties into your map. Dealing with elven archers with master-level marksmanship is harsh, but im sure its nothing a wrestler in platemail couldnt handle, muahah.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on February 22, 2008, 02:54:41 pm
if you become good friends with them by giving them offers and such they will eventualy bring tamed cage animals who will fight for you...its worth it
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on February 23, 2008, 11:49:44 am
Why do goblins always seem to love sieging you when a caravan arrives? It's annoying because as soon as I order my dwarves to all head indoors inevitably one of the dozy cretins leaves a few items right where the flood gates are, blocking htem and preventing the goblins from falling into my drowning trap.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Slartibartfast on February 23, 2008, 11:52:50 am
They probably attack because they know the gates will be open.  That's the excuse I would give.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on February 23, 2008, 12:02:57 pm
I'm just annoyed because if it hadn't been for that the goblin army would have been completely wiped out in my drowning trap and about half of my population wouldn't be dead or injured. (fortunately I had a corridor of traps at the entrance, unfortunately the dozy perks that make up my fortress decided it would be a really good idea to rush to the entrance and see what was going on, cue a target practice session for the goblin archers)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on February 23, 2008, 02:59:04 pm
Do what I do- Steam the buggers. They never come back for seconds. The only thing is the cost in magma.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on February 23, 2008, 03:01:57 pm
IM having a bit of difficult with the whole trade concept. I have large stockpiles of Gypsum and thats basically it (Im in a Trade Dependant location), so when the trader came by he would have made quite the profit but when I ask to simply trade one piece of Gypsum his weight is maxed out thus I am unable to trade anything and slowly I will run out of supplies. Does anyone have any suggestions?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on February 23, 2008, 03:05:22 pm
try to create a craftsdwarf workshop and make stone crafts out of the Gypsum

the crafts will be allot lighter and they trade pretty good (for about 2 crafts you can get 5 plump helmet)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on February 23, 2008, 04:02:53 pm
If you have a mechanic, make a mechanic's workshop. Make a bunch of rock mechanisms.
they're worth a good amount too.

Or hey, get the cook to make a lavish meal. Those are worth ridiculous amounts of... uh, 'value'.
Just don't try to trade it to the elves if it has any sort of meat in it.

Just a small updort on the next release --
Quote from: Toady
The bug count is 332 now. This isn't the 300 I set for my goal in moving on to the next phase of the Army Arc, but I think I've done quite a few welcome fixes and I'll probably be moving on after the release tomorrowish.
Supergood.
I know I don't -need- meat, but I hate having 0 stock in it. Also, I like the bone and leather and.. fat.
All that sorta crap.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on February 23, 2008, 04:48:59 pm
thing is with minerals they weight an awful lot and have very little value.

Personally I wait until I'm raided by goblins, then sell the buggers clothes and armour after I've killed them, seeing as my dwarves can't use either.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on February 23, 2008, 05:21:24 pm
you can melt there weapons and armour (if its made of any metal) by going over it with (k) and pressing (m)

you do have to have a melter and at that melter you must sellect 'melt (o)bject' before they melt anything
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on February 23, 2008, 05:33:06 pm
Hhmm, anyone care to explain crop planting inside of caves a bit clearer? I might need a picture to fully understand it because im having a bit of difficulty grasping at what there saying.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on February 23, 2008, 05:34:38 pm
Ok, i dug a frickin long tunnel from my fortress to a lake, my fortress is in the middle of the map next to a chasm, and the river on the other side of the map. i assign the dwarves to dig a channel ready for the water to run through the tunnel from the river to the chasm, going straight through the fortress' heart, will it freeze during winter?? if so, im screwed.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on February 23, 2008, 06:30:56 pm
you need to get the ground muddy, this can be done by flooding it, like vereal mention (also I'm pretty sure it doesn't freeze inside your fortress, unless you're in a really cold environment) then simply building a farm on the patch of mud. Then you have to select what you want to grow each season.

As for the goblins metal stuff I usually prefer to sell it because melting it down takes up fuel whereas if I keep it as a trading commodity I can still sell it for the price of a regular piece of that type of equipment.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on February 24, 2008, 02:57:43 am
Well my fortress is coming along rather nicely, I managed to survive a very deadly winter in which we ran out of drinks and the water froze over. But my Dwarves stuck through and managed to hold off near the end of winter where they found a small pool of water and drank from it, although one dwarf is pale and im guessing hes sick. An elf Caravan came in the early spring but I was unable to trade with them as my Dwarves were occupied with the underground farm as well as making items for themselves.

Any idea when Immigrants show up? I would love to boost the number of Dwarves I have cause honestly Seven Dwarves is not enough. By the way, Kobolds are a pain in the ass...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on February 24, 2008, 05:35:00 am
I have alot of cleaning and hauling that needs to be done.

ALOT.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on February 24, 2008, 07:28:29 am
What? Serrated Spinning disks?


(I love them. I've killed kobolds from the ricocheting of severed arms after one falls.)

UPDATE: Fear carp. My entire fortress was invaded by these aquatic death-machines. The washout looked like this:

(Yea, I dug a little too close to the river.)

(http://i154.photobucket.com/albums/s258/MaeReborn/Dwarffortresgorey.png)


May those brave Fishermen, Soldiers, and Hunters rest in peace. My farmers drowned, as did my miners so many levels below. I'm now left with one hermit, with a broken leg, a bed, and the above-ground food stockpile, which has been fortified.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on February 24, 2008, 09:58:37 am
i hoped they fixed the carp bug by now XD
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on February 24, 2008, 10:00:05 am
JESUS!!!!

That looks like a scene straight out of a horror movie!
Even when the goblins had turned my main hall into a shooting gallery it didn't look that bad, although I've not come up against any really powerful beasts yet.

Seeing that's got me worried, can floodgates fail? If so most of my stockpiles and all of my living quarters would drown PDQ.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on February 24, 2008, 10:02:05 am
as far as i know they cant

but they can be bashed down by something as big as an ogre

goblins bring ogers with them btw
in later sieges
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on February 24, 2008, 10:06:27 am
JESUS!!!!

That looks like a scene straight out of a horror movie!


I was laughing so hard when it happened (How can a carp rip of the head of a dwarf and throw it 2 levels up and 30 tiles away?)

Anyway, my hermit just died off, killed by a Hippo while hunting, so I'm bound to start again (In a less hazardous region, hopefully.)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoadept on February 24, 2008, 11:21:17 am
Yeah, carp can be pretty scary.  I've just stopped brining fisherdwarfs at this point, though they seem to work out pretty well in an ocean biome.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on February 24, 2008, 11:38:49 am
I've not had to deal with carp. Though with this weirdo hunting buggery still going on, an immigrant hunter I was somehow not aware of slipped outside and got very slowly shredded by a tired wolf.

Fisherdwarves have drowned in lakes a few times in the past, but I've just got a little fishing spot off a brook for them now. They do just fine there. It's even surrounded by walls and a couple of vertical bars on the water.
Nobody's gettin' in here!

You guys sure pick some horrible places to live.
Or maybe I was just lucky...

EDIT: Updort!
And the graphics DF has migrated to the latest version. http://mayday.w.staszic.waw.pl/df.htm
No more hunting buggery I hope.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on February 24, 2008, 01:46:16 pm
Today was the first successful use of my drowning maze trap! I caught an entire goblin army, as well as their human mercenary in it!
I would really hate to be around when the drain lever is opened....

Also I lost three dwarfs because they decided that would be an incredibly good time to run into said trap and see what was going on....
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on February 24, 2008, 03:28:25 pm
I wish you could designate areas as "dangerous" so dwarves wouldn't go there..
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on February 24, 2008, 03:44:18 pm
That would be incredible amazing, I think about half of my dead dwarfs would still be alive if that was implemented.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoadept on February 24, 2008, 05:16:07 pm
Well, you can zone them as restricted.  They'll still go there if there's something in it that they want, but for the most part they'll try to walk around.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on February 24, 2008, 05:35:38 pm
Just had my first possession today a month after the first wave of immigrants arrived. He built a bed named Zaron or something like that. Was rather interesting, I was scared at first I thought the Dwarf would go on a murderous rampage like most seem to do on many occasions.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on February 24, 2008, 06:54:44 pm
they might if you don't have the resources they need, after a while they just go insane.
It's much easier when your fortress is well established and you have a wide variety of resources.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on February 25, 2008, 01:41:34 pm
Ok, now i started a new game. it seems to be the perfect one compared to all my other games. i have either been in a place with no water, wood, or it was just a stupid spot.

I have some cats, and they really like to bring dead things into my hunter's bedroom and put it on the bed.
i am not sure if the cats are doing it though, i barely see my hunter. I also dont know what to do with dead things. should i store them in barrels or something, in that case, how?

Where do i place bins. and how...

should i plant a farm inside or outside...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on February 25, 2008, 02:25:08 pm
I just make a huge refuse pile outside..I wish you could make bonfires.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on February 25, 2008, 02:29:14 pm
I just make a huge refuse pile outside..I wish you could make bonfires.

Or fire itself, in order to melt surrounding water or whatnot.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on February 25, 2008, 04:24:07 pm
Has anyone tried the 'communal fortress' method of play? It's where every dwarf has every job enabled (except hunting, fishing, and suicidal-spider-web-gathering). Every single one of your dwarfs is working 24/7 except when they're sleeping, eating, etc. It would be effective with a large fortress, but not a very good idea with only 7.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on February 25, 2008, 06:37:23 pm
I'd imagine everything would be done quickly, but would also be of a much lower standard of quality.

Also I've only just realized that bins can be used to save space in the stockpiles - I have some truly cavernous store rooms that are looking just plain silly now.....
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on February 26, 2008, 05:40:45 am
I'd imagine everything would be done quickly, but would also be of a much lower standard of quality.

Also I've only just realized that bins can be used to save space in the stockpiles - I have some truly cavernous store rooms that are looking just plain silly now.....


I keep a small, 6x6 closet, to store all my 30 dwarve's food.

(Man, I should post my cliff-dwellers fortress... it's sweet.)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on February 26, 2008, 12:20:03 pm
I'm starting to get really frustrated by my dwarfs, I'm thinking of finishing up the exterior, at the moment I'm going for the 'doom fortress' look, then maybe leaving the gates open during a goblin siege and putting everyone on military just to see what happens.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on February 26, 2008, 12:26:49 pm
After Toady makes projectile weaponry respect the Z axis, I'm gonna have archery towers across my map.
And they'll all be delivered food and ammo by haulers via underground tunnels of course.

Even if my plans go crap, it should still be pretty funny.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on February 26, 2008, 12:36:12 pm
I built an archery tower and my dwarfs managed to take out a fair few goblins, the were on a z level above those goblins as well.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on February 26, 2008, 12:39:46 pm
Oh, really?
I guess it must only be ballistas and stuff that don't respect it yet (I read his dev notes; it's coming up in his Army Arc).

It seems I have work to do.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on February 26, 2008, 12:50:36 pm
Yeah they'd only just started training with crossbows as well and slew a fair few.

Also I think I may turn my fortress into an adventure mode dungeon type of place:
i.e. lots of traps, mazes, an intimidating exterior, secret entrances, flooding area's, secret treasure rooms and, of course, a lost underground city.

At the moment the underground city bit is more or less done, I'd just need to make it look pretty.
The traps part may need some work as all there is currently is a small corridor at my entrance lined with traps.
The doom fortress look is coming along nicely however, I'll be sure to post a picture of the completed version.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on February 26, 2008, 03:53:46 pm
The possibilities never cease to amaze me.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on February 26, 2008, 04:07:03 pm
Yeah they'd only just started training with crossbows as well and slew a fair few.

Also I think I may turn my fortress into an adventure mode dungeon type of place:
i.e. lots of traps, mazes, an intimidating exterior, secret entrances, flooding area's, secret treasure rooms and, of course, a lost underground city.

At the moment the underground city bit is more or less done, I'd just need to make it look pretty.
The traps part may need some work as all there is currently is a small corridor at my entrance lined with traps.
The doom fortress look is coming along nicely however, I'll be sure to post a picture of the completed version.

My most recent project (my old one got flooded) is definitely going to be in the doom fortress mold (the flooded one was supposed to be a sort of opulent hall of the mountain kings sort of place, unfortunately the dramatic waterfalls got a little bit too dramatic). So far I have iron statues out front decorated with bloodstone and a drawbridge across a pit which will eventually extend down to the lowest Z-level and will be filled with spikes.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on February 27, 2008, 06:40:12 am
Hehehe, look at this:

(http://i154.photobucket.com/albums/s258/MaeReborn/elephant.png)


An elephant wandered into my armory, in the heart of my cliff side fortress. Luckily, they're docile now, so no-one is dead yet.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on February 27, 2008, 10:32:05 am
it would be great if you could choose the number of dwarves to begin with.

I have this idea of starting with only one, living as a hermit in a forest or whatever, hunting with your dog or some other pet animal(dragon hatchling, anyone?)  farming next to your little hut or cottage or something bringing only vital equipment with you at the start.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on February 27, 2008, 11:33:55 am
Well, when Toady adds all the stuff to Adventure mode, I believe you'll be able to do that.
Somewhere in his notes, he mentions that he'd like it so that your adventurer can have Dwarf-mode sort of skills.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Didero on February 27, 2008, 11:39:36 am
it would be great if you could choose the number of dwarves to begin with.

I have this idea of starting with only one, living as a hermit in a forest or whatever, hunting with your dog or some other pet animal(dragon hatchling, anyone?)  farming next to your little hut or cottage or something bringing only vital equipment with you at the start.

You could edit the maximum amount of dwarves in the init.txt, in the data/init directory. You could try to change the Population_cap at line 135 to one, but I don't know if that'll work. It's worth a try though.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Samog on February 27, 2008, 03:29:19 pm
it would be great if you could choose the number of dwarves to begin with.

I have this idea of starting with only one, living as a hermit in a forest or whatever, hunting with your dog or some other pet animal(dragon hatchling, anyone?)  farming next to your little hut or cottage or something bringing only vital equipment with you at the start.
You can run adjuststart.exe (http://www.dwarffortresswiki.net/index.php/Utilities#Rick.27s_utilities) to change the number of starting dwarves to one or just find a way to kill everyone else off.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on February 27, 2008, 07:30:40 pm
If you had an actually up to date version...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on March 01, 2008, 03:17:51 pm
Is this bad? will the dwarves not drink it when winter comes?

(http://img135.imageshack.us/img135/9057/oopsxw0.png)

Edit: I see the error in my strategy.
I have to place the are around the water, not in it.
Facepalm.jpg
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on March 01, 2008, 04:03:51 pm
I added the updated graphics version to the first post, to make information easier to find. If you think something else needs to go there, let me know.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on March 01, 2008, 05:14:30 pm
How do i stop stupid lizards from going into my food stores.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on March 01, 2008, 05:19:55 pm
Cats.

This game would be infinitely easier if you could make chains out of stone. That's three fortresses where everybody died of thirst because I couldn't find any metal ore before winter.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on March 01, 2008, 05:48:32 pm
I allready have two cats and a kitten, how do i make my dwarves always remove the stupid dead lizards and bugs that lie around my foodstores. they cause miasma, and i hate that.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 01, 2008, 05:53:41 pm
Make a refuse stockpile outside. That's what I do.
That's where all the bones and stuff go, and dead bugs and all that sorta crap.

Let me just get a picture...

EDIT:
Here's how my above ground is set up. Some of it got cut off above, but it's not much. Just some fortifications and a door.

...and a wide corridor full of cage traps.

(http://img301.imageshack.us/img301/1171/fortxo2.png)

I'm pretty damn well protected.
Still no sieges yet. Just ambush parties.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on March 01, 2008, 06:00:46 pm
Cats.

This game would be infinitely easier if you could make chains out of stone. That's three fortresses where everybody died of thirst because I couldn't find any metal ore before winter.

One word. Booze.

Alternatively you can use rock floodgates and mechanisms to make an sufficiently deep underground water storage that won't freeze.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on March 01, 2008, 06:13:53 pm
Refuse stockpiles, I find, are better placed close to the butchery and the tanners shop for obvious reasons. A room with a single entrance will suffice, especially if you add a 3-space corridor and another door onto the edge of that as a 'stink trap' for when the door opens, is often best. Decaying bodies will leave bones, butchered corpses will have their fat and untanned leather in there.

Also, chains arent necessary for wells, you can use ropes too (pig tail ropes, etc).
I often take a rope with me in my initial equip for this reason.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on March 01, 2008, 06:16:44 pm
Damn Gauphastus how did you manage to make an above ground fortress with walls and what not? The only "Walls" I have been able to make are ones that have been smoothed and engraved, but there underground. I would love to know as the entrance to my fort is simply some steps leading down into the main compound with a stone trap at the bottom.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on March 01, 2008, 06:21:01 pm
The walls are in the build list, along with workshops, supports, and all the other stuff.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 01, 2008, 06:26:16 pm
In the build menu (b), Walls/Floors/..something else. Press (C), capital C for the shortcut.
It's way easier if you learn the shortcut rather than scroll through the list. Them's a lot of walls.

Having an above-ground fort is really damn handy, especially for holding back the gobbos for a bit while you get prepared inside. Or whatever your setup is.

I aim to have much of my combat take place above ground obviously. That last attack, while killing five of my incredibly dumbassed dwarves, upset nobody because the enemy was unable to breach the front door. Locked it.  :D
Said dumbassed dwarves are dumbassed because they went up on the roof (yes, that pictured fort has a roof on it; build a ramp to the second floor and use the (b)(C) menu to build floors on the second level above) to loot the marksdwarf I sent up there to.... test the advantages of elevation in combat.

It was a bad idea, yes.

But yeah, after Toady fixes build floors so you can build more constructions on them, you'll be able to have a barracks up there maybe. Or whatever you want.
Someday.


EDIT: The vertical bars across the brook were a nice touch too, I think. Now my guys can fish in peace even if there are enemies about.
It's mostly to protect against snatchers and thieves year-round though. I'm totally sealed in.
The front door has two guard dogs chained to it. NOTHING sneaks up in this bitch.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on March 01, 2008, 06:29:26 pm
You can build walls over holes you know. (D)esignate tiles for "remove construction" on the floor pieces that are impeding you, then build over those holes with walls. Its annoying but functional, at least.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on March 01, 2008, 06:55:40 pm
NOTHING sneaks up in this bitch.

I laughed.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 01, 2008, 11:21:13 pm
Hey, what tileset is that Gauphastus?


PS- I have discovered Adventure Mode! It's so deliciously gory, I love it! Once with a wrestler I made, I attacked a shopkeeper, gouged both his eyes out, then proceeded to systematically break every bone in his body, all the while laughing my head off. With same human who was also a thrower, I threw the corpse of a dead lamprey at a cougar and caved it's head in. Wrestling rivers full of fish FTW!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 01, 2008, 11:35:48 pm
Oh, I love Adventure Mode.
Understanding Dwarf Mode was fairly complicated, and I'd never heard anyone talk about Adventure Mode yet, I gave it a shot first.

Wandering around in some town, I think I remember recruiting some guy. Then I changed my mind and told him to go away. He moped off while I wandered into a large field a good distance from the town.
Some man was out there with what I believe was his wife. Wandering further, I found their child.

After a bit of grappling, I'd managed to snap his neck. I was about to finish him off, but the father and mother came running up at me out of nowhere.
I ran the hell out of there. Looking on the big map, I saw a town to the south and started heading for it.

At some point, I decided I should sleep in the middle of the woods.
Keep in mind this is a very long ways away from where I broke that kid.


The father! He caught up to me while I was asleep.
And he tore me to pieces with his bare hands.


It was at that moment that I decided I loved this game.


Also, that is the Mike Mayday tileset.
He applies the tileset to the current version for everyone, making it easier for people to play a nice graphical version --
http://mayday.w.staszic.waw.pl/df.htm
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Arachoid on March 01, 2008, 11:45:50 pm
The front door has two guard dogs chained to it. NOTHING sneaks up in this bitch.

Those dogs look so fearsome. I'm scared to even download this now.  :D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 02, 2008, 02:08:55 am
Hah, all fear my hunting dogs!
Man, I have so many freaking animals. I really need that computer upgrade...
Dealing with kittens is easy, but I need those dogs.


Anyway, during one of my experiments (I've about half completed it; I'll post it later maybe) I got a wave of migrants.
That's okay. I was expecting them. This is an old save, duplicated from my main game folder.
But then, just one season later, I get another wave. I don't believe I've gotten a wave of migrants twice in a year before.
Hell, even my main game data is long past this time of year and they only got that first wave.
Crazy. Hope they don't have too much trouble getting to the entrance after what I've done.

>.>
<.<
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 02, 2008, 04:30:52 am
if you have lag because of animals then build cages and put them in...it will make it allot less laggy.

and you can build everything on floors...cept for walls...or more floors >_>

in nil kast i have my barracks on the second floor so...

in fact im working on a fortress that has EVERYTHING in one giant above ground fortress save for the farms (and i dig really deep just for rocks so i also have a mining shaft)

everything goes allot slower because you have to do it wall for wal and floor for floor but the result is awesome
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoadept on March 02, 2008, 06:47:43 am
Heh, I'm trying something similar.  I'm going for an entire above ground city, individual houses and everything.  It's almost impossible to keep up with immigration waves, but I've got a healthy food surplus (mostly from an underground farm, but I've got one above ground and have started breeding cows and horses) that should carry me through without starvation and a well should hold up dehydration if my enormous booze stockpile fails.  The hard bit will be getting it ready for a siege while keeping up building houses and workshops.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 02, 2008, 07:08:51 am
yeah its hard to make bedrooms so fast...

i wanted to make a city kinda thing too but that would make it hard since you need to expand the walls and such

but im going more in the air...as one big complex

so i could build a wall and i will never have to expand
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoadept on March 02, 2008, 07:17:16 am
I just dug a channel around all the space I would conceivably use.  Yeah, I still need a wall for when real sieges start showing up, but it means I can deal with thieves and snatchers with just a few dogs.  It also helps that I'm on the ocean, so I only need to defend from three sides.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on March 02, 2008, 11:47:41 am
If i am to make my first seven dwarves a barracks-ish sleeping area, do i simply have to set one of the beds as a Y to barracks, and resize the room to the entire room where all the beds are, or do i have to set barracks as Y for every single bed?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoadept on March 02, 2008, 12:40:35 pm
Just do it for one and it will include them all in the room.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Arachoid on March 02, 2008, 06:04:32 pm
So I started playing this game, but... It wants me to press this button that it says looks like a circle with another circle and a cross in it... I'm so confused... I can't even figure out how to chose a different option; the arrow keys don't work!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on March 02, 2008, 06:14:55 pm
This is a case where reading the manual before jumping straight into the game works wonders.

Honestly, kids these days.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on March 03, 2008, 12:39:35 am
Anyone try creating your own race via modding? Its pretty easy and I think its awsome that we can do these kinds of things!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on March 03, 2008, 02:29:39 am
I've never actually had a problem keeping up with immigration waves, although now the second floor down, of my fortress, is a sprawling metropolois.

The only down side is that my food stors go down rapidly during a seige, as I need to keep importing vast amounts of food because even my fairly extensive undergrounds farms can't keeo up and about 2/3's of my food comes from fishing and hunting
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Glacies on March 03, 2008, 08:07:50 am
Keep Numlock off, it's evil.

Also, little help? In the kitchen overview, is it red or blue text that's o.k. to cook/brew?

Edit: And how do I get the little buggers to stop throwing parties?!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 03, 2008, 09:09:03 am
you cant really stop them making parties
unles you remove all the posible placed where they can be held....

so remove the meeting hall from the well

and the dining hall from the tables

as for the cooking thing...i never use a kitchen
the wiki should explain it in detail though

also i found this 10 page interview with toady one about DF
its quite interesting

http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on March 03, 2008, 01:33:08 pm
Yeah, I read that yesterday. It was pretty interesting.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on March 03, 2008, 03:39:39 pm
-_< Crap, I'm addicted to this game. Does anyone know how to get rid of Giant Eagles? They keep ripping the arms of my huntsdwarfs and killing them.


On the plus side, I hit coal, iron and platinum while digging a crypt. Woot.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 03, 2008, 03:52:02 pm
i guess you need crosbows to fight them off
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 03, 2008, 07:12:42 pm
I keep getting ambushed. I'm building a bigger perimeter.
Been saving up the puppies so I can have a horde of war dogs. I've got like thirty at this point, and it'll only grow from there.
Bahaha.

Lost both my elite marksdwarves, Iken and Achos. Stupid twits wouldn't back off to reload, and instead charged forward to use their crossbows as hammers.
God, I hate that.

But oh well. I learn a little more each time.
Got another wave of immigrants, several of which were recruited.


A second wave of ambushes showed up just after the human caravan did, which was immediately after the immigrants arrived. Busy times here.
The caravan ruined the ambush parties, and I got a whole bunch of free stuff.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on March 04, 2008, 04:35:26 am
Yeah it's always fun when an ambush party, or even better a sieging army, and a caravan collide, they usually kill each other and at least one of the caravans is usually toppled so you can collect all of the stuff, the only downside is that they instantly flee after this and you don't get a chance to trade the rest of their goods.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on March 04, 2008, 09:37:23 am
Unless they're just entering the map, in that case, they'll keep coming. I had an elven caravan arrive just after a goblin ambush appeared and they were totally slaughtered; tons of free cloth for me!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on March 04, 2008, 10:52:54 am
Bah! I can't stand elves, they never bring allot of food or booze and seeing as most of my trade goods are what I nicked from all of the goblin corpses clogging up my drowning trap they tend to get shirty about all the blood and gore on everything.

Besides they don't even usually have any guards with them, so you also have to still kill the raiding party.  >:(
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 04, 2008, 02:57:38 pm
Elves!

*shakes fist in the air*

I mean, who wouldn't want my piles upon piles of foxbone idols?  :-*
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on March 04, 2008, 03:07:05 pm
I need a bit of help at this point in the game. I just got a massive wave of immigrants and I dont think my food and liquid storages can hold off the next winter. If I can find out how to take screenshots (NO idea how) I will try to post my scenario but as for now I will just try to explain it. One of my engravers has maxed out all his stat points and he was already a proficent shield user and wrestler so I recruited two peasents to form a small army and I have them training incase Snatchers or an ambush appears. My barracks are currently located on the 3rd lowest level which is the smallest. On my second level there is my Industry sector, as well as the dining hall nearby and the farm down a small corridor. The rooms are north of there along with a statue garden. And then the first level and the top of it all is where I am building my above ground fortress, its still a work in progress but I hope it can defend against sieges. (I hope to make siege weapons on the second floor to fire down at invaders). So anyone have any hints for increasing my economy?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on March 04, 2008, 03:32:17 pm
Aboveground farms. Longland Grass and friends grow all year round and can't be appropriated for food, just brewed. If you're running out of food, remember that you can always butcher the cats that you're no doubt ankle-deep in, and that you can turn all the fat that's been piling up into tallow that you can then cook meals with (or turn into soap, if you can be bothered to set the whole thing up).

That's how I've been getting by, anyway. Just got my Dungeon Master; is there any reliable way of capturing wild animals in cage traps, or do I just have to set some up and hope that they blunder into them? I saw a sasquatch today.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 04, 2008, 03:35:58 pm
You can bait them with meat or gems.
(Once they're built, with Q)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 04, 2008, 03:37:24 pm
@ durgon: build aditional pylons farms

and if you have enough farms then make more farmers

you could also gather herbs outside that provide food

and if your river or whatever freezes over in winter make an underground water supply with a well on top of it

and if your really in a tough spot you could slaughter animals for food with Z and then 'animals'
(you need a butcher workshop for this)

screenshots is really easy...just press printscreen and go to paint...then paste it there and cut out the DF part



@ /lurk: build a kennel...you can select 'catch a wild animal' there...im not sure how it works but i think you need a trapper for it
its also the place where you tame any wild animals or train them to be more...usefull
...and you can bait them

stupid posters while im typing >.<
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on March 04, 2008, 03:42:47 pm
How would I make an underground water supply with a well? The way im thinking is that I go to my 3rd level and make a bit of a water pool there and then I would go to my 2nd level and build the well above it?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 04, 2008, 04:10:01 pm
dig out a channel right above an underground water stache (1st (d) and then (h)) and then build the well on the channel...you need allot for a well though

if i remember it right you need:
1 mechanic thingy
1 bucket
1 rope or chain
1 block of stone or metal

thats quite a list...but it will help you from dying of thirst in winter

the alternative is to have lots and lots of booze but that isnt really smart nor easy when your low on food
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Psilontech on March 04, 2008, 08:01:11 pm
The Undead Elk... They're in league witht he Elves, I know it!!!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 04, 2008, 10:18:23 pm
Anyone want to know how I make my underground water supply?
http://www.megaupload.com/?d=MLK50T00
Enjoy.

(type the code into the box and wait about a minute, then download the file)
It's a RAR file (compressed package). You'll need WinRAR or something like that.

My video file is "watersupply". It takes time to watch 'cause the dwarves drag their ass; that's on my experimental file and they're still all totally disorganized after one of my experiments (shown :D).
The other video, "MakeALake" is a super deep pit that my friend was going to use as his water supply. Took him a very long time to fill. Notice the huge pause; that was one hell of a collapse.


Put moving records into your Dwarf Fortress\data\movies folder. Open the game and press ; (semicolon) and load a moving record. Hit play.
And there you go.

This was a rough example for Didero, but he said it could very likely help others.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 05, 2008, 01:56:04 pm
You know there is a certain website (http://mkv25.net/dfma/index.php) to which you can upload movies (and complete maps).
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on March 05, 2008, 02:06:54 pm
Riiiight, so I decided to make that underground lake and lets just say it didnt end up to well. I stupidly forgot to place one floodgate and almost my entire level was flooded. I could have stopped it but I decided to leave Dwarf Fortress running while I ate supper...and watched a movie. Oh my :(
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 05, 2008, 02:23:40 pm
 :o

Hey, it happens. (Hint: open up task manager and kill the program from there. Restart from last save.)

Well, this is one of my fortresses, Finderbust (a generated name) in my favorite DF utility, 3Dwarf.

(http://i21.photobucket.com/albums/b257/Kishmond/Games/Finderbust1.jpg)

(http://i21.photobucket.com/albums/b257/Kishmond/Games/Finderbust2.jpg)

I plan on making the inner keep taller, and the outer wall isn't quite finished.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 05, 2008, 02:45:48 pm
wow that program is awsome! i cant seem to make it work...when i do the map extract thing it says that i dont have my map loaded...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 05, 2008, 04:48:23 pm
I just got besieged a minute ago. About a dozen goblin spearmen appeared and started slowly moving through the woods toward my new expanded perimeter.
I was sure to quickly carve some fortifications. I had a huge hole up top that wasn't yet constructed, and was hoping that rushing my five marksdwarves over there would at least ding them a little before they got to the dwarven caravan that was visiting (that would have been a good fight to watch).

Even though my marksdwarves had the crappy wooden bolts they were using for training, they all let 'em fly. Maimed several goblins but only killed three. The rest of them retreated.
Seriously, that siege lasted like three minutes. Most of that was the gobbos walking very slowly through the woods to my fort.

Riveting!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 05, 2008, 08:29:59 pm
wow that program is awsome! i cant seem to make it work...when i do the map extract thing it says that i dont have my map loaded...

Use version 04b if you're using the latest DF version.
Doesn't work with heavily modified character sets. (Such as the graphics version of DF.)
Oh, and the game has to be running and loaded.

If you pass all these, there's a tutorial here somewhere (http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=2&t=001450) about how to go from there.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 06, 2008, 02:52:33 am
oh nvermind that then...i have the graphic version
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on March 06, 2008, 09:59:20 am
@ Gauphastus

Yeah I'm actually getting really bored with fortress mode, after a while I seem to find myself trying new ways of slowly sabotaging my fortress, I think I may do the next one somewhere challenging, like in a sinister or haunted area, and the location would probably be a desert or an ocean.... maybe a haunted desert next to a sinister ocean!

Now that would make for a cool, if short, tale!
My only problem would be
A) finding water would be difficult
B) Most of my fishermen will be slaughtered within 12 seconds
C) Wood is going to be hard to find.
D) Most of the animals that my dwarfs would be hunting for food would probably be hunting them back.
E) My dwarfs are going to have to build a very well defended fortress very bloody quickly.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on March 06, 2008, 12:01:37 pm
My current fortress is in a terrifying mountain area. Its far from terrifying, to be honest. An Ogre found its way into my fortress but it was torn apart by the wardogs I had prepared, but not before it had killed my stupid hunter. Later some harpies showed up and again, I was able to kill them with Wardawg power. So far the only real challenge has been lack of wood, since its also very hot and trees are scarce.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 06, 2008, 01:47:02 pm
I wish you could take control of individual dwarves in Fortress mode. Played right, a half-decent weapondwarf can take on two or three harpies. They don't stand a chance even against peasants if there are more than 5.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 06, 2008, 01:52:14 pm
My current fortress is in a terrifying mountain area. Its far from terrifying, to be honest. An Ogre found its way into my fortress but it was torn apart by the wardogs I had prepared, but not before it had killed my stupid hunter. Later some harpies showed up and again, I was able to kill them with Wardawg power. So far the only real challenge has been lack of wood, since its also very hot and trees are scarce.

its only fun when you try to catch them :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Arachoid on March 06, 2008, 02:58:48 pm
Now I understand why this game wasn't working for me!

I was reading through the wiki when it said the + and - keys on the keyboard don't work; you have to use the num pad.

Well, since my laptop has no num pad and I am not going to shill out maybe $50 for a good num pad and a USB splitter (I need more ports!), looks like this one is going to the garbage bin.  :-\
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on March 06, 2008, 03:02:49 pm
Press escape, go to "Key Bindings," and enjoy the game.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on March 06, 2008, 03:08:06 pm
Ive been hearing alot about Zombie Whales, anyone have any encounters with these beasts? Also whats the deal with carp?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 06, 2008, 03:10:21 pm
carp are bugged...the creator of the game gave them a bit to few power and now there killing machines  :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Glacies on March 06, 2008, 03:42:29 pm
Well, I tried adventure mode and accidentally punched the mayor. So he starts mauling my elf thief, so I run away, but got cornered and killed by the village children. Right.

So I create an expert human swordsman and attack at nightfall. I had killed abouthalf the village when...wtf? I hear a horse, a freakin' HORSE, mauling a guard! And now I'm getting messages about carp drowning. Is my game getting messed up?

Also, has anyone thought of building a massive fortress for the express purpose of dungeon crawling?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on March 07, 2008, 04:20:47 am
by the way ctrl+5 moves down as well and shift+5 moves up, I've not had to use the number pad once. just the number keys above the letters.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 07, 2008, 03:08:05 pm
Well, I tried adventure mode and accidentally punched the mayor. So he starts mauling my elf thief, so I run away, but got cornered and killed by the village children. Right.

So I create an expert human swordsman and attack at nightfall. I had killed abouthalf the village when...wtf? I hear a horse, a freakin' HORSE, mauling a guard! And now I'm getting messages about carp drowning. Is my game getting messed up?

Also, has anyone thought of building a massive fortress for the express purpose of dungeon crawling?

I think fish drown when they are knocked unconscious or pierced through the lung.
And everybody loves attacking animals. My beloved meat shield drunkard was following me through the wilderness when he sprints off and promptly gets mauled by a horse.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on March 07, 2008, 03:17:56 pm
I think fish drown when they are knocked unconscious or pierced through the lung.

I am so glad that you said that in this thread.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 07, 2008, 06:49:55 pm
... You're welcome?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 08, 2008, 01:30:49 am
Gee, I sure wish I'd seen those trolls coming.
At least I captured 4/6 of the bastards.

Really though.
Two dozen goblin spearmen, and a dozen bowmen? Six trolls?
Trolls can smash down doors and wall grates. And vertical bars!

I did not know they could do this.

I killed and captured a few, the rest got bored and left.


Lost seven dwarves learning this lesson.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on March 08, 2008, 02:04:11 am
... You're welcome?
I think he meant saying fish have lungs as opposed to gills
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on March 09, 2008, 03:57:23 pm
Goblins are surprisingly harcore:

The flying Iron arrow strikes the guard in the upper body!
It is badly pierced!
The Guard's right lung has been pierced!
The Guard's left lung has been pierced!
The Guard's heart has been pierced!
The Iron arrow has lodged frimly in the wound!
The Guard pulls out and drops the Iron arrow
The Guard gives in to pain!
The Guard falls over!
Olingo Snarstosbob, Guard has bled to death.


He had time to pull out the arrow and glare contemptuously at it before dying. He's either hardcore, or running on Wile E. Coyote physics.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on March 09, 2008, 04:01:33 pm
Damn the Goblin is a badass. You know I wish we had a "Fortress Editor", of some sort where we could simply build a fortress without having to relly on our Dwarves, I think this would be neat for Dungeon crawling and what not or just for making a fortress that one could use and see how long they could hold of a siege for.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 10, 2008, 03:36:50 am
After accidentally flinging a dwarf and squashing a cat, I realize the potential of drawbridges as weapons.

I must utilize more of these devices, posthaste.


Also, I agree on the fortress editor. I'd thought about that too. It'd be great to build some fancy castles and stuff.
I'd figure it'd have to be build as a sort of object to be thrown into the world as it generates though. Otherwise, it wouldn't have any population or cool items in it.
And I doubt he'd just let you throw down a bunch of weak pieces of crap creatures guarding a bunch of awesome weapons.

We'll see how it all ends though.
Unless of course we die before the game is finished, which is totally likely.  :-X
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on March 10, 2008, 10:54:29 am
Just remember that crushing anything under a drawbridge crushes their equipment too. So you dont get to salvage those iron and steel doodads for trading. Im a bit reluctant to use them like I used to, because they pretty much instakill anything that gets under them, but they make great defenses against attacks. Have one large main entrance, raise the drawbridge when a siege comes, then just have a bearded midget stand by the lever yanking it around, and the siege soon cleans up.

I hope in a future patch Toady at least adds a nice blood explosion for living things crushed under drawbridges. Maybe even let tough things survive underneith it, suffocating, stunned, or just forced into prone and left to wriggle out from under it. Drawbridge material should effect the speed it can raise, and how heavy it hits/pins. Oh well.

As for huge, beautiful fortresses and castles? I try to make those, but whilst you're building them they're really hard to keep upright. You need to support your populace whilst they're putting all those walls into place, and you cant really build a perimeter wall until you know roughly how much space you'll need for all your surface buildings. My current project is a desert village/town that is entirely above ground, except for the mining shafts. Just started into our third year and the ambushes are starting to trickle in. Only got the carpenter and masons houses up (with their workshop areas), the huge dining hall and kitchen dug out, and a handful of craft workshops. Its taking quite a while with three masons, and everyone else is trying to keep up enough mushrooms, fish, and trade goods to keep us alive.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Glacies on March 12, 2008, 06:22:47 am
Well, it turns out starting a fortress in a terrifying forest is now officially a BAD IDEA.

things currently on the map:
13 skeletal wolves
4 werewolves (2 with names)
7 foul blendecs
3 mangled dwarves
4 dwarf cadavers.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on March 12, 2008, 07:09:57 am
I started in a terrifying mountain, the skeletal giant eagle told me straight away it was a really bad idea....
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on March 12, 2008, 11:47:26 am
skeletal giant eagle

It breaks my brain.


Adventurer mode is a hell of a lot of fun once your guy starts getting strong. Let me introduce "Thone Graveblaze the Rumoured Disemboweler*", the Perfectly Agile, Superelvenly Tough Legendary Axe-Chucker whos Ambush skill is so Legendary that he moves at a rate of 2222 whether he's sneaking or not. Also he can talk to animal-men and the creatures of the forest lovingly nuzzle up to him instead of ripping his arms off and eating his warm entrails.

Currently he is waist-deep in goblin corpses, after convincing a Gremlin to join his party and ambushing a load of goblins from above while they were fighting a troll. He saved the creature, who promptly helped him out by leading him to another group of goblins. Carnage ensued.


*Seriously, that's his name. How awesome is that?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on March 12, 2008, 02:36:45 pm
skeletal giant eagle

It breaks my brain.

Eh!? What, why!?

"Thone Graveblaze the Rumoured Disemboweler"

Rumoured!? how the hell can you be a rumoured disemboweler!?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Glacies on March 12, 2008, 04:18:21 pm
Well, I dug deep and fortified myself. I'm losing fishermen and traders constantly, but I'm surviving!

42 dead midgits.
19 living ones
4 dead animals (the group I started with and a cat that a migrant brought)
7 named monsters
2 dead elf caravans
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on March 12, 2008, 05:15:50 pm
skeletal giant eagle

It breaks my brain.

Eh!? What, why!?

How does it fly? How does it fly?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on March 12, 2008, 06:40:26 pm
skeletal giant eagle
It breaks my brain.
Eh!? What, why!?
How does it fly? How does it fly?
LOl, never ask those kind of questions, only madness lies that way.

As for your monster problem, train up some marksmen, and also some hammer dwarfs with full plate mail, they'll kill them off soon enough.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 13, 2008, 04:58:27 am
well how does a skeleton live in the 1st place...DARK MAGICS

and if you reclaim your old fortress you get 14 dwarves right away..and half of them are skilled fighters
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on March 13, 2008, 03:20:03 pm
Maybe by skeletal it means "very skinny"?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 13, 2008, 06:20:53 pm
One of my tanners recently made a legendary elephant leather armor circled with elephant bone called "Autumnalpointed". Way to stick it to them elephants.

But then, tragedy! A goblin ambush! I expected my 5 war dogs to take care of the 7 of them. They didn't, I underestimated the power of bows and arrows. 4 dwarves dead, included said legendary tanner and my starting mechanic. But that's not the worst part. A single goblin fell down the stairwell and is laying unconscious at the bottom. Now no one can go up or down any stairs because they are afraid of the prostate ex-invader. Everyone is starting to get hungry/thirsty. Let's just say I really need Rick's Utilities to get updated.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Bellum on March 13, 2008, 06:32:34 pm
Wow, a lot has changed from the last version I tried.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 13, 2008, 06:35:55 pm
kishmond just dig a new stairs
or make a random peasant a soldier...he is unconcious so you can just wack him to death
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 13, 2008, 06:50:00 pm
kishmond just dig a new stairs
or make a random peasant a soldier...he is unconcious so you can just wack him to death

Problem with suggestion 2: He is in an unaccessible pit.

Problem with 1: My fortress is a deep, narrow, alyered hole. Everyone is scared, and I don't know if they'll build anything while starving.

And besides, how will I get rid of the stairs after I've made it? It would ruin the aesthetic symmetry!


PS: Is there still a problem where dwarves wouldn't target an unconscious thing?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 13, 2008, 06:54:21 pm
they will kill unconcious things and they can fight upstairs and downstairs so to speak...so if they can reach the stairs above or below it its fine i think

and when you just dig a stairs  you can remove it with (d) somewhere (i think z or n) and then build a wall over it...
even if there panicked at least one of them should get to it

its either that or you have to wait on the goblin to wake up
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 13, 2008, 07:21:07 pm
So, soldiers can fight diagonally down a z-level? That might work...



..D.
    |.g..


Like so?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on March 14, 2008, 12:26:43 am
or give one of them a crossbow and tell him to patrol near the pit.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on March 14, 2008, 06:12:20 am
But then, tragedy! A goblin ambush! I expected my 5 war dogs to take care of the 7 of them.

War dogs still seem a bit on the weak side. Up until recently I had about 10 war dogs, then seven ambushing axegoblins and a guard goblin come along and chop the whole lot of them into tiny doggy chunks. Well, except for one; the little idiot set off my rockfall trap and crushed itself. Luckily the goblins did the same to themselves.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on March 14, 2008, 06:40:49 am
So, soldiers can fight diagonally down a z-level? That might work...



..D.
    |.g..


Like so?

It works in Adventure Mode, and I'm pretty sure that combat works exactly the same in Fortress Mode.


So, starting a fortress on a haunted glacier, eh? I gave that a go. You know what happened?


Absolutely nothing.


No creature, living or undead was spotted until the merchant caravan came in autumn. But I couldn't find any water to make a farm, and I didn't have any soil layers, so after the dwarves ate their dogs and sent two lots of migrants out into the wilds to starve they had to abandon the fortress.

Maybe I'll try a haunted forest next. Phantom spider silk is a pretty decent trade good, isn't it?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on March 14, 2008, 12:48:51 pm
I restarted my fortress and I have to say its coming along much more smoothly now, Im only focusing on one level at a time and so far my above ground fortress is doing well. I figured this time I wouldnt have my barracks in the actual Mountain but rather inside the Fortress above ground as this will be the only way into my Mountain Fortress. I guess in a year or two we'll see how well it actually works.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on March 14, 2008, 01:40:01 pm
I survived my first real siege. I lost all of my war dogs and one noob guard who decided to go out and help the dogs, and then they decided to leave. As they did my military saw their chance, the marksdwarves started shooting, the speardwarves descended and pierced their hearts and brains and my hammerdwarves splattered their brains into trees. Fun times were had by all! ... except the goblins, dogs, and idiot guard.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on March 14, 2008, 01:59:44 pm
The Forest of Chilling; Terrifying Deciduous forest.

Inhabitants:

Werewolf, one.





I have the wussiest world ever.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on March 14, 2008, 02:00:33 pm
This whole Terrifying land thing just isnt working out for you is it?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 14, 2008, 02:22:43 pm
The Forest of Chilling; Terrifying Deciduous forest.

Inhabitants:

Werewolf, one.





I have the wussiest world ever.

it might be terrifying depending on what hapens...

i started somewhere near a magma pool once

so i set my camp around that pool and within 10 minutes all my dwarves where killed by 1 freaking imp

Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on March 14, 2008, 02:30:45 pm
Im getting really frustrated with my "modding", right now im trying to add several new civilizations but its mostly just trial and error. I wanted to set up a Vampire,Werewolf,Lizardman and Orc Civ but its alot more difficult then I thought. Making the creatures is fine but making the Civs isnt.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on March 14, 2008, 03:13:30 pm
On the upside, I think I've hit on a winning strategy for starting Dwarf selection: Ditch the Anvil and one Axe, give everyone max ranks in two crafting skills, except for one dwarf who takes ranks in appraisal and management and only one crafting skill, and another who ditches one craft skill for essentials like butchery and growing (I made him a max-rank cook). Expertly crafted Phantom Spider Silk Dress made of Expertly woven Spider Silk with a Expertly crafted image of dwarves says: "You cannot afford me, peon." It sits next to the Expertly crafted Flint Crown with the Masterfully crafted bone image of /lurk rolling around in piles of money. Really well crafted wooden and bone bolts do about as much damage as regular metal ones, so I don't even need a smelting operation to be able to defend myself. And after buying all those skills, you can start with more food, drink and animals than default.

Now come, merchants, and I will buy everything you own. I will buy you.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on March 14, 2008, 06:47:10 pm
You do know that what you've just said is an almost exact copy of one of the starting up guides on the dwarf wiki.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 14, 2008, 09:17:25 pm
Well, I'll tell you that drafting everyone fixed the starving and thirst problem, but they of course can't do anything else. I've plenty of crossbows, but I just now realize... no bolts. So there's no way the military can take care of it. I tried designating the top of the pit as a... pit and dropping a camel down it. Maybe it will land on the goblin's head? The one peasant I undrafted was too scared to do so.

Will continue searching for a solution.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on March 15, 2008, 04:49:27 am
You do know that what you've just said is an almost exact copy of one of the starting up guides on the dwarf wiki.

No, I did not. But having looked at it now, I see that it makes some really dumb choices: Proficient Miner? Woodcutter? Herbalist? Building Designer? Those are peasant jobs that peasants do to fuel high-quality crafting, not jobs for highly skilled dwarves.

You only get once chance to get dwarfs with high skills from as soon as they arrive, so you don't want to waste those skill points on easy-to-train skills that anyone can do.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on March 15, 2008, 05:25:26 am
I think some of them are so that you can get your fortress set up quickly, I mean woodcutter and mining means that you can get a supply of wood fairly fast and get a sizable fortress built before you know it. As for herbalist you're going to need food and plants are generally easier to get than animals.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on March 15, 2008, 05:37:50 am
I think woodcutting and mining are things that can be done by unskilled labourers through sheer dwarfpower (if you forge enough axes, that is.) Herbalism strikes as something that I'd set a few immigrants to do and then forget about them, until they get enough seeds to set up an underground farm for overground crops.

UPDATE: Terrifying Forest, current scores:

Dwarves 7-3 Werewolves
Dwarves 5-7 Goblins
Dwarves 0-1 Cougars

Goblin Bowman ambush wiped out seven of my eleven marksdwarves. The survivors are getting armour <_<

Further update: A Furnace Operator just gave burth to a boy sired by one of the dead Marksdwarves. Now Dodok Citysold will grow up without a father. CURSE YOU GOBLINS!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on March 15, 2008, 02:05:03 pm
That's nothing, once after a particularly vicious siege I found a baby crawling around next to the body of it's dead parents and covered in blood. Something tells me if this game ever makes it to retail with full graphics it's going to be at least an 18.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on March 15, 2008, 02:09:42 pm
The idea of DF is that it tells you exactly whats happening, and you imagine what it looks like, full graphics would take the fun out.

In other news, my Colloseum-Fortress just held a huge Goblin VS Wardogs battle. So many Skeleton Icons.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 15, 2008, 04:33:19 pm
That's nothing, once after a particularly vicious siege I found a baby crawling around next to the body of it's dead parents and covered in blood. Something tells me if this game ever makes it to retail with full graphics it's going to be at least an 18.

we all remember how mr consideration beat a baby to death right?....RIGHT?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on March 15, 2008, 06:44:48 pm
That's nothing, once after a particularly vicious siege I found a baby crawling around next to the body of it's dead parents and covered in blood. Something tells me if this game ever makes it to retail with full graphics it's going to be at least an 18.

we all remember how mr consideration beat a baby to death right?....RIGHT?
Yes but we're talking about what happened in DF  ;)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on March 15, 2008, 07:29:13 pm
The idea of DF is that it tells you exactly whats happening, and you imagine what it looks like, full graphics would take the fun out.
Definately agreed. This is the beauty of the roguelikes, and of the old text-based adventurer games.
I remember the first time I "go west"'d and the skies werent blue, for I was bitten to death by a nasty cavezat.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on March 16, 2008, 07:22:48 am
Ok, I have a problem and require advice.
I'm home for a jolly three week holiday and wish to make use of my desktop to play dwarf fortress at a rate which isn't geologically slow. However, having downloaded the latest version I was horrified to find that the window it plays in is too long for my monitor, and as a result the edge is cut off on the right hand side, meaning I miss out on a good deal of menu text unless I have the map turned on. Is there anything I can do to somehow resize the window so I can play properly?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Didero on March 16, 2008, 08:21:22 am
In the "data/init" subfolder in the directory you extracted Dwarf Fortress to, there's a file called init.txt. You can change all kinds of aspects of the game there, including the size of the window. What each option does is explained in that file too, so read through it and experiment a bit.
I suggest making a backup of the file before editing it though, in case you accidentally screw up, or need an original setting.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 16, 2008, 09:13:30 am
Good news everybody! I have solved my goblin problem!
DF Companion was updated, so I just used that to kill him. Fun fun fun.

An update about the fortress, I have gotten 2 more ambushes since then, but now I know how to deal with them. One popped up right next to my hunter (who is a legendary hammerdwarf) so he started to run away. I drafted him and he immediately turned around, ran headlong into the group of lashers, and proceeded to beat the everliving crud out of them (with his crossbow as a hammer!). 15 seconds later the ground was covered in blood for 10 tiles in every direction, goblin bodies flying everywhere. That was that. I now plan on setting up traps and such.


At about the same time I bought a tame gorilla from the elves. I used DFCompanion to make her a war gorilla and chained her up near the front door.  ;D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Psilontech on March 16, 2008, 09:47:40 am
Huzzah, I just got my first wave of immigrants. All of them useless. Fisherdwarves, despite not having a river, peasants out the wazoo, and the other 7 having jobs of lower rank than those I already have.
Heh, didn't have a trade post built in time, either, so that was amusing. Damnable mason chose to simply do ANYTHING BUT build that thing. After turning off everything BUT masonry, he just sits there with NO JOB! /sigh

lol, can't wait for my first goblin ambush. Got my walls up around both entrances into my fort, and am about to build up to the second story and bridge between the two if I can figure out how to do so...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on March 16, 2008, 10:19:10 am
Heh, didn't have a trade post built in time, either, so that was amusing. Damnable mason chose to simply do ANYTHING BUT build that thing. After turning off everything BUT masonry, he just sits there with NO JOB! /sigh

Give him the choice of that, or like, fish cleaning and he'll get to it right away.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on March 16, 2008, 10:55:54 am
Heh, didn't have a trade post built in time, either, so that was amusing. Damnable mason chose to simply do ANYTHING BUT build that thing. After turning off everything BUT masonry, he just sits there with NO JOB! /sigh

Trade depot requires a dwarf with architecture enabled to 'design' it first.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on March 16, 2008, 11:10:02 am
Yeah, I always enable Architecture on everyone. I don't think skill ranks in that actually affect anything, except possibly the speed that designing happens.

Of course, that might change as the game gets more advanced.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Psilontech on March 16, 2008, 01:19:39 pm
Yeah, I already had the architectural portion of the job done, the only remainder was the masonic work.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 16, 2008, 04:05:39 pm
There's a 15-level deep pit right in the center of my fortress, the one that the goblin got stuck in.
Now I'm throwing puppies down it, just for fun.
I don't think any of their limbs stayed attached once they "collided with an object".
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on March 16, 2008, 05:07:37 pm
There's a 15-level deep pit right in the center of my fortress, the one that the goblin got stuck in.
Now I'm throwing puppies down it, just for fun.
I don't think any of their limbs stayed attached once they "collided with an object".

Your a jerk :D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 16, 2008, 06:13:37 pm
Aw, don't get rid of the puppies. They grow into dogs. Dogs can be trained into war dogs.
They're at least useful.

Huck a bunch cats down there, and a few dozen sacks of kittens.
Seriously though, we should be able to spay and neuter animals.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on March 16, 2008, 07:26:42 pm
I lost my fortress to a wave of depression due to idiot dwarves throwing themselves at the trolls without any combat experience, so I decided to try out adventure mode. I'm finding it pretty fun so far, I choke most of my enemies into unconsciousness and then run them through with my spear. It's worked exceedingly well on kobolds so far... especially the children... ;)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 16, 2008, 10:00:09 pm
Aw, don't get rid of the puppies. They grow into dogs. Dogs can be trained into war dogs.
They're at least useful.

Huck a bunch cats down there, and a few dozen sacks of kittens.
Seriously though, we should be able to spay and neuter animals.

I only have 2 cats due to a recent goblin attack, and I was out of camels.
Seriously I haven't laughed so hard in a long time.

Anyhow, now Urdim Okang, "The Tower of Yor", is coming along nicely. Started to build upwards and actually turn it into a tower...

(http://i21.photobucket.com/albums/b257/Kishmond/Games/Stage1.jpg)

On the right is the above ground entrance. The lowest artificial wall is made of solid copper! (I know that doesn't sound as impressive as iron, but there is no iron at all in my map. None at all. Not a sausage.)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on March 17, 2008, 06:57:20 am
Seriously though, we should be able to spay and neuter animals.

That a feature that Toady's got planned, somewhere in the next year or two. Of course, spaying or neutering is beyond the dwarves' technical capacity, so it'll be castration instead.


Anyway, I got bored of the Forest of Relative Peacefulness and generated a whole new world. Perhaps this will be more horrific? Only one way to find out:

Serene Forest into Terrifying Ocean? An aquifer, salt water, unicorns and amphibious zombie wales? Let's do this.


EDIT: Inhabitants: Deer, eight.

:/
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 17, 2008, 07:35:27 am
be careful

they can kill you with a stare!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on March 17, 2008, 07:39:36 am
Oh, there we go, a skeletal swordfish.


Eleven war dogs and a woodcutter died killing it.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on March 17, 2008, 08:50:40 am
watch out for a skeletal carp!

Also fire imps are a bloody nuisance! one killed two of my dwarfs before being butchered by a lumberjack who I'd drafted.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 17, 2008, 09:59:27 am
Seriously though, we should be able to spay and neuter animals.

That a feature that Toady's got planned, somewhere in the next year or two. Of course, spaying or neutering is beyond the dwarves' technical capacity, so it'll be castration instead.

neutering? just slaughter the extras.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 17, 2008, 10:02:33 am
you can cage them if you want to do it nicely
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 17, 2008, 10:07:55 am
Some gems from the forums:

(http://i254.photobucket.com/albums/hh105/imajia/Pyramid.png)
Quote
After my first mayor demanded adamantine items, I decided to show my fellow dwarfs what a reasonable request is:
Build an upside-down pyramid in the middle of nowhere.

Quote
Say. Could you build a support block, remove the blocks holding the pyramid up and built a support in their place, link it to to a lever, remove the support block and have the best trap of all time?
THAT is true Dwarvish Technology. You attack our fort, we drop a ******* PYRAMID on you.

Quote
The Dread Pirate Ship Bellsmaw:
(http://img509.imageshack.us/img509/4532/fullboat1xa7.jpg)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 17, 2008, 10:51:54 am
Quote
Say. Could you build a support block, remove the blocks holding the pyramid up and built a support in their place, link it to to a lever, remove the support block and have the best trap of all time?
THAT is true Dwarvish Technology. You attack our fort, we drop a ******* PYRAMID on you.

That reminds me of a similar idea I'd had. So say your fort is about to get totally owned. They've breached the walls and your front door, they're inside wiping out your farmers or whatever. The military and guards are dead, and there's no escaping the end.
So you throw the lever. The entire fort literally collapses in on itself.

It's a self-destruct button basically. You cut out the entire bottom level of your fort and base everything above it on pillars (or a single one, whatever).
I think that'd be fun to try, but only when we have computers good enough to handle it.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on March 17, 2008, 12:46:55 pm
I'm just waiting to find some basalt so I can prepare a method for turning the outside of my fortress into a steam filled hell. (god bless magma pipes conveniently close to a stream)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Glacies on March 17, 2008, 01:38:05 pm
I'm just waiting to find some basalt so I can prepare a method for turning the outside of my fortress into a steam filled hell. (god bless magma pipes conveniently close to a stream)

You've been reading boatmurdered. :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 17, 2008, 02:24:57 pm
werechicken...sorry to disapoint you but...steam isnt effective anymore

when lava comes in contact with water it will turn in to obsidian really fast...it will only make a little bit of steam
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on March 17, 2008, 07:27:30 pm
Aw, man. Anyway I've worked out a way of dropping water straight into the magma pipe, so that should increase the amount of steam produced. Anyway it's right next to the entrance so I shouldn't need tat much steam.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Glacies on March 18, 2008, 10:29:25 am
Is there a way to specifically encrust an object with a gem? I want to put my large ruby in my platinum sarcophagus.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 18, 2008, 10:39:39 am
Unfontunately, no.  :(

Start digging up a lot of gems.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on March 18, 2008, 01:30:03 pm
Is there a way to specifically encrust an object with a gem? I want to put my large ruby in my platinum sarcophagus.

Large gems aren't for encrusting anyway. Large gems are basically a finished good, and should therefore be encrusted with gems themselves.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on March 18, 2008, 01:36:08 pm
You can Forbid all the other furniture in your stockpiles, so that's the only thing that your jeweller can encrust. Then set him to encrust furniture with rubies, and there you go.


EDIT: So, has anyone come up with a way to build fortresses underwater? Apparently you can't build one on the surface of the water, then sever its connection to land so that it sinks.

(http://img523.imageshack.us/img523/5092/dwarfboatin3.png)

That doesn't work.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoadept on March 18, 2008, 05:57:31 pm
I've heard of a few methods but haven't tried any of them personally.  You can build something to drop lava where you want the thing build and hollow out the resulting obsidian.  It is also possible to pump water away faster than it flows in and build walls around the area you're pumping out, but this is a monumental undertaking and the fluid physics take up enough computations to slow most computers to a crawl.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on March 18, 2008, 05:59:56 pm
if it's cold enough wait until it freezes the hollow out the area and build it with normal materials.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 18, 2008, 07:40:44 pm
Build a drydock, build fortress below surface, flood.

Fortress under an artificial lake.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 19, 2008, 02:12:10 am
Bleah, the mooders always want shells around the same time that they've all expired.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on March 19, 2008, 08:51:12 am
That's why I keep things with shells in a separate stockpile, so that I can lock up my main food supply and obtain shells when I need them.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on March 19, 2008, 10:14:40 am
I've usually got a failry active fishing industry going so there's always some about.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 19, 2008, 08:03:48 pm
What determines who gets elected mayor? I had an administrative specialist/recordkeeper/trader all set up and a potash maker got elected. A potash maker. With no skills at all except potash making. When he mandated the construction of adamantine items I killed him off. Months later he is replaced by someone enlisted in my military! Why!?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 19, 2008, 08:07:56 pm
I really have no idea how it works. My buddy was complaining that his only champion marksdwarf go elected mayor, which understandably pissed him right off.

I, on the other hand, have had the same guy re-elected for 13 years. He was the expedition leader when I started.


No idea.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on March 19, 2008, 10:00:16 pm
Well, according to the wiki, and even from my own observations, it seems that dwarves with lots of friends are more likely to be elected. I can't say for every mayor, but for the ones I did look at their friend's lists, I saw that they did have at least 5 friends (out of 100+ is still pretty decent in my observations) and thus just had the sheer popularity to be elected. I also noticed that the military and fortress guard having more friends than the others just because most of their time is spent sparring and thus making friends with each other.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 19, 2008, 10:23:14 pm
I see. That is good to know.
I suppose I never bothered to check seeing as everything has been going so well.
Uh, in that one regard anyway. The ambushes seem to be back...

This next release looks to be pretty sweet. Too bad we'll all probably have to regenerate our worlds.
Right? I'd figure we'd have to so the networks and crap will appear.
And I've gotta say, I look forward to Core26, and the rest of the stuff that removes instant generation of things like siege armies, instead replacing them with armies that actually exist in the world.


I really hope this game actually gets completed...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on March 20, 2008, 06:31:08 am
I think I may devise a system whereby each nobles room has a water reservoir above it, when one makes a ridiculous mandate just pull the lever and drown the bugger!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 20, 2008, 06:32:36 am
there are easier ways to kill him :P like building a big bridge against the wall that slams whe whole room flat with the flip of a switch
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on March 20, 2008, 10:34:47 am
Drawbridge squashers are my first choice of execution, but because it destroys everything under it completely, that also means the contents of the room, and anything on the Dwarf. The real problem comes when you get a "mischievous" enemy, simply because they can pull your levers whilst stealing your gear.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 21, 2008, 06:43:00 pm
The real problem comes when you get a "mischievous" enemy, simply because they can pull your levers whilst stealing your gear.

That happens?

"Oh look, a kobold thief, no big deal."
*Pulls fortress self-destruct lever*
"OSHI-"
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on March 21, 2008, 06:47:12 pm
If that happened to my fortress I would LOL at the Irony of it all and then I would proceed to kill myself.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on March 21, 2008, 07:55:02 pm
I dont think kobold thieves can do it, but I was browsing the creature tags one time and found one I didnt understand. Looked it up on the wiki, and some of the sneaky types do it. The only one that comes to mind is a pixy-thing that you get in joyous wilds.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on March 21, 2008, 08:18:59 pm
I've just had an ambush and a human caravan arrive at the same time and in the same location.....  ;D
End result was all the human guards killed and he very last goblin had his head caved in by a human merchant who had gone berserk and proceeded to kill all of his friends and a greedy dwarf who must have sprinted there in order to grab some stuff.

Any way if you're worried about some mischievous enemy pulling the self-destruct lever just have it behind a forbiden door and load the room and the pathway to it with traps.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 21, 2008, 11:39:48 pm
Haven't you noticed by now? Ambushes, thieves, full-on sieges, most if not all are timed to come with a caravan.


One more thing that happened, there was a goblin being dragged through my fortress to be executed by being thrown down my pit, when it got loose. My champion (legendary marksdwarf, hammerdwarf, armor user, ambusher, decked out in steel chain AND masterwork steel plate armor) was nearby, and he must have hit one of my dwarves with a bolt or something but he became the enemy of every dwarf in my fortress. There was a whole lot of chaos for about 3 minutes when I see "'Led' Zasogred [some really long title he earned just now], Champion has bled to death." It was probably my traps, as no-one for miles was a match for him. I had to abort the game and start at the last save, which luckily was only minutes ago.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on March 21, 2008, 11:51:22 pm
Had an invasion that was rather small with my topside fortress not ready at all. I basically kept my Soldier Dwarves around two corners so that they could ambush the oncoming goblins and bottle them up, but then I decided to see how long one Dwarf who had max stats (Engraver turned soldier) could hold off. He did well but he had bad equipment and weapons and he was mainly a wrestler so when he suffered some damage I got the rest of my dwarves to jump in and it turned into a huge bloodfest. I SURPRISINGLY lost no dwarves but alot were wounded. I tended to those that were wounded and immedietly got into fortifying my topside fortress.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on March 22, 2008, 10:07:07 am
So, are there any repercussions for drowning those bloody dwarf merchants? I hate the greedy bastards so much.

"Consider this counteroffer where you GIVE US YOUR BEST STUFF FOR NO REASON LOL"

It would totally be worth building a water tank over the depo if I could get away with it and not incite a seige. Oddly, I never have this problem with the humans or the elves.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 22, 2008, 10:11:53 am
I'm not sure, but maybe if you use your best guy for trading?
Mine is like.. all legendary. Nobody tries to screw him around.

Problem is that when the caravans finally arrive at my depot, that's when all my traders decide to go, "Oh! I'm going to bed."
Bloody idiots.  :P

So I end up having to use some nearby crap dwarf to trade.
Whatever though. I've got stacks of well-crafted ammo encrusted with amethyst that's now worth 20000.
I think I'm good, even if the dwarves want more than they should get.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on March 22, 2008, 10:18:01 am
Is there anyway to specify what stone is used to manufacture mechanisms? I've imported some bauxite for use in a magma flood gate system, I've placed the mechanics workshop right next a special stone stockpile reserved only for bauxite, and what does the silly little berk do!? He goes about half a mile out of his way to retrieve some ordinary stone! Moron! I may have to drown him or better yet, leave him outside when the goblins attack...

The only other option I have is to seal him in a room with just the bauxite and the mechanics workshop and not let him out until he's built them.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 22, 2008, 12:41:25 pm
So, are there any repercussions for drowning those bloody dwarf merchants? I hate the greedy bastards so much.

"Consider this counteroffer where you GIVE US YOUR BEST STUFF FOR NO REASON LOL"

It would totally be worth building a water tank over the depo if I could get away with it and not incite a seige. Oddly, I never have this problem with the humans or the elves.

They don't get angry if their merchants die by "accident".
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on March 22, 2008, 02:18:48 pm
So we could drown carvan traders via some diabolical means and there race wouldnt invade us simply because it was an "Accident"? I thought there were invasions if there Caravan never made it off the map.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on March 22, 2008, 02:21:06 pm
Nay, then dwarf sieges would inevitably follow goblin sieges. I just wondered if they were smart enough to tell that the merchants deaths weren't quite 'accidents.'
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoadept on March 22, 2008, 05:27:49 pm
Wow, I just breached a Adamite vein for the first time and have discovered something:  Walls are no longer safe, or at least wooden walls aren't.  Upon ordering a wall built to seal it up before anything got out, a carpenter (my miner had, in typical dwarven fashion, decided to go sleep at the worst possible time) got there just as the first demon spawned.  Well, I thought, he'll make it.  I'm sure he will.  He didn't, he died and I thought that was it, until I saw, at the bottom of the screen:  "Wooden wall has been toppled."

I was under the impression that walls were impenetrable.  Is this something new, or was I mistaken, or is there a clause about walls still being constructed?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 22, 2008, 11:05:32 pm
Some creatures can destroy buildings. Since constructed walls count as buildings, they can be destroyed by these things.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoadept on March 23, 2008, 05:11:20 pm
I knew some creatures could destroy buildings, but everything I've seen in the wiki and the df forums says that walls aren't counted as real building but as something like the natural walls you get from mining.  I'll have to experiment, the next time I get a fortress up to siege levels I'll capture a troll and drop it into a room built with constructed walls.

Really, after looking into it I think it might be down to partial construction.  It seems that building wreckers can destroy anything which can be taken down with "q", which walls can right up until completion.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 23, 2008, 05:25:09 pm
Don't bother with trolls. They can't get through my walls at all.
They can't get past raised bridges either.

Hell, not even a hydra could figure out how to get into my place. He just darted up and stood within firing range like a dummy.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on March 23, 2008, 05:58:44 pm
I knew some creatures could destroy buildings, but everything I've seen in the wiki and the df forums says that walls aren't counted as real building but as something like the natural walls you get from mining.  I'll have to experiment, the next time I get a fortress up to siege levels I'll capture a troll and drop it into a room built with constructed walls.

Really, after looking into it I think it might be down to partial construction.  It seems that building wreckers can destroy anything which can be taken down with "q", which walls can right up until completion.

The wall was wooden. Demons can burn things. All wooden objects are flammable regardless of other designations.
Theres your answer ;)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: blitzonator on March 24, 2008, 02:16:43 pm
"Thone Graveblaze the Rumoured Disemboweler"

Rumoured!? how the hell can you be a rumoured disemboweler!?
He killed all the eyewitnesses.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Slartibartfast on April 01, 2008, 09:24:10 am
(http://i139.photobucket.com/albums/q292/Blackjackdaft/Metagames/DFWeathertame-1.jpg)
I just thought I'd share the saddest legendary item I could imagine.  Limestone.  Limestone.  Limestone.  Dwarf.

Even the limestone mug with this engraved on it, in limestone, is better.

I seem to have a Catch-22 problem.  I can't buy a mechanism with my starting equipment.  Caravans don't sell mechanisms.  I need a mechanism to build a Mechanism workshop to build mechanisms. 
I can't build a well without a mechanism, which leads to a lot of death by dehydration.  What am I missing?

For the record, I'm addicted to this game, but I SUCK at it.

Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on April 01, 2008, 09:29:32 am
you dont need a mechanism for a mechanics workshop >.< you only need a rock...like ALL the workshops (cept for the metasmith)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on April 01, 2008, 09:36:12 am
*opens his mouth to say something, and Celdur gets there seconds before*
:/
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on April 01, 2008, 09:38:15 am
it is proven that men with hats have a faster reaction
you hatles fool
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Slartibartfast on April 01, 2008, 09:41:03 am
I get a "Waiting for Mechanism" message when I look at the unfinished mechanic workshop.

Also, I have the interesting problem of having no chairs.  When I hit population 20, a foreman(or whatever his title is) was elected.  He has to validate job orders before the other dwarves will do them.  To validate orders he needs an office.  To have an office you need a chair.  No one will build a chair, because he won't validate the work order for the chair. 

I currently have 56 dwarves who will only mine, chop down trees, grow food, and move objects around.  They currently make all of their income by the stripping clothes of the winter dead (90% of whom die of thirst) and trading it to the caravans.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on April 01, 2008, 09:48:15 am
I get a "Waiting for Mechanism" message when I look at the unfinished mechanic workshop.
Are you sure that isnt a longer sentance that is cut off? It should actually be saying : "Waiting for MECHANIC". As in, a dwarf with the 'mechanics' labour enabled, to begin building the workshop.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Slartibartfast on April 01, 2008, 09:53:16 am
That's what I thought.  I set two peasants to mechanic only, but a year later nothing had come of it.
(My original mechanic was killed by wolves while hunting for vermin to eat during the first winter.   <.<   >.> )
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on April 01, 2008, 10:16:45 am
that might well be why that job is shunned by the other dwarves. no-one likes to be bitten by wolves.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on April 01, 2008, 10:42:53 am
That's what I thought.  I set two peasants to mechanic only, but a year later nothing had come of it.
(My original mechanic was killed by wolves while hunting for vermin to eat during the first winter.   <.<   >.> )

Stupid thing to point out, but it's small enough to possibly overlook, have you set the job back from suspended? I've exhausted several dwarves over jobs that were simply suspended before.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on April 01, 2008, 10:51:10 am
Its worth pointing out that Dwarves tend to pick the closest task to them to perform, when they have nothing to do. Its easy for an important dwarf to get stuck in a cycle of simply lugging items between stockpiles simply because the stockpile/items are the nearest thing when they finish hauling their last object. A mason with a queue of items to build will often run down most of the list, if not all of it, before 'hooking' other jobs.

In a growing fortress, its easy for jobs to be overlooked for years unless you have a handful of dwarves assigned to the task. You could always try disabling the hauling duties on your mechanic, and any other time-consuming chores (like fishing or farming, which dwarves get very engrossed in and singleminded about).
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Calqhoon on April 02, 2008, 06:25:10 am
Started playing this the other day and I've already spent like 15 hours on it. First fortress was teh fail 'cos I didn't get my underground farm up and running in time so they all starved, went goat**** crazy and killed each other.

2nd fortress is now running smoothly, with the exception that I don't yet have an anvil (couldnt work out how to buy it from the caravan the first year) and I'm into my 3rd year with a population of about 60. Good game but the interface needs work, and using the mouse would be about 10x easier. Yeah I know it's a roguelike, but sometimes change is a good thing. Keyboard controls suit nethack brilliantly, but for what is essentially a resource management RTS, mouse is the natural choice.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Glacies on April 03, 2008, 01:34:00 am
So I found a volcano and a river within a space of each other. I'm trying to build a self sustained fortress. However, Iwant to (shock horror) make an above ground fortress, with, (god forbid) a tower, and I have to build it bit by bit. Anyone know a utility that can esignate mass walls or floors of one resource type?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on April 03, 2008, 09:42:22 am
nope...you have to do them one by one...

dont worry i did it too and you get allot faster with it after a while
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on April 03, 2008, 10:52:36 am
Shortcut keys are vital for your sanity, here.
Lower case "b", then upper case "C".
If I had to scroll along the build list each time I would have given up LONG ago.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Henqix on April 03, 2008, 11:12:28 am
Actually there is a way, you could use macros to speed things up. Look here for more info http://dwarf.lendemaindeveille.com/index.php/Macros_and_Keymaps (http://dwarf.lendemaindeveille.com/index.php/Macros_and_Keymaps). I haven't tried this myself.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on April 03, 2008, 11:33:00 am
toady should just make walls and floors the same as bridges and farm plots

that would make everything SO much easier
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on April 03, 2008, 02:07:39 pm
I agree. Very much.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on April 03, 2008, 02:20:24 pm
That one's been suggested on the forums a few times already actually.
I'm sure he'll get around to it eventually.

Me, I'd like it if dwarves could haul more than one thing at a time.
Please.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on April 04, 2008, 03:39:04 am
he could make mine karts

whee!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on April 04, 2008, 06:18:52 am
Or allow backpacks to hold more than just rations for troops. Seriously, I have nothing better to do with all the leather that piles up, except maybe bags, but I never seem to have sand.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on April 04, 2008, 02:00:30 pm
I mostly stud stuff with leather. It increases value, etc.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on April 04, 2008, 02:20:30 pm
but I never seem to have sand.

try making a farm plot outside and then destroying it...i think that works

ofcourse you need to make a 'sand gathering zone' with lowercase i
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on April 05, 2008, 07:44:34 am
No, you need choose a site with at least one layer of sand on it. You can't make glass otherwise.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on April 05, 2008, 10:13:55 am
Well, it seems to be the site, I tend of have a soil top layer that plays host to all my farming needs, it's just there's no sand in that soil.

I might have to try that farm thing some time, not sure why it would turn dirt to sand though.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on April 07, 2008, 11:16:17 am
this is the fortress im working on right now...the wall is half finished and its looking quite nice

its entirely above ground cept for some storages, a farm and my mining zone
the main building goes up a few levels...mainly for bedrooms
when im done with the wall and the ballistas im going to make another building just for the nobles
i will update again later

(http://i136.photobucket.com/albums/q169/Celdur/dwarvenFORT.jpg)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Danzik on April 07, 2008, 11:24:49 am
Not that I understand how this game works but, that's a pretty cool looking fortress Celdur.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on April 07, 2008, 11:27:49 am
Wow, that's truly faithful to the word fortress; one question though, how do traders get in and out? It doesn't look like you have much in the way of a door for caravans, or a bridge.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on April 07, 2008, 11:29:13 am
on the east side...theres a bridge...right next to the warm welcome of ballista`s
(there will be traps toocage traps >.>)

EDIT:
(http://i136.photobucket.com/albums/q169/Celdur/MERCHANTS.jpg)
what a coincidence! come right in! the ballistas arn't loaded yet so dont worry
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: blitzonator on April 08, 2008, 06:49:26 am
I have a zany Idea.

You are living in a fort, Imps have broken the gates and are on the inside of the main hall. The guards are dead.
What do you do?
You pull a lever, the main part of the fort apart from a few storages and rooms in the center of the mountian collapse into a field of lava.
You watch as the Imps tumble into their hellish doom, burning after a massive fall. Soon after you have fixed the fort, ready for another seige.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on April 08, 2008, 08:00:56 am
imps are fire proof, also lava is a complete pain to control unless you live in an area with abundant bauxite.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on April 08, 2008, 09:08:51 am
what werechicken said...and besides...there is only 1 entrance to the fort...and it will be filled with cage traps
and there is always a message when something is attacking...so i can close the gates before they even get close

hmm...i might make a pump system to flood the part between the ballista`s...it wont be to hard to do >.>
i will just use my moat as a power supply...and as a water source...myeees
this is how i get ideas >.>
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on April 08, 2008, 10:10:02 am
there is only 1 entrance to the fort...and it will be filled with cage traps and there is always a message when something is attacking...so i can close the gates before they even get close
Which will also capture incoming allied representatives. Traps still hurt allied caravans and their horses too. And you wont get a warning message if the attacking force is sneaking, like the goblin ambushes, babysnatchers, or kobold thieves. The drawbridge will let them in easily, so your best bet would be to chain up two dogs at the end of the entrance corridor to stand a better chance of detecting them.

Quote
hmm...i might make a pump system to flood the part between the ballista`s...it wont be to hard to do >.>
i will just use my moat as a power supply...and as a water source...myeees
Using a flowing moat as a power supply is good, but flooding the little entrance corridor wont be doable with your current set-up. Water can flow through the arrow slits. Plus, with the way you have your ballistas set up at the moment, you would be firing six arrows a very short distance (across the corridor), so you'd need to have VERY good timing with your fire commands, then wait for them to be reloaded... and just pray the ballista arrows dont fly into the opposite arrow slit and kill your other operators. I'd suggest having a ballista looking right towards the drawbridge, from just outside the corridor, that way you dont have to worry so much about timing, and you can clear multiple hostiles in a single siege-arrow.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: blitzonator on April 08, 2008, 10:46:14 am
imps are fire proof, also lava is a complete pain to control unless you live in an area with abundant bauxite.
It was an example.

How about a ramp that you climb, and you flood the ramp to get rid of your "Problems".
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on April 09, 2008, 01:31:57 pm
(http://i136.photobucket.com/albums/q169/Celdur/DEATHBRIDGE.jpg)
death is almost complete...i just need to finish linking the gates to the lever and then those goblins can come as they please
but if they have patience i will build some cage traps for them

(http://i136.photobucket.com/albums/q169/Celdur/DEATHBRIDGE2.jpg)
this is a little behind the scenes look from under the gate

and also:
(http://i136.photobucket.com/albums/q169/Celdur/BARRELS.jpg)

I NEED SOME DAMN BARRELS!
i have over 2000 plump helmet and its INSANE
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on April 09, 2008, 07:23:27 pm
So...make barrels?

Dude. That's awesome though. Did you plan a layout beforehand or wing it? (I'm guessing it's the first)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on April 10, 2008, 02:47:34 am
yes i plan most before hand...i did make a mistake with the bridge though...as you can see i had to make a wall all around the bridge to fit a  gate...at least i can easaly drain the room...just have to raise the bridge

anyway my legendary carpenter has a fey mood and he took over my workshop...i build another but the crappy carpenters cant keep up  ::)
i think i should stop making some plump helmet for a while so i can make some booze >.>
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on April 10, 2008, 05:17:52 am
Hole in the bucket: You need barrels for that.

That entryway still looks pretty damn neat. Have you given it a test-run yet?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on April 10, 2008, 09:09:13 am
didnt have the time to...i got goblins attacking...the logic thing is testing it out on THEM but so far they have been hunting cattle outside the gates and they dont dare to come near my fort...

maybe its too intimidating  ::)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on April 10, 2008, 09:54:13 am
I'm gonna try this game out. I started a game and have my dwarfs sitting around. What should I do?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on April 10, 2008, 09:57:45 am
check out the wiki guide

dwarven fortress for dummies
http://dwarf.lendemaindeveille.com/index.php/Your_first_fortress

dwarven fortress for idiots
http://dwarf.lendemaindeveille.com/index.php/Indecisive%27s_illustrated_fortress_mode_tutorial
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: blitzonator on April 11, 2008, 06:46:34 am
I'm a moron.

I make a small fort and drown all my dwarfs in the first minute.

ell oh ell.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on April 11, 2008, 06:51:19 am
Such is the beauty that is Dwarf Fortress!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on April 11, 2008, 07:12:13 am
well i just found out that water flows trough carved fortifications...i had to remove the 6 entrance ballistas

but dont worry
i replaced them somwhere else  ;D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on April 11, 2008, 07:30:05 am
well i just found out that water flows trough carved fortifications...i had to remove the 6 entrance ballistas
Hey hatty, guess what? :

Quote
but flooding the little entrance corridor wont be doable with your current set-up. Water can flow through the arrow slits. Plus, with the way you have your ballistas set up at the moment, you would be firing six arrows a very short distance (across the corridor), so you'd need to have VERY good timing with your fire commands, then wait for them to be reloaded... and just pray the ballista arrows dont fly into the opposite arrow slit and kill your other operators. I'd suggest having a ballista looking right towards the drawbridge, from just outside the corridor, that way you dont have to worry so much about timing, and you can clear multiple hostiles in a single siege-arrow.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: blitzonator on April 11, 2008, 08:07:47 am
I just figured what those cabenet thingy's were.

Imp lairs.

Ouch.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on April 11, 2008, 08:27:32 am
well i just found out that water flows trough carved fortifications...i had to remove the 6 entrance ballistas
Hey hatty, guess what? :

Quote
but flooding the little entrance corridor wont be doable with your current set-up. Water can flow through the arrow slits. Plus, with the way you have your ballistas set up at the moment, you would be firing six arrows a very short distance (across the corridor), so you'd need to have VERY good timing with your fire commands, then wait for them to be reloaded... and just pray the ballista arrows dont fly into the opposite arrow slit and kill your other operators. I'd suggest having a ballista looking right towards the drawbridge, from just outside the corridor, that way you dont have to worry so much about timing, and you can clear multiple hostiles in a single siege-arrow.

oh shut it... and i did your plan of it already so yeah...

now the actual problem is getting those goblins anywhere near my fort
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: blitzonator on April 11, 2008, 11:24:22 am
Well, I used seed 20 and the volcanic island. I got a war with a few monkeys then some fire imps owned me.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on April 16, 2008, 04:12:30 am
(http://i136.photobucket.com/albums/q169/Celdur/fort2.jpg)

another update on my fort...it already survived a few goblin attacks


1 is the royal building

on the 1st floor is the office and dining room for 2 people and on the 2nd floor are the bedrooms
here it is in 3d:

(http://i136.photobucket.com/albums/q169/Celdur/3fort2.jpg)


2 is the entrance...the only entrance...and its deadlier then ever
its also the barracks..where i store armor, weapons and...military
(http://i136.photobucket.com/albums/q169/Celdur/3fort3.jpg)


3 is the main building...its the largest building since it goes real high
there is a workshop part and a dining part which are all 1 floor but the bedroom go about 6 floor up
its kinda like a hotel in that way :P
(http://i136.photobucket.com/albums/q169/Celdur/3fort1.jpg)

hope you guys like it
its all a bit square but i dont care...that rymes >.>
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on April 16, 2008, 05:26:22 am
That's bloody impressive.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on April 16, 2008, 05:36:47 am
thanks ^^ i put allot of work into it...

my kingdom for a normal wall building system -_-
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: blitzonator on April 16, 2008, 08:02:53 am
Sweet! That looks amazing.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on April 16, 2008, 09:16:34 am
No wonder the goblins won't come near that thing. It just spells death! :D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on April 16, 2008, 09:22:33 am
Good, now dig a really, really deep hole in the middle, push anyone in if they annoy you.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on April 16, 2008, 09:27:28 am
sparta didnt have any walls
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on April 16, 2008, 06:22:06 pm
Good, now dig a really, really deep hole in the middle, push anyone in if they annoy you.

Hey! I've got that!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on April 17, 2008, 07:29:36 am
Well, I've played this game for about 20 minutes but I just can't get past the interface. It's just too hard to get used to using. Why can't they give it a modern interface that is easily usable instead of something that looks and feel like it's taken straight from the 80's? It seems like it would be really fun, too.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: blitzonator on April 17, 2008, 08:57:07 am
Tutorials on last page. You'll get the hang of it.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on April 17, 2008, 01:18:56 pm
Eventually.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on April 18, 2008, 09:37:02 am
did a little test...i build a 3x3x3 block of stone on nothing but supports...the supports go in the ground down 3 levels...
and i build a statue on top of the block...

the plan is to remove all 3 supports with a lever and to see what hapens...
will it sink straight down and stay intact? or will it turn into a pile of rubble...

(http://i136.photobucket.com/albums/q169/Celdur/dftest1.jpg)
the block(3 high)

(http://i136.photobucket.com/albums/q169/Celdur/dftest2.jpg)
the supports(3 deep)

i wish i could make a poll of this :P but just guess what hapens...
will it turn into rubble or will it stay intact?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoadept on April 18, 2008, 10:40:51 am
The walls will definitely be reduce to ruble, but I'm not sure about the statues, they seem to follow their own rules.  If you put a building breaker up against them they get knocked aside instead of destroyed completely.

I say walls break, statues survive.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Psilontech on April 18, 2008, 09:19:55 pm
Items seem to be able to handle a bit of being tossed around, so I will also put my money on 'destroyed walls, intact statue'. :)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on April 19, 2008, 06:11:59 am
(http://i136.photobucket.com/albums/q169/Celdur/dftest3.jpg)

your both right! the whole tower is turned into rubble but the statue stays intact
(no dwarves where harmed in this experiment...only some musox)

anyway...i made the tower completely out of microline...witch is blue
and im sure the bottom level was empty...i guess the rocks fell so hard they changed color  ::)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on April 19, 2008, 06:21:58 am
The grey rocks are the remains of your supports (which show up grey in thos pictures)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: blitzonator on April 19, 2008, 06:23:30 am
Krakow is right. No exeptions.

Make it higher. VERY HIGH. then try it.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on April 19, 2008, 06:36:49 am
that wont change a thing blitz...i could try it with water but im not sure if the effect would be difrent

anyway...i have a large hole and 6 captured goblins

can anyone think of a fun way to trow them down?

might be fun to try to find a way to trow them down but not hurt them
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoadept on April 19, 2008, 07:10:59 am
Strip them of their weapons, move the cages next to the hole, designate the hole as a Pit, the designate the goblins to be moved to the pit.  Over such a short distance they shouldn't be able to escape and your dwarves will drop them in without trouble.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on April 19, 2008, 07:39:57 am
just droping them in isnt that fun...i was thinking of something more origonal
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: blitzonator on April 19, 2008, 07:41:34 am
Encase them in stone with lava and water????
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on April 19, 2008, 07:43:12 am
wont work...they melt

and i dont have lava

EDIT:
uroboros thought of some fun things

building a pole all the way to the top...surrond it by grates on the top and connect the grates to a lever
then build chains around the pole and put goblins on them

then pull the lever to open the grates...and there hang the goblins


another idea was a goblin pinball machine which involves bridges and lots of pain
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on April 19, 2008, 08:26:46 am
The hanging tower thing was essentially just a hanging gallows. Originally I was going to hang captured goblins from the walls of my fortress and leave them to starve, as a demoralising reminder to any attackers (though the chances of being attacked by members of the same family are slim).

The goblin pinball is a series of pits, drawbridges and levers. Plenty of entertainment. Though I havent quite figured out how to 'reload' a goblin after he falls ten stories into a pond full of carp. They're generally a bit dead after that.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: blitzonator on April 19, 2008, 09:05:33 am
How about a rocket?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on April 19, 2008, 02:43:43 pm
I would chain them to a water-wheel in a lake full of carp.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on April 19, 2008, 11:05:33 pm
capture some monsters then have the goblins fight in a colosseum style arena, although make sure there are far more monsters than goblins, also your marksdwarfs can clear up the losers
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on April 20, 2008, 02:17:15 am
yeah i had that idea too...but the only monsters i have here are carp...and there not so good on land

and you cant catch them unles you build a glass cage trap and i dont have glass
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LuceroJuarez on April 21, 2008, 02:09:45 pm
Best damn game out there. It is one of the few keeping gaming alive for me.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on May 03, 2008, 09:42:02 pm
Computer broken. Nothing to play but Dwarf Fortress on laptop. Going INSANE!

(http://i21.photobucket.com/albums/b257/Kishmond/Games/Bits.gif)

 :o

http://mkv25.net/dfma/movie-543-theslaughter
Yes, you saw right. There were elephant bits as far up as 6 levels.

UPDATE on the Tower of Yor: Tower now 6.5 stories high and still made entirely of granite. Want to make it to more than 16 stories above ground, that's how wide it is. The biggest problem is not construction, I have many skilled masons, the problem is getting the granite from my quarry all the way at the very, very bottom. The dumb dwarves can't think to grab the ones near the stairs. It's taking a while.
Also, I'm up to my neck in gold, so I decided to make some roads literally paved with gold, after I have my legendary metalsmith make a gold sarcophagus, statues, chests, etc. for my lovely leader's tomb which will also be paved with gold. And outlined in gold walls just for kicks.

Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on May 04, 2008, 12:22:22 pm
The humanity!

Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on May 04, 2008, 03:29:29 pm

UPDATE on the Tower of Yor: Tower now 6.5 stories high and still made entirely of granite. Want to make it to more than 16 stories above ground, that's how wide it is. The biggest problem is not construction, I have many skilled masons, the problem is getting the granite from my quarry all the way at the very, very bottom. The dumb dwarves can't think to grab the ones near the stairs. It's taking a while.
Also, I'm up to my neck in gold, so I decided to make some roads literally paved with gold, after I have my legendary metalsmith make a gold sarcophagus, statues, chests, etc. for my lovely leader's tomb which will also be paved with gold. And outlined in gold walls just for kicks.
Decadent much?

The humanity!

and don't you mean Oh the dwarfanity?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on May 05, 2008, 02:50:24 pm
Good point!


"Ouch!"
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on May 10, 2008, 01:09:31 pm
From the Development Journal:
Quote
Then I created a pocket world. Kivish Soarcrafted the dwarf was abducted at age 3 and moved to the Cruel Tower in Felldweller. He became a farmer and married Olin Roofchanced, another abductee, and eventually joined the guard. The humans and goblins were fighting a lot at this time, and the demon and many goblins were slain in the wars, as well as Kivish's wife. Kivish then personally led four defenses against the human onslaughts on the dark tower, and by the year 33 there were only 11 defenders left. In the year 34, only 4 defenders remained, and Kivish became the leader of the goblin civilization, such as it was. More attacks followed, and in the year 35, Kivish stood alone against twenty four human attackers, defending Felldweller and a goblin baby that had been born in 33, the only other resident. Kivish was victorious, but the dwarves then launched an assault on Felldweller, and Kivish faced 22 dwarves in the Forest of Dashing outside Felldweller, killing 4 of his own kind before being fatally shot by a crossbow bolt. Although the dwarves were victorious on the field, the humans slipped in and installed a new leader in Felldweller, who lived alone with the goblin child, Amxu Blottedvile, for a year before more humans decided to move in, establishing a temple to Odel the goddess of truth called the Truthful Temple in 37 and a mead hall called the Muscular Voice in 54. The original human city declared war on the dwarves after this and was eventually conquered, and the humans there died out over fifty years, with dwarven populations established in two mountain fortresses and the formerly human town. Felldweller, now a human-populated dark tower, never went to war again, but without support from the original human city, the humans left there eventually died out. I'll have to check out exactly what happened there.

Amxu had entered the priesthood of the Truthful Temple by this time, and as the last of the humans aged and died, Amxu, the last goblin in the world, became the high priest of the Cult of Honesty, worshipping the human goddess of truth alone in Felldweller. Amxu continued in this capacity for 157 years at which time play began. I decided to start an adventurer, and I only had two choices -- a human from the dark tower (it doesn't check for existing critters, just the controlling culture), or a dwarf from any of the the dwarf-controlled sites. I started as a human in Felldweller. It was a strange place. There were three goblin towers, a full set of empty stores, many hovels, the mead hall and the Truthful Temple. I met Amxu there. I asked him about his family, and he told me about several goblins that had died in the wars 300 years ago. Then I joined the temple so he wouldn't be so lonely and retired there. I guess I'll die of old age eventually though. That can't be helped, since he's the last immortal in the world.

And in my tower, one of my glassmaker dwarves went melancholy after he couldn't make his glass artifact. He committed suicide by jumping down the central shaft. I find it interesting he chose there instead of one of the many nearby cliffs.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on May 10, 2008, 10:42:27 pm
That was such a cool story. I read it earlier today.

I really look forward to the coming releases.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on May 11, 2008, 02:25:41 am
yes the history generated by the game almosts seems like a real story...and ou can alter it yourself by playing adventure or dwarf fortress

its really going to be awesome
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on May 11, 2008, 06:53:15 am
When it's finished, it will be the greatest game in pre-holodeck history. I'm looking forward to joining in some battles in adventurer mode.

Well, that and randomly-generated pickup lines.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on May 11, 2008, 07:15:14 am
This would be AWESOME in multiplayer (lan)... if you could save the server, of course.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: HolsteinCow on May 12, 2008, 05:57:46 pm
I'm looking forward to joining in some battles in adventurer mode.

There are no battles in adventure mode.

Only massacres.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoadept on May 12, 2008, 06:14:58 pm
I think he meant when wars are implemented after world-gen, where armies would meet on the battlefield to face each other instead of the walk-into-town-and-murder-everyone-by-throwing-the-limbs-of-their-relatives-at-them battles we have now.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on May 13, 2008, 01:26:55 pm
walk-into-town-and-murder-everyone-by-throwing-the-limbs-of-their-relatives-at-them

This. Is. Dwarf Fortress.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mr. Wizard on May 15, 2008, 11:34:20 pm
This. Is. RODERBUGUD! (Baldtummies)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on May 16, 2008, 04:50:38 am
ever randomly generated your castle by accident, and it turns out your dwarves are now the happy rulers of graperaped?

i lol'd alot when i did.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on May 16, 2008, 05:38:08 am
I had AnusFort of Angels.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on May 16, 2008, 06:06:28 am
I always try to hit the (r)andomise button until I get something cool.

That said, the best things are usually the ones that sneak up on you.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on May 16, 2008, 10:14:27 am
I usually call mine the Alejailer.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on May 16, 2008, 10:20:19 am
My freind called one of his dwarfs, one which always got in the way of everything, and refused to be drowned in any way, "Fagballs" after hearing Yahtzee's Zelda review.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on June 02, 2008, 12:49:59 pm
Just for fun I retracted the bridge some merchants were on. 2 two-humped camels, a muskox, a speardwarf, a marksdwarf, and a merchant fell in a small pool but didn't drown somehow.

The two-humped camel was the first to go beserk.
(http://i21.photobucket.com/albums/b257/Kishmond/Games/Two-HumpedCamel.png)

After it killed the marksdwarf it got to be called 'Daggerworld'. It's barely hurt at all.
(http://i21.photobucket.com/albums/b257/Kishmond/Games/Two-HumpedCamel2.png)

It had killed the merchant and muskox and was fighting the speardwarf (and winning) when my uber-legendary marksdwarf walks by.
(http://i21.photobucket.com/albums/b257/Kishmond/Games/Two-HumpedCamel3.png)

Things went downhill from there.
(http://i21.photobucket.com/albums/b257/Kishmond/Games/Two-HumpedCamel4.png)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on June 02, 2008, 05:05:08 pm
wow, that camel must have looked like a pin-cushion after that...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoskel on June 13, 2008, 07:42:23 am
I just started with this game. It's totally addicting once you get the hang of it. After a bunch of flops i've set up a pretty successful desert fortress. I must be doing something right cuz it's only the second year and i already have 37 dwarves. That second batch of migrants just wouldn't stop coming!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on June 13, 2008, 10:17:05 am
Do you have water problems?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on June 13, 2008, 11:04:06 am
if he started near a river in the dessert its fine...what he has to worry about is the lack of trees
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoskel on June 13, 2008, 06:32:12 pm
No water problems, i grow and brew enough booze to stave off dehydration. There was a minor crisis when the cook made all my booze into biscuits though.  :P

And lack of trees? Wut? I've never had a problem with lack of trees. Probably because i always choose the largest area or something. In fact, in one of my previous tries in the desert (i didn't know what i was doing) there was a freakin' aquifer and everything was made of wood. I almost beat that aquifer during the winter too, but there was a freakin' second level! And when i started to work on that level winter ended and all the ice melted... And my legendary miner managed to catch herself in a cave-in and was bed ridden for like forever. That time i wasn't prepared for immigrants and when the batch of 7+ arrived i quit in frustration.

But this time looks good, here at Ducimoth (Workknot) i started by digging a pit next to my wagon and carved ramps along three edges of it for wagon access. (I'm in a red sand desert btw, it looks awesome) Then i dug into the unramped wall and started making underground chambers. Then i dug stairs straight down to the bottom and found loads of stone. First there was more red sand, then there was gneiss and sphalerite, then orthoclase, then microcline, then gneiss and native silver (WOO!), then gneiss and tetrahedrite with a pocket of red tourmalines, then orthoclase and gneiss, then microcline and marble, then marble with cinnamon grossulars, then marble and malachite, then marble and orthoclase, then orthoclase, then diorite, and lastly diorite. And that just after making 5x5 rooms around the staircases. Built the trade depot and trader's bedroom (yes i set out with a dedicated trader, so sue me it's really useful to see the costs of stuff) out of marble.

My first group here was doing great up to the point that summer came and all the water evaporated. Stupid me didn't change anybody into farmers and brewers (i already had farms and a still planned out) because i was holding out for the first immigrant wave, which never came. So when my mason (probably my most important dwarf at the time) died of thirst i abandoned the fortress. Now that i've reclaimed it, i set up the farms first. Had my first ever kobold too, unfortunately for him reclaim groups are all lvl 9 axedwarves  :). And the last group of dwarves is just hanging around the place, unfortunately i don't think they're ever going to die...

Anyways, i'm happily building my fortress (i still can't believe i've got 37 dwarves already, must be the silver goblets i've been making). I've got a 4 squares wide 'moat' (i built it through a murky pool but all the water evaporated again) and two big 3x4 drawbridges to let wagons in and i'm starting on a gneiss wall along the edge of the moat which i'm going to put battlements (fortifications) on. Have to set up the stuff to activate the drawbridges too. i think i'll make stairs into the moat so that invaders will try to enter through my gate tower and get caught in my cage traps.  ;)

I really like this game!  :D

Edit: Oh and one of the new unskilled immigrants when bonkers and wanted stone (he took some sphalerite), shells and silk cloth. My fisherdwarf catches (theres still a tiny 2 square pool which doesn't dry up) only turtles but people didn't eat them fast enough, and i had no silk to speak of. Good thing the human caravan arrived the next season, but just as they pulled in to my depot the idiot gave up and is now moping around the halls. Good thing i didn't need him. Oh, and just as the caravan pulled in, my trader decided it was a good time to sleep....

Also, I HAVE A PROBLEM. The last group of dwarves left a bunch of random junk strewn across the desert, but my guys will only pick up the barrels. One pile of logs is blocking where i want to build a stone ramp but my guys won't touch it. What do i do?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on June 13, 2008, 09:08:51 pm
The last group of dwarves left a bunch of random junk strewn across the desert

I don't know why abandoned fortress citizens do this. Maybe after you leave they are so depressed with nothing telling them what to do they mope around outside tearing their clothes off. Then they slowly die off with a combination of hunger and skin cancer.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Slartibartfast on June 13, 2008, 09:38:47 pm
Check their preferences.  Make sure their set to pick up things outside.  If that fails just have them bring it all to the trading post when some merchants show up.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoadept on June 14, 2008, 06:00:01 am
If it's from a previous fortress that you abandoned then everything from that fortress starts out forbidden.  To unforbid something, select it using [k] and press [f].  Once something is unforbidden your dwarves will treat it like it came from their own fortress.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoskel on June 14, 2008, 02:04:02 pm
The last group of dwarves left a bunch of random junk strewn across the desert

I don't know why abandoned fortress citizens do this. Maybe after you leave they are so depressed with nothing telling them what to do they mope around outside tearing their clothes off. Then they slowly die off with a combination of hunger and skin cancer.

Actually they're still here moping around, and it doesn't look like they're going to die anytime soon.

Check their preferences.  Make sure their set to pick up things outside.  If that fails just have them bring it all to the trading post when some merchants show up.

How exactly do i do this? Do you mean whether they have hauling activated or not? And the items don't even turn up in my stocks because they aren't in a stockpile, at least i don't think the wood does...

If it's from a previous fortress that you abandoned then everything from that fortress starts out forbidden.  To unforbid something, select it using [k] and press [f].  Once something is unforbidden your dwarves will treat it like it came from their own fortress.

I do that, standard procedure.  ;) Theres still random silk socks right outside my fortress...

I dabbled around in a couple other fortresses too (made new worlds for 'em) and i have another 2 main problems. 1: My guys don't want to put bones and stuff on the refuse piles.

2: On ocean maps even the rivers and seemingly the aquifers turn sal****er. I dug into an aquifer about 100 tiles away from the ocean and it still wouldn't let me make it a water source. Which is kinda frustrating because it won't let me fill aquariums without drinkable water. Is there any solution to this? The wiki isn't really much help on this, it says that the nearby aquifer could be freshwater, but it seems like the game just makes all water salty if theres an ocean on the map. Has anybody found freshwater next to an ocean?

Right now i'm aspiring to make and entire fortress out of glass and underwater in the ocean, but if i can't have aquariums in it thats half the fun gone...

I had fun on one fortress where i made all (ok half) of the immigrants hunters, without weapons. Yeah! Deer wrestling! I think they were wrestling the deer's heads off too, but that might have been the woodcutter who still had his axe (i soon put a stop to that  :P).
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoadept on June 14, 2008, 02:21:57 pm
All natural water on an ocean map is salt water, but there's a way to get fresh water if you're willing to go through a few more steps.

Step one: build a cistern for the water you will make in step two.  This can be above or below ground, but every floor and wall tile the water will contact must be constructed, it doesn't matter out of what.  This is because natural rock on ocean maps will convert any water touching them back into salt water.

Step two:  Set up a screw pump which pumps water from your source and into the cistern.  This can be dwarf powered, or you can try something involving water wheels or windmills if you want it self sustaining.  Screw pumps fortunately act as perfect filtration systems, so the water coming out will be fresh as long as it doesn't contact salt water or natural stone.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on June 14, 2008, 04:14:02 pm
What do you guys make of this upcoming release?
Better world generation all around, more parameters, and even a map editor.

Exciting times.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on June 14, 2008, 05:45:18 pm
I'm more interested in the civilisation kajigger where they conduct wars and enslavings in world gen, also megabeats and religion-swapping.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoskel on June 14, 2008, 05:45:26 pm
All natural water on an ocean map is salt water, but there's a way to get fresh water if you're willing to go through a few more steps.

Step one: build a cistern for the water you will make in step two.  This can be above or below ground, but every floor and wall tile the water will contact must be constructed, it doesn't matter out of what.  This is because natural rock on ocean maps will convert any water touching them back into salt water.

Step two:  Set up a screw pump which pumps water from your source and into the cistern.  This can be dwarf powered, or you can try something involving water wheels or windmills if you want it self sustaining.  Screw pumps fortunately act as perfect filtration systems, so the water coming out will be fresh as long as it doesn't contact salt water or natural stone.

Awesome! Thats great, i'll do it!  :D

I'm more interested in the civilisation kajigger where they conduct wars and enslavings in world gen, also megabeats and religion-swapping.

Play that funky music dwarf boy!  :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: BumpyRide on June 15, 2008, 01:00:36 pm
If you want a real challenge, try living on a glacier. Fun times. I am foolish enough to do it. My real problem is that all the water freezes. Anyone know how to melt Ice Walls/Ice to make water for use? I'm considering using a forge near the ice walls that might make them melt, but I'm unsure. I've got plenty of stone, since I drilled through the glacier into the stony layer. Unfortunately, I didn't prepare correctly, and the stupid computer only gave me one miner, and a friggin fisherdwarf that's useless because I live in a glacier.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on June 15, 2008, 01:13:18 pm
As far as I'm aware, there's no way to do that.

You need booze and lots of it.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: BumpyRide on June 15, 2008, 01:32:25 pm
Booze I can make, farming however, requires water. I'm just going to abandon that fortress, and then try an island map.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on June 15, 2008, 01:36:25 pm
Ice requires magma to melt, its the only way, aside from seasonal meltings. Glacier-type maps are generally best if you have an edge of your map dipping onto land with trees and soil.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on June 15, 2008, 01:47:04 pm
actualy...i think you can melt water in the furnace to make a sloow sloow water proces...im not sure though
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoadept on June 15, 2008, 04:14:01 pm
Melting ice in bulk isn't too hard if you know what you're doing.  Dig out your farm and make sure the entire layer of stone directly under it is intact.  Then you just need to drop a block of ice one seventh the size of your farm onto the farm.  It will melt as soon as it passes a certain depth.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: BumpyRide on June 15, 2008, 06:17:46 pm
Seeing as how I failed another one, I'm going to go ahead and utilize that idea. I wondered if it fell, if it would melt somehow. As a note, I actually was on the side of a glacier, and dug into it, I wasn't on it.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoskel on June 16, 2008, 07:20:56 pm
Ice brought indoors should melt.

I'm messing around with mods right now, put my underwater glass fortress on hold for now (not gonna touch regular till the next version comes out). I think i'm going to mod in a 'Lost World' setting, with custom races and creatures (most from the prehistoric mod on the wiki). Right now i'm using a mod which has a ton of animals from th zoo mod, a ton of plants from th botany mod and dinosaurs from the prehistoric mod set to only appear in savage tropical areas. Haven't seen them in game yet though...

For new races i'm thinking of a 'caveman' race, a lizardman type race and i'm toying with a flying pterodactylman type race. I think i need two more races to get this to make proper sense. Any ideas?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoadept on June 16, 2008, 07:29:59 pm
I suggest dropping the flying race.  I haven't done it myself, but the dwarf forums seem to suggest that flying civs are bugged at the moment.  Apparently they get into the air and immediately realize they are afraid of heights, at which point they freeze in terror.

As far as other races go, a race of intelligent raptors to replace goblins?  And perhaps monkey people to replace the elves?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoskel on June 17, 2008, 11:09:47 am
Ok, weird. I modded in Mithril as a metal and an ore and now i can get mithril axes from the embark screen. Whats wrong with steel? I'd rather have steel since mithril is value 80 while steel is value 30. Any ideas why that happened? Does the game choose the highest value/quality metal for axes in embark? I wish i knew how to fix that.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: BumpyRide on June 17, 2008, 12:44:25 pm
You know what's funkier is that you can farm a scorching hot desert without need of water. That seems really buggy to me personally.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on June 17, 2008, 01:20:01 pm
Oh yeah because sand doesn't need to be irrigated.

I think I ight try setting up something like that in the next update.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoskel on June 17, 2008, 11:03:07 pm
I suggest dropping the flying race.  I haven't done it myself, but the dwarf forums seem to suggest that flying civs are bugged at the moment.  Apparently they get into the air and immediately realize they are afraid of heights, at which point they freeze in terror.

As far as other races go, a race of intelligent raptors to replace goblins?  And perhaps monkey people to replace the elves?

Ok, i'm not gonna do the pterodactyl guys. I'm not 'replacing' civs, i'm making new ones. I think i'm going to add in some yeti type guys to live in the frozen areas where mammoths are at. And the caveman will be more like beasts than cro magnon (sp?) or neanderthals, not like humans or their ancestors.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on June 20, 2008, 03:00:25 pm
How exactly do you mod or customize your own Map/World? Is this a new addition or do you need to be a crazy code user?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Henqix on June 20, 2008, 03:35:36 pm
My dwarfs just slayed a dragon. This is just before it was stunned by a stone fall trap giving the soldiers a chance to get close to it without being burninated.
(http://i106.photobucket.com/albums/m256/Henqix/Dragon.jpg)

Also someone made this.
(http://i106.photobucket.com/albums/m256/Henqix/dwarvencrucifix.jpg)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoadept on June 20, 2008, 05:16:47 pm
How exactly do you mod or customize your own Map/World? Is this a new addition or do you need to be a crazy code user?

That comes out in the next release.  Apparently it's going to be a mouse based interface, basically a drawing program that will be easier to use than the actual DF interface.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: eropS on June 20, 2008, 05:22:08 pm
To bad i cant get into this game.... at all....
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on June 20, 2008, 05:23:31 pm
it requires patience...just take a few moments and it will creep up on you
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: eropS on June 20, 2008, 05:26:28 pm
Ive tried the Adventure mode but jeez, i start moving around for like 10 minutes and there is nothing to do.

Then theres the fortress.... where to begin on that...

Meh i WANT to get into this game but i just you know.... dont get it.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on June 20, 2008, 05:42:31 pm
http://dwarf.lendemaindeveille.com/index.php/Indecisive%27s_illustrated_fortress_mode_tutorial

i posted this tutorial over 9000 times already

if you want to get into the game but think its imposible...just follow that tutorial word by word

at the end you will get the basics at the least
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: BumpyRide on June 20, 2008, 05:45:45 pm
DF is actually incredibly simple, it just seems to be a lot at first. You get to where if you see a herds of H around your fortress, you know you're screwed in terms of moving beyond your landing site. Stupid friggin Hippos killed half my fortress before I realized the dumb dwarves were going to pick up the remains... but now I've got a really successful fortress that I'm desperately trying to keep the wine flowing.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on June 20, 2008, 11:32:42 pm
Adventure mode is best left until you can comprehend Fortress mode.
Previous experience in Roguelikes helps a fair bit too.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoskel on June 21, 2008, 06:29:27 am
How exactly do you mod or customize your own Map/World? Is this a new addition or do you need to be a crazy code user?

Nope, just change the raws. You can very easily mod in new/different objects. Creatures, Entities, plants, stone types, weapons. You can't make new buildings (if you make a new trap component you can build the corresponding trap, i.e. if you make a new 'chomper' component you can make 'chomper' traps) or professions.

How exactly do you mod or customize your own Map/World? Is this a new addition or do you need to be a crazy code user?

That comes out in the next release.  Apparently it's going to be a mouse based interface, basically a drawing program that will be easier to use than the actual DF interface.

You can also do the random generator with specifications like rainfall and temperate in the next release, which looks exciting.

Oh, and i've recently dabbled in adventure mod, it's pretty darn fun. You can kill stuff by throwing live worms at them.  :D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on June 21, 2008, 11:01:32 am
Yeah, I was glad to go back to adventure mode after my last fort got boring.

I've been killing elves. Tons and tons of elves.
It is very hard. The tree-hugging vermin are everywhere.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on June 21, 2008, 06:20:51 pm
where the hell are the boatmurdered-ish start points, where you have a wall that goes vertically down all the way, and you have a river nearby, i've been trying to find that since i started playing, because that is doomed to be easier to play in.
i really suck at this game, i start up make a new band of dwarves, two miners, one lumberjack, one grower, one brewer, one fisher and one peasant. i never use the brewer or the grower though, because they never do as i tell them.

i guess Faffing-about-Fortress is starting to sound better.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: BumpyRide on June 21, 2008, 07:06:02 pm
That's from the old version. Far as I know, there aren't anymore perfect starts like that. Brook with cave river with magma river? You should probably have two miners, one lumberjack/carpenter, one mason, two farmers, and a trader. It's what I always start with, and I've got a pretty successful fortress now. You should also look for Soil, no need to irrigate. Turn off the farmers other labors, so that they'll do nothing but farm or brew.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on June 22, 2008, 02:50:18 am
The older version didn't have ant Z levels and every map had a river and a magma flow. It's been made more random now and your initial start choice matters much more now.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Henqix on June 22, 2008, 05:12:09 am
You can still get the old version here (http://www.bay12games.com/dwarves/df_23_130_23a.zip) if you want to play it.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on June 22, 2008, 05:44:44 am
and a trader.

Trading just doesn't work for me.

I guess i'm just really slow.

i really hope that toady or someone else makes an ingame tutorial or something, or maybe i'll understand more after playing the old version thanks to Henqix.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on June 22, 2008, 07:20:01 am
Wait until you get attacked by goblins then, once you've killed them, sell all of their stuff to the trader for a big profit.

I usually don't bother bringing an anvil and just set up a load of traps. I let those wipe out the first goblin attack and sell all of their gear for an anvil and some food.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on June 22, 2008, 12:00:15 pm
I bring an anvil with me but no axes. I also bring a couple copper bars, one piece of charcoal, and some bituminous coal.
(and of course, all the food and other stuff)

I do this because there have been times in the past where those dang caravans show up without an anvil.
I can make an axe if I have the anvil, but I can't make an anvil with an axe ya know.  :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Henqix on June 22, 2008, 12:51:17 pm
My fortress is suffering right now because every time a caravan shows up, that I have requested an anvil from, the goblins attack and scare them away.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on June 23, 2008, 07:56:58 pm
Quote from: Dev Log
so I've hand-made some little presents today, like being able to place multiple constructions via rectangles

YES.

Quote from: Dev Log
Unfortunately, you won't get your presents until next month.

NO.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on June 24, 2008, 06:31:54 pm
This whole Editor has got me interested in Dwarf Fortress again, I may just get back into it again once it comes out..next month :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: BumpyRide on June 24, 2008, 07:07:50 pm
My fortress is suffering right now because every time a caravan shows up, that I have requested an anvil from, the goblins attack and scare them away.

You're under seige? Or you set up shop in a Goblin Tower area?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Henqix on June 26, 2008, 09:48:54 am
It just happened that every time I was getting ready to trade an ambush party would show up and scare the traders away. But I managed to get one a few days ago.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on June 26, 2008, 01:20:39 pm
I've found a desert with an aquifer and a magma vent.  :D

My plan is to build a glass tomb tower and possibly some magma and water traps. At the moment my only problems are the lack of wood and the fact that the water's under such high pressure that I have to take some precautions against it gushing out of my well and flooding my fortress (it was only good luck and some forethought that stopped this happening when I first filled my well).

Strangely enough I can't keep the immigrants away. They come rushing to this hell-hole in the middle of nowhere.....  :-\
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on June 26, 2008, 02:14:45 pm
Well, you have magma and an immigrant problem. So you have immigrants. And magma.

See where I'm going with this?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on June 26, 2008, 02:23:28 pm
yeah...make all the migrants iron workers and let them make the tubes for the magma...when there done just leave them in there 7x7 rooms with luxurous furniture and food

then give them all a nice royal class


...then sacrifice them to armok
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on June 26, 2008, 04:04:33 pm
Churn out obsidian swords and daft the surplus immigrants into a rag-tag army, that should do you well enough for the first sieges, and it'll litter the landscape with bones, making it awesomer.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on June 26, 2008, 04:29:38 pm
Oh yeah I forgot about the obsidian swords. I was just going to draft all the immigrants and have them fight any goblin army with their bare hands, with a few corridors of traps to make sure none of the greedy, little, thieving, evil dwarves make it back. Also I may want to keep the goblins out.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on June 27, 2008, 09:37:11 am
Might as well give them obsidian swords and set them training. Once you've cleaned all the guts and bone off the floor, you can make any survivors into useful swordsdwarves.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on July 12, 2008, 11:00:14 am
Quote from: devlog
...and dwarves can now get tired of repeated helpings of the same food and drink, so you'll have to broaden what's available slightly...

But... but dwarves like plump helmets...

Right?

Right?!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on July 12, 2008, 03:51:14 pm
The next thing on my most wanted list is for worn clothing replaced by fresh clothing to be thrown in the garbage, not owned forever.

But that little update is good too. I always have a great cook making all kinds of weird-assed meals, so there should be plenty of variety.
Just hope they don't react negatively when an ingredient in a five-ingredient roast is kinda common. That dwarven cheese makes meals so ridiculously valuable, I've gotta have a whole bunch ready for trades.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on July 12, 2008, 04:03:48 pm
you can dump them if you set a dump area...over a river or something
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on July 12, 2008, 04:18:59 pm
Oh, no. Nobody will touch it.
It's actually an issue most folks share. Dwarves will tend to keep their worn out garbage clothes in their cabinets and stuff, or strewn about all over the fort.
Blocking door and such.

Very annoying. But yeah, they won't dump it and the owner won't pick it up unless you give him a special closet for all his garbage.



On another note, I only recently found out that Dwarven Cheese is made from purring maggot milk.
'cause you know, I thought Dwarven Cheese came from.. Dwarves.
 :-X
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on July 13, 2008, 06:39:49 am
i can see it.

the mighty hammer dwarf returns home to his completely self made fortress after a wild battle with some giants.
he then feels the need for cheese and sits down and starts squeezing....
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on July 14, 2008, 12:39:14 am
Blugh.



Oh, hey. According to the page, we'll be seeing that first release of the Army Arc very soon.
Want those build options so bad..
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on July 14, 2008, 04:34:43 am
do you realize what i have been through making that above ground fort?  ;)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on July 14, 2008, 05:08:20 am
I hear ya. I make an above ground fort every single time I pick a site.
And it's usually a few floors tall so I can pretend I have this awesome castle sort of thing.
But really, it's just a boring ol' rectangle-shaped building.

That'll work perfect with the new features.
Maybe I'll use the time I save to consider stuff like cool design.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on July 14, 2008, 06:07:20 am
try making a round tower that gets slimmer the higher you get...

sort of like a spire

thats really cool...especialy on the inside
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on July 14, 2008, 05:50:26 pm
Release!

...

Oh god the bugs! They're everywhere!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mr. Wizard on July 14, 2008, 06:40:33 pm
Apparently Dwarf Fortress mode doesnt work because  all the dwarves are permanently asleep?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on July 14, 2008, 07:21:53 pm
Yes, they sleep forever and then starve thirst to death.


Everyone's just sticking to Adventure Mode apparently and killing all those monsters in caves.
Seriously, looking at my worldgen info here, I've got a single cave here with like 300 cave spiders, 300 bats, 200 ratmen, and a dragon.
The other caves look about the same.

Yikes.

Man, it'd be like hard mode starting an adventurer right off in the first age.

EDIT: I need to stop posting in here for a bit. It looks weird.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on July 14, 2008, 07:27:09 pm
I need to stop posting in here for a bit. It looks weird.

kinda.

Oh god the bugs! They're everywhere!

i'm scared, will toady fix it?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mr. Wizard on July 14, 2008, 10:21:01 pm
I like reading through the histories trying to find the most successful monster. The best I have found so far is a 445 year old Titan named Lar Lemaelku Onuthanir "Lar Ivyelders the Venerable Page". It has ten champions who challenged her, as well as 88 nameless nobodies. The only Hero who really gave her a hard time was a Kobold Guard named Kikichaylin, who in the Age of Myth tore off Lar's right lower arm when they fought in the Kobold town called the Deeps of Luster. Kikichaylin lost the fight and had to flee, but at least he had a trophy. :D

EDIT: Also only one kingdom who's ruling line stretches unbroken back to the originator is the dwarven Kingdom of Reg Urrïth "The Glove of Scars". Also their royal line is comprised mostly of Queens.  Here is their royal line:

The Glove of Scars, Dwarves
 Worship List
  Avuz, deity: earth, mountains
  Osram Gemjewels, deity: wealth
  Erar, deity: fortresses, war, jewels
  Kikrost the Helpful Helm, deity: oaths
  Amug Runsoldier the Lash of Growls, deity: valor, rumors, fame

 
      10 Children (out-lived 8 of them) -- Ages at death: 72 65
      Worshipped Osram Gemjewels (44%)
 
      9 Children (out-lived 8 of them) -- Ages at death: 134
      Worshipped Osram Gemjewels (56%)
 
      4 Children (out-lived 3 of them) -- Ages at death: 29
      Worshipped Osram Gemjewels (54%)
 
      2 Children (out-lived 1 of them) -- Ages at death: 135
      Worshipped Kikrost the Helpful Helm (74%)
 
      3 Children -- Ages at death: 27 15 6
      Worshipped Kikrost the Helpful Helm (69%)
 
      4 Children (out-lived 1 of them) -- Ages: 97 95 94
      Worships Kikrost the Helpful Helm (64%)

Notably Rakust is the only one of these who has had to personally defend herself on three occasions. The first time she was attacked by Muved Idlidod, a hydra. She escaped and the Hydra moved on, later to be killed by a lowly goblin. The second time she struckdown a Bronze Colossus named Okgush Goldenfang, apparently with the help of a few other dwarven guards. The final attack she suffered was by another Bronze Colossus named Naza Sharkransack. She was apparently saved by a farmer named Ramtar Unibtel, which translates to Ramtar Ragmost. He killed the colossus at the cost of his right arm.

I also think its interesting that the founders at first worshipped wealth, but the last three rulers worshipped the god of oaths.

When I read the elven histories, I thought there was a bug where the elves are shortlived or something, but after reading the timeline I discovered that it wasn't a bug. The Elves were just getting slaughtered by the Human Kingdoms. In the games present there is only 1 surviving elven kingdom. The three others were either conquered or wiped out. The ruling family line is broken many times over as well. The dwarven kingdoms have never had a war with elves or humans, just the Goblin and Kobold Kingdoms.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on July 15, 2008, 11:13:56 am
mega bug fix patch! go get it now and really get started ;D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on July 15, 2008, 02:01:40 pm
can someone explain this?

(http://img501.imageshack.us/img501/557/cannibalelfef6.png)

since when did elves eat humans?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on July 15, 2008, 02:37:44 pm
there not like that by nature

your world has just twisted them into doing that

i think >.>
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mr. Wizard on July 15, 2008, 04:33:51 pm
Those seem to occur more often in the early ages. They just get more civilized as history gets written.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoadept on July 15, 2008, 06:00:27 pm
It's because there are new options in the raws for civs and elves have eating sapient creatures set to "acceptable."
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on July 18, 2008, 08:06:29 am
Damn may green hasn't released the new version with the improved interface yet!?

Also does this version finally have metal mechanisms or am I still going to have to fiddle out with basalt ones?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on July 18, 2008, 08:12:47 am
i dont really care about the stone mechanisms...i have too much stone most of the time anyway

what i do want is more uses with the mechanisms...the only use is water pumps now
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on July 18, 2008, 08:24:21 am
I just want metal ones so I can create some interesting lava traps.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on July 18, 2008, 09:43:23 am
You'll just have to use bauxite. Luckily you can import it without much hassle from the dwarfs.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on July 18, 2008, 10:18:36 am
You'll just have to use bauxite. Luckily you can import it without much hassle from the dwarfs.

I know, it's just fiddly getting them to make mechanisms out of it.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on July 18, 2008, 10:52:06 am
I use all sorts of traps, a few hatches, and a couple of drawbridges for my caravans.
Using an airlock kind of system, I leave the outer bridge down, and the inner bridge up. The caravan walks into that small room with the depot inside. When they're all in there, I raise the outer bridge and lower the inner bridge, allowing myself access.

Made a flood trap in a corridor too. Just wanted to try it.
Haven't done magma traps yet.



So about this bauxite. Do you have to make like.. the floodgate or whatever and the mechanism both out of bauxite or just the mechanism?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on July 18, 2008, 11:02:12 am
You can make the floodgate out of metal if you like, you need it to be made out of something magma proof. The only problem is that you can only make mechanisms out of stone and bauxite and adamantite are the only stones that are magma-proof, so it's a bit of a bother.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on July 18, 2008, 11:05:44 am
You can just make a small stockpile of particular stones right underneath the mechanic's shop.
That's where he'll grab from.

My workshops are usually on the stone layer right under the soil and sand layers so he won't go up, just down.
But if you guys are like... in the middle, you might wanna move that mechanic's shop.

Man, I hope he fixes that.
And also lets us pick the material. People have been griping on this one for ages.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Glacies on July 18, 2008, 04:27:12 pm
I started up a new forum succesion game since the last one died. You can find it in forum games. storytelling and roleplaying
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kratok on July 18, 2008, 08:37:22 pm
Joined this week, found it rather easy to play actually >_>
Currently on my third fort, trying to design a system to drown my invalids slackers but I'm having some trouble understanding the piping system.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on July 19, 2008, 03:49:55 am
the wiki seems pretty clear to me

http://www.dwarffortresswiki.net/index.php/Pump

what is it that you dont understand?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on July 21, 2008, 11:39:43 am
Damn I need to get some sort of defense system set up, like a drowning chamber or something, I've just been attacked by about 8 goblin ambush parties. Now my population is about half of what it was and I'm having to manufacture coffins by the ton.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on July 21, 2008, 11:56:48 am
http://dwarf.lendemaindeveille.com/index.php/Fortress_defense#Fortification_Based_Entrance_Designs

i am using this one for my metagame fortress and it works pretty well considering a undead fish managed to push 2 trader guards in with no effort

Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on July 21, 2008, 12:16:24 pm
Oh I usually use a maze connected to a reservoir. This time I'm trying something different by pumping out a river, making an underwater entrance and then cutting the pumps once the enemy army gets it.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on July 21, 2008, 04:14:51 pm
Wait a minute:

yeah this is the new version

the guy with the advanced tileset hasnt updated in a long while but gauph told me how to copy his work to the normal versions

Show me how, guys.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on July 21, 2008, 04:45:17 pm
alright

first of all go to data-> art
and replace all the files with the art files from may green

then go to data->init
open the init text and replace the graphic part(its on the top)

with this:
Code: [Select]
[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:1280]
[GRAPHICS_WINDOWEDY:400]
[GRAPHICS_FONT:square_16x16.bmp]
[GRAPHICS_FULLSCREENX:1280]
[GRAPHICS_FULLSCREENY:800]
[GRAPHICS_FULLFONT:square_16x16.bmp]
[GRAPHICS_BLACK_SPACE:YES]
(this is the may green version of the code)

after that go to raw->graphics->example
and again replace all files with the may green files

after that it should work
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Brandonazz on July 21, 2008, 10:55:12 pm
There's one other thing.

At the bottom of init.txt, you need to replace the color settings with those of May Green.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on July 22, 2008, 03:09:15 am
I think I'm just going to wait for may green to update, he may just be waiting for the bug fixes to end.

On another note I cannot stress how amazing having packs of stray dogs is for deterring thieves and child snatchers. They just swarm the bugger and rip them to pieces.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Glacies on July 22, 2008, 05:56:18 am
Megabeasts don't care about dog swarms. I found this out the fun way. Nor do elite goblins in 38c. Or elves. Elves don't like you. Elves eat you, and your dogs. Carp also don't like dogs. Giant eagles and crocodiles and horses. Anything that can get at any amount of dogs less than 10, really.

Dogs can be freely replaced by dwarves in the above sentences.

Everyone's out to get you.....
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Slartibartfast on July 22, 2008, 06:08:32 am
Megabeasts don't care about dog swarms. I found this out the fun way. Nor do elite goblins in 38c. Or elves. Elves don't like you. Elves eat you, and your dogs. Carp also don't like dogs. Giant eagles and crocodiles and horses. Anything that can get at any amount of dogs less than 10, really.

Dogs can be freely replaced by dwarves in the above sentences.

Everyone's out to get you.....
How is that different than before?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on July 22, 2008, 09:49:30 am
dogs are also useful as a rich source of meat, pelts and bones.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on July 25, 2008, 03:53:45 am
alright

first of all go to data-> art
and replace all the files with the art files from may green

then go to data->init
open the init text and replace the graphic part(its on the top)

with this:
Code: [Select]
[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:1280]
[GRAPHICS_WINDOWEDY:400]
[GRAPHICS_FONT:square_16x16.bmp]
[GRAPHICS_FULLSCREENX:1280]
[GRAPHICS_FULLSCREENY:800]
[GRAPHICS_FULLFONT:square_16x16.bmp]
[GRAPHICS_BLACK_SPACE:YES]
(this is the may green version of the code)

after that go to raw->graphics->example
and again replace all files with the may green files

after that it should work

In the graphic folder you also need to replace the txt file with the may green one.

(I gave up waiting)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on July 26, 2008, 03:46:31 pm
I was excited on my first fortress started near a Goblin Tower, so I look to see what I'm up against and what do I see?

(http://i21.photobucket.com/albums/b257/Kishmond/Games/FriendlyGoblins.jpg)

They're all friendly! Even the demon!

I'll try to collapse their tower. Must kill the traitors and their filthy elves.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on July 26, 2008, 04:24:42 pm
*puts up the friendly demon song*
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on July 26, 2008, 04:53:47 pm
Well, I was trying so hard to prepare for fighting goblins that I realized the area has no arable soil. Or water. Or trees.

I think this fort won't last long.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Slartibartfast on July 26, 2008, 11:21:48 pm
How do you get the "what's around" list?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on July 27, 2008, 02:03:06 am
That looks like the unit manager, although I'm not sure what the shortcut is.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Henqix on July 27, 2008, 03:32:57 am
shortcut is "u".
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Glacies on July 27, 2008, 03:48:09 am
I wish it was possible that cage traps worked on friendly units, just not merchants. Or, say, you could designate a trap to function on different things.

That would mean you'd have a friendly demon for your arena. And tons of goblins.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mr. Wizard on July 27, 2008, 05:38:01 pm
Hey, are carps still the terror they were in previous versions? I ask only because I found this great location, where you can look at the walls of the mountainous rivers and see it lined with gems jewels silver and gold, but there are entire packs of carp swimming in this river.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on July 27, 2008, 06:07:36 pm
Apparantly they've been greatly scaled back, but they can still kill any dwarf foolish enough to get into the water with them....
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mr. Wizard on July 28, 2008, 01:41:30 am
The carps werent too much trouble. It was the lampreys that did me in. I saw the first death happen right before my eyes too. I was micromanaging my miner so he would work faster. I ordered him to remove a wall that  right over the water tunnel I was going to use to fill my cistern, which places him right next to the river.

Literally the moment he steps into the square adjacent to the river, he disappears. And two red spots appear on the waters surfaces. It was like an ASCII horror scene. The lamprey had pulled him under and then preceded to tear him apart. on the z level where they fought you only saw the miners corpse, the lamprey, and a dozen dwarf chunks.

The fortress went down hill from there. :D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on July 28, 2008, 09:48:50 am
All the dwarf chunks are surprisingly consistent with the way lampreys actually feed (lacking teeth they suction onto their prey and tear off bits). But then, thats the sort of attention to detail we've come to expect from Toady.

My most recent fortress is basically a paradise. A perfect natural cliff and water formation means my fort only has two means of access (through the main gate or a tactically insane march up the mountainside to reach the top entrance) the lake contains only tasty non-dangerous fish, the local wildlife is limited to horses, groundhogs, mountain goats and monkeys, which I've been turning into vast amounts of leather and mountain goat tallow roast. I've found several seams of gold and even a measure of coal, which I'm using to make my mayor and eventually king a solid gold throne room (everything gold, walls, floor, furniture, everything. Down to gold chains restraining epic wardogs that received names from killing so many passing wild animals and kobolds. Really its a shame i can't make ceremonial gold armour and weapons for the dwarfs assigned to guard him). The population is nearing the critical point at which the gobbos start invading, but my fledgling military is doing pretty well (the fact I also have copious amounts of iron and flux stone helps)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on July 28, 2008, 03:33:19 pm
I'm liking adventure mode. I just killed a cyclops that killed an earlier adventurer and got a cool title (the Fair Disembowlment of Clearing). Now I recruited a ranger and we're going to assault a Dark Tower. He's going to die.

On second thought that's kind of a gross name. It's cooler in human-language. Kejeawthrar Ilid.

EDIT: Exploding Hippos
(http://i21.photobucket.com/albums/b257/Kishmond/Games/e47b5ce0.png)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on July 28, 2008, 05:45:24 pm
I've never really built on an aquifer before, but I think my overground wooden fort is coming along nicely. Stone's cheap enough to import if you need it, anyway.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on July 29, 2008, 12:05:08 am
there is an fairly easy way to get under it you know
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on July 29, 2008, 08:29:10 am
Naturally the dwarf who gets a fey mood and become legendary is a stonecrafter.

They're barely useful anyway!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Didero on July 29, 2008, 08:39:02 am
I think May Green updated his graphics edition (http://mayday.w.staszic.waw.pl/~mayday/upload/df.htm) to the latest version, so you don't have to go trough all the trouble mentioned above to get the pretty pictures :)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on July 29, 2008, 09:43:51 am
Naturally the dwarf who gets a fey mood and become legendary is a stonecrafter.

They're barely useful anyway!

You think thats bad. In my latest fortress all three fey dwarves have made useless crafts (even furniture would be nice since I could stick it in the mayors room or something) one was a posession, but the other two became legendary stonecrafters... even even worse, one is a *child* and can't even work yet. As soon as she matures I'm putting her in the military, the precocious little chit.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on July 29, 2008, 10:57:31 am
No the worst is when they demand something that you cannot possibly get before they go mad.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on July 29, 2008, 12:11:33 pm
The latest version has really peeked my interest in DF again, ive been away for a month but last I heard the Map Editor and several new additions would arrive in the next version. So is this "New Version" Im hearing about the one with the map editor? And if so hows it been going?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on July 29, 2008, 12:37:41 pm
The map editor is interesting, but It's not that great.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on July 29, 2008, 02:44:33 pm
history is pretty interesting if you know where to look...

its all about the walls anyway
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on July 30, 2008, 06:48:43 am
My Dwarves have found a fertile land, were they will thrive. They will rule over all this land, and they will call it...this land.

(seriously though it's full of gems, flux stone and metal ores near the surface)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on July 30, 2008, 03:57:59 pm
I think we should call it your grave!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on July 30, 2008, 04:39:40 pm
Ah curse your sudden, but inevitable, betrayal!

Also reference five!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on July 30, 2008, 04:47:08 pm
Any idea if theres a DF for Mac?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Glacies on July 30, 2008, 04:50:28 pm
On the freakin' front page, yeah.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on July 30, 2008, 05:16:59 pm
Ah see I went right to that other guys site where he has units made out for you and what not!

-Is there anyway to put maydays graphical version into the newest Dwarf Fortress, alone Maydays Graphical Version wont work on the MAC, and im lost with it!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on July 31, 2008, 01:23:26 am
alright

first of all go to data-> art
and replace all the files with the art files from may green

then go to data->init
open the init text and replace the graphic part(its on the top)

with this:
Code: [Select]
[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:1280]
[GRAPHICS_WINDOWEDY:400]
[GRAPHICS_FONT:square_16x16.bmp]
[GRAPHICS_FULLSCREENX:1280]
[GRAPHICS_FULLSCREENY:800]
[GRAPHICS_FULLFONT:square_16x16.bmp]
[GRAPHICS_BLACK_SPACE:YES]
(this is the may green version of the code)

after that go to raw->graphics->example
and again replace all files with the may green files

in the graphic folder you also need to replace the txt file with the may green one.

after that it should work

there ya go
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mr. Wizard on July 31, 2008, 04:12:33 am
A Hero's Tale from the world of Somoram, "The Oracular Worlds".

This is the History of the human Mete Swamarmors, known in her tongue as Mete Laslemstalcon Nesimeno As, which translates too "Mete Swamarmor The Parched City of Doors". She was born in 242 and died in 345.

Let us begin with her origin. The kingdom she was born too was called the Splattered Realms. The Splattered realm, despite the name, was a largely peaceful small human kingdom on the southernmost continent. They created only 6 townships. Rulerchant, the oldest and what was once the Capital, Springhome, Riddledburial, the current capital, Steppefriendly, Rapidconfine, and Godglosses. During their early history and the formation of the only towns they ever built, they were attacked a few times by monsters and had to rebuild, as all peoples do in the early era. No civilization attacked them, their first two hundred years, the Age of Myth and the Age of Legend, was almost entirely peaceful. Then came the Age of Heroes, and they above all other civilizations needed a hero.

The Elves came, angry with the humans for building so near the Holy Swamps known as "The Honest Swamp". The War of Dents waged from 193 and ending in 338. In 194 The Elven Civilization know as the Shells of Oil attacked them. During this attack, Steppefriendly was destroyed. Most horrifying of all, the elves devoured the humans in the town. The elves always won at Steppefriendly. The humans tried to rebuild, but they were always attacked, their constant assaults stymied all growth of the kingdom.

Then came the monsters.In between wave after wave of Giants, other monsters attacked. Titans and Bronze Colossi,giants and cyclops attacked. The list includes two Dragons which both laid waste to Godglosses, and one Destroyed the capital of Rulerchant alone. Many lesser heroes arose to try to defeat the two menaces, all were incinerated, and the towns were never able to be rebuilt, when they tried the dragons would return. The Capital was moved to Riddledburial.

During this time, the Humans tried to rebuild Steppefriendly. It was here that Mete was born, and her history begins. Although the town was undisturbed during her childhood, the elves eventually came. They attacked in a battle called "the Disemboweled Clash". Mete personally fought with and drove back the leader of the attack, the Elf Queen Ceca Glacialcalls. For the first time The Splattered Realms had won against the Elves at Steppefriendly. The Elves then switched their efforts to Springhome, which they attacked had only sporadically in the past. Ceca lost her life trying to take Springhome and was succeeded by the Elf King Muya Lizardnotch the Intense Spring of Comedy.

Muya Lizardnotch continued the campaign, and met the Human armies in the Forest of Friends to do battle. Mete was apart of these battles, even though they were led by Ile Potstrong the Vigorous Ripper of Excavations. During one battle however, Ile was shot and killed by the elf Muya in The Forest of Excavation, who later devoured him. The same thing happened to the next leader. Despite inflicting heavy losses on the elves, the elven kingdom was so large that it barely flinched at the loss of 15 to 20 per engagement.

Mete personally fought with Muya in their third battle, and was able to drive him away, taking his right eye and torn off index finger. After that, the Human kingdom experienced a short reprieve from attacks. Steppefriendly was attacked by 3 Cyclops, which were all killed by Mete, which earned her title. She settled and married in Steppefriendly.

Then came the Dragon Mistrum Flickerglowing the Sizzling Spark.

This Dragon was the one who singlehandedly razed Rulerchant. This foe was beyond Mete, and she fled. Her only child, husband and brother were all killed by the Dragon Mistrum. Steppefriendly was Razed, and couldnot be rebuilt while th dragon kept attacking. Mete Fled to Springhome, but she didn't stay long.

In 285, Mete began wandering the wilderness.

She was looking for monsters to slay, and she found them. In Riddleburial, she fought and killed a Bronze Colossus who had destroyed half the town and was intent on destroying the capital. She killed it after she tore its foot off. In 288 she threw off an attack on springhome by the elves, almost finishing the job with Muya Lizadnotch (she got another of his fingers), while killing 5 elf entities herself and 50 with her 60 companions. The Elf army was 1300 strong, had Mete not been there, Springhome would have been lost, and the Splattered Realm pushed that much closer to being annihilated.

In 290, Mete tracked down Mistrum to his lair, Casserhoneth Bora Ases. There, She fought the dragon, tore of his snout, stabbed his tail, stabbed his left front foot, and finally struck him down.

In 292, Muya attacked Mete in the Plain of Joy. Muya was finally defeated. From this point on the Elves never won against the humans of the Splattered Realms. All elven kings and queens were killed when they fought Mete.

In 299, Mete Hunted and killed another dragon named Istrath Gildglow the Silver of Flickering, which was terrorizing an allied dwarf kingdom.

 in 325, Mete Hunted down and killed the other dragon, the one who attacked Godglosses. The Dragon Zangu Glowbranded the Hot Treasure of Pearls, first and last of his kind, was slain in the Depths of Pride.

In 326 Mete became the High Priestess of the Doctrine of Barbarians, and became leader of the Splattered Realm, ruling from the Shrine of Animals. In 338 she accepted the offer of Peace from the beaten and bloodied elves.

In 340, she retired to her home in Riddledburial. In 345, she died of old age. Thanks to her strength, she had saved the Civilization of the Splattered Realm from annihilation. She is the greatest hero I can find, and probably the most important figure in the history of The Oracular Worlds.

At her death, she had vanquished 227 entities.

tl;dr: My world has a fricking awesome legend in it. :D


EDIT: Here is a map, it is one small place in a much larger map. As large as the elven kingdom is, there are many Human kingdoms far to the north that are just as large as it. They are no where near the area, unfortunately, only the Splattered Realms are, and the Dwarven Kingdom of Numamost. The Red X indicate goblin Dark Fortresses.

(http://img401.imageshack.us/img401/9743/fantasymapwf7.png) (http://img401.imageshack.us/img401/9743/fantasymapwf7.png)


1. Rulerchant
2. Springhome
3. Steppefriendly
4. Riddledburial
5. Rapidconfine
6. Godglosses

The Elven Retreats with blue dots in them were formerly a burgeoning Human Civ, which were wiped out by the Shells of Oil. The Shells of Oil a Grade-A jerks. The Second dragon Mete slayed was at Numamost, so she literally marched through the enemy lands to kill this dragon. :D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on July 31, 2008, 08:19:19 am
That is badass.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on July 31, 2008, 09:46:52 am
Wow. Badass.

I like that she bacame high Priestess of the 'Doctrine of Barbarians'. Perfect for a mighty warrior civilisation.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on July 31, 2008, 10:51:06 am
See things like that show just how amazing this game really is. Great story man!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on July 31, 2008, 12:06:07 pm
I'm afraid I won't be satisfied until I can do that.

Killing hundreds of goblins in adventure mode is fun, but that's in a whole other league.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on July 31, 2008, 12:07:44 pm
things like these makes you very excited for the finished product of df.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mr. Wizard on July 31, 2008, 01:44:34 pm
I find it funny how my attempts at trying to make it sound more dramatic are where the largest glaring errors are. For example, early on I proclaim that Steppefriendly "is never rebuilt!" but explain how it does get rebuilt, twice, later on :P I'll clean it up of my embellishments after I get home. Its still the best story I have ever found. And I thought Lar Ivyelders in that other world was badass.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on July 31, 2008, 02:40:39 pm
I can't wait for the wizard tower stuff.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on July 31, 2008, 03:51:30 pm
Guys, how hard is to find metal? Because my dwarves are looking pretty primitive without weapons and such.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on July 31, 2008, 04:03:36 pm
its not that hard...just go deep and dig around a bout....1 wide lines work best....just cover a large area and when you hit something follow the trail
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on July 31, 2008, 04:35:09 pm
Guys, how hard is to find metal? Because my dwarves are looking pretty primitive without weapons and such.
Depends on the type of stone you're on. Some stones contain tons of ores and gems other contain very little of either. Go on the wiki for more info. I recommend looking Gabbro and limestone (or some other flux) when picking your site as these contain many gem and metal bearing seams.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mr. Wizard on July 31, 2008, 06:56:37 pm
Hurray! I made my first artifact since I began playing again! Dwarf Fortress is not like riding a bicycle!

(http://img403.imageshack.us/img403/482/imbackbabypp6.png)

Unfortunately, it was a possessed dwarf, so no legendary crafter for me. I think it's a nice artifact though.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Henqix on August 01, 2008, 03:21:10 am
I give you the tragic tale of the legendary grower Deduk Alåthtusung.
After working on the farms for most of his life he became possessed and claimed a leather works. Unfortunately he couldn't find the items he wanted and he went insane. After wandering around the halls for a few months babbling to himself, he decided to end it all by drowning himself in the decorative pool in the statue garden. It turns out Deduk had a talent for swimming which prevented him from drowning. Unfortunately he could not leave his watery tomb and after a few months he died from thirst.

It seems Deduk's ghost haunts the fortress as another planter just became possessed and claimed the same workshop.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on August 01, 2008, 03:48:52 am
dying from thirst in water....thats a new low
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on August 01, 2008, 08:11:31 am
Guys, how hard is to find metal? Because my dwarves are looking pretty primitive without weapons and such.

Metal weapons and armour? Looks like somebody forgot to bring a bone carver on departure.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on August 01, 2008, 08:51:48 am
Yeah, leather armour made by a legendary leatherworker offers the same protection as standard iron chainmail.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on August 01, 2008, 09:48:30 am
and a legendary armor smith?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on August 01, 2008, 10:01:54 am
Can I make bone weapons? (besides bolts, I mean.)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on August 01, 2008, 10:32:01 am
Crossbows to go with the bolts.

The real question is: why would you want any other kind of weapon?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on August 01, 2008, 10:47:57 am
I prefer to just take them from the mounds of goblin corpses that litter my many elaborate traps.

Seriously all you need for a good drowning trap is a chasm, a river, two flood gates, six mechanisms and some half-way decent miners.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on August 01, 2008, 11:57:15 am
Crossbows to go with the bolts.

The real question is: why would you want any other kind of weapon?

training...

it takes ages to train marksdwarves but dwarves with any other weapon can wack eachother all day and become champions in 3 months

Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 01, 2008, 12:18:35 pm
Can anyone link me to the better sprite version, not the ASCII version, I am interested in this game, I'd like to play.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on August 01, 2008, 12:21:51 pm
http://mayday.w.staszic.waw.pl/df.htm

here it is...if you need  help...go to the dwarven wiki 1st...then ask us  ;)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 01, 2008, 12:26:27 pm
Okay, but one question, Is it possible to make an army of dwarfs, all riding elephants while wielding dead goblin bodies while having sex while on fire?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Slartibartfast on August 01, 2008, 12:32:38 pm
Okay, but one question, Is it possible to make an army of dwarfs, all riding elephants while wielding dead goblin bodies while having sex while on fire?
Make is too strong a word.  That could happen, but you wouldn't be in control at that point.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on August 01, 2008, 12:33:19 pm
they cant ride elephants...they can make weapons out of goblin bones...you can make an army...they will have lots of sex...but not on fire

and you cant mount elephants...you can tame them though
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 01, 2008, 12:34:08 pm
I've downloaded the file.

...

Now what? It's a conpressed file, do I extract or will that make the demons of hell jump out of my computer and set me on fire?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on August 01, 2008, 12:37:23 pm
extract it and run the file...

i always link this (http://dwarf.lendemaindeveille.com/index.php/Indecisive%27s_illustrated_fortress_mode_tutorial) to new players cause its a good tutorial...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 01, 2008, 12:40:38 pm
So..

Would it be possible to make a prison cage with magma pipes above it that open and kill the prisoner? That would be awesome and a good sourse of obisidodkakajlcwcbaic.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on August 01, 2008, 12:47:15 pm
yes...you can do that if you have magma in your region...its not that hard to do really
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on August 01, 2008, 12:48:20 pm
a penny he gives up after ten minutes of gameplay.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 01, 2008, 01:07:11 pm
Well, I've started, it appears I was too modest on skills and items, my main dwarf drowned in the nearby stream, while my fortress tried to set up walls but everyone was too busy mining and half of them got too close to the river and were slaughtered by carp.


That. Was. Awesome.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Psilontech on August 01, 2008, 01:53:28 pm

Quote
Quote
Quoted From: The Internet.
Aha, my friend, you have fallen into the trap of believing the world of Dwarf Fortress is the same as reality.

You see, though the name is but "carp" the "carp" in question is to Dwarves as "jaws" is to us humans.

Due to the limitations of the game's graphical engine, which powerful as it may be, can't but be defeated by the sheer awesomeness of some of Dwarf Fortress's more colourful fauna. So, to compensate, I shall now describe some of the creatures and items in Dwarf Fortress that people generally misconceive.

THE CARP, THE ELEPHANT, AND THE CROSSBOW
Behold, the wonderful creature that is the carp. Spawned from the very ashes of an ancient slain demon a millennium ago while the land was young and the elven virgins were ripe. The cremated fillings of the foul abyss-spawn polluted a small patch of land in a savanna where young creatures newly spawned from the great chalice of code trotted about and had gaily parties with all folk. Some of these merry younglings were elephants, timid and kind-hearted as they come, for they were created by the great He Whose Keys Make What Is to be benevolent and be caretakers of all life.

But he erred, he did not account for the ashes to pollute the land from which the elephants grazed. It took naught three fortnights for the beasts to roar and ravage, burn and gnaw, explode with a fury of damned hatred. Fangs grew large and spines erupted from their binding flesh and skin. Soon, horned, monstrous beasts began to prowl the new land, killing and maiming all who would dare gaze upon them. Their reign was terrifying and many tales were woven of their tenacious desire of death and destruction; how not even boats were spared from their murderous intent. Indeed, the spirit of the fallen demon Overzealous Code was pleased, for his offspring could continue what he could not.

But the great maker was not blind to these actions and through careful deliberation and long nights of toil, He Whose Keys Make What Is remade the land. A great purge passed through the tainted lands and many of the cursed beasts were felled and captured. The great maker then cast the now-immortal souls of the foul creatures into new bodies, bodies he created specifically to contain their murderous ability. For he devised that the greatest punishment for the demonic offspring was none other than the inability to satisfy their bloodlust.

And so the great maker Whose Keys Make What Is cast the elephant into the body of a fish, and the fish was named a carp, and the carp was cast into water where it may not trouble another innocent soul. And a new elephant was remade, this time in the proper image. But the demon, Overzealous Code, was intelligent and creative. His coils managed to trick the great maker into error and the souls of the elephants began to emerge through their prisons. The fish bred fast and once again begin to wreck havoc through any civilization that dares position itself within range of water. Even now, more and more hapless individuals fall to the blood-soaked jaws of the malignant lifeform.

And though it would be awhile more before the great maker Whose Keys Make What Is can deal fully with the demon and his children, he has bestowed gifts upon the inhabitants of his world. Devices of divine property, the crossbow was forged and passed into the hands of the dwarves and the bow to the elves, the two founding races who then, whether through war or trade, passed it on to the kobolds, the goblins, and the humans. Created 6 breaths long and 2 arms wide, the crossbow and its variant is balanced on one shoulder with one hand supporting it underneath in the front and one holding it firm to the body. A strong plate that shields the face and upper body is mounted close to the front end of the device and a hole from which ammunition is placed into at the other end. It fires holy bolts one arm long and a hand wide, fired four at a time and when fired, they seek out and close in on their target as if being led by wire.

And so, by arming your militia with the device that was handed down by the great maker himself, you shall defeat the evil foes that wreck your settlement and then you shall be free to please him in every way you can. So it was spoken, so it shall be.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 01, 2008, 02:21:50 pm
My second fortress was fine until a hippo wandered into my fortress and wiped out the entire fortress, par one dwarf who wrestled the hippo to the ground and killed it. I think I might like this game.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on August 01, 2008, 02:29:30 pm
lol I had a near miss with a similar situation, a giant rat managed to work it's way into my fortress just after I'd started. Thankfully my woodcutter managed to take his axe to the bugger while it was gnawing on one of my miners.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on August 01, 2008, 06:53:20 pm
I've got more gems than things to engrave them with - what now?

Also, no metal.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kaizer on August 01, 2008, 11:58:27 pm
I have loved how this game looks but I just cant seem to get the hang of it even after reading the tutorial but I shall keep trying until a carp actually kills me in real life
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on August 02, 2008, 03:40:49 am
the may green version helps..you just have to have a little patience when you first play it...just sit down and slowly get to know stuff
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on August 02, 2008, 03:49:20 am
I've got more gems than things to engrave them with - what now?

Also, no metal.
do some exploratory digging, if you've found gems there's usually some type of metal ore.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 02, 2008, 03:56:28 am
My thrid fortress lives! Well, it was doing fine until my fill-uper-part-of-fortress-with-water-to-stop-invaders trap was tested and wiped out EVERYONE.


Woo!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on August 02, 2008, 05:58:23 am
lol those are buggers to get right, if you press 'o' and then i twice you will order all of your dwarves indoors. That way you can test your flood trap without wiping out you population.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 02, 2008, 06:03:24 am
At least I know that it works ;D



EDIT: My fourth Fortress is doing quite well, I happened to be possitioned directly above a Magnetium deposit with Platinum Nuggets. A quick smelting awarded me with retarded amounts of weapons, while turtle bone bolts and crossbows made up the large portion of my guard. After my first immigrant wave, I assigned all of the useless cheese makers and the decent marksdwarves into the military, trained them with my Bone Crowbows and led them into a raid of a nearby Antman cave, which lead to heavy loses on their side, and bones were quickly collected for more weapons.


For those that were tl;dr:  :)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on August 02, 2008, 06:43:06 am
you know if your military dwarf aren't on duty they train themselves up right?

Try getting your military dwarves to train without weapons for a while before giving them crossbows, that way if any opponent gets too close they will still be able to defend themselves.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 02, 2008, 06:58:03 am
you know if your military dwarf aren't on duty they train themselves up right?

Try getting your military dwarves to train without weapons for a while before giving them crossbows, that way if any opponent gets too close they will still be able to defend themselves.

Oh crap!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on August 02, 2008, 08:41:46 am
Okay, I've got metal.

Ugh... my planter is leaned against a wall and is dying of thirst and hunger - can I do anything? I mean, the kitchen is 5 feet away.


EDIT: Nevermind, he was trapped behind the bowyer.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 03, 2008, 08:09:48 am
Tried to set up a fortress in a Glacier. There were no survivors.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on August 03, 2008, 08:22:34 am
never a good idea unless there's some lava nearby to help you melt some of the ice. I usually dig a chamber under the area I want thawing and then dig a channel from the chamber to the lava source.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 03, 2008, 08:25:42 am
There was lava, but it was surrounded by ice and the melting-ness reached my fort and killed everyone :o
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on August 03, 2008, 08:36:33 am
lol, were you drowned by melt water, or broiled by steam
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on August 03, 2008, 08:38:27 am
that doesnt make sense...

a magma vent is always surounded by obsidian stone

and even if that wasnt the case the ice would melt and mixing the water with the magma would turn it into obsidian anyway

and steam doesnt kill anymore btw
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on August 03, 2008, 08:41:39 am
Really? Well that's no good. I was planning on making a goblin broiler the next time I'm on a map with magma.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 03, 2008, 08:49:34 am
that doesnt make sense...

a magma vent is always surounded by obsidian stone

and even if that wasnt the case the ice would melt and mixing the water with the magma would turn it into obsidian anyway

and steam doesnt kill anymore btw

That's odd, what made the magma go crazy then and drown everyone?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Slartibartfast on August 03, 2008, 08:55:08 am
that doesnt make sense...

a magma vent is always surounded by obsidian stone

and even if that wasnt the case the ice would melt and mixing the water with the magma would turn it into obsidian anyway

and steam doesnt kill anymore btw

That's odd, what made the magma go crazy then and drown everyone?
One time I was digging through some ice and it left some ice-stone, which melted into water, then refroze encasing the miner in ice.  Fun times.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on August 03, 2008, 09:02:20 am
what happened when you cut him back out? >.>
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Slartibartfast on August 03, 2008, 09:31:34 am
what happened when you cut him back out? >.>
I didn't.  He had the only pick.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on August 03, 2008, 04:15:45 pm
On three everybody...
1..
2..
4..

LOSING IS FUN!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: eropS on August 03, 2008, 09:14:18 pm
Jeez i still cant get this unfortunatly. Every time is start w/ or w/o a guide i just get overwhelmed....

Is a guide better or worse? Should i get it down without the guide? How do i get the graphics to work?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on August 04, 2008, 03:42:09 am
Go on this site and download the version there: http://mayday.w.staszic.waw.pl/upload/df.htm

It's already set up so you don't have to do anything.

I've found that using the guide in the wiki (http://www.dwarffortresswiki.net/index.php/Main_Page) isn't too bad, and after a while you'll gain enough of a working knowledge of the game to start your own way.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on August 04, 2008, 12:50:43 pm
Grah. Trying this out again I'm making better progress with the interface but my biggest problem is maintaining a food supply.

That and playing offline doesn't help you get any answers to even a simple question like "how do I make a bed". This game really needs a more intuitive interface and better documentation.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on August 04, 2008, 01:07:26 pm
haha...everyone is saying that...and toady will fix it...someday...when we are all dead

anyway...for the best help you should just come to IRC or something
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on August 04, 2008, 01:12:04 pm
Food? Bah. I need WATER, guys. My frigid winters freeze the river, obviously, and I have nary a clue on how to create water repositories underground and whatnot. (And when I do, they don't drink from it!).

Also, a dwarf (yes, it's true, I'm not mistaken) was killed by one of my traps. Oh well, he was an immigrant and it was funny. Another one is miserable, dehydrated and starving 3 feet away from the kitchen. (he's not trapped.).

Finally, how do I get more plump helmet spawns? I need to brew, so my seed count is dropping. (I think it is anyway - does brewing get rid of seeds? I know cooking does.)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on August 04, 2008, 01:31:48 pm
Brewing doesn't destroy seeds. A good farmer can turn one seed onto many seeds, particularly if you use potash as fertiliser.

Dwarves don't trigger stonefall/weapon/cage traps. You are clearly mistaken.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on August 04, 2008, 02:27:35 pm
Daxx build an underground farm, preferably on some type of soil so you don't need to irrigate it (clay, loam and the like). then grow plump helmets (make sure you take at least one person with the grower skill when you start).

As for your water problem, water does not freeze underground, so you could build an artificial lake within your fortress, while you're getting your brewers sorted.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on August 04, 2008, 03:43:46 pm
Brewing doesn't destroy seeds. A good farmer can turn one seed onto many seeds, particularly if you use potash as fertiliser.

Dwarves don't trigger stonefall/weapon/cage traps. You are clearly mistaken.

it happened in my meta game

i had a caged dwarf
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on August 04, 2008, 06:47:05 pm
If a dwarf falls asleep on a trap, it is triggered. Solution: Build beds. (b, b)

Even then though... I got a caged dwarf once. I shoulda had fun with him.

Edit: I have finished the Tower of Yor.
(http://i21.photobucket.com/albums/b257/Kishmond/Games/47d0e261.png)

The thing on the right is a catapult/execution platform and the tower goes 30 levels up and down (it extends underground). I only build inside the square that makes up the tower. The step pyramid on the top is made entirely of gold.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on August 04, 2008, 07:32:07 pm
Okay, the wiki is helpful. I've got one fortress up and running, but it's extremely hard to keep track of all the dwarves (bloody immigrants, I would have been happier if I could have kept the population down).

I'm having trouble with z-levels, though. I suspect at one point I will have to start digging downwards because I am running out of space.

Also, what can you do with craploads of turtle shells/bones? I have tonnes of the things sitting in refuse areas and no clue how to get rid of them.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on August 04, 2008, 08:02:24 pm
Press 'u' to get a unit overview. I wouldn't suggest it so early in the learning process but when you feel comfortable with labor assignment get the utility called Dwarf Foreman.

Bones and shells can both be used with a craftsdwarfs workshop to make crafts that you can trade for useful things. Bones can be used at a bowyers workshop to make bone crossbows and bone bolts can be made at the craftsdwarfs workshop. This is important, crossbows are very useful.
Other than decorations, crafts, and weak weapons/ammo bones and shells are just clutter.

If you really need space make a 1x1 garbage dump nearby (i) and dump all of it. (k, move over item, d) An indefinite amount of items can fir on a 1x1 garbage dump.

A word of advice about Z-levels: You need 2 constructions to get dwarfs up or down. Let's say you want to go down a level. Build a down staircase (b, C, d) somewhere. Now go down one Z level with '>' (Shift + .) and build an up staircase (b, C, u) directly underneath the down staircase. Do the opposite if you want to go up. Either one of these staircases can be replaced with an up/down staircase (b, C, x?) if you want to save room.
This confused me at first... by the way, don't bother with ramps for now.

Edit: I think you can make bone armor too. Not sure how strong it is.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoadept on August 04, 2008, 08:06:34 pm
Okay, the wiki is helpful. I've got one fortress up and running, but it's extremely hard to keep track of all the dwarves (bloody immigrants, I would have been happier if I could have kept the population down).

You know, elaborate flood traps can kill more than just goblins...

Or make them all hunters and don't give them weapons.  Most of them will get offed by goats and such, the survivors might make decent military dwarfs.

Quote
Also, what can you do with craploads of turtle shells/bones? I have tonnes of the things sitting in refuse areas and no clue how to get rid of them.

A bone carver can make them into crafts or crossbow bolts at a craft workshop.  Just enable bone carving on one of your useless immigrants.  Or dump them.  Or decorate other crafts with them to increase value.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on August 05, 2008, 02:18:41 am
initially make bone crafts at a craftsdwarves workshop until you actually have something good to trade then just make bone bolt for your rangers and for your troops to practice with.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on August 05, 2008, 05:36:02 am
Ok I'm taking a crack at this thing I got down stair built I'm trying to go underground to assign up stairs but I can't get there. I'm pushing shift + > like I found on the wiki but nothing happens what am I doing wrong?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 05, 2008, 06:14:31 am
Today, my fortress was destroyed by Batman.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on August 05, 2008, 06:28:05 am
Cobra, if you've added one of the custom graphic tilesets, they sometimes rebind the keys to shift the view level up and down. Try checking the readme that came with whichever tileset you're using?

Today, my fortress was destroyed by Batman.
My favourite announcement, was in a friends fortress :
"Dwarf cancelled eat : Interrupted by batman"
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on August 05, 2008, 06:57:24 am
Thanks for the advice guys.

And cheers, Uro - I was having trouble with that too. I'll check if the keybindings have changed.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on August 05, 2008, 08:20:30 am
with may green its / and * above the numpad
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on August 05, 2008, 09:10:21 am
or shift+5 and ctrl+5 for moving through the z axis
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on August 05, 2008, 09:24:00 am
Actually it's Esc, go to key bindings, change it to what you want it to be, then export to txt.

You can make a backup copy of the key bindings file so that you can always retain the same ones when you update.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on August 05, 2008, 09:45:43 am
(http://i154.photobucket.com/albums/s258/MaeReborn/dftrap.png)


Am I mistaken?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on August 05, 2008, 10:09:55 am
Kishmond resolved this. Build more beds.

Importing leather will prevent you from ever running out of bags.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on August 05, 2008, 10:22:07 am
Today, my fortress was destroyed by Batman.
My favourite announcement, was in a friends fortress :
"Dwarf cancelled eat : Interrupted by batman"

(http://i111.photobucket.com/albums/n125/Krakowsam/Batdwarf.png)

So yeah, I've pretty much outdone myself there.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on August 05, 2008, 10:30:58 am
that was actually pretty good.

if i may?

(http://img216.imageshack.us/img216/4278/batmotivatordi4.png)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 05, 2008, 10:39:28 am
KS is a winner!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on August 05, 2008, 12:20:31 pm
An internet for that man.

In other news, I think I finally understand how to make a fortress that runs. I figured out z-levels and have built something sustainable. I still don't have a clue how trading works, but I've built something that's almost self-sustainable.

I also created my first lever-floodgate combo today, and drained a surface pool to create an underground water source.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on August 05, 2008, 01:26:05 pm
Trading for me involves selling the traders the equipment from the dead goblin raiders for food and booze.

edit: found my ideal fortress! a magma vent right on top of some marble! plus there's haematite bearing stone too!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on August 06, 2008, 08:20:18 am
I finally found some stone which isn't rock salt.

Now I have to figure out what to do with it. I think I can get iron from Limonite, and copper from Tetrahedrite, right? I'm guessing they need to be smelted.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on August 06, 2008, 08:25:22 am
yeah you need to build a smelter and then smelt them into bars

to do that you need either coal or charcoal...coal is kinda hard to find but charcoal just requires you to build a wood burner and then burn wood into charcoal
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on August 06, 2008, 08:30:50 am
http://www.dwarffortresswiki.net/index.php/Main_Page

For all your dwarf fortress needs, especially what ore give you which metal.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 06, 2008, 08:32:08 am
You need someone with a woodburner skill and a furnace operator skill though.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on August 06, 2008, 08:35:08 am
http://www.dwarffortresswiki.net/index.php/Main_Page

For all your dwarf fortress needs, especially what ore give you which metal.

Yeah, I was looking at that. It's useful, but it's nice to get advice from people here as well.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on August 06, 2008, 09:18:02 am
http://www.dwarffortresswiki.net/index.php/Ore

Because I keep forgetting what Cassiterite smelts into.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on August 06, 2008, 10:24:21 am
try and go for a magma area if you're wanting to use allot of metal as manufacturing your own fuel quickly gets annoying. The only problem with that is you're almost never going to find a site with a lava pipe and bauxite (which is lava proof and the only stone which contains sapphires or emeralds) or some sort of flux stone (used for making steel, although you may find a site with marble) So you'll have to import that stuff.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 06, 2008, 01:28:30 pm
Found this Gem on the DF forums:


Quote
Eri Mekapethit, Guard: My paternal grandmother was named Hal Namekindles.
Eri Mekapethit, Guard: She was also my aunt.

Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on August 06, 2008, 01:32:43 pm
wat
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on August 06, 2008, 01:37:28 pm
That ain't right.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 06, 2008, 01:39:13 pm
Yeah...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on August 06, 2008, 05:24:02 pm
Umm...
So Eri's grandfather married his daughter and had Eri's father by her?

D:
Or his grandfather married his mother's sister so that would mean Eri's mother would have had to marry her nephew...

I've seen a town leader who had 3 or 4 of such mix ups.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on August 06, 2008, 05:31:08 pm
So will dwarves be able to make and play banjos soon then.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on August 07, 2008, 04:19:34 am
Tryed again with a little more success but my miner seemed to prefer chopping wood than mining probably for the best my food seemed to create a lot of purple.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoadept on August 07, 2008, 05:23:25 am
Dwarves con only wield one weapon at a time, so it's probably that you made a combination woodcutter/miner and he picked up the axe first.  Try putting together other professions under one dwarf for your starting group, like miner/mason/stonecrafter/mechanic (pick two or three out of that unless you want to work one dwarf that much) so that they don't have to change weapons and generally work at the same type of job.

And you should put the food inside as soon as you can, otherwise it will rot and the purple (miasma) will slowly drive your dwarves insane.  Nothing particularly bad about miasma, just about anything can push dwarves over the edge.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on August 07, 2008, 05:30:48 am
I put food inside the moment I had space to assign it. In my next try I'll having my miner do not much else besides mining.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on August 07, 2008, 06:04:39 am
yknow that every dwarf can use a shield no matter what weapon they use...even marksdwarves
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on August 07, 2008, 09:53:32 am
Your cats are probably killing vermin and the corpses are rotting. Designate a small refuse stockpile outside.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on August 07, 2008, 12:09:03 pm
Miasma only happens when things decay inside. Make sure you have a refuse stockpile outside and that your dwarves have time to haul rotting things to it.

My over-ground fort kept its food supply in a walled-off area outside, and it didn't have any food-supply or refuse management problems.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on August 07, 2008, 05:18:27 pm
I'm pretty sure I had a refuse pile maybe I didn't after all. I think from now on I'm going to have to make a customer starting group instead of what ever the default is. Is it worth giving any extra skills to a miner or should I just let him have mining and send him loose?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kratok on August 08, 2008, 04:42:34 am
I'm pretty sure I had a refuse pile maybe I didn't after all. I think from now on I'm going to have to make a customer starting group instead of what ever the default is. Is it worth giving any extra skills to a miner or should I just let him have mining and send him loose?
The default is actually completely random and untrustworthy  ::)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 08, 2008, 04:44:34 am
Really? I think a Cheese Making based fortress is EXACTLY what we need!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on August 08, 2008, 07:24:10 am
I have yet to even see a purring maggot, let alone have one of my dwarfs milk one.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 08, 2008, 07:35:36 am
It's probably spawned when you kill a carp in adventure mode or something.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on August 08, 2008, 07:37:55 am
Ok I'm starting to get something going but I can't build mechinisims it keeps saying somethign about non-economic rock.

Edit I think I solved it but I think the dwarf how can build traps died.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on August 08, 2008, 07:41:14 am
you need stones to build mechanics...you sure you have some?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 08, 2008, 07:46:13 am
It makes NO SENSE WHATSOEVER that mechanisms cannot be made of metal.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on August 08, 2008, 08:17:02 am
or wood >.>

but yeah...toady really needs to fix that...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 08, 2008, 08:22:20 am
It mainly pisses me off about the whole stone mechanism thing is the only magma safe stone in the game are Bauxite and raw adaminite, the former is nowhere near lava, and the latter, YOU ARE USING ADAMINITE NOT FOR ARTIFACTS OR WEAPONS, BUT FOR A FREAKING FLOODGATE?!?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on August 08, 2008, 09:35:38 am
You can make floodgates out of steel which is magma safe. But, yes, it is annoying.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 08, 2008, 10:02:35 am
I've posted this on the succession thread, but this thread is more fitting.


Cactical Nuke. (http://www.mkv25.net/dfma/movie-518-nuclearcatsplosion)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on August 08, 2008, 10:55:33 am
I've posted this on the succession thread, but this thread is more fitting.
Cactical Nuke. (http://www.mkv25.net/dfma/movie-518-nuclearcatsplosion)

 :o .....the horror.....
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on August 08, 2008, 11:17:47 am
Oh, i laffed.

I can imagine an engraving of a dwarf peasant standing in a ring of exploding kittens.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on August 08, 2008, 12:55:59 pm
that...is the most awesome thing ever...no really...i cant think of anything better
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on August 08, 2008, 01:01:32 pm
I am Become Deathcleats, the Destroyer of Lucid Windows.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on August 08, 2008, 01:20:30 pm
And I am Killsir Greennessgored, wielder of the Climate of Squids, a magical hammer.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 08, 2008, 01:22:45 pm
Let me introduce "Thone Graveblaze the Rumoured Disemboweler"


I propose the above.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on August 08, 2008, 03:49:05 pm
And I am Killsir Greennessgored, wielder of the Climate of Squids, a magical hammer.

I see my reference fwooshed right over your head then.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 08, 2008, 03:51:45 pm
His name is Become? He is part of a window removal company? He kills those who wear shoes?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on August 08, 2008, 04:15:17 pm
Brush up on your Bhavagad Ghita.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on August 08, 2008, 04:17:50 pm
I feel ashamed that I wouldn't have got that if Daxx hadn't pointed it out.

It was very well done, though.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 09, 2008, 03:25:22 am
Ohhhhhh!

I get it :D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on August 09, 2008, 08:03:48 am
For those who are annoyed at never find lava and bauxite in the same area I offer my new site (it's got chalk and a magma pipe) additionally it has gabbro and sand, so you can get diamonds and glass. (If anyone would like it I can email you the world and let you find the site)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mr. Wizard on August 09, 2008, 07:33:35 pm
There is a new version with several bugfixes and new features. It will now tell you that the next migrant wave will be bigger/smaller based on the performance of your fortress, if I am interpreting the changelog correctly.

Haha, looking at the rulerlist there is a dwarven civ called "The Chaste Metal" and their ruler list is a continuous line of "Never married" and **NEW LINE** :D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 10, 2008, 12:09:03 pm
I just started up in a Tundra area, here is how it looks from here:


There are no trees or plants
There is no water
It is completely flat
There is some low worth stone on the 4 level down, sand and clay on the two levels above
I can grow crops easily, it's more of a matter if I can get the plumps brewed and seeded before my cook steals them all to put in his turtle stews
Animals consist of Muskox, elk, wolves, more Muskox, elk and Muskox
BLANDNESS


As long as I have booze, seeds and I get a few crossbows made for hunters, food won't be a matter, It's just the lame resourses in the area which trouble me, so far the only stuff of worth is my coffins that I've been making and a few statues. I could sell a bit of food (One stack is worth 588, holy jesus) to the traders, but everyone is working and nothing bad has happened.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on August 10, 2008, 12:18:36 pm
It's boring. Abandon it and start over.

If you go to the (z) status screen, you can tell your chef not to cook plump helmets.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 10, 2008, 12:25:10 pm
Oh jesus. Ice Wolves have shown up and are giving no quater. So now I've locked down the fortress and training useless metalworkers to kick ice wolf ass. I can't even bury my dead because they have been reduced to "Dwarf Chunks". They even wiped out the trading caravan so I'm screwed as far as importing some booze, and the damn chef used all the plump helmets and thus I have no more booze.


This world's creatures must have some hatred towards dwarfs because they're just starving me away now.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on August 10, 2008, 01:33:50 pm
Didin't you listen to lurk, use the kitchen menu under 'z' to forbid the chef from cooking plumps.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 10, 2008, 01:36:49 pm
I did, but the cook thinks otherwise. I have now punished him by taking away his kitchen duty, making him haul everything until I decide I want plump helmet stew.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on August 11, 2008, 03:38:28 am
Or you could just get rid of the kitchen, you don't need it that much, as the dwarves are willing to eat their food raw.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 11, 2008, 09:25:24 am
Rotten Elk chunks are not to be left in the hallways. Also food is my only reliable trade good, everything else is all "Okay one well crafted stone tomb worth about 30 coin- HOLY CARP IS THAT A MUSKOX AND DWARFERN SYRYP ROAST?! I'LL TRADE MY ANVIL FOR IT"
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on August 11, 2008, 09:54:54 am
Why would you sell furniture?
One block of stone can be made into as many as three crafts, which are usually all worth the same as a tomb.

I dread handing the bloodline fortress on to you  :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 11, 2008, 10:27:54 am
I have learned Krakow, I have learned.


I also have a hunter who wears clothes which only have come from the animals which he has killed. Seriously, he is covered in Polar Bear, Wolf and muskox hides, and he is missing a ring finger. MY HUNTER IS IN THE ASSASIANS CREED :o
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on August 11, 2008, 11:16:51 am
Haha, my walls are coated in goblin blood from a small raid.

I've got my trapping industry up; do vermin reproduce? I don't want what happened with my hunting to happen again.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on August 11, 2008, 11:18:10 am
I find it's easier to not bother trading until goblins start attacking, then you can sell their possessions once your traps have crushed/sliced/drowned/broiled them all.

I think vermin just appear randomly, apparently some of the more exotic ones make decent trade goods.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 11, 2008, 11:58:17 am
Are wild animals worth more than tamed ones? I just caught a whole herd of elk and I'm thinking of selling them, since butchering them would just add to my enormous meat stores.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on August 11, 2008, 12:09:50 pm
tame is probably better as if they brake out of their cage they won't attack everyone or scare them off.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on August 11, 2008, 12:23:57 pm
Tame them. They're worth the same amount, as far as I can tell.

You can always butcher them later.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 11, 2008, 12:29:48 pm
I have just learned of the horror of an enraged wild muskox. It ripped a kobold thief to peices before turning on my hunters who were, ironicly, shooting at it with muskox bone bolts.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on August 11, 2008, 01:18:57 pm
Its angry! We better give its bones back!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on August 11, 2008, 02:29:18 pm
I never get tired of drafting one of my wood cutters in order to kill a kobold thief. Those little guys really soar through the air, or rather, parts of them do anyway....

edit : **** me! An armourer had a mood and just made a plate mail that effectively doubled the wealth of my fortress! (The plate mail was worth 145200 in case you're wondering) Anyone had anything higher?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on August 11, 2008, 05:26:05 pm
Nothing even close. :(


I've been messing around in Adventure mode lately. I'm still a bit disappointed that I can't get my elven adventurers to eat the corpses of ther defeated foes.

All the world-gen elves got to do it!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 11, 2008, 05:48:35 pm
A bunch of kobolds just ran off with a few elk robes, not that I can blame them, all they were wearing were loin clothes and it was a middle of a snow storm. :-\
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on August 11, 2008, 05:49:43 pm
I have started a fortress with the dwarf race modded to be replaced by robots that do not eat, drink, sleep, feel fear or pain or nausea or exaustion, and can breathe fire.

Oh, and they have railguns.

(Ironically, the giant pit I'm building looked like a CPU core for a while.)

Question: Should I mod the railgun slugs to do heat damage (possibly igniting target)? They bludgeon now, but that's boring.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on August 11, 2008, 06:06:00 pm
Pierce would make more sense, but whatever. (and it sounds mildly cheap to me.)


Can I reintroduce animals to the wild? The hordes of dogs in my fortress, though delicious, are a slight pain.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on August 11, 2008, 06:14:14 pm
They're already cheap, that's the point. The slugs do 2.5x more damage than crossbow bolts anyways. They can be phosphorous rounds or something. After this fort is the capitol of the world, I'll make an adventurer named Meatseeker and exterminate all lesser races.

About the dogs, train them all to be wardogs. Put every single one in a single cage near entrance. Attach lever. Wait for goblin attack. Release the hounds.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 12, 2008, 05:55:15 am
I have a bunch of animals in my animal stockpile, caged, how do I get them out after I tame them?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on August 12, 2008, 07:33:18 am
(b) (j) (q) (a)

Build a cage building with your animal cage, then unassign the animal from inside.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on August 12, 2008, 08:44:42 am
Or you could make a zoo!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 12, 2008, 09:34:05 am
**** it, I've abanonded. An ice wolf raid made over 2 people injured and the announcments were spamming "ONOZ WE HAVE NO WATER NO BUCKETS LOLOLOLOLOLOL" and I was sick of it. I'll do tunda again if theres underground water or mountains, seriously, if the game is going to freak out because there is no water and spam my announcments for obviously being so obviously retarded not to pick a spot with water and punish me for it then I won't bother.


In short: IF I HAVE NO WATER SOURCE THEN DON'T SPAM MY ANNOUNCMENTS LET THE BASTARD DIE.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kaizer on August 12, 2008, 09:41:11 am
Question my laptop has no numpad does this mean I cant play
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on August 12, 2008, 09:43:20 am
You can change key bindings with (Esc)

I run DF on a laptop just fine.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on August 12, 2008, 10:13:42 am
The top numbers seem to do the same job, I never use the number pad I always use the direction pad and keyboard numbers.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on August 12, 2008, 01:39:38 pm
I guess having two migrant waves and an artifact before winter in first year is a sign that you're doing something right. Or maybe it's just that *Iron Platemail* I've been making.

Haunted swamp fortress is kind of fun: I saw killed a couple of grimelings, which I understand are pretty rare.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kratok on August 12, 2008, 02:54:30 pm
Or you could just get a laptop with a numpad >_>.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on August 12, 2008, 03:06:12 pm
Haunted swamp fortress is kind of fun: I saw killed a couple of grimelings, which I understand are pretty rare.
probably even rarer now.

I'm not sure if it's because my fortress is so unbelievably intimidating or because there aren't any nearby, but, I've yet to encounter a single goblin raiding party. My fortress is in it's fifth year - it looks impressive as hell (I'll put some pictures up when done) and the only worry I have is the odd kobold and some rhesus marques.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on August 12, 2008, 03:29:16 pm
You might be too far away for them to bother.

Also: By Urist's beard! There's aluminium under this swamp!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Slife on August 12, 2008, 05:23:18 pm
You might be too far away for them to bother.

Also: By Urist's beard! There's aluminium under this swamp!
I've never seen a map without some. 
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kaizer on August 12, 2008, 08:56:46 pm
I feel pretty awesome right now as i finally was able to begin a fortress (took me forever to change the bindings to my liking though :D)

one thing though should I worry about making my fort pretty far away from my start area? Since my wagon spawned in the middle of nowhere so i decided to walk pretty far north to build into a small mountain.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on August 12, 2008, 09:23:18 pm
(http://i21.photobucket.com/albums/b257/Kishmond/Games/5b66a019.png)

Bauxite: Good!

Ruby inside said bauxite: AWESOME!

This is crazy guys, this map has a magma vent, flux, bauxite, a bottomless pit, adamantine (with associated fun stuff), and hematite tripping out my ears. Only there's no water at all. Even the ponds dry out it's so hot. And it's in a haunted savanna.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on August 12, 2008, 09:27:41 pm
Is bauxite meant to be super rare or something because my 1st fortess had tons of it.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on August 12, 2008, 09:53:13 pm
Bauxite is the only stone, barring raw adamantine, that is magma proof. It isn't rare, but it is rare to find it on the same field as magma. So if you want to make magma pumps, you'll need bauxite mechanisms.


Edit: This fortress just keeps getting better and better. I've found platinum, many other gems, so much iron ore I need a huge cavern to store it, and more marble than god.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on August 12, 2008, 10:40:41 pm
Um...

Ok, I'm a newbie, so bear with me...

I have a job, in the Manager area, to build wooden doors and some beds. I have a stockpile of wood. I have a carpenter.

Nothing's happening.

Am I missing something?

If so, tell me what it is, and how to get it.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on August 12, 2008, 11:23:34 pm
The carpenter is the guy who makes them, the wood is what he uses, but its the carpenters workshop that he needs to make the stuff in. Having used the manager to create a building order just means that he is more likely to work on your doors and beds, before considering other jobs.
(if im not mistaken)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on August 13, 2008, 12:38:16 am
Ya, I finally figured that out.

But I am having SERIOUS trouble, making an underground farm.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on August 13, 2008, 02:37:57 am
Edit: This fortress just keeps getting better and better. I've found platinum, many other gems, so much iron ore I need a huge cavern to store it, and more marble than god.

but you said there wasn't any water!

how is that possible?!+1
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on August 13, 2008, 05:20:57 am
I think the new version is more inclined to give people what they want, I've got a mostly chalk and gabbro map with a magma vent so I'm working out what I should do with all this steel I've got and how I can make a goblin broiler with my bauxite mechanisms.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 13, 2008, 05:28:34 am
Ya, I finally figured that out.

But I am having SERIOUS trouble, making an underground farm.

You can only make farms on soils such as loam and sand. Press Q over the farm and select the crop you want.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoadept on August 13, 2008, 06:32:55 am
And remember to resize it before you build it.  The first time I tried making a farm I didn't know about that and built it one square at a time.  Fortunately I'd forgotten to build it until a year in, so everyone died and my mistake didn't come back to haunt me.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on August 13, 2008, 08:15:53 am
Dwarven AI (re: fire) could really use some work.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on August 13, 2008, 01:04:41 pm
The problem I'm having is irrigation. I don't know how to do it, and the Wiki isn't any help.

BTW, how do you resize? >_>
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on August 13, 2008, 01:09:35 pm
The problem I'm having is irrigation. I don't know how to do it, and the Wiki isn't any help.

BTW, how do you resize? >_>

UMHK, if you're using the defaults.

Irrigation is best not bothered with if you can get away with it. Just build on loamy soil underground, or the surface if there isn't any.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on August 13, 2008, 01:11:40 pm
Eh, I'd rather learn now.

Hey, has May Green updated the graphics for the newest version? >_>

If so, where can I get it? And how do I work it?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 13, 2008, 01:22:59 pm
I wish May Green was updated. -_-


Anywhom, what is the most awesome soldier type? (Read: Awesome, not useful)


I for one, nominate Hammerdwarves.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on August 13, 2008, 01:23:33 pm
>_>

How do I USE May Green?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 13, 2008, 01:30:16 pm
Open the downloaded file, click on the app named "Dwarf Fortress", when it asks you to compile, say yes. When the new folder is ready click on the DF app again and you can play. (But not fullscreen)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on August 13, 2008, 01:54:19 pm
Nonono, I mean set it up. What do I download, what do I edit, what do I DO?!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 13, 2008, 02:12:58 pm
Search "May Green df tileset" or similar, you'll find the website, download the DF tileset (which has the game included), and then do what I just said.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on August 13, 2008, 02:16:39 pm
**** YA! I STRUCK LOAM!

No need for irrigation, YAY!

Oh, and will my saves still work? I have a REALLY good fortress here, and I dun't want to lose it.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 13, 2008, 02:18:49 pm
It's a completely different game as far as the saves are concerned, but if you manualy copy and paste the save file of that fortress into the new game, you'll get to play the fortress.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on August 13, 2008, 02:20:38 pm
I did that, but it says I have to design a new world. :/

Ah well, I wasn't that far in my old fort, I guess I can restart.

I'm gonna miss that silty clay loam, though...  :'(
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 13, 2008, 02:27:09 pm
As long as you have sand, clay, loam, peat or ooze you can grow any crop, that's why desert fortresses are so sustainable
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on August 13, 2008, 02:28:23 pm
SAND?! ARE YOU TELLING ME THAT IN EVERY SINGLE ONE OF MY FORTS, I COULD HAVE GROWN STUFF UNDERGROUND!?

Ayei yai yai...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on August 13, 2008, 04:18:35 pm
Underground farms are easy even I worked that one out.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Slife on August 13, 2008, 11:02:02 pm
SAND?! ARE YOU TELLING ME THAT IN EVERY SINGLE ONE OF MY FORTS, I COULD HAVE GROWN STUFF UNDERGROUND!?

Ayei yai yai...

Apparently soil is soil.


One of the things that will eventually be changed.  Soil handling's going to get a complete revamp some time in the distant future.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kaizer on August 13, 2008, 11:16:54 pm
My entire fort is filled with kaolinite and i have no running water. Good thing i have a small area dug out of the only soil around for my farm!


and holy crap my neighbor mountain is all bauxite and ruby clusters, thats good right?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on August 14, 2008, 02:17:17 am
Yes, it's even better if you're near lava though.

For may green, if you want to manually update your version with the graphic follow our own helpful guide:http://www.gamingsteve.com/blab/index.php?topic=6350.750

As for irrigation: http://www.dwarffortresswiki.net/index.php/Irrigation
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on August 14, 2008, 03:31:17 am
Actually, the Towercap page is better for learning how to irrigate.

Btw, I figured it out. I think this fort will be pretty good.

It's the first one I'm saving for another day, at any rate.

Ah, and Brandonazz edited the Irrigation page with the Towercap stuff so that it's easier.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on August 14, 2008, 03:14:39 pm
I edited the Irrigation page to be much more newbie friendly and organised.

EDIT: In other news the cathedral has been delayed but my entranceway now has spiffy new siege weapons.

(http://img149.imageshack.us/img149/9451/entrancebd0.jpg)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on August 14, 2008, 03:35:42 pm
That's a brilliant design you have there. Mind if I steal it :-X
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on August 14, 2008, 03:57:43 pm
Go ahead. If I'd planned it properly it would have been much better; as it is I just built it as I went along so there are bits which kinda suck. I may have to tear down and rebuild parts of it if I have the time before I get sieged.

EDIT:

I have a catapult tower hanging over the side of the hill in the middle of the map. It's almost completed, but you can see how it'll look.

(http://img137.imageshack.us/img137/9613/catapulttowernt5.jpg)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoadept on August 15, 2008, 02:38:47 pm
...Don't siege weapons only work on the same z-level they're built on?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on August 15, 2008, 02:47:18 pm
no they work on lower levels...

its just that when the projectiles end up on a difrent level they started on they wont get destroyed

so its not really a downside
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on August 15, 2008, 02:54:20 pm
Plus I can station a squad of marksdwarves there if I need to. I should probably put grates in the floor to do that properly, though.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on August 15, 2008, 02:57:54 pm
I have enough copper to lay several transatlantic cables. Anyone got a Z-block blueprint of the Statue of Liberty? Or maybe I could give the Colossus of Rhodes a try.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on August 16, 2008, 03:31:26 pm
My first ambush. The Gobbos chased around a poor guy taking a door out of my light shaft so I could wall it up, though when he got away they decided to make a run at my main entrance where my marksdwarves were waiting for them. The elves did nothing to help, but then the pointy eared bastards are legendary for not giving a rat's ass so long as they're nice and safe within dwarven walls.

(http://img181.imageshack.us/img181/1158/ambushwx1.jpg)

Only one injury, a recruit who decided that using his crossbow as a club would be more productive than using any one of the masses of iron bolts sitting on the platform.

EDIT: Interesting to note that my military are now vomiting everywhere. Seems building that light shaft will prove useful in the future. I've also removed the roof on the archery range so that practicing marksdwarves can feel the warmth of the sun.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Little on August 16, 2008, 05:56:43 pm
What tileset is that?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on August 16, 2008, 07:09:24 pm
May Green, me thinks.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on August 17, 2008, 03:22:43 am
Yeah, May Green. Everyone else around here seems to be using it.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on August 17, 2008, 09:24:43 am
Ugh, really?


I'm a purist - I like pretending I'm looking into the matrix.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Uroboros on August 17, 2008, 09:28:20 am
I stuck with the original tileset because im familiar with it. Well, that, and it doesnt interfere with the actual text, nor require messing around with the settings so it doesnt have a black border and go all scrunched up.. or run off the screen.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on August 17, 2008, 09:44:52 am
I like pretending I know what's going on, though, so that's why I use May Green when I can.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on August 17, 2008, 11:44:52 am
I'm sure the original tileset is better in many ways but I think I prefer user-friendliness (I know that's not what DF is about, but whatever).
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on August 17, 2008, 01:53:01 pm
i like it mainly because x and y are the same lenght... unlike the normal version
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on August 17, 2008, 02:39:54 pm
/lurk, You know what you must do.

Make a gigantic statue of Cat.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on August 17, 2008, 02:55:55 pm
I really want to get a site with a natural cave on it so I can capture some minotaurs, then I can make the perfect maze!

I really wish traders would bring more exotic beasts in cages, then you could make a truly awesome zoo, I mean they shouldn't have any mega-beast or really large or ferocious monsters, but some rare and/or exotic ones would be nice. Instead we gets cats, dogs donkeys and maybe the odd wolf or bear.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on August 17, 2008, 03:11:34 pm
/lurk, You know what you must do.

Make a gigantic statue of Cat.

Yessssssssss.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on August 17, 2008, 03:29:38 pm
I think May Green updated. Last time I checked, it was DFG9, now it's DFG10.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on August 17, 2008, 04:12:48 pm
I had an odd occurrence in my fort today. The human caravan came around and started unloading into my depot, and as usual the broker was taking forever to get to the depot, so I went off to take care of some things elsewhere in the fort. By the time I get back to the depot, the humans and their pack animals were gone, I didn't get a message about any sort of attack, the unit menu had no hostiles, and the only wild animal was a hoary marmot. At least they left their goods behind.

This area is starting to creep me out, all the strange moods have been possessions and now poofing humans! This wasn't listed as a haunted location!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on August 17, 2008, 04:26:59 pm
Was it one of the Darker surroundings, though? Or maybe it BECAME haunted!

Or maybe the humans was a glitch, and your possessions are just bad luck.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on August 17, 2008, 04:54:13 pm
I don't think it had any special modifiers, and I'm about as far from the goblins as I can be, since I have over 100 dwarves and they haven't attacked once; only kobold thieves. Odd glitch if it is, though.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Glacies on August 20, 2008, 05:00:33 pm
I found this list on the bay12 forums and modified it a bit. I might make lists for dwarven, goblin and human communities, too.

Elf killing scorechart-1 kill=1 point

2 points for every achievment. They don't stack.
Hit an elf in the head with a ranged weapon []
Make an elf's head explode in one hit []
Strangle an elf to death []
Paint 10 tiles with elf blood []
Take an elf apart with your bare hands []
One hit kill an elf []

4 points for every achievment. Also don't stack.
You are an elf []
Remove all four limbs from a still living elf []
Beat an elf to eath with it's own severed limb []
Kill a group of travelling elves []
Kill a child/parent with opposites limb []
50% of kill list is elves []
Remove an elfs ears []

8 points for every achievment. They don't stack.
Kill an elite bowman []
With his own equiptment []
Kill an lf child in an ancient (500+) year old world []

20 point achievments. These DO stack.
Kill an entire community so it becomes a ruin on the overworld []
Carry 100 heads around with you []
Kill list of at least 300 elves. []
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on August 20, 2008, 05:10:43 pm
Dood, I was just looking at that. >_>
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Werechicken on August 21, 2008, 12:48:55 am
New May green is out, and they have full screen mode now!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mr. Wizard on August 21, 2008, 02:32:24 pm
I was looking for the may green website because I forgot where it was...

http://www.google.com/search?hl=en&q=Dwarf+Fortress+May+Green

my, those first few search entries look familiar. <.<
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Shadowgandor on August 27, 2008, 12:56:05 pm
(v0.28.181.40c, 5.5 MB, posted August 21, 2008. Requires Windows 98+, ~100MB Disk Space, 512MB RAM)

In other words, the new version is out :D
Now, about that bloodline game...


link: http://www.bay12games.com/dwarves/index.html
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Samog on August 27, 2008, 02:58:57 pm
(v0.28.181.40c, 5.5 MB, posted August 21, 2008. Requires Windows 98+, ~100MB Disk Space, 512MB RAM)

In other words, the new version is out :D
Now, about that bloodline game...


link: http://www.bay12games.com/dwarves/index.html
I'm playing right now, it's just really slow :)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on August 27, 2008, 06:53:46 pm
Just a little something I decided to do. For my King, I think.
(http://i21.photobucket.com/albums/b257/Kishmond/Games/CrazyCrown.png)

And another, a testament to my robots' drive to burn the world.
(http://i21.photobucket.com/albums/b257/Kishmond/Games/Ashes.png)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Shadowgandor on August 28, 2008, 07:09:32 am
huh, what are those flags? I've never seen them before.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on August 28, 2008, 10:06:21 am
We call them trees.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Shadowgandor on August 28, 2008, 11:41:24 am
Oh :-[
I'm using the original version as well and those trees like a bit different, wouldn't have guessed those were trees :-\

In other news, I love this game. I'm in the winter season now and it seems I've got enough food to last, though I'm not sure how much food my 7 dwarves eat, but I've almost finished my underground lake.
Seriously, it's so much fun designing those kind of things, especially if you're not sure if it will succeed or not :P
I'm getting more confident by the second, although I don't think I can ward off enemies atm.
Anyway, how did you guys get to make screenshots? When I press 'Print screen' and pasté it in paint, all I get is a black screen. I wanted to share what I made :'(
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on August 28, 2008, 02:05:16 pm
I have a new fortress for 40c, but stupidly I started over an aquifer. Pretty much all my building's being done above ground - there's a massive moat and huge walls, a neat little floodable entranceway which dips down with ramps for trader access and can be blocked off with raised bridges at both sides before being flooded with water from the moat, and several siege weapon emplacements are in the works to further cover the entranceways and provide long range fire support.

I figured I'd get everything finished before I started letting immigrants in, so one of the first things I did was create a drowning chamber. So far I have drowned about 40 new migrants. I dread to think what my engravings are going to turn out like. "On the wall is a masterfully crafted image of a dwarf surrounded by dwarves. The dwarf is drowning. The dwarves are drowning."
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Shadowgandor on August 28, 2008, 02:47:08 pm
My first real fortress was above an aquiver: I love it.
The only con is that there's hardly any metal on my location and I...think I killed the fish population by diverting a part of the river into my underground lake. Well, part of the fish population is/was alive, until the river froze while my underground lake was still filling up : /

Btw Daxx, maybe you know the answer, how can I fish in an underground lake? Do I have to make stairs or something? Or is it impossible? If it is the latter, I've got a small problem, as the lake is...rather big :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on August 28, 2008, 02:51:35 pm
You need to place a fishing zone from the [i] menu (probably [f] or something like that). You'll also need to place it with a ledge to fish from.

EDIT: More information:
http://www.dwarffortresswiki.net/index.php/Activity_zone
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Shadowgandor on August 29, 2008, 02:52:09 am
Meh, so it's not possible to fish out of water that's 1 'Z' level lower? =(
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on August 29, 2008, 06:53:51 am
Just mine down some stairs and then mine out a ledge. You only need one square to designate the zone from.

Either that or fill up the pool so it reaches the edge of the ledge you already have.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Shadowgandor on August 29, 2008, 07:12:52 am
Nevermind, I already got it :P
I just digged out an upward ramp, let the water flow and it was done.
I did have to sacrifice a part of my hall in order to let the water get to the ramp but meh, the dwarves are now fishing and drinking from it so I'm happy.

In other news, I had some Elves ambushing me. They killed my Tame mule and Tame horse, but couldn't reach my fortress because of a river. A few days later, my dwarves arrived. Guess at what location they entered : /
It was kinda cool to see the blood bath, lost 4 our of 18 immigrants and a brewer with a wounded lower left arm (yellow means wounded, right? and red means broken and grayed out means cut off, or am I wrong?). They're starting to get moody, but they're just with too many, I can't let them in my fortress. I do think it's a bummer that I can't have the ranger that killed 3 out of 7 elves, ah well, everything comes with a price :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on August 30, 2008, 08:00:49 am
Yellow means broken, I'm afraid...


http://www.dwarffortresswiki.net/index.php/Wound


But dang, it always confuses me whether an appendage is lightly wounded, or lopped off... (I'm bad with colors)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Shadowgandor on August 30, 2008, 11:47:07 am
Ah well, I killed em off anyway :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on October 11, 2008, 11:32:11 am
So I'm looknig forward to the next update, even if it will break compatibility. We get a better wound system and more underground stuff.

And speaking of wound systems, this is what you get when you mod an adventurer to have a natural GORE attack with [ATTACKFLAG_CANLATCH]
(http://i21.photobucket.com/albums/b257/Kishmond/Games/Harassment.png)

Which tears off people's limbs.
(http://i21.photobucket.com/albums/b257/Kishmond/Games/UnleggedCombat.png)

Which you proceed to beat their family to death with.
(http://i21.photobucket.com/albums/b257/Kishmond/Games/ElfCarnage.png)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Glacies on October 14, 2008, 12:44:12 pm
I started an art thread over at bay12.

Here's the sort of stuff I'm doing.

(http://i260.photobucket.com/albums/ii6/glaciesdraco/bettersnatchers.jpg)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on October 14, 2008, 05:31:03 pm
Man, I WISH dwarf fortress looked like that.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on October 17, 2008, 01:39:02 pm
(http://i136.photobucket.com/albums/q169/Celdur/waterfallz.jpg)

new fortress im working on :D the entrance is infront of a waterfall
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Shadowgandor on October 17, 2008, 02:44:16 pm
You really love water projects eh Celdur?:P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on October 17, 2008, 02:51:38 pm
well all you can do with the machines is water stuff so yeah...

i just love the mechanical stuff and toady should expand it
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on October 18, 2008, 11:25:01 pm
I've decided to make a new fort, this one with guaranteed lava, and an underground river. This, of course, hasn't gone without sacrifices. At first, I was hoping to find the river quick, but just like most things in this game, it didn't.

(http://img.photobucket.com/albums/v662/Yos2/Start.jpg)

Once I wasted enough time NOT finding the river, I set up a temporary location to store food and such until I did find the river. It was supposed to be temporary until...

(http://img.photobucket.com/albums/v662/Yos2/PickTrog.jpg)

My first miner found the map's chasm. Now that would have been all fine and well, if the troglodytes hadn't jumped out of nowhere and start ripping his limbs off. Worse, his pick got wedged in the skull of one of them. So now I am out a pick and a miner. For a little while, my other miner was going along fine, picking away (far away from the chasm) looking for the river. Good news, he finally did. With the river found, I needed a way to irrigate some land, so I noticed that the underground river had a series of waterfalls, so I had the miner start picking away next to one of the falls. BAM, snakeman jumps out of the fall.

(http://img.photobucket.com/albums/v662/Yos2/PickRiver.jpg)

He battled to his death, losing his pick in the snakeman's skull (two picks, two skulls). Now, I can't have a snakeman living and paralyzing the rest of the workforce, I temporarily recruit three of the remaining 5 dwarves into the military to get rid of the snake man; bad news, my architect gets bitten. He dies just before the other two show up to finish off the snakeman. Now that would have been fine, if they hadn't punched it so hard that it fell back into the water fall and sunk to the bottom of the river. Good bye pick number two. Now, the remaining four dwarves work away trying to survive until the next caravan shows up so they can buy a new pick and expand their fortress. Til then, they will have to make the most of what supplies they have left from home, and once that runs out; their diets will consist entirely of fish and water.

(http://img.photobucket.com/albums/v662/Yos2/Burial.jpg)

Where the three dead now lay. Not exactly a tomb for heroes, but it at least keeps the other four happy.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on October 19, 2008, 05:16:23 am
ha...thats an awesome sight though

with an underground river you can make an underground forrest of awesome :D

and we all know what magma is good for
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on October 19, 2008, 09:07:38 am
BurnburnburnhahahahyouallmustburnburntheunbelieversburnIsay!

*cough*

Yeah. Nice one, though, Yossi.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mr. Wizard on October 19, 2008, 05:35:02 pm
According to recent development posts, future version of Dwarf Fortress will keep track of souls.

MUAHAHAHA!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on October 19, 2008, 05:40:51 pm
Show us!!!!!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on October 19, 2008, 07:09:43 pm
Well, my fort fell to starvation after a surprisingly long time. Reclaiming is a bitch, I don't know how other people do it, but the moment I landed at the site, every one of the 70 dwarves got extremely unhappy and several of them started bezerking. A site with magma remains a... pipe dream... to me.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on October 20, 2008, 11:47:44 am
Quote from: Devlog 10/17/2008
...since I added "souls" to units to store information when I was putting in the mental attribute framework.

Basically to track personality.
But more interesting is that it now keeps track of which goblin's blood is covering your face.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Glacies on October 21, 2008, 01:05:32 am
It's all those frakkin' grudges. The starting seven aren't gonna get pissed off by the one grudge they might develop, but all 70 know each other intimatly. And get pissed right off when they have to talk to Urist the bloody annoying, Kogan the stupendous moron, and Fikod the total dick all in a row.

Then they murder each other.

My latest fortress struck adamantine in the second year as my miner was carving out the grand dining room. The frakkin queen shows up twenty seconds after I hit enter, and then four months later she goes insane when I can't build her the frikkin royal rooms to her bloody specifications.

So she jumped into my magma courtyard. I'm never getting any migrants ever again.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on October 24, 2008, 06:42:39 pm
I was lucky to get a Queen who likes easy to get stuff.

When I hit 100 population, the Baron and Baroness showed up. They both loved Adamantine and started making retarded demands.
So I locked them in their rooms and let them rot.
I look forward to an update someday that actually makes nobles useful and desirable.


But yeah, I came here to ask if the Bay12 Games site is down.
I understood he was having hosting troubles.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Little on October 24, 2008, 06:54:45 pm
It is for me.

He was having hosting problems, so now we wait.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: DarkPlasma on November 05, 2008, 07:01:05 am
Saaay... what do you lot think of doing a continuity game here, something like Boatmurdered on the SA forum? In other words, a game where we take goes in taking turns playing the one fortress?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on November 05, 2008, 07:08:52 am
we did that...twice

and they both died pretty fast : /
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on November 05, 2008, 07:19:29 am
Saaay... what do you lot think of doing a continuity game here, something like Boatmurdered on the SA forum? In other words, a game where we take goes in taking turns playing the one fortress?

We've already done that. Twice.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Shadowgandor on November 05, 2008, 08:42:24 am
Let's try again, I'm willing to participate as well and we now know who NOT to give the file too >:(
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on November 05, 2008, 11:58:27 am
there ya go

http://www.gamingsteve.com/blab/index.php?topic=15289.0

join up now for sexy fun times

Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on November 05, 2008, 02:21:16 pm
I've decided to give this game another try. I'm following the wiki to make my first fortress. I'll tell y'alls how it goes later.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Shadowgandor on November 10, 2008, 08:22:32 am
And are you enjoying yourself metal? It's the start of the game and the first wave of migrants that are the hardest points to play through imo.

Anyway, seeing how many people here use the graphic pack released by May Green, I was wondering how you can get the resolution right. I've read the wiki about it and tried to get it to work, but I only seem to mess up even worse :P
I'm using a resolution of 1440x900, any help would be appreciated :)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on November 10, 2008, 08:45:00 am
I'm liking it a bit so far. There's a ton of things to absorb at once so it's difficult to get the hang of. I just have a little fort carved into the side of a mountain with some room, nothing much has happened yet.

About this graphics pack, does it let you change the resolution of the game? So you can see more than just a tiny bit of land at once? If so, I must have it!

Edit: And can this graphics pack work with an existing save file?
And is there a way to get rid of all this worthless stone I have to save room for the good stuff? Or something like that?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on November 10, 2008, 08:52:35 am
Throw it in the volcano, or just designate a 1-tile dump and stack it all there.

I'm never getting any migrants ever again.

Awesome! :D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on November 10, 2008, 08:53:11 am
1. Have you made bedrooms and stock-rooms?

2. Press tab to take off the map or menu. If you dont want to get rid of those just yet (when you figure out the controls more, you'll be able to play without looking at the menu) You can change the resolution on the Init file (Dwarf fortress folder > Data > Init > Init.Txt)

3. Yes it can. It's just changing the graphics.

4. Yes. Press i, make a small zone (one tile), set it to Garbage pile, then go to the [d]esignations screen, press [b ] then [d] and select all the stone you want moved. The Dwarfs will move it to the garbage pile, and if you want, you can Mass Reclaim the pile. There's more applications to this then just that, but you can work on those later.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on November 10, 2008, 12:12:29 pm
1. Have you made bedrooms and stock-rooms?

2. Press tab to take off the map or menu. If you dont want to get rid of those just yet (when you figure out the controls more, you'll be able to play without looking at the menu) You can change the resolution on the Init file (Dwarf fortress folder > Data > Init > Init.Txt)

3. Yes it can. It's just changing the graphics.

4. Yes. Press i, make a small zone (one tile), set it to Garbage pile, then go to the [d]esignations screen, press then and select all the stone you want moved. The Dwarfs will move it to the garbage pile, and if you want, you can Mass Reclaim the pile. There's more applications to this then just that, but you can work on those later.

I've made a common bedroom that they all use, and a wood, stone, and food stockpile. My furniture stockpile is still outside though.

I installed the graphics pack and I'm loving it. I can see so much now! And it's more than just text!

And now I can get rid of all this stone! Yay!

Edit: SO MUCH STONE!
(http://img366.imageshack.us/img366/8650/somuchstoneqt6.png)

I decided to just have them not stockpile those two stone types.

How does my fort look so far? Anything I'm doing terribly wrong? Any suggestions?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on November 10, 2008, 02:50:00 pm
i suggest you make a bedroom for each induvidual dwarf

also make an underground farm...it seems you have normal soil outside so just dig 1 z level down and make a farm there...no need for water

and its also better to place the stone stockpile in a place where you wont get more stone...getting stone by expanding your stone stockpile doesnt work

for the rest it looks nice  ;D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on November 10, 2008, 03:29:25 pm
Streamline your infrastructure. Place workshops right next to the stockpiles they take from or feed into (carpenters next to wood stockpile and furniture stockpile, kitchen next to food stockpile, etc). Also, group workshops together by common input or output to minimize the distance stuff needs to be hauled. Believe me, it really speeds things up.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on November 10, 2008, 03:36:57 pm
Oh, and it's a small thing, but that door on the bottom left area? Wont work. If you lock the door, they can still get in diagonally.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on November 10, 2008, 03:53:40 pm
Oh, and it's a small thing, but that door on the bottom left area? Wont work. If you lock the door, they can still get in diagonally.

That door's more to keep out Miasma, and poor planning skills.

I made an underground farm just outside my fort.

Now the traders arrived and I'm trying to get an anvil. I underestimated the value of my rocks, though.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on November 10, 2008, 04:05:57 pm
Just deconstruct the depot for this one. You'll get EVERYTHING they have. Then, next year, you can sell them your awesome rock and bone crafts.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on November 10, 2008, 04:25:36 pm
Just deconstruct the depot for this one. You'll get EVERYTHING they have. Then, next year, you can sell them your awesome rock and bone crafts.

If I deconstruct the depot while they're there then it glitches and leaves all their stuff or something? How many exploits does this game have, jeeze.

I made some turtle stew which I'm going to sell for like 1500. Kind of strange, but alright.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on November 10, 2008, 04:27:17 pm
Just deconstruct the depot for this one. You'll get EVERYTHING they have. Then, next year, you can sell them your awesome rock and bone crafts.

If I deconstruct the depot while they're there then it glitches and leaves all their stuff or something? How many exploits does this game have, jeeze.

I made some turtle stew which I'm going to sell for like 1500. Kind of strange, but alright.
1. Lots.

2. Meals sell for a **** load. It's weird.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on November 10, 2008, 05:53:14 pm
I got some immigrants! Now I can get stuff done!
(http://img376.imageshack.us/img376/6454/fort2ku5.png)
How do you get rid of stairs?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on November 10, 2008, 06:07:51 pm
Its one of the 'd' options (remove up stairs/ramps)

On another note I started a new fortress today and I have reason to believe I have MULTIPLE giant cave spiders. As soon as the dungeon master arrives I will attempt to trap and tame these noble animals and then... the breeding program will begin. MUAHAHAHAHAHAAAA!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on November 10, 2008, 06:11:53 pm
Down stairs, you channel the area.

Up stairs, you [z] it.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Shadowgandor on November 11, 2008, 08:11:47 am
And are you enjoying yourself metal? It's the start of the game and the first wave of migrants that are the hardest points to play through imo.

Anyway, seeing how many people here use the graphic pack released by May Green, I was wondering how you can get the resolution right. I've read the wiki about it and tried to get it to work, but I only seem to mess up even worse :P
I'm using a resolution of 1440x900, any help would be appreciated :)

Let me give some further info, as no one has reacted on it:

When I play Dwarven Fortress without the graphic pack, everything works fine, but when I try to use the graphic pack (the one by May Green), something weird happens.
 The game is stretched wide through my screen on fullscreen (like it should be) but in height, it only takes about 1/4th of the screen. I've googled for answers and I thought I got my answer on the Bay12 forum. Someone had the same question and the answer was that it was probabally because the resolution was wrong. They said that the pack uses 1280 by 1024 at default (some chitchat about that's it's a weird default, because most people don't use it). They gave a link to the Dwarven fortress Wiki and said it explained how to change resolutions there.
 I followed the Wiki but somehow, it keeps filling 1/4th of the screen in height. Now I was wondering, seeing how many people use the graphic pack here, how to do it?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Didero on November 11, 2008, 08:21:25 am
In the folder you extracted Dwarf Fortress to, there's a subfolder called 'data'. There's a folder in there called 'init', which contains, among others, the file 'init.txt'. Open that up, and find line 33. The graphics settings start there, and you can change the resolution by changing the values behind 'GRAPHICS_WINDOWEDX' and '...Y', and 'GRAPHICS_FULLSCREENX' and '...Y', for the windowed and fullscreen resolution, respectively. Whether you run the game in windowed or in fullscreen mode is determined by the setting at line 15, '[WINDOWED:(...)]'.
You might want to make a backup of init.txt before changing anything, just in case.

I hope that helps :)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on November 11, 2008, 08:44:07 am
I would just play non-fullscreen. Then you can easily alt-tab to other programs while playing, etc. It might fix your problem.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Shadowgandor on November 11, 2008, 08:45:50 am
Thanks, but that was something I already stumbled across :P

Code: [Select]
This is the size and font for windowed mode.  Changing to 800x600 and the 800x600 font might

make you happier.

[WINDOWEDX:1440]
[WINDOWEDY:900]
[FONT:herrbdog12.bmp]

Full screen info.

[FULLSCREENX:1440]
[FULLSCREENY:900]
[FULLFONT:herrbdog.bmp]

If this is set to YES, the tiles will not be stretched, but rather the game view will be

centralized, surrounded by black space.  Tiles that are too large will always be compressed

rather than running off the screen.

[BLACK_SPACE:NO]

Graphics info, most of it as above.  Set GRAPHICS to YES to turn it all on.  This will use

the "raw/graphics" folder for tile information.  Currently this is limited to whatever

creature graphics you have downloaded.  The game comes with a few pictures to demonstrate. 

As of September 2008, the Dwarf Fortress Wiki has graphical tilesets available at

http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets.

[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:1440]
[GRAPHICS_WINDOWEDY:900]
[GRAPHICS_FONT:mayday.bmp]
[GRAPHICS_FULLSCREENX:1440]
[GRAPHICS_FULLSCREENY:900]
[GRAPHICS_FULLFONT:mayday.bmp]
[GRAPHICS_BLACK_SPACE:NO]

This is how I currently have it, I've fiddled around with the numbers but no succes. Would it be a problem if anyone could share their init.txt file? :P


And Yea Metal, I think I'm just going to play that way, even though I would still appreciate it if anyone would help me with the problem :)


Edit: Ah, Crap, you got to be kidding me. Even in windowed mode, the game only shows half =/
I'm on vista, could that be a problem...again?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on November 11, 2008, 08:52:08 am
Its one of the 'd' options (remove up stairs/ramps)

On another note I started a new fortress today and I have reason to believe I have MULTIPLE giant cave spiders. As soon as the dungeon master arrives I will attempt to trap and tame these noble animals and then... the breeding program will begin. MUAHAHAHAHAHAAAA!

GCSs can breed?  I always assumed that they were just vomited up from the bowels of hell.

Let us know how badly this turns out.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on November 11, 2008, 08:59:02 am
Its one of the 'd' options (remove up stairs/ramps)

On another note I started a new fortress today and I have reason to believe I have MULTIPLE giant cave spiders. As soon as the dungeon master arrives I will attempt to trap and tame these noble animals and then... the breeding program will begin. MUAHAHAHAHAHAAAA!

GCSs can breed?  I always assumed that they were just vomited up from the bowels of hell.

Let us know how badly this turns out.

it will be made into a horror movie and that movie will be made into a game and will have 2 remakes
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on November 11, 2008, 12:02:45 pm
Few questions:
Is there a way to bait cage traps? Or do I just wait for an animal to wander across it, or what?
Is there an easy way to find gems other than just mining until I come across em?
How much food do the dwarves eat? Like, how long will 50 food last 17 dwarves?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on November 11, 2008, 01:08:37 pm
Few questions:
Is there a way to bait cage traps? Or do I just wait for an animal to wander across it, or what?
Is there an easy way to find gems other than just mining until I come across em?
How much food do the dwarves eat? Like, how long will 50 food last 17 dwarves?
I don't know.
Trading, and searching the cliffs and stuff for gems that are out in the open.
Half a RL hour, most likely. You need to get it up to the hundreds. And lots of barrels.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on November 11, 2008, 01:13:22 pm
Cage traps aren't baitable in the comventional sense. You can try luring creatures into them by making them run at your dwarves, i suppose :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on November 11, 2008, 01:22:11 pm
So then the only way to get animals for the butchers is to hunt for them? Or breed them? Or what?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on November 11, 2008, 01:25:47 pm
http://www.dwarffortresswiki.net/index.php/Trapper

there is this...but reading up on it it doesnt seem like something you'd want
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on November 11, 2008, 01:26:36 pm
http://www.dwarffortresswiki.net/index.php/Trapper

there is this...but reading up on it it doesnt seem like something you'd want

Yeah, I already caught a bird and a lizard but they aren't butcherable.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on November 11, 2008, 01:34:48 pm
Find their spawn point, and build a room around it, with a path leading out covered in cage traps. That should capture you some animals.

And you can trade for animals from the elves.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on November 11, 2008, 01:38:59 pm
I sold a skeletal whale back to the Mountianhomes. I'm not sure what they wanted with it, but from that point on I could by everything on their cart.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on November 11, 2008, 02:45:11 pm
I made a new fort, next to a stream!
(http://img393.imageshack.us/img393/1607/newfortyv5.png)

The stream falls off the mountain in a big waterfall. I made a bridge in front of it to get to some gems on the other side, and I thought that was cool:
(http://img48.imageshack.us/img48/5542/bridgehd6.png)

Any ideas what I can do with this stream?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on November 11, 2008, 04:10:10 pm
Maaaaachiiiiiiines, whore.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on November 11, 2008, 05:45:47 pm
Got my first Artifact! It's a wooden ring. Now I have a Legendary wood crafter >_< .
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on November 11, 2008, 05:47:51 pm
Build stuff.

Now.

Whore.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Shadowgandor on November 12, 2008, 08:09:44 am
@metal

I personally derouted the stream so that I had an underwater lake and made it so that the water kept flowing back into the stream. This way, I had a fresh supply of fish (lots of em) right next to my food storage and kitchen :D
It's not difficult to make and very useful (for me atleast) :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on November 12, 2008, 06:09:29 pm
Wow... I just got a wave of immigrants that doubled my population (from 25 to 47). Now I need to find jobs for them all...

And now I have another legendary Woodworker :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on November 14, 2008, 04:22:26 pm
I may have said this before but did I mention the next update will be awesome?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on November 14, 2008, 04:24:26 pm
Yes, it will be.

Isn't it due sometime in February, barring awful unexpected delays?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on November 14, 2008, 04:59:50 pm
Like Toady dying from paying absolutely no regard to his personal health and not being able to pay for medical insurance. He should move to Canada for the sake of the project.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Glacies on November 18, 2008, 05:26:35 am
I hate the economy.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on November 18, 2008, 11:16:16 am
Contrary to popular belief, producing several hundred coins doesn't help, it just makes them worth less for each coin. Produce a few of them and everyone works their ass off for the promise they may earn a single coin to spend, with which they may boast to everyone.

All my tax collecters are "mistaken" for gladiators in my arenas, and therefore must fight each one of my bazillion caged skeletal marmosets.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Glacies on November 18, 2008, 11:22:30 am
What pisses me off is that you can't assign bedrooms to non-legendary dwarves once the economy is started, and I like to customise my fort as much as possible.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on November 18, 2008, 11:59:19 am
I really don't like assigning 27 individual dwarves seperate bedrooms, writing down every damned name to make sure I don't give someone 50 beds or something.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on November 18, 2008, 05:04:53 pm
Dwarves who already have beds assigned appear brown in the assign list. Dwarves without beds are green.

Or you can just make the bedrooms and let the dwarfs pick their own. They're automatically assigned to the first dwarf who sleeps in them (and dwarfs who already have a bedroom willl sleep there.)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Glacies on November 19, 2008, 06:13:56 am
My OCD demands that I give each dwarf a name, sometimes a special profession based around the dwarf's personality, and a specialized room around the dwarf in question's tastes. It's all about the midgits. And the pretty architecture. I've been experimenting with multi-z-level rooms in my latest fort and decided it's worth the trouble.

Oh and I finished damming a brook and an indoor pond-thing yesterday. I'll post screens later.The pond is 2 z-levels deep and has a bedroom surrounded by green glass windows inside an island in the center. There's a secret, sealed chamber in the bottom of the pond with some engravings on the floor, too. And to pipe the water in, I had to construct a sort of tunnel thingy with a bridge/aqueduct thing spanning part of the chasm.

I also captured a bronze collosus, which I am going to build a mini-dungeon for and then release it in. Unfortunatly, a quick consult to legends tells me I am in possesion of the 1 (1!) megabeast that ever was or will be. It's tasted elf-flesh before, so I can't tame it without it smashing my cloth-and-wood-and-animals vendors.

It seems to motif of my dwarves is giant jaguars. The god most worshipped in my fortress takes the form of a giant jaguar and is associated with Revelry, animals and song. One of my early moods was an aftifact giant jaguar leather armor, and the elves sold us a giant jaguar (and a giant desert scorpion! :)) recently. The giant jaguar is chained in the dungeon master's tomb.

I have not really made use of my magma pipe, asides from carefull channelling to use in forges and a pretty courtyard thing, so I'm wonder what I'll do with it. I don't want to make traps out of it, since I don't have bauxite for floodgates/mechanisms. I'm tinking when I finally expand to the lower level, I'll make my hallways 7 tiles wide, with a trench at the walls, and then fortifications to prevent painfull magam-induced death-by-dodging.

[/endaspergoidobsessionrant]
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on November 19, 2008, 07:04:17 am
I'm playing with a mod on the forums, Kobold Camp. I'm in the process of modding it further.

So far, I've added [RANGED:NO_MATGLOSS:NO_MATGLOSS] to all the weapons I want to use, and therefore make them out of bone in my bowyers. The shovel can't be done that way, even though I tried, but everything else can.

Does anyone else know what I can add?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kratok on November 19, 2008, 08:34:22 am
Yossi! He has revealed our secrets! Destroy him! Darv Heiln!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kaizer on November 26, 2008, 08:04:10 pm
So I picked up trying to learn how to play again...

I figured a spot near a rivers mouth to the ocean would be good till I realized it was literally a plain, there's no mountains... So I began to dig a underground fort.

(http://i199.photobucket.com/albums/aa115/omega43/hah.jpg)

Turns out only thing down here was soft clay and chalk...lots, and lots, and lots of chalk...oh wait look I hit jet (half the map away woo..)

Oh well all will marvel at the amazing chalk earrings and amulets I make!




Is it a problem that I constantly find my animals killing roaches, ants, and other annoying bugs hanging around my base?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on November 27, 2008, 02:47:09 am
From what I understand thats the benifit of animals they kell vermin and you just throw the corpses in the refuse pile.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on November 27, 2008, 03:14:24 am
if you go down another few Z levels you'll hit rock

and you can easily build a farm on soil so you dont have to worry about that
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kaizer on November 27, 2008, 08:24:02 am
Yea my farming wasn't a problem but I seem to only strike jet/chalk no matter how far I go, with a few deposits of other goodies but those end up being only 2 spaces
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on November 27, 2008, 12:51:31 pm
Chalk is actually pretty good. It's a flux stone, and it's sedimentary, so you get Iron and Steel.

Also, I like to imagine the little dwarves choking while they work on all the chalk dust.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on November 27, 2008, 05:09:58 pm
Perhaps someday they actually will.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on November 27, 2008, 05:11:35 pm
Dwarf Fortress: Beta

"A billion ways to fail"
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on November 28, 2008, 11:16:47 am
here are my victims suspecting nothing
(http://i136.photobucket.com/albums/q169/Celdur/dfdoom0.jpg)

here am i...digging a channel around my victims home town
(http://i136.photobucket.com/albums/q169/Celdur/dfdoom1.jpg)

here am i digging under the victims home town
(http://i136.photobucket.com/albums/q169/Celdur/dfdoom2.jpg)

here is a support holding up the victims hometown
(http://i136.photobucket.com/albums/q169/Celdur/dfdoom3.jpg)

and here is a fun DF video for you all to watch
http://mkv25.net/dfma/movie-964-humancitycolapse
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on November 28, 2008, 11:21:33 am
Nobody died because the drop was only one floor.

Make it deeper and watch the blood go a mile high,
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on November 28, 2008, 11:23:24 am
look...it took about an hour digging up that spot alone...and its soil

im not gona invest that much time into it >.>
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Glacies on November 29, 2008, 10:52:23 am
Actually a guard did die. But make the collapse BIGGER!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kratok on November 29, 2008, 03:04:56 pm
Or lavier.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mr. Wizard on December 07, 2008, 02:13:39 pm
The Tale of   Datankovest "Ironpearl"
a.k.a "Cribs: Dwarf Fortress"

Here I present to you my newest little fortress. Its not particularly pretty but it fairly imposing. It not built near any distinguishing landmarks, such as chasms or magma vent. Its chief export seems to be goblin clothing. This may be related to the fact that its chief product is Legendary Soldiers!

First, the tour.

(http://img230.imageshack.us/img230/1912/frontentranceqr7.jpg)

This is the front entrance. It has a retractable bridge and features the training area for the Legendary Soldiers right near the entrance. This has made the lives of many goblin thieves extremely difficult. That road you see in the middle is made of pure silver. The white parts you see at the top are engravings made by their legendary engraver. This engraver, Lokum Indeningiz, can single handedly take a room from meager to royal just with the quality of his artwork. At the bottom are the weapon traps. Should the strength of Ironpearls Legendary Soldiers ever falter, they are the last line of defense for the citizenry.

(http://img139.imageshack.us/img139/9831/frontanddininghalljn4.jpg)

Here is the rest of the front entrance. Just inside that is the Legendary dining hall, connected by a wide stairwell to the rest of the fortress. It contains a legendary statue of an iron and bone giant cougar, and is the pride of the entire fortress.It has helped to keep everyone at the very least content. That trade depot is one of the most secure of any fortress around, being guarded by CHAMPIONS!

(http://img53.imageshack.us/img53/6177/stayontheroadsrh9.jpg)
These are the roads that lead the the entrance. I would advise you not to venture off them. Pesky Rhesus monkeys and vicious wolves are the usual victims here.

(http://img514.imageshack.us/img514/7444/thevaultgy3.jpg)
Deep under the Mayor's mansion lies The Vault (recently expanded). Almost ready for the eventual arrival of a real economy.

(http://img519.imageshack.us/img519/4852/datankovestsummarymv3.jpg)
This is how the fortress currently stands up. Yes, all that in 4 short years >.>

And here is the greatest of the greats!
(http://img367.imageshack.us/img367/1074/greatestchampionbr5.jpg)


If you would like to see the rest of the fortress, including all my inefficient layouts, here aremore images. (http://www.mediafire.com/?sharekey=ce47481cf6c23d63d2db6fb9a8902bda)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on December 07, 2008, 02:17:07 pm
how many champions do you have exactly?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mr. Wizard on December 07, 2008, 02:27:10 pm
35 CHAMPIONS!

Which is more than the number of regular soldiers.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on December 07, 2008, 03:37:54 pm
What tileset do you use?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mr. Wizard on December 07, 2008, 04:59:37 pm
It's the mod that uses a combination of all the tilesets to get something that resembles graphics.

Take a look. (http://mayday.w.staszic.waw.pl/df.htm)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on December 07, 2008, 05:07:02 pm
That doesn't look like the MayDay tileset I use sometimes.

Why does it look so different?!

Also, for you all, take a look at this, then give meh comments.

Thread on bay12 concering modding. (http://www.bay12games.com/forum/index.php?topic=28310.msg355072#msg355072)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoadept on December 07, 2008, 05:20:18 pm
Well, I can't help you too specifically until you pin down what you want the race to be, but a good first step is always to copy a preexisting race and change it's attributes to the ones you want (creature and civ tags are much more intuitive than item tags).  Same goes for the civ, which should be easier since there are few optional tags for civs so you don't have to sift through much outside the file.


Speaking of mods, I think I've gotten far enough to unveil my Zombie Mod (http://www.bay12games.com/forum/index.php?topic=24878.0) on this forum.  It's still a little rough around the edges (I do not look forward to looking through every creature file for magical things), but I've gotten a lot of positive feedback on the DF forums.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on December 07, 2008, 05:25:48 pm
Well, I may have gotten the order in the post wrong, but that was my idea.

I want suggestions from here as well as from the DF board. Then I'll worry about how to do it.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mr. Wizard on December 08, 2008, 08:50:51 pm
This artifact has the best name ever.

(http://img395.imageshack.us/img395/6184/towerofgodgh1.jpg)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Glacies on December 08, 2008, 09:00:15 pm
Still a "WTF spikes of rutile?" artifact, but the name is awesome. I'm starting a fortresswith a mod that adds a bunch of creatures, both megabeast and not. You can have hunting eagles and war spiders. It's pretty neat. I'll post screenies later, perhaps.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on December 09, 2008, 05:15:50 am
Wait... it has a picture of itself on itself... Its infinitely recursive!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Little on December 12, 2008, 10:23:15 pm
 :D

You just broke the world!

Time to re-gen.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gorman Conall on December 15, 2008, 02:59:56 pm
It's the mod that uses a combination of all the tilesets to get something that resembles graphics.

Take a look. (http://mayday.w.staszic.waw.pl/df.htm)

Hey thats almost bearable now.

Maybe i should try to learn to play this...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on December 18, 2008, 09:13:49 pm
Quote
12/17/2008: 983. Revised some combat rolls, added the wound information to the unit, made the combat system respect the new bp sizes (and initialized those and made sure they updated during growth), and did some of the basic calcs for material vs. material impacts/cuts that'll be used during combat strikes. Next up is filling in the relevant material strength values in the raws, and then using the material calcs to create wounds with proper characteristics.

We're at 983. Where did it start? Like 1300?
Looking good under 1000 now.

Even though I'm aware this is still going to take until Christmas next year to be finished.
Argh.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on December 21, 2008, 08:26:26 pm
Who else saw this?
http://www.bay12games.com/forum/index.php?topic=28841.0

It's a development platform for testing OpenGL optimizations (I think), but it's also kind of fun to mess around with the army thing.

This is what it looks like with 9 armies on one screen. As you can see I was stll getting 250+ FPS. On normal battles it was in the thousands.
(http://i21.photobucket.com/albums/b257/Kishmond/Games/huegbattle.png)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on December 22, 2008, 09:51:43 am
Yet still, an array of cage traps and a wall made of soap could stop that from taking over a fortress.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Miclee on December 22, 2008, 10:03:41 am
Hmmm... This semi-graphic one makes me want to learn how to play this...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on December 25, 2008, 02:14:00 pm
Toady released the upgraded version of .40d.
It's in the dev page. Didn't see it on the front.

I'm gonna try it out, see how much better it runs. Probably won't be too much I don't figure...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on January 16, 2009, 04:51:32 pm
wahhhhhhh!

(http://i21.photobucket.com/albums/b257/Kishmond/Games/OSHI-.png)

Well... I could always wait until the next version to start a new fortress.

(Those are giants by the way, semi-megabeasts. I only have 6 dwarves. Giants can bash down doors. Not that I even have any at this point.)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mr. Wizard on January 17, 2009, 05:59:36 am
A wizard posting on magic? (http://www.bay12games.com/forum/index.php?topic=29865.0) How unpredictable!  :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on January 17, 2009, 06:57:59 am
that was a good read...but prepare to be flooded by stupid ideas
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on January 18, 2009, 07:44:33 pm
(http://i21.photobucket.com/albums/b257/Kishmond/Games/RULE.png)

 8)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on January 28, 2009, 06:58:32 pm
You may have seen this on the DF forum but  I found a brook called Chuckednourishs.
(http://i21.photobucket.com/albums/b257/Kishmond/Games/Chucked.png)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on January 29, 2009, 06:05:27 am
Everyone knows you should not settle there. Prepare to be roundhouse kicked into oblivion
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on February 06, 2009, 12:53:36 pm
[16:08] <Snowden> the merchants won't leave because I killed their guys
[16:08] <Snowden> and I can't lock them in and drown them because there's shoes on the floodgate

just some random quote i found >.>
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on February 28, 2009, 12:53:27 am
Things seem to be seriously wrong with the goblins, and this is on an unmodified game!

(http://img.photobucket.com/albums/v662/Yos2/Uprising.jpg)

Why are the priests and guards killing each other?!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on February 28, 2009, 02:31:54 am
Religious Genocide?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on February 28, 2009, 06:05:52 am
if he kills the high priest he becomes the high priest...thats how it works >.>
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Snork on February 28, 2009, 06:24:07 am
I'm thinking of getting this game.
So long as I can make my own Dwemer Army:
http://www.uesp.net/wiki/Morrowind:Dwemer
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on February 28, 2009, 10:53:22 am
if he kills the high priest he becomes the high priest...thats how it works >.>

Well, by the time I made it to the temple, ALL the priests were dead and the militarily minded goblins were hanging out with several dwarves that happened to be there, and neither were hostile towards me (a dwarf).
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on February 28, 2009, 11:11:57 am
Goblins do tend to worship demons... which belong in the spheres of things like torture and murder.

"When you wake up in the morning, consider murder."
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on February 28, 2009, 11:12:39 am
They consider murder and torture for any reason to be acceptable, scenes like that are pretty common.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on February 28, 2009, 11:58:10 am
Well, it's a shame I didn't get there first then, I would have ripped out their eyes with my bare hands.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on February 28, 2009, 05:22:04 pm
I love doing that!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: eropS on February 28, 2009, 11:10:31 pm
What mode was that?

Gosh I wish I had the patience to learn to play this game.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on February 28, 2009, 11:16:28 pm
I personally never understood adventurer mode.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on February 28, 2009, 11:27:32 pm
Well, it's fun to play this game like a rogue-like. What other rouge-like lets Choke your enemy, rip out their eyes then break their limbs?

But really, if you mean how to relate it to the fort mode, there are some things to bring the two modes closer together, maybe even to be a pre-party and clear out an area for your next fort.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on February 28, 2009, 11:28:18 pm
Adventurer mode just seems tacked on to me.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on March 01, 2009, 09:53:05 am
In a way...

It is.

Toady's just working on Fortress mode, mostly. So Adventure mode is a little... barren.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 05, 2009, 01:35:11 pm
A large portion of my current fortress, Tombstone.

(http://i21.photobucket.com/albums/b257/Kishmond/Dwarf%20Fortress/TombstoneLimestone25-60.png)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: eropS on March 05, 2009, 01:50:41 pm
See, right there, i dont even know what that means or how to do that.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Didero on March 06, 2009, 01:02:29 am
See, right there, i dont even know what that means or how to do that.
(Partial) solution to the first problem: Dwarf Fortress Graphics Set (http://mayday.w.staszic.waw.pl/df.htm)
Solution to the second problem: Dwarf Fortress Wiki (http://www.dwarffortresswiki.net/index.php/Main_Page), plus a lot of practise.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 06, 2009, 04:37:38 pm
The inefficiency of your fortress burns my eyes. I prefer slum housing, 1x2 rooms only. Dwarves don't need no stinkin non-closet rooms, so long as their eating area is godly. I could fit near a hundred dwarves in the amount you fit 27.  :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on March 06, 2009, 04:42:39 pm
1x2? You monster!

I always give my dorfs 2x2. They need it, since they're usually dug out of sand anyway.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 06, 2009, 06:01:25 pm
Bah, humbug. They need only a bed and door. I don't even fix them meals, they eat everything raw. The only 'prepared' thing is alcohol. And gosh, that brewery never needs to stop pumping out the beer...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on March 06, 2009, 06:06:43 pm
You just let your fat rot then? That's inefficient. Turn that crud into meals, since tallow doesn't have much other use.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 06, 2009, 06:07:35 pm
I never have fat. My dwarves are vegetarian once the meats run out.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on March 06, 2009, 06:12:22 pm
Hey, it's rather simple to automate butchery.

Just bring two animals, like 2 dogs.

Then when you see "Urist McPup has popped out a bunch of little puppies! awww!" then press Z, hit Enter, and designate the lot of pups on that screen for slaughter.

It'll cue up the "butcher an animal" task for any butcheries you got.

Also, you might wanna make it so they only cook Fat/Tallow. Z, right arrow, Enter. Make it so Tallow is the only thing they cook in that screen.

:D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 06, 2009, 06:18:00 pm
Plus I'm vegetarian.  :P

That's the thing. I don't allow animals in my fortress. I know it lets some vermin get around, but usually maybe one or two male cats is good, as they're the exception.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 06, 2009, 08:47:47 pm
Unfortunately those pesky immigrants seem to think it's a good idea to bring along their pet donkey Melbul, and then you can't do anything about it, short of sending both pet and owner to their death.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 06, 2009, 08:50:09 pm
Yeah. I just seal the unwanted pets in a room, very carefully. Pet lives, owner doesn't go crazy, and I don't have to worry about dumb donkehs.

Oh yes, and dwarf fortress is an example of pure communism.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on March 06, 2009, 11:19:31 pm
Till the economy and nobles kick in.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 06, 2009, 11:21:18 pm
I never let the economy get started. Always kill all the nobles, because they're annoying.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 06, 2009, 11:48:35 pm
The king's alright. He doesn't make any demands (other than all that furniture) or mandates. And he does a bit of work too, though not as much as the dungeon keeper.
Dungeon keeper is a cool guy.

The rest of them can go choke.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 06, 2009, 11:49:49 pm
The one I hate most is the Hammerer. He is the bane of efficiency, and is priority one for immediate death. I can't have my dwarves being injured and unable to work.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 07, 2009, 12:03:41 am
Oh, I know.
It's like.. they show up out of nowhere, they don't work, they get awesome rooms and furnishings, and make all these demands. Fail to meet their demands and they get all pouty (like I care); they'll also have a completely random worker beaten or imprisoned. Like the captain of the marksdwarf squad, got nothing to do with production.. jailed or even killed.
It's crazy, man. Who the hell are these people? Get out!

And I totally know it's just based on a game system that's not totally fleshed out yet. Still, if you take it just as is, these nobles are nuts.

I'm not the most creative when it comes to killing them though.
A simple 'lock the bedroom door' trick works well enough for me.


Oh, yeah. I also turn the economy off. It's a bit lame.
Man, I want that update. It's a lot of underlying mechanics but I just love to watch this game come along bit by bit.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 07, 2009, 12:07:04 am
It's much funner to imagine crushing them, screaming for help, demanding items be made, all the while I chuckle at my computer.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 07, 2009, 12:22:13 am
I imagine the torturous pain of being locked inside my awesome fort, in their amazing and fabulously furnished rooms, starving, dehydrated, withering away..
And when they die, the dwarves, much like vultures, come to the body typically not to do the burial but to claim the clothing off the corpse.

I hate nobles.

Besides all that, there was one time in a heavily forested area (a 6x6 region) a fire imp decided to poke its head out of the magma vent and take a little jog around the area.
My hunter, having hunted everything already, detects the little beast from all the way inside the fort. He runs out there, blows all his ammo, and attempts to hammer it.
He does manage to wound it but he gets torched by a fireball. He was on a grassy patch. This patch catches fire.
This fire then proceeds to burn down the entire map. It was awesome.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on March 07, 2009, 08:24:00 am
On one of the legacy games we did a hunter actually managed to kill an imp during my turn. He dragged the body back and it got processed at the butchers.

IMP MEAT SETS FIRE TO THINGS.

So yeah, almost everyone died due to the food and booze stocks catching fire  :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 07, 2009, 10:15:09 am
Really? I've got several meals made out of fire imp meat or fire imp tallow. They are very valuable.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 07, 2009, 02:08:03 pm
Actually, it's true that fire imp fat will turn into bubbling fire mist or something.
Oh, here's a wiki quote.

Quote
When a fire imp corpse is butchered, clouds of "boiling fire imp fat" will briefly bubble out from the Butcher's shop, which can ignite nearby items or clothes (at least one butcher has perished to this fate v0.28.181.40d.) Additionally, crafts made from their bones are quite valuable. Fire imp meat, though possibly a touch warm, is perfectly acceptable for use in cooking.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 11, 2009, 10:31:26 pm
Double post, but whatever.
Gonna post this story I just read.

********

I was visiting a friend of mine earlier today. So it happens neckbeards flock around neckbeards, and he was currently deep into a game of DF. As I stepped into his room he motions me to quickly check out his monitor.

On it was the largest demon invasion I've ever seen. But I'm getting ahead of myself. Before you hear the end of the story, you will have to hear the beginning as relayed to me by my friend.

Having started as your standard DF, the Hamlet of Tyranny was uneventful by /tg/ standards. Sure there would be caravans and immigrants and occasional (though unusually rare) seiges, but there was a dark and DEADLY secret buried beneath the hills. And his name was Ashmalice.

Ashmalice was a fire demon of legendary status. Not only had he existed in the prehistory of the fort, but he had over 550 kills - which included 2 entire tribes of goblins, a handful of elves, and a terrifying ammound of dwarves... one of whom was the king of the mountain-homes.


Fast forwarding to the present time major construction was underway of the fort. Many many immigrants had arrived over the years and times were good for the dwarves. Having many legendary carvers and warriors my friend grew lax in his defenses. And his dwarves paid the price when a miner unearthed a glowing pit deep below the dungeons carved into the mountain.

Within an hour my friend's fortress was besieged by a nearly unending horde of demonic horrors. Ill equipped to deal with the threat immediately, the population of the Hamlet began dropping exponentially. Not even a panicked redirection of the river into the lower levels was enough to staunch the influx of demons, only enough to slow them long enough for the major walkways to be collapsed to buy some precious time.

Luckilly (and cleverly) my friend had built his fortress in such a way that if any large section had collapsed, then all escape routes would lead out into the wilderness and on a path far from the fortress and defendable by collapsing the ceiling via lever to flood seawater into the tunnel. Though no dwarf was alive on that side of the map, or able to reach it to pull the lever, my friend had bought the dwarves much needed time, though when Ashmalice made himself known all seemed futile. Even moreso when Stuvok lost his mind with rage.

Stuvok was one of the founding 7. He was an ex-miner turned blacksmith of legendary status. He was a monster of a dwarf that all dwarves aspired to be. And he had just lost his wife Doken (another of the starting 7) to the demon Ashmalice. His sorrow was felt by the surviving clan as he tore through them one by one unopposed. Only when he ran into his workshop and was locked in did his rage abate.


Morale was rock bottom. Several dwarves commit suicide in this dark hour. And of the handfull who remained of this once great fortress, few were willing to do anything at all, except the only other remaining dwarf of the founders: the engraver Sil. In the months that followed, the floors were carved with graven images of his follow brethren. All hope seemed lost. But this was not the end for the Hamlet. Not just yet...

In his grief and mourning, Stuvok opened his heart to the spirits of the dead. And one day they came to him in spirit. In his posessed mood he plotted and planned and (ironically) with the materials available to him, crafted an artifact clearly in homage to his wife: Endless Death of Tears - a sword with an image of a dwarf holding a piece of glass - glass that his wife used daily in her trade.

My friend had been content to just flood the map with lava and end the game after such losses. But upon seeing this artifact his neckbeard overtook him and he knew that Doken, the dwarves, the king, must all be avenged! And thankfully for me, he decided to continue. Fast forwarding again to the present (the time at which I had come in to see him play) my friend had safely excavated what he could of the fortress and moved all activity to a small corner of the interior. When all levers were erected, dwarves armed, and preparations complete, he unpaused the game for me.


A few dwarves made suicide runs to the bottom of the dungeons and collapsed them - which in turn lowered the debris above into a sinkhole that breached a large hole for the demons to pour from back into the fort. A few more dwarves valiantly fired into the oncomming tide of hate, but they were nothing but fodder that bought precious moments for the true plan to kick in. A masterfully placed lever that had yet been unpulled brought down the entire mountain through the legendary dining hall ceiling; crushing almost half of the intruding horde.

As planned, the demons made a bee-line through the side hallways through rows of blade traps. Demons were chewed up by the blades, but still they came. And so did "He". Ashmalice not only avoided the fatal cave-in, passed the slicing blades, and bypassed the numerous flooding-trap chambers, but he and a squad of equally lucky frog demons carved and scorched their way into the final defensive line. Among their victims was Stuvok; unable to avenge his beloved. And the last handfull of dwarves were quickly reduced to 2 - Sil the engraver and the legendary captain of the guard, Daneken.

As respected and powerful as Stuvok had been, Daneken was that and more. He was a god among his clan, and had once in his long career single-handedly repelled a goblin siege led by a cyclops, and had helped wrestle a dragon to death. And now armed with his dead friend's artifact sword, he was seeing red. Daneken had been stationed at the edge of a chasm (my friend's map had a pit AND chasm that had been unearthed, but it was amazingly only filled with tiny spiders that were easilly dispatched in the early years of the fort). A single bridge had been built to span the chasm, and would have been later expanded as housing. But that plan was no longer. And this was it. This was the end of the dwarves of the Hamlet of Tyranny. But they would not go quietly.


As the demons approached Daneken threw himself at them in a rage. Ashmalice blasted him with demonic flames, but Daneken was imbued with the collective rage of his people and carved through the frog retainers with little signs of stopping. Ashmalice, however, had seen the deaths of a king and was not impressed with the antics of a lowly dwarf and sent him hurtling back onto the bridge - coincidentally knocking Sil over the edge. With his flesh scorching and his blood boiling, Denekan crawled to his feet just in time to see Ashmalice hover over him. With but a single push the fortress would be claimed by demons. But to my friend's and my own utter jaw-dropping amazement, it was the dwarves who claimed him.

Daneken, in a testament to his dwarfdom slashed off one of Ashmalice's arm/wing and plunged Endless Death of Tears into his evil heart. Such was the force of the blow that the demon was hurled backwards off of the bridge and sent spiraling down into the unending darkness; spouting curses the entire way. With his clan and his king avenged, Daneken himself tumbled from the bridge. But... one dwarf remained?

Awestruck by what had just happend, I urged my friend to quickly find the survivor! The menus opened, the tabs clicked, and we see that name. Sil. Sil? But he fell into the chasm! What was going on? With the battle essentially over and the remaining demons blocked from furthur intrusion by an unchecked flood of river water, we peer into the chasm. Several Z-levels down, on a tiny 2-square ledge, lay Sil - broken and bleeding, but alive.


With no way to save him, and with his entire clan residing in the afterlife, we debated how this should end. Should we just abandon the fort outright? Should we try and kill him somehow? What? In the end, however, we decided to let him create one more carving - one last testament to dwarfkind. This decision did not come lightly, as after such an epic climax, anything less would seem an insult. But still we left him to his work. Afterall, maybe he would draw a picture of a plump helmet or something equally LOL RANDUM XD.

What did he draw? Moments before he bled to death? Alone on a cliff? The last gesture of the dwarves of the Hamlet of Tyranny?

A picture of a demon and some dwarves. The demon was in a fetal position. The dwarves were laughing.

*********

 :'(
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 11, 2009, 11:43:01 pm
Hurm. Almost sounds like an actual movie.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 12, 2009, 01:42:07 am
thats why i love this game

there are a billion ways that story would end in losing and lamenes but it didnt
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on March 12, 2009, 05:41:29 am
Oh my god. That's now officially the best dwarf fortress story I've ever heard  :o

Gauph, you owe it to those dead dwarves to illustrate this saga in a manner befitting of its utter epicness.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Lippy on March 12, 2009, 06:38:26 am
Reading that story makes me wish I had the time to learn and play DF.    :(
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 12, 2009, 06:39:29 am
it doesnt take much time...really

you just need to take a sharp look at it and read some tutorials
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on March 12, 2009, 09:09:48 am
I really want to get that involved with DF... but the interface and extreme complexity of parts of it are very off-putting for me. Like making an army and equipping the soldiers with what you want and everything is just too much. I can wait for a 3-d version, however :P

Really great story, thanks for sharing.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoadept on March 12, 2009, 09:25:19 am
There already is a 3-d ver-

Oh.  You mean with models and variable perspective and stuff?  You've got a good decade to wait before a machine can even handle that.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on March 12, 2009, 09:27:02 am
That was an amazing story! For a second I thought whats his name would get revenge but he was struck down, and yet the Uber Captain of the Guard succeeded in destroying there foes! I wish I could really understand the complex system of Dwarf Fortress. I can get the basics but moving water, and levers and all that other fun stuff just confuses me! haha!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Snork on March 12, 2009, 09:37:48 am
Does this happen in-game?
If so, instant download.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on March 12, 2009, 09:52:36 am
Does this happen in-game?
If so, instant download.

You need to add in a bit of literary license for the storytelling, but epic things can and do happen. It's all about the interpretation.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 12, 2009, 09:57:51 am
That's my favorite part about Dwarf Fortress. For example in my current fort I decided to follow the life of one random baby born in in my fort. I named her Juli. Her father (a hunter) was attacked by a fire imp and is permanently unconscious with a mangled spine. Being the daughter of a champion wrestler she has lost two other siblings to snatchers or invaders. Her youngest sibling recently had his entire left arm cut off during an ambush, and he was still a baby.

So much goes on that you don't notice unless you look.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on March 12, 2009, 10:35:04 am
There already is a 3-d ver-

Oh.  You mean with models and variable perspective and stuff?  You've got a good decade to wait before a machine can even handle that.

Not really. You could just dress this game up with a 3-D engine, make a better interface and optimize it a bit and it'd run fine on any machine. Graphics don't take much CPU power (which is what this game currently needs to run) but rather use the GPU, and current graphics technology is much more than sufficient to have hundreds or thousands of objects on screen at the same time with no big problem.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Didero on March 12, 2009, 10:37:50 am
Yeah. Most RTS games easily pull off drawing hundreds of characters on screen. If you've got a reasonably modern computer, it shouldn't pose a problem.

For Toady to code it, however, that will take a good decade, at the very least ;)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 12, 2009, 11:15:43 am
Along with all the animations to make it not look stupid in 3-d.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on March 12, 2009, 01:07:58 pm
Yeah. Most RTS games easily pull off drawing hundreds of characters on screen. If you've got a reasonably modern computer, it shouldn't pose a problem.

For Toady to code it, however, that will take a good decade, at the very least ;)

Yes, I don't expect him to do it, but I think another company could come along and rebuild the game or something similar from scratch.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 12, 2009, 03:46:52 pm
But it wouldn't be free...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 12, 2009, 04:27:30 pm
And also Toady has stated at length that he doesn't want to bother with that. Something about being beholden to a third party.

Hey, anyone going to their meetup in Seattle?
It sucks for me 'cause I gotta go back to work in May and stuff, besides the fact that I don't have a passport, driver's license, etc..
It's like.. two hours drive south of here. Argh.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 12, 2009, 05:20:24 pm
And also Toady has stated at length that he doesn't want to bother with that. Something about being beholden to a third party.

Hey, anyone going to their meetup in Seattle?
It sucks for me 'cause I gotta go back to work in May and stuff, besides the fact that I don't have a passport, driver's license, etc..
It's like.. two hours drive south of here. Argh.

trains
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on March 12, 2009, 05:26:20 pm
planes


cookie if the next guy says "not automobiles"
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on March 12, 2009, 05:27:44 pm
Man Cannon
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on March 12, 2009, 05:30:47 pm
Double post, but whatever.
Gonna post this story I just read.

********
Epicness
*********

 :'(

Lord of the rings eat your heart out.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 13, 2009, 01:16:09 am
I just popped into the first page by accident there. I spotted this quote from Krakow Sam.
Eurgh! Disgusting graphics alright... come on, Ivan had rudimentary graphics and it was free too. I think theyre just doing it out of nostalgia

It seemed to be a pretty common sentiment back then.
I remember reading a Let's Play game by.. Samog? I think. He named the dwarves after forum members.

Checking in on that thread now and then, I remember thinking how unfathomable it was that people would enjoy something so basic looking and fugly. "I don't mind NES graphics even, but this is just insane."

And here we are.

So, guys. Did Dwarf Fortress help, even in some small way, to round out your concept of good gaming? Do you feel better for the experience?

It's sad that there's only one chance for a first impression and that's it. I'll never get that feeling of excitement and discovery back again.  :'(
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 13, 2009, 01:22:20 am
Eh, it's still fun and exciting when you put yourself into tough situations. Like building a fortress inside an actual glacier. Or building a fortress entirely in the air, save for a single primary mining shaft for excavations. I remember the first time I went to a glacier, I forgot to bring logs to build beds. Had to resort to dismantling the wagon to build a few. Plus it was incredibly cold. I was lucky enough to find a soil layer to farm though... I can't imagine trying to live without getting lucky. Funnest fortress I ever had, complete with the sudden realization that I didn't know what I was getting into at all.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 13, 2009, 01:34:09 am
Yeah, I started my last fort next to a chasm. I was testing out smelter cheats (where you use the smelter reactions to create adamantine or coke or diamonds out of nothing).
Regardless, it was a very hard time for me because immediately three of my guys were injured.

There was no soil either. I had to use one miner to design my fort from the solid rock. It took forever.

I quit playing though. Kind of totally lost interest even though I was having more fun than ever, and not because of the cheating.
You're very right that putting yourself into a tough site is a lot of fun. I spent most of my time genning worlds in search of the perfect site (magma, HFS, underground river, brook, iron, flux, etc.).

Really rather dull...
But yeah, makes me wish sieges were more devastating and deadly.
Just need the dwarves to stop freaking out on the wrong people. I'd like it if dwarves seeing their friends die, instead of going into berserk rage and killing other dwarves (???), that they focus their rage at the goblin menace.
Or whoever the local enemy is. I mean.. if my family was murdered, I'd want revenge. I wouldn't go over to my neighbors house and kill their family.

Yes, I'm aware that it's an alpha.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 13, 2009, 01:36:41 am
Insane dwarves are funny though. I'd like to chain them up and use them as traps. Unfortunately, I've never gotten a goblin seige before.  :'(
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 13, 2009, 01:45:30 am
I don't get them anymore, not since the last big-ish release.
No matter what I do to the game's RAWs or whatever. Add tags, remove tags.. nothing.

Other people get sieges. I think. Or did everyone just not notice they're not being sieged anymore?
I have three million wealth, 110 population in year 8 and no sieges, and ambushes stopped around year 4.
I don't get it.

Well, I had all that. That fort is long gone.
Best one I'd ever made.

Do you figure your proximity to a goblin site factors in? I know if you tab on the embark screen and see that goblins can access you (with the ------- and all), they're supposed to attack you.
Even if your civ screen after you've arrived at your site says the goblins are at peace, the game is still apparently hardcoded to get them to fight you.

Man, this army arc can't get done soon enough. Argh.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 13, 2009, 01:46:58 am
I think it is based on your proximity. I always settle in the absolute outback hellish areas, and pretty much never get caravans. I believe the last time I ever got a caravan was a long time ago, plus never seiges. I want to do a goblin fort seige fortress now...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on March 13, 2009, 06:21:58 am
I just popped into the first page by accident there. I spotted this quote from Krakow Sam.
Eurgh! Disgusting graphics alright... come on, Ivan had rudimentary graphics and it was free too. I think theyre just doing it out of nostalgia

Oh my god? I said that?

How much I have grown in those short years  :'(
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on March 13, 2009, 06:58:51 am
Penny Arcade just linked to this tutorial (http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/). It's not bad (and comes with a quick-start install of everything you need).
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on March 13, 2009, 07:52:37 am
Nice find Daxx, this game still fascinates me. I tried it a few times and was just lost. I'll give that a read through.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on March 13, 2009, 08:42:35 am
I just popped into the first page by accident there. I spotted this quote from Krakow Sam.
Eurgh! Disgusting graphics alright... come on, Ivan had rudimentary graphics and it was free too. I think theyre just doing it out of nostalgia

It seemed to be a pretty common sentiment back then.
I remember reading a Let's Play game by.. Samog? I think. He named the dwarves after forum members.

Checking in on that thread now and then, I remember thinking how unfathomable it was that people would enjoy something so basic looking and fugly. "I don't mind NES graphics even, but this is just insane."

And here we are.

So, guys. Did Dwarf Fortress help, even in some small way, to round out your concept of good gaming? Do you feel better for the experience?

It's sad that there's only one chance for a first impression and that's it. I'll never get that feeling of excitement and discovery back again.  :'(

It's not that I don't like the graphics. I can handle the retro style graphics, for the most part (at least with the graphics pack). It's that the interface is extremely hard and frustrating to use. You can only use keyboard commands, why? It's like trying to type using only the arrow keys; you can do it and you can get better with practice but there are much better, easier, and faster ways to do it. Additionally the complexity that certain actions require is also too much.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 13, 2009, 08:45:16 am
yeah the 1st play had that unique feeling but the 3d upgrade gave me that feeling again

i turned down the game 2 times and blaming it on the graphics and me not understanding them
but the 3rd time i got it and then i was hooked
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on March 13, 2009, 08:53:06 am
Honestly I can't imagine trying to play the game with a mouse. Clicking on tiny little characters and scrolling sloooowly around? Eurgh.

The keyboard controls are much faster. And it means I can play the game with one hand!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on March 13, 2009, 08:55:58 am
People who complain about the interface are basicly people who don't have the sense to pause and look up the keyboard commands instead of rushing through the game screwing up all the time.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on March 13, 2009, 09:20:34 am
And it means I can play the game with one hand!

O_o
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 13, 2009, 09:34:55 am
And it means I can play the game with one hand!

O_o
was thinking the same thing :D

lurk must love going through dwarven descriptions

*enter nasty dwarven description here* >.>

anyway yeah...playing with a mouse would be tedious the way its now
but the interface could still be way better

i think the game would work with a mouse when you have a sort of rollercoaster tycoon interface though
or dungeon keeper ofcource
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 13, 2009, 10:23:26 am
I've memorized the common keystrokes, trying to use the mouse would just slow things down.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 13, 2009, 10:25:19 am
its not like its either one or the other

you can still have keybinds

actualy buildings would go faster with mouse as would designating...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Henqix on March 13, 2009, 10:25:59 am
The mouse will probably be used more in the future but I hope the keys remain as shortcuts.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on March 13, 2009, 01:20:09 pm
Daxx your awsome that guide is helping me out alot today! Im only at the part where im constructing the massive stockpile rooms below the starting point but man is it shaping up nicely. Although my layout is a bit different than his (I lengthened the hallways a bit to much, I think it should still be alright.

Im curious though is there a way to increase the game speed? It took me a good two hours or so just to get a bit of the fortress starting up. I seem to remember the game moving alot faster than this..hm.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 13, 2009, 01:21:31 pm
No, DF always runs at a consistent speed. Just wait until you get to the point where all your dwarves go to sleep, aggrevating you since there is work to be done.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 13, 2009, 01:27:54 pm
the game slows down the more you're pc cant handle it
usualy with bad pc's or if fortresses get insanely big
there isnt a way to speed the game up but i usualy multitast and chat/internet or play on my DS whilst playing

you dont have to exactly follow anything he does though...you dont need to copy his fort
he just explains the use of all the commands and buildings ect.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on March 13, 2009, 01:30:55 pm
Yeh i mainly copied the first portion on the original Z level now im just setting things up my own way and following his advice. The thing thats really getting to me is that it seems the game pauses when I click out of the window. I remember when my Dwarves were mining out a massive portion I decided to chat a bit before returing to the game. I chatted for a good 5 minutes and maximize the window only to find they hadnt even moved at all...WTF!!!111one!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 13, 2009, 01:33:05 pm
it shouldnt pause unless if you are still giving out commands

for example if you are in the designation menu or build menu the game will stay paused until you go out of there

also it might be the miners just went to bed while you chated
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on March 13, 2009, 01:39:30 pm
Hm I just checked again and nothing was going on. There was no *pause* at the top left, and my Dwarves were moving around normally. Does it matter if its in windowed mode or full screen?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 13, 2009, 01:40:11 pm
Yeah, that happens. I hate the fact that dwarves sleep so long.

You also might want to try out the Z-level classification format system, where every level has a different usage, such as farming, personal quarters, etc. Though, it can be harder to think in terms of 3D.

Shouldn't really matter.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 13, 2009, 02:23:54 pm
It's not that I don't like the graphics. I can handle the retro style graphics, for the most part (at least with the graphics pack). It's that the interface is extremely hard and frustrating to use. You can only use keyboard commands, why? It's like trying to type using only the arrow keys; you can do it and you can get better with practice but there are much better, easier, and faster ways to do it. Additionally the complexity that certain actions require is also too much.

I totally understand. That was another problem I faced when I first picked up the game.
I actually deleted and then undeleted the folder about five times before just saying OKAY. GONNA LEARN THIS BITCH. It was only because I'd heard all these really rich tales surrounding the game, and a few of its features. The idea of being able to dig into the mountain, extract all the stone, and turn these caves I made into rooms was just fascinating to me.

But trust me, you get used to the keyboard commands over time. If you thought you were really good with the mouse, you'll get blazing fast with those keyboard commands.
I know a bunch by heart, especially the wall and floor building stuff.
b C f, b C w
It's not so bad. I feel the same way about making myself more efficient in multiplayer RTS games by learning to use hotkeys. I just couldn't care less.
And then I end up dead.  :P

You might need a tutorial for one thing or another just so you understand why you need it or what it does, but for the most part, diving right in might be the best thing you can do. Experiment, fail, try again.
My first fort was flooded.
The very fact that I could even do that.. that's awesome.

Yeah, that happens. I hate the fact that dwarves sleep so long.

Sleeping? Not bad.

On break? Ohh, I want to go down there and hurt them so bad when they go on break, especially when I've only just begun work with my founding seven.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on March 13, 2009, 02:45:10 pm
Oh, I learned how to play decently enough. I could do pretty much anything and had a good fort going. But eventually... nothing interesting was happening. I had a big industry going, but nothing in particular to trade my many crafts for. I had a lot of dwarves idle at one time (like 10+) and I didn't have anything for them to do (not to mention what a pain it was to handle what every single dwarf was assigned to do). The game was also running painfully slow...


Urgh.... now I want to play again really badly. I'll go play and then come back and complain later ;)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 13, 2009, 02:50:22 pm
Hah, okay.

Hey, you haven't seen idling until you've had 60+ dwarves idling.
And that's with a full legendary military of 30 dwarves (seeing as I don't get sieges, they'd never die), and like 25 legendary craftsdwarves/workers.

But hey, at least I have lots of haulers.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 13, 2009, 02:59:51 pm
as you all might know...once i get my fort to run on itself

i design crazy huge mechanical projects and build them
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on March 13, 2009, 03:04:59 pm
OK, what kind of project can I do on my fortress? It's built into the side of a hill with a waterfall just next to it. Any ideas?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on March 13, 2009, 03:05:56 pm
Massive 50 tile wide, 4 level deep moat.

:D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 13, 2009, 03:22:06 pm
Massive 50 tile wide, 4 level deep moat.

:D

thats just boring :P

make a tower or something
make a big fortress, whatever

a cool idea with the waterfall is to make a sort of cannal/waterway up at the waterfall that redirects it...with bridges inside of the wateryway that if opened make the water fall down into another waterway bellow it...

that way you can redirect water all over the place by opening and closing bridges
it doesnt have much use besides a defence or maybe irrigation...but its simply awesome
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on March 13, 2009, 03:35:34 pm
Ooh I have an idea... I'll make a big courtyard around my fort entrance and waterfall.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 13, 2009, 03:37:57 pm
I usually use the surface to make castle fortifications, even though I never get seiges... Still fun to design though.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: B.A.S. on March 13, 2009, 04:25:44 pm
Has anyone thought of making a massive Tower like 100 Z levels high? :O
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 13, 2009, 04:42:17 pm
Oh yes. It has been done. Lots of times.
(http://img21.imageshack.us/img21/9833/dwarffortresslotrtower.jpg)

And also this.
(http://img21.imageshack.us/img21/1453/dwarffortressgiantdwarf.jpg)


I think most people would have enough fun simply trying to tackle making a working waterfall with the mist and stuff that makes dwarves happy.


EDIT: Here's an example of legendary fortress planning.
Click the spoiler link in the first post.
http://www.bay12games.com/forum/index.php?topic=32160.0 (http://www.bay12games.com/forum/index.php?topic=32160.0)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 13, 2009, 06:35:15 pm
Look around at fantasy drawings and stuff for megaproject inspirations. Make something like the Hanging Gardens of Babylon (http://kelseryk.files.wordpress.com/2008/09/hanginggardens1.jpg).

This (http://suptg.thisisnotatrueending.com/epic/art/) is an awesome website with tons of cool art. For stuff fortress-y, look in 'Worlds'.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on March 13, 2009, 06:39:54 pm
Whoah, how do they make those 3d images?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 13, 2009, 06:41:51 pm
BAH. I still believe dwarves that are not nobility, or have special needs, need only a bed and door.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 13, 2009, 06:48:29 pm
Whoah, how do they make those 3d images?

http://www.bay12games.com/forum/index.php?topic=608.0 (http://www.bay12games.com/forum/index.php?topic=608.0)
It's not realtime, but someone was working on one.
This one just takes your saved map file and turns them into a 3D map that you can move the camera around in.
It's pretty cool.

BAH. I still believe dwarves that are not nobility, or have special needs, need only a bed and door.
Agreed.
All my dwarf rooms are 2x2, in stone. They might only be workers but I'll not have them sleeping in a dirt room.
That's gross.

If I ever get back into the game, I'll post some screens of my designs.
I'm a very efficient and very simply structured fortress designer.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on March 13, 2009, 07:00:01 pm
Thanks, another of my complaints was that you couldn't see what your fortress would look like in 3-d. Now I can!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 13, 2009, 08:48:54 pm
How big is a single tile on those pictures? I can't get a good size, except that the small dots near the statue might be equal to one.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 13, 2009, 08:55:31 pm
Yeah, those small blocks are the boulders you usually find in stone surface fields.
So yeah, it's pretty damn big.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 13, 2009, 08:57:10 pm
Then my gosh, that tower is absolutely huge. It must've taken ages to quarry the needed stone to build it.

A nice quote from the forums;
"My fort was going really well, until five of my warriors died in a goblin siege. I'd left them off-duty so much that they'd acquired lots of friends, and, well... I'd had 130 dwarves before the goblins came in late autumn. By the time spring came around and some new nobles immigrated in, I was down to 15, although fortunately it stabilized there.

One of the survivors was a dwarf child who went into a fell mood, killed his own father, made a leather skirt out of his father's remains, and remained ecstatic for the rest of the spiral. He kept getting into fights with tantruming adults and pulping them. As soon as he's grown up, he's getting recruited. "
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on March 13, 2009, 10:46:12 pm
Is there a way to sort dwarves by which ones are set to do which tasks? Like, sort by whoever has "Masonry" turned on, etc?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: madis on March 14, 2009, 08:02:38 am
There is a thin line between a dwarf historian and a comedian.

"It has been found by new evidence that this fortress didnt fall in a goblin siege, but when a burning snake caused all the booze to catch on fire."
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoadept on March 14, 2009, 08:36:17 am
Is there a way to sort dwarves by which ones are set to do which tasks? Like, sort by whoever has "Masonry" turned on, etc?

Not by just what they have turned on, but the (u)nits list groups them by their proffesions, so you'd get all the dwarfs with masonry as their highest stat together.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on March 14, 2009, 10:03:02 am
You can also sort them by giving them custom professions.
>_>

Don't ask me how, I've only done it in one game.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on March 14, 2009, 10:09:08 am
Hey guys, I'm using Celdur's unfinished Sucession to make a community fort on Bay12 (http://www.bay12games.com/forum/index.php?topic=32199.msg460552#msg460552). Please have a look :D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on March 14, 2009, 10:44:32 am
Ok, I have a lot of goblins running around but all my soldiers are milling about in the barracks...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoadept on March 14, 2009, 10:53:07 am
Have you set a squad location for them?  Are their squads on duty?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 14, 2009, 10:53:45 am
are you sure they are on duty? they wont attack until they are...
they wont attack when they dont see there enemy either...

you can command your squads with (x)
if you press x you get the closest squad available and you get a few orders for them that are shown in a list
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on March 14, 2009, 11:15:58 am
Thanks, I figured it out. They weren't set to be stationed anywhere.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 14, 2009, 03:20:31 pm
There is a thin line between a dwarf historian and a comedian.

"It has been found by new evidence that this fortress didnt fall in a goblin siege, but when a burning snake caused all the booze to catch on fire."

You mean a fire snake. Dangerous little buggers.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on March 14, 2009, 03:38:55 pm
"These engravings suggest that instead of being invaded by Humans, this fortress fell due to the local carp attacking during a flash flood, caused by failed attempt of damming the river"
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on March 14, 2009, 05:14:20 pm
Ooh... that gave me the idea to redirect a river with gates and stuff. There an easy way to dam a river?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 14, 2009, 05:17:20 pm
if you are lucky it freezes by winter and you can just dig out a place to install the gates...
if you arnt lucky though you need to make a set of pumps around the top of the river and power them all to pump water in a circle
that will cause an empty are in wich your dwarves can make their little floodgates
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 14, 2009, 05:23:47 pm
Pumps, not floodgates.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 14, 2009, 05:30:08 pm
right...brainfart there :3
i feexed eet
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 14, 2009, 05:35:31 pm
Okay. If you can't find a guide on how to do it, I could explain how to.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on March 14, 2009, 06:51:16 pm
So I can't build floodgates while there is water running in a place?

I might just make a big pool of water or something.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 14, 2009, 06:52:57 pm
well like i said...you can do it with pumps

its really not that hard and its a good way to learn how mechanics work
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on March 14, 2009, 07:03:44 pm
If you had magma you could just pump it up into a channel made of walls, which go over the river and stop there. Make an obsidian wall and that.

Then get rid of the magma, destroy the walls, and build a floodgatewall on the dry side, then channel out the obsidian.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on March 14, 2009, 07:13:24 pm
No magma, I'm on the side of a gently sloping mountain. Pretty boring besides the waterfall.



Edit: Is there a way to start a new fort in the same world?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on March 14, 2009, 08:41:07 pm
You'll have to abandon the current game to do so. Make sure you don't want to return to the same location without having to fight your way back in before you abandon.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 14, 2009, 09:05:08 pm
Abandon your current one.

I've been wondering if building a set of constructed walls over a river, and then cutting their support, would cause the walls to fall down into the river itself, and cut off the flow of water.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on March 14, 2009, 09:26:21 pm
So I can't have 2 fortresses in the same world at the same time?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 14, 2009, 09:29:27 pm
Nope
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on March 14, 2009, 10:07:42 pm
An outside view of my current fort:
(http://img14.imageshack.us/img14/6742/fort.gif)
The entrance underground is just about in the middle and to the right. The courtyard is 2-tiered with a wall going all around it, and ramped entrance on the right. My tower can be seen being constructed in the background, there.

Is there a way to make a gate big enough for the traders to fit through?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 14, 2009, 10:10:25 pm
Not with doors, atleast. I think it has to be totally clear. Just use a dug out area with a bridge to cut off enemies.

I never knew Elves could be so... ravenous.

" Engraved on the wall is an exceptionally designed image of a elf and human by Rovod Isethrith. The elf is devouring the human. "
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoadept on March 15, 2009, 06:05:19 am
I've been wondering if building a set of constructed walls over a river, and then cutting their support, would cause the walls to fall down into the river itself, and cut off the flow of water.
Nope, constructed walls are destroyed when they colapse.

Is there a way to make a gate big enough for the traders to fit through?
Build a bridge that raises in the direction you want it to close on, then hook it up to a lever.  You'll have to raise and lower it manually, but it will make a wall across it's raised edge when raised.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 15, 2009, 06:16:03 am
I've been wondering if building a set of constructed walls over a river, and then cutting their support, would cause the walls to fall down into the river itself, and cut off the flow of water.
Nope, constructed walls are destroyed when they colapse.

Is there a way to make a gate big enough for the traders to fit through?
Build a bridge that raises in the direction you want it to close on, then hook it up to a lever.  You'll have to raise and lower it manually, but it will make a wall across it's raised edge when raised.

you can also just use floodgates...

and ive seen a video where someone collapsed a goblin tower and it was sort of intact half

but it doesnt work normaly
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on March 15, 2009, 11:05:10 am
Only natural constructions retain their shape. Constructed... constructions fall apart into their base material when they fall.

And naturals collapse in a way that forces out any airpockets. So you can't collapse a dome and expect it to retain it's shape, it'll flatten like a lumpy pancake.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 15, 2009, 12:12:01 pm
Anyone heard of this crazy glitch where you make a steel bin, fill with lignite bars, set aflame, and it burns forever? Can't be put out, ever.
What's really cool is that you can drop a couple into an ocean and it'll drain the bitch.

http://www.bay12games.com/forum/index.php?topic=31244.0

EDIT: Oh, I guess it burns for a very long time but not forever. It wears out over time.
Still pretty crazy.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on March 15, 2009, 12:32:29 pm
What happens if you drain a portion of an ocean, and then abandon and try to recapture the fortress? Could you potentially make an underwater fortress?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 15, 2009, 05:09:07 pm
You can already build an underwater fortress. It's just a real pain in the ass to do. Ever heard of glass underwater fortresses?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 15, 2009, 06:30:24 pm
I once had a couple lignite bars catch fire near my forges. They took forever to go out.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on March 15, 2009, 07:00:48 pm
This game is really addictive.

I made a new fort, this time in the side of some steep mountains next to a large plain (Yay trees!). I found an aquifier and made an underground tunnel from it to my fortress and then made a well down to it. Neato. Also I have sand, and a lot of marble which is worth a lot. Also there's Bituminous coal so I get a lot of fuel. Great fortress so far, eh? No immigrants yet after a year, though :(
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 15, 2009, 07:05:52 pm
You're going to end up hating that aquifer, because there are more riches to mine beneath it.

My current fortress is sucking ore-wise... all I've found is the ore for tin, which is useless for weapons and armor. I've found huge reserves of bauxite, which would be useful if vanilla DF actually had the ability to get aluminum from it. Fuel is scarce, and I don't have magma. I'm considering a new fortress...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 15, 2009, 07:40:53 pm
(http://i21.photobucket.com/albums/b257/Kishmond/Dwarf%20Fortress/3-15-09Barony.png)

OMGOMGOMG what do I dooooooo?


EDIT: NVM guys I found an answer!
(http://i21.photobucket.com/albums/b257/Kishmond/Dwarf%20Fortress/lock.png)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 15, 2009, 07:46:35 pm
Too bad nobles keep coming back, constantly... Made sure to kill everyone though, not one noble should be left alive.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on March 15, 2009, 08:54:53 pm
You're going to end up hating that aquifer, because there are more riches to mine beneath it.

My current fortress is sucking ore-wise... all I've found is the ore for tin, which is useless for weapons and armor. I've found huge reserves of bauxite, which would be useful if vanilla DF actually had the ability to get aluminum from it. Fuel is scarce, and I don't have magma. I'm considering a new fortress...

I have another 10+ levels of ground above me, and I might be able to dig down past the aquifier. I don't see it as much of a problem.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 15, 2009, 09:55:36 pm
Getting past an aquifer isn't a terribly huge amount of bother.
I'm partial to channeling down to it, exposing it to air, waiting for it to freeze in winter, and tunneling through.
You'll need at least a 5x5 space for this though.

You can use cave-ins too apparently.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on March 16, 2009, 03:35:04 am
Too bad nobles keep coming back, constantly... Made sure to kill everyone though, not one noble should be left alive.

Or, y'know. Consider it part of the challenge and fun of the game :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 16, 2009, 05:25:44 am
Well, there's no doubt about it that nobles, as they currently are, disturb a lot of people's fun. Meeting all their demands gives you no reward whatsoever.
It's actually more rewarding for you to discover all these crazy ways to get them killed. After that, you move on and wait 'til you get more.
You get back to your megaprojects, sieges, and whatnot. When there's a war going on outside, I don't need Noble McDemandlots throwing a hissy fit and wrecking my fort from the inside.

Oh, you want ten chests? You want five cabinets and armor stands and weapon racks?
Then go find a job and do something useful, you stupid chump.

If there was an init setting to turn off nobles, I think it's a safe bet a lot of folks would just turn them off.
Seriously, you lose nothing.

EDIT:
Heeeeey. Check out Toady's expansion of the health care dev list.
Bold for my own emphasis, but it's all still awesome.

    * New setup for hospital
    * Realigning of compound fractures and traction
    * Sutures for open wounds
    * Use of soap to clean patients
    * Surgery to remove rotten tissue
    * Dressing wounds with bandages
    * Splints
    * Crutches
    * Plaster casts
    * Soldiers able to perform basic first aid
    * Separate out feeding of patients as a job
    * Medical information and chief physician appointment
    * Make dwarves clean themselves up and groom/trim their cosmetic tissue layers

Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on March 16, 2009, 07:16:27 am
    * Make dwarves clean themselves up and groom/trim their cosmetic tissue layers

This is clearly the most important thing. No more walking around caked in blood and vomit!


Every update, we lose a little piece of dwarfishness :'(
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 16, 2009, 08:41:55 am
* Medical information and chief physician appointment

that can never end well :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on March 16, 2009, 09:38:34 am
I can see it now: twenty injured dwarves are lined up outside the doctor's office waiting for him to see them. They're waiting so long that they're starving to death because the doctor decided to throw a party for several months.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 16, 2009, 10:30:56 am
or the docter himself went insane >.>
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Snork on March 16, 2009, 10:32:35 am
Hmmm.
Are there any undead in the game? Can a deceased dwemer dwarf come back as a zombie?
If so, that could create a few interesting situations
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 16, 2009, 10:40:37 am
yes and no

in evil areas you can encounter any creature in the game with skeletal or undead infront of its name

dead dwarves cant rise again though...but i think toady is planning some ghost stuff somwhere along the line...i think
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Snork on March 16, 2009, 10:44:27 am
:D
One more question.
In the Dwarf Fortress graphic version, what do monsters appear as?
Letters or Pixelated versions?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 16, 2009, 10:45:20 am
they are all little icons
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Snork on March 16, 2009, 10:49:02 am
Ah well, I can atleast Imagine :D
I already dled the game, but I'll have to wait till later to play it.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on March 16, 2009, 11:55:23 am
There are probably hundreds of graphic packs. Mike Maydays, at least, has them as pixelated versions of what they are.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 16, 2009, 02:52:30 pm
    * Use of soap to clean patients

Soap now has an actual use.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 16, 2009, 02:57:52 pm
i wonder if they will use only blocks of soap or if they use anything made of soap >.>
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 16, 2009, 03:02:34 pm
-Imagines a patient being cleaned with a Wall of Soap.

Hurm. That would be most interesting. I've wanted better hospitals for a while now, injured dwarves are annoying little mouths to give water to and occupy my dwarves with. A dedicated doctor would be nice.

Anyway, I hate nobles. I'm going to constantly kill mine off, since I've started on building a gaint statue to honor the Mooninites in all their glorious moonness, entirely out of steel. I've already set up my magma forges and smelters, and once the immigrants arrive, I'll make them all either Miners, or Blacksmiths.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on March 16, 2009, 08:38:57 pm
I'm going to dig to the top of this mountain and-

(http://img13.imageshack.us/img13/2158/ohsnap.gif)

Hmm. I seem to have struck an aquifer at one of the highest points in my fortress. Hopefully if I can block it off fast enough I can-

(http://img7.imageshack.us/img7/5185/tooslow.gif)

This is my third floor. My workshops are directly underneath it, with a few bedrooms. There's like 5 stairs on each level. There's no immediate way to drain all the water. Crud.

I guess I learned my lesson about digging around aquifers. Time to start a new fortress! Anyone have any ideas for what kind of areas I should embark to?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 16, 2009, 09:08:49 pm
Exactly... aquifers are the devil. If something goes wrong, bam, you just lost a huge amount of mining operation or otherwise.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 16, 2009, 09:11:35 pm
I started smack dab next to a chasm once. Try looking for one of those.
It's pretty challenging digging out a nice looking fort in solid rock while three of your starting seven rest of the injuries sustained from two dozen troglodytes and giant bats.

Otherwise, you could make it a project simply to fix your water problem.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on March 16, 2009, 09:44:57 pm
Nah, I already abandoned that fortress. Now I'm making one on a volcanic, frozen island. There's also a cave here, an aquifer, and a pack of wolves!

Edit: I decided to abandon it, though. Everything was grey and white and there were just too many levels. The wolves scared me.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on March 16, 2009, 09:57:01 pm
Gray and white are snow.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 16, 2009, 11:24:33 pm
He might have been referring to the lack of color in a map made mostly of stone.
Alunite is white and granite is gray for example.

I hate alunite.
And microcline.
And orthoclase.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on March 17, 2009, 05:38:17 am
I started smack dab next to a chasm once. Try looking for one of those.

*rocks back and forth*

Giant cave spider. Giant cave spider.

*rocks back and forth*
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on March 17, 2009, 08:02:02 am
He might have been referring to the lack of color in a map made mostly of stone.
Alunite is white and granite is gray for example.

I hate alunite.
And microcline.
And orthoclase.

You have struck Microcline!
You have struck Orthoclase!
You have struck Microclene!
You have struck Orthoclase!
You have struck Orthoclase!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on March 17, 2009, 08:38:09 am
"We're dwarves and we love rocks! So we're going to tell you every time we find a new kind, regardless of rarity!"
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on March 17, 2009, 09:00:42 am
*Foolish foolishness*

Why not just close the doors to the flooded areas? Even wooden doors are watertight.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on March 17, 2009, 12:30:04 pm
*Foolish foolishness*

Why not just close the doors to the flooded areas? Even wooden doors are watertight.

I didn't have any doors to the flooded areas. I only had doors on my bedrooms, pretty much. Also I couldn't lock the few doors I managed to get in place before it flooded for some reason, perhaps because the water level was already too high or something, I dunno.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on March 17, 2009, 06:18:02 pm
See, this is why you have doors into every room and trapdoors between floors.

Also to make it easier to starve dorfs you don't like, but mostly to prevent flooding/goblins.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 17, 2009, 06:42:56 pm
Only YOU can prevent Goblins!

Try embarking near a deep, steep valley and make a suspended combination bridge/fortress.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on March 17, 2009, 08:47:33 pm
Try settling in a valley, going to the valley, removing all the ramps to that level, and sealing off the rest of the valley floor from the mapwalls with... walls.

It's fun!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on March 18, 2009, 04:50:34 am
Try embarking near a deep, steep valley and make a suspended combination bridge/fortress.

Now I want to do this, but don't have the patience to gen worlds until I find such a valley. :-\

EDIT: Scratch that, I found a relatively cool valley, and plan to build a massive glass fortress/bridge over it. Luckily my site has a volcano and lots of sand as well so I'm planning to flood everything with magma. If need be I have an aquifer as well so I can make large amounts of obsidian.

Do volcanoes generate infinite magma in the same way that aquifers generate infinite water?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on March 18, 2009, 09:20:28 am
Yes. If you empty out the magma pipe, splotches of magma will spawn randomly all throughout the pipe...

Either that, or they'll spawn at the top of the pipe.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 18, 2009, 11:24:05 am
They fill up from the bottom.

I named one of my immigrant children 'William' because he liked adamantium and other exotic things and worshiped the god of rulership. Only later do I find out his last name is Nokzamstakud, or 'Battlemachines'.

PS- Flood the valley with magma and make a giant magma river!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on March 18, 2009, 02:31:59 pm
Oh hey, another moody dwarf going straight to a craftshop. Maybe I'll get a stoneworker in addition to my legendary boneworkers and woodworkers? Nope, looks like he's grabbing some bone. Another legendary boneworker, how useless. What's this, it's a monkey bone Halberd? Well that sounds actually useful. What's that you say? Dwarves... can't use halberds? Also it's only worth 6000? Well. Hmm. I have the sudden urge to make a giant drawbridge on my craft shops, and pull the lever over and over again.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 18, 2009, 03:28:08 pm
Bah. Build a sacrificial pit of doom with a bridge over it, recruit the idiot dwarves, station them on said bridge, and pull the level. Down they go.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on March 18, 2009, 03:36:54 pm
Well now I have an artifact Billon Warhammer and legendary weaponsmith (Who happened to be my designated weaponsmith beforehand). So no sacrifices today.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on March 18, 2009, 03:38:39 pm
I used Dwarf Companion to turn two of my donkeys male and female dragons.

Then added the ability for them to give birth...

... :D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 18, 2009, 04:00:55 pm
Both of them?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on March 18, 2009, 04:16:46 pm
>_>

No.

But still.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 18, 2009, 07:09:06 pm
(http://i21.photobucket.com/albums/b257/Kishmond/Dwarf%20Fortress/dumbartifacts.png)
These are all the artifacts in my current fortress.
Let me list them out for you, in case you can't read.
-a Felsite crown
-an Orpiment scepter
-a rhesus macaque bone idol
-a Granite mini-forge
-a Rope reed trousers
-a cave spider silk short skirt
-a horse leather head veil (?!)
-a Granite earring

 :'(
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 18, 2009, 07:11:29 pm
Hah, your workers fail at making anything useful. I hope for the day that I could make a full set of artifact armor, along with artifact weapons. That champion wielding all those would just be a god.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on March 18, 2009, 09:12:09 pm
Anyone played much of adventure mode? I'm messing around and managed to find my old fortress. Awesome!


Edit: Anyone know if catapults can shoot through fortifications or up and down Z-levels?
Nevermind.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 19, 2009, 05:31:00 pm
I like adventure mode. Too bad all of your items from your old fortress are always scattered around in random places. It would be nice to grab some artifacts.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on March 19, 2009, 05:57:40 pm
Put them in lead barrels. They wont move that far from where you put the barrel.

It's based on weight, you see. :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 20, 2009, 12:37:31 pm
(http://i21.photobucket.com/albums/b257/Kishmond/Dwarf%20Fortress/Dragon1.png)

Oh crap.

EDIT:
(http://i21.photobucket.com/albums/b257/Kishmond/Dwarf%20Fortress/stupidstupid.png)

**** **** ****
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 20, 2009, 12:50:13 pm
when you're done for...go to history and check up on the beast

thats always fun
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 20, 2009, 12:58:38 pm
Ironically the dragon itself only killed one of my champions. The rest were stupid enough to run through my trade depot which at the time was busy exploding. They were boiled alive in the gaseous booze-fire.

(http://i21.photobucket.com/albums/b257/Kishmond/Dwarf%20Fortress/dragon1-2.png)

70% of my champion military is dead.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on March 20, 2009, 01:03:52 pm
See, that's why I build a single entrance to my fort and line it with cage traps. :D
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 20, 2009, 01:26:09 pm
While I survived the dragon attack, I am now tired of this fortress. So I opened up the magma pipe to my food/booze stockpile.
(http://i21.photobucket.com/albums/b257/Kishmond/Dwarf%20Fortress/donefor.png)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 20, 2009, 02:06:44 pm
Why is everyone's trade depot rigged to explode with a ton of booze?
My booze is downstairs next to the plant stockpile, farms, and still.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 20, 2009, 02:26:35 pm
the last thing i would want to blow up is the booze
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on March 20, 2009, 03:03:17 pm
the last thing i would want to blow up is the booze

"Quick! Smother it with our bodies!"
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 20, 2009, 03:38:48 pm
See, that's why I build a single entrance to my fort and line it with cage traps. :D

Hah, you are nothing like me. I use a combination of ballista and traps. I shift from traps to pure artillery in the later game, since ballista are far more efficient and deadly than traps. Those thing can nearly kill a dragon in a single shot.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 20, 2009, 03:45:35 pm
ballistas effecient? man its a bitch just fireing those...let alone hitting something :P

but yeah...usualy i like to make crazy traps like most of you know >.> a long line of traps just takes the fun away

i still use them though
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 20, 2009, 03:50:47 pm
If you make the entryway only one corridor, plus you know how to correctly train your operators, you can achieve deadly accuracy and all-around ownage on anything that tries to invade. The better the operator, the faster they load. Legendaries with maximum strength can practically fire those things as fast like a machine gun in relation to the novice operators.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on March 21, 2009, 08:58:52 am
Could you guys post all the links to the most current things? I'm going to update the first post so people can find them.

Thanks
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 21, 2009, 01:42:01 pm
you can add the wiki (http://dwarf.lendemaindeveille.com/index.php/Main_Page)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on March 21, 2009, 01:46:52 pm
Added. I could also add any other helpful links that you come across.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mr. Wizard on March 21, 2009, 08:50:09 pm
"After a brief period of the doctor walking up to our injured dwarf, looking at himself and deciding that nothing was wrong, the medical staff were further educated. Then the doctor went off and grabbed the wooden splint and properly fastened it on the patient's right lower arm. The dwarf left the hospital and mined out a passage with the pick in his left hand. "

Oh the next version will be absolutely wonderful.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on March 21, 2009, 09:02:19 pm
Link?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mr. Wizard on March 21, 2009, 09:15:05 pm
Developer notes (http://www.bay12games.com/dwarves/dev_now.html)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 21, 2009, 11:21:58 pm
"After a brief period of the doctor walking up to our injured dwarf, looking at himself and deciding that nothing was wrong, the medical staff were further educated. Then the doctor went off and grabbed the wooden splint and properly fastened it on the patient's right lower arm. The dwarf left the hospital and mined out a passage with the pick in his left hand. "

What? I don't understand what's going on. I realize the doctor is helping the patient, but I don't understand the end of the first sentence.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on March 22, 2009, 12:12:36 am
Well, it seems to validate the paragraph after the initial one that that may be what still needs to be fixed with it. The result seems to be correct (splinting a broken right lower arm) but how he came to that conclusion is still flawed. (Sure let's look at myself to see why the patient is injured...)

Quote from: Dev Notes
Next up is 40d10. There's quite a bit left to do with health care, but the correct treatment today means that much of the rest should flow by pretty quickly. I might still get a chance to work with it a bit in the next few days. Either way, the underground's still up for April.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 22, 2009, 11:00:59 am
My favorite Adventurer pastime: Carp herding.
(http://i21.photobucket.com/albums/b257/Kishmond/Dwarf%20Fortress/carpherd.png)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on March 22, 2009, 11:24:17 am
So yesterday I downloaded the tutorial game from the blog site that Daxx posted. I've been fascinated with this game and I decided I wanted to learn how to play it. Other attempts I failed miserably. I played the game step by step and I have to say that the instructions are awesome. Very user friendly and really helped understand the game. What a great idea that was for them to make that tutorial. I played several hours and went through four steps so far.

Here are some screenshots:
(http://i110.photobucket.com/albums/n100/GamingLadyM/dwarf%20fortress/df1.png)
This was basic set up. I labeled the things I did.

(http://i110.photobucket.com/albums/n100/GamingLadyM/dwarf%20fortress/df4.png)
This is what it looked like when I stopped last night. Most everything is moved downstairs. There is a depot inside and I'm building a wall for the garden.

(http://i110.photobucket.com/albums/n100/GamingLadyM/dwarf%20fortress/df3.png)
Three floors down is the main living area with bedrooms, a dining room and all the crafting stations.

I haven't worked with assigning jobs yet, everything is automated. I also haven't done anything with water, lava or gates. I hope that's coming up soon. So far they have lived for a year and no one died. Yes, I'm very proud of myself. :)

I recommend this tutorial for anyone who really wants to learn how to play. Thank you Daxx for linking the site.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on March 22, 2009, 11:26:05 am
When are you gonna try your hand at smelting and metal-working?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 22, 2009, 11:30:44 am
Looks like you've got either lots of ore or lots of fuel for now. I'm not familiar with the graphics packs though.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on March 22, 2009, 11:32:57 am
I think it's ore, I just did everything the guy said to do. He said you can experiment more later with a different game.

When are you gonna try your hand at smelting and metal-working?
I don't know, maybe if it's in the tutorial.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 22, 2009, 11:33:47 am
Well, ore and fuel have the same look to them. You want something like lignite or coal.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on March 22, 2009, 11:53:45 am
A good way of getting familiar with things in the game is to use the [k] key to look at stuff, especially if you're not sure what it is. If you need more detail I would suggest checking the wiki (http://dwarf.lendemaindeveille.com/index.php/Main_Page).

I've nearly finished my magma pumping mechanism now. Absolutely no bauxite from the traders so the whole thing is being done with screw pumps, pumping the lava over walls. It was bad enough waiting for them to bring an anvil to trade. I'll post pics when the whole thing is completed.

Note to self: always bring an anvil.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on March 22, 2009, 12:14:40 pm
I just looked and those ores are magnetite, bauxite (red ones), limestone and platinum. Seems like the platinum should be good for something.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 22, 2009, 12:17:59 pm
Platinum is expensive, but the magnetite is an iron/steel ore.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on March 22, 2009, 12:42:25 pm
Limestone is a flux material, which you need to make the steel from the iron >_>
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 22, 2009, 12:43:51 pm
Ah, yeah. So all you need is fuel. Magma or lignite/coal.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on March 22, 2009, 12:51:59 pm
Or just wood.

It's fairly simple to make Iron. Steels a bit harder.

Like Daxx said, The Wiki is your friend.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 22, 2009, 12:58:58 pm
All in all, steel requires 2 units of flux (limestone), 2 units of iron ore (magnetite), and 4 units of fuel (wood,etc,coal). First you have to smelt the two units of iron ore into iron bars, burning up 2 units of fuel. Then you make pigiron using up another unit of fuel and one unit of flux, then finally combine pigiron and the normal iron, using up the last bit of flux and fuel to finally arrive at 2 units of steel.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on March 22, 2009, 01:02:39 pm
Exactly. Bloody complicated.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 22, 2009, 01:03:36 pm
Complicated? It's essentially a 3-step thing.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on March 22, 2009, 01:08:42 pm
The logistics of making sure you only make enough pig iron to make the steel, while also using up all the iron for it too, while you're making a large batch of steel?

Headache inducing.

Which is why I'm playing as Humans right now.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on March 22, 2009, 01:16:08 pm
Well I wrote this post out, so even though it's been covered, I'll post it anyway.

If you have two lumps of Magnetite, four bits of wood, and two lumps of limestone, you can make steel! Hypothetically, should you want to make Steel, the recipe is:

One Pig Iron bar
One Iron bar
One lump of Limestone
One lump of charcoal

Iron can be made by smelting Magnetite at a Smelter (this will require one lump of charcoal as fuel).
Pig Iron can be made by smelting Iron, Charcoal and Limestone at a Smelter (the charcoal acts as both reagent and fuel, the limestone as flux).
Charcoal can be made by burning wood at a Wood Furnace.

You'll need to have the Wood Burning and Furnace Operating labours enabled on at least one dwarf, and you'll need to have built a Smelter and a Wood Furnace. To work the steel afterwards, you'll need a Metalsmith's forge (which requires an anvil).

Of course, Iron is for the most part just as useful (just not as good in combat), and is a lot simpler to make. Iron just requires one bit of magnetite and charcoal for each bar.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on March 22, 2009, 01:35:34 pm
It's a lot of bother just to make something which can be make just as easily by getting cheap steel crafts bought from humans and trading them for picked up goblin crap, then melting them down.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 22, 2009, 01:48:28 pm
Clear glass is pretty complicated too

Code: [Select]
Wood -> ash -> potash -> pearlash\
                                 |-> clear glass
                             sand/
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 22, 2009, 01:54:47 pm
I never bother with glass-making... So I know absolutely nothing about it. And I already posted the process for making steel, Daxx.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: madis on March 22, 2009, 01:58:54 pm
Has it happened to anyone else that you are busy with making a water trap(the drowning room) or such and forget to actually start farming? My guys were out hunting small bugs so I couldnt even start farming later.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on March 22, 2009, 02:02:02 pm
I'm pretty sure the FIRST thing I do after mining is make some sort of farm, as it's the only reliable source of food and drink.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on March 22, 2009, 02:03:35 pm
Yeah... Generally my plan is

A. Scout surrounding land for best spot.
B. Design Defenses
C. Dig out Farm

As far as farm.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on March 22, 2009, 02:40:09 pm
And I already posted the process for making steel, Daxx.

Yes, I noted that. But I'd already written the post by the time I noticed, and it was a lot clearer than yours, so I thought I'd let it stand.

It's a lot of bother just to make something which can be make just as easily by getting cheap steel crafts bought from humans and trading them for picked up goblin crap, then melting them down.

Ah, Goblins. The fourth iron ore. ;D To be fair, I'm the same as you - I rarely bother making my own steel unless I have a lot of the raw materials just lying around; I usually trade the huge piles of stone crafts I invariably build up for as much steel stuff as possible and melt it all down. Sometimes, though, I set myself the challenge of being totally self-sufficient, and it's nice to know how to do for those occasional times when you can't get a dwarven caravan.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 22, 2009, 02:42:20 pm
metals are overrated in general imo >.>

i mean you need them but not nearly as much as stone and wood
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: madis on March 22, 2009, 02:44:47 pm
Stone is the only true dwarven resource!

That sounds like a challenge to me. A stone only fortress. Would be hard probably.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on March 22, 2009, 02:47:47 pm
That sounds like a challenge to me. A stone only fortress. Would be hard probably.

Possible, provided you don't mind your dwarfs sleeping on the ground and dying of thirst whilst injured (okay technically you can make metal buckets, but they're hugely inefficient). Might be worth trying as a challenge.

EDIT: Wow, the wiki has everything:
http://dwarf.lendemaindeveille.com/index.php/Do_I_really_need_wood
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 22, 2009, 02:52:01 pm
its fun to make a wood only fort though...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: madis on March 22, 2009, 02:53:00 pm
No, I mean only stone. No rope, no metal, no leather, only stone. Barrels may only be bought for booze. Food cant go into barrels.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 22, 2009, 02:55:14 pm
that last bit sorta beats the point :P

and that rule will really REALLY mess you up big time in the long run
especialy with nobles and clothes ect.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on March 22, 2009, 04:16:50 pm
I had a thief come in. Everyone is stopping work because of it. They haven't covered yet what to do about thieves. Also my front door seems wide open, I'm sure I'd should fix that somehow.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on March 22, 2009, 04:18:23 pm
It's rather simple.

Thieves run away when they're caught, even if they havn't stole anything. But sometimes, they have, so it's usually a safe thing to recruit the nearest dwarf, preferably the one who found it.

v over the dwarf, press p, and then A to activate him. He'll chase that sucker till one of them dies (most likely the thief) or the thief escapes.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on March 22, 2009, 05:19:40 pm
Okay, I finally had some die. I built a graveyard and caskets. How do you get them in the caskets? Do the graveyards have to be underground or above ground?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 22, 2009, 05:29:05 pm
Build the coffin (b -> n) somewhere inside and look at its options with [q]. Press the key with something about designating for burial. This is important. Dwarfs will die, and if they sit out and rot their friends will get mad. If they're unhappy enough they'll sometimes go berserk and kill everybody. More people become unhappy about the people that were just killed, they'll berserk. Your fortress crumbles to its last.

It's good that you're getting into it, though. Don't give up!

It's funny, I just realized there are dozens of ways to lose, and zero ways to win. Good thing losing is fun!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: eropS on March 22, 2009, 05:47:23 pm
LadyM wheres that tutorial game?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on March 22, 2009, 05:49:46 pm
I linked it on page 1 but it's found here: Tutorial (http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/)

Do everything he says in the order that he says to do it. It's written that way to teach you and so far seems good.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on March 22, 2009, 06:16:32 pm
If you have magma, you don't need a graveyard. Just chuck the bodies in the lava pipe; it's the dwarfish thing to do.

Of course the nobles will still demand tombs. What I normally do is assign them one, then ifwhen they die, quickly unassign it so they don't get buried there. Then it's in the volcano they go.

The tomb can then go to their replacement.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on March 22, 2009, 06:35:40 pm
I don't have magma. I finally found a coffin but I don't see a choice for burial. Miasma is filling that room so I need to do something. I might just chuck him outside if I can't figure it out.  :-\

Crisis averted, I figured out how to bury him. *whew*
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on March 22, 2009, 06:42:51 pm
Wouldn't not giving them coffins generate negative thoughts to the friends and family? I didn't think alternative death rituals were supported yet.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on March 22, 2009, 07:45:07 pm
Well, someone went beserk and is killing everyone. I don't think my game will last much longer. I was enlarging the dining room too.  :(

edit: seems they killed the offender, more coffins needed.  ::)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 22, 2009, 08:53:51 pm
Just make sure the coffins you do set for burial use aren't set to take pets.
That way the dwarves get priority. I don't think it matters whether or not you bury pets at the moment.

There's an INIT setting where you can disable pet burial by default.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on March 23, 2009, 04:46:34 am
I think it's quite possible to just get away with a graveyard without coffins, or to dispose of the bodies in other ways (drawbridge, magma), whilst only generating small amounts of unhappiness. It's only when nobles turn up or the economy kicks in that you start needing actual tombs. That said, I quite like building massive labyrinthine crypts under my fortress. Bonus points for trapping them and keeping artifacts down there so that in adventure mode things become interesting.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 23, 2009, 06:06:17 am
As pioneered by HYPERPOWER! I've started a twitter account solely for recording Dwarf Fortress shenanigans.

http://twitter.com/Kishmond
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on March 23, 2009, 09:47:34 am
This game is addicting. I have questions...

I had several babies born in the dining room. Do I have to do anything with them?

I have a carpenter who has claimed a workshop but all he's doing is drawing pictures. He is also in a strange mood, do I need to do anything?

It appears I have a goblin thief, do I just activate someone?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on March 23, 2009, 09:58:31 am
As of current, the babies are fine where ever they are, just let them be and they'll eventually become a productive member of society.

The carpenter's drawings state what he needs for the artifact he's making. Either procure the items he needs but doesn't have or lock the door and hope he doesn't berserk.

Goblin thieves are pretty easy to scare off. Just don't let your children and important items sit to close to the outside, and the thieves and kidnappers should never have a chance to touch them.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on March 23, 2009, 10:26:15 am
Finally, the magma engineering is complete! No valley flooding just yet, but pictures:

(http://img211.imageshack.us/img211/9445/dfmagma1.png)
The volcano is on the other side of the map to my fortress - my site is three by eight to fit both that and the river into the same site.

(http://img214.imageshack.us/img214/6140/dfmagma2.png)
I tunnelled out a long tube to run the magma under my fortress.

(http://img12.imageshack.us/img12/8981/dfmagma3.png)
Looooooooong.

(http://img17.imageshack.us/img17/2146/dfmagma4.png)
Finally it reaches a wall, from which I can technically stop the flow by dismantling the power to the screw pump which is busily pumping magma over the wall.

(http://img12.imageshack.us/img12/7609/dfmagma5.png)
One z-level up. The pump is working away. It was a bitch to make, since it had to be made entirely of iron parts, and I didn't have an anvil for two years. It's powered by a windmill directly above it (which is sunken into the mountain but oddly still works).

(http://img17.imageshack.us/img17/7509/dfmagma6.png)
At the far side are some more fortifications and the access stairwell I used to dig the original tunnel (leads straight outside, not into the fort). Next to the stairs is a wall, which can be broken to flood the rest of the tunnel with magma.

(http://img147.imageshack.us/img147/2494/dfmagma7.png)
The tunnel continues for a while until it reaches the mountainside next to the river valley.

(http://img148.imageshack.us/img148/8561/dfmagma8.png)
It drops and leads outside.

(http://img207.imageshack.us/img207/1884/dfmagma9.png)
And this will all be filled with molten rock, six z-levels further down the mountainside.

Also, my aquifer works are ready to be connected up for obsidian production/drowning/emergency flooding:

(http://img513.imageshack.us/img513/5729/dfaquifer.png)
I've left space next to the drowning room so I can pump the water elsewhere, should I need to. The emergency release should wash through the fort's corridors and eventually wash things outside. I should probably work on making the lever room accessible once it has been pulled, otherwise it's a one way process.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on March 23, 2009, 10:56:20 am
Wow, that looks complicated.  :o I don't think I'll ever be able to master anything like that. I like things labeled, makes it easier for understand. It's nice that you labeled the photos.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on March 23, 2009, 10:59:39 am
Well this was a fairly big project, but there are far more complicated things out there. The only complicated bit is the screw pump pumping the magma over the wall, and that's only there because I didn't have any bauxite. The rest is just tunnels.

Don't worry, you'll master the basics soon enough and then you'll want to set yourself challenges like this.

Next up - the glass bridge over the river valley.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: munchkin5 on March 23, 2009, 11:02:42 am
I decided to get into this, i'm on the third bit of the turtorial, so far it's going fine.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on March 23, 2009, 11:11:24 am
Next up - the glass bridge over the river valley.

What kind of glass? Going for the much sought after crystal glass?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on March 23, 2009, 11:25:11 am
Next up - the glass bridge over the river valley.

What kind of glass? Going for the much sought after crystal glass?

I've not made glass before, so I'll probably start by trying to make green, and then graduate to clear glass once I have my wood burning up to scale. I don't think I have the requisite rock crystals to make crystal glass.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 23, 2009, 11:27:48 am
i still want to make my fish platform thing...a huge fishing outpost >.>

i know...boring :P

its just that i dont think its possible to make a real drilling platform...yknow make a pipe all the way to the bottom of the sea
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on March 23, 2009, 11:33:13 am
You'd have to drain the sea first, I think. I can't see a way to feasibly lower a pipe that far whilst the water is there, you'd never be able to pump it out fast enough.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 23, 2009, 11:53:50 am
you need some kind of giant circle of screw pumps to pump a hole into the sea and then build down into it...although you cant build downwards like that
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on March 23, 2009, 12:05:37 pm
you need some kind of giant circle of screw pumps to pump a hole into the sea and then build down into it...although you cant build downwards like that

You can construct up/down staircases downwards, right?

Actually I've been reading up on this and I think a combination of options might work. Firstly, use the burning Lignite trick to try to drain as much as possible through evaporation. Whilst this is going on, build your screw pump walls. If an aquifer is available below sea level, you can also start draining the ocean into it (since it absorbs infinite amounts of water).

Alternatively, you can dump magma into the ocean and channel down through the resulting obsidian.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 23, 2009, 12:09:03 pm
yeah i thought of the magma way of doing it and it would be the most effective...but its too sloppy for my tastes >.>
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on March 23, 2009, 12:32:26 pm
I'm on part 7 and just built some rooms for two nobles I have. They want private everything. I also set up a floor for storage including stone. I know that extra work but it keeps the other sections neater. I'm sure this will be a mess by the time I'm finished but I'm learning.

(http://i110.photobucket.com/albums/n100/GamingLadyM/dwarf%20fortress/df6.png)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on March 23, 2009, 12:45:18 pm
Might be a good idea to build the future Noble rooms in the stone, that way you can engrave it to make it more valueble for the more snooty nobles.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on March 23, 2009, 12:48:44 pm
Here's a hint, it'll keep you safer in the long term, from mandates from nobles.

Find a peasant, give him engraving (it's on the first page in Labor, which is [p] [l], in case you havn't gotten there yet.)

Smooth over your ENTIRE fort. The surface, all the stone walls, everything.

If you have the normal amount of stone walls and floors, you should push him to at least legendary level 1.

Then, build noble rooms in stone rooms, smooth and engrave them.

Should bump them up to high level rooms, if not Legendary rooms. That'll keep your nobles happy, which will keep the mandates down, which will make it much easier to play.

And, you get a legendary engraver out of it. Everybody wins!

Except the poor dwarf you work to death, smoothing and engraving everything >_>


Edit: GAWD DAMN IT NINJA'D BY AN INANIMATE PIECE OF LUMBER. >:(
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on March 23, 2009, 01:50:20 pm
Other ways to neaten your fortress and get rid of excess stone cluttering the place without wasting valuable time hauling stone to stockpiles:


If you still want stockpiles, make sure you turn off the stone hauling labour on your miners. Otherwise, they'll have a tendency to mine a little bit, and then haul away the rocks before continuing. If you must have dwarfs hauling rocks around, make the useless ones do it.

EDIT: The wiki has a useful page (http://dwarf.lendemaindeveille.com/index.php/Stone_management), as always.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on March 23, 2009, 02:34:57 pm
Thanks for the tips. I put in 3 more craft stations to build crafts. Questions...

When you trade your crafts, do I need to select each one? If I select the whole bin, does that sell the bin with the crafts? I thought I didn't want to do that but it's time consuming to select each one.

How do I get my engraver to smooth the fort? Is it automatic when he has the skill?

Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 23, 2009, 02:46:34 pm
When you trade your crafts, do I need to select each one? If I select the whole bin, does that sell the bin with the crafts? I thought I didn't want to do that but it's time consuming to select each one.

You can select each one, but you can also select the whole bin and sell everything inside (including the bin).

How do I get my engraver to smooth the fort? Is it automatic when he has the skill?

You have to designate the walls or floors for smoothing (d -> s). You can't smooth dirt.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on March 23, 2009, 02:49:03 pm
It sells the bin.

No. Go into the designation screen, hit s for Smooth Stone, and designate, much like you designate mining. Only he has to be able to reach it, it has to be stone/ore/gem, and it has to be revealed.

Engraving is similar, only it's e instead of s. You really only want Legendaries engraving, so if you have more than one Engraver, deactivate the Stone Detailing skill on all but the ones you want engraving, then designate it. Smoothing doesn't have a skill modifier, except for the speed they do it. Engraving... does. :P

Edit: Damn Ninjas.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on March 23, 2009, 03:50:33 pm
Okay, they are smoothing stone now. There is a dead dwarf body rotting and causing miasa. How do I get them to get rid of it? I have coffins and some are empty. Why won't they take it to the graveyard?  ???
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 23, 2009, 03:53:49 pm
they will take corpses to the graveyard without a coffin...the graveyard is basicly a refuse pile of respect...put it outside to use if you dont have time to make fancy burials

you need to build coffins in the build menu (cant remember the shortkey i think its o)

then you can allow people to be burried in there...i would disallow pets if i where you

its also best to make a big room for the coffins and then make a burial receptable thing out of one of them
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on March 23, 2009, 03:59:43 pm
You need a body taken care of? I know a guy very discreet and doesn't ask any questions.

It been a few months now since I last tried this I had moderate success but it sound like this tutorial makes things even easier I'll have to give it another go when I get home.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: /lurk on March 23, 2009, 04:15:51 pm
  • Start two or three craftsdwarves continuously making stone crafts. Make sure you have a storage area for crafts and plenty of wooden bins to keep everything in. These crafts are extremely valuable and can be traded to traders.

I always found stone crafts to be almost utterly worthless, at least compared to cloth goods and cooked meals. Personally I'd have them make stone blocks to boost their masonry skill... so that they can make stone blocks faster.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 23, 2009, 04:17:23 pm
stone blocks is a better way of doing stuff...it also doubles the worth of any walls/floors you make out of them...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: eropS on March 23, 2009, 05:30:19 pm
Well, that tutorial is epic win, im only on part 4 but i get it more than i ever dreamed of and am actually enjoying the game, finally!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 23, 2009, 05:58:32 pm
I saw a video of an obsidian-making machine the other day.
Damn, do I ever want to make one now. Not even really for the obsidian either. It just sounds cool.

And it's cool that you guys are getting into it.
If you haven't heard, Toady has recently added hospital zones, equipment, and labors to better heal our wounded.
Also, 40d10 is out. Haven't tested it yet, but some people seem to show a decent improvement in FPS.
http://www.bay12games.com/forum/index.php?topic=28841.0

EDIT: Strike that. Toady just fixed a key-repeat problem, and now 40d11 is out.
http://www.bay12games.com/forum/index.php?topic=28841.msg474648#msg474648
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on March 24, 2009, 04:23:34 am
because that 1 guy that breaks his legs really matters >.>
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 24, 2009, 04:45:34 am
Yes. It's like a 1 year+ break. You can't have dwarfs slacking like that!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: munchkin5 on March 24, 2009, 09:40:03 am
I've come to the bit in the tutorial where i ahve to use the dwarf manager, but it wouldn't run, so i tried installing the .net frameowrk 3.5 and that won't install either, anyway help on this would be useful but i'll also be asking in the help and advice thread.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on March 24, 2009, 10:05:11 am
I've come to the bit in the tutorial where i ahve to use the dwarf manager, but it wouldn't run, so i tried installing the .net frameowrk 3.5 and that won't install either, anyway help on this would be useful but i'll also be asking in the help and advice thread.

That's a shame. If you can't get it fixed, you can set your dorfs' individual labours by using the [u] menu, selecting a dwarf and checking [p],[l]. That should show you a list of labours and you can enable and disable them by hand. I'm sure it's slower than using dwarf manager, but I've gotten on okay with it so far.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: munchkin5 on March 24, 2009, 10:10:54 am
I'll probably do that for now, but it can't hurt to keep trying.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on March 24, 2009, 12:07:40 pm
I've come to the bit in the tutorial where i ahve to use the dwarf manager, but it wouldn't run, so i tried installing the .net frameowrk 3.5 and that won't install either, anyway help on this would be useful but i'll also be asking in the help and advice thread.
Mine wouldn't run using the shortcut he said to make. I had to open it from inside the file and it runs fine. Try that if you haven't already.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: munchkin5 on March 24, 2009, 12:10:39 pm
unfortuantely that doesn't work either.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Didero on March 24, 2009, 12:11:34 pm
Do you get an error message, or does it just do nothing?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: munchkin5 on March 24, 2009, 12:12:05 pm
just does nothing.

actually thats probably not etirely true, the shortcut just opens up a [program] has stopped working window and the install for the .net 3.5 opens, downloads, begins to install and then reports an error in the installation it doesn't say what it just stops installing.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 28, 2009, 10:06:32 pm
http://www.mogulus.com/2cat1dorf

Live feed! Well, last night anyways.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Slartibartfast on March 28, 2009, 10:45:40 pm
http://www.mogulus.com/2cat1dorf

Live feed! Well, last night anyways.
Crazy.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 29, 2009, 12:04:34 am
Ahh, that was fun.

However, I clearly have no life.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Met on March 30, 2009, 06:07:59 pm
I just started enjoying this game. I've tried picking it up at various times over the past few years. But now I actually know a little bit about what I'm doing.

Things I've learned:

-Dwarves prefer booze to water.
-If Dwarves have no booze, they'll resort to drinking out of the river.
-Carp love to eat dwarves.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: eropS on March 30, 2009, 06:09:04 pm
Use the tutorial Lady M posted.

Its god.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Met on March 30, 2009, 06:12:09 pm
I have a tutorial. I don't recall where I got it.

Edit: Oh that's right. A few days ago, I misclicked a bookmark and went to LadyM's blog and found that tutorial!

Not the best miss-click ever, but it was a good one.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on March 30, 2009, 07:21:07 pm
My game has somewhat ended. Before I got to the magma section, the game started crashing. I also had one drawf that stayed outside producing a work cancellation error due to a goblin that wasn't there.

I tried to start a new region but the graphics didn't look the same. Not sure why.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 30, 2009, 07:31:51 pm
Sounds like something somewhere in the folders might have gotten moved around. Though usuall the game exe does a check for everything before it starts, so I dunno.
What sort of crash is it and what kind of error does it give?

I believe in your main folder there is an errorlog.txt document too. You could check that as well.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: eropS on March 30, 2009, 09:12:12 pm
My game has somewhat ended. Before I got to the magma section, the game started crashing. I also had one drawf that stayed outside producing a work cancellation error due to a goblin that wasn't there.

I tried to start a new region but the graphics didn't look the same. Not sure why.

Im sure something like a redownload would work.

Plus you dont really NEED to go much further once you got to magma as chapter 12 is just stuff he would do. In fact I skipped that last chapter and have been doing pretty well for myself on a new fortress.

... Although it still looks remarkably similar to his demo...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on March 30, 2009, 10:15:03 pm
Woo, my legendary stonecrafter made a rock crown. It's encrusted with rocks. It also has a picture of a gauntlet in wood. Woop-de-doo.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on March 31, 2009, 10:49:42 am
Does it have a silly name? Abbeyabbies the Abbey of Abbies, my fortress, is running well, I suppose. The carp moat is an improvement, as are my highly-disciplined crossbowdwarves. 20 of them. In a fortress of 80.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on March 31, 2009, 02:08:44 pm
Nah, just Nirmektodor, "The Defensive Elevation". There's also the turtle bone bin Umshadduthtish "The Ponderous Inferno". These would be a cool set of names for a shield and sword, less so for a crown and bin.

...And now one of my moody dwarves wants to make something out of glass on a map devoid of any sand whatsoever (any useful sand, that is; there's plenty of loamy sand)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on March 31, 2009, 02:53:44 pm
Now you can play one of my favorite meta-games: Fun With Suicidal Dwarves!

Will he throw himself into the moat? Off the battlements? Only time will tell!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on March 31, 2009, 03:11:48 pm
Edit the raws and make loamy sand a [SOIL_SAND]... sand.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on March 31, 2009, 03:13:10 pm
I heard that if you build a certain construction on muddy stone that it'll turn into sand.
I think that was the combination. I can't really remember.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on March 31, 2009, 03:17:31 pm
*slap*

Let him rot! There will be many artifacts after him, he is no better than a noble for demanding on the threat of death that you give him what you do not have! Are you dwarf or elf!
Title: Re: Dwarf rocket - A Rogueleik and much, much more
Post by: MetallicDragon on March 31, 2009, 04:54:57 pm
A magma accident resulting in the encapsulation of a kitten (And a dwarf catching fire) is resulting in some tantrums and the melancholization of my lead dwarf. Drat!
Title: Re: Dwarf rocket - A Rogueleik and much, much more
Post by: eropS on March 31, 2009, 06:46:35 pm
Ha

Yeah so how do you build a waterfall. Im thinking that i put the water one floor above, then channel it, but where then where does the water go? do i have another water level take it out into like the ocean or what?
Title: Re: Dwarf rocket - A Rogueleik and much, much more
Post by: MetallicDragon on March 31, 2009, 10:10:03 pm
Imagine having to make a waterfall in real life. You need a continuous source of water, a cliff for it to fall off, and a drainage system. You can have the drainage system connect back up to be the source using a series of pumps...
Title: Re: Dwarf rocket - A Rogueleik and much, much more
Post by: Mr. Wizard on March 31, 2009, 10:12:01 pm
Dwarf Fortiress Wiki has its own Apiril Foiol's joke (http://tinyurl.com/2wssc5).
Title: Re: Dwarf rocket - A Rogueleik and much, much more
Post by: MetallicDragon on March 31, 2009, 10:16:09 pm
Sweet, now one of my dwarves is possessed and has taken over the glass furnace. I also have several unhappy dwarves... I hope this guy doesn't have many friends, to say the least...
Title: Re: Dwarf rocket - A Rogueleik and much, much more
Post by: Celdur on April 01, 2009, 04:28:34 am

can teh gods turn dwarf intro orc >.>
Title: Re: Orc rocket - A Rogueleik and much, much more
Post by: Raz on April 01, 2009, 03:46:03 pm
More like dwarf into orc. Funny how both the first two words are messed up. Completely changes the meaning.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: eropS on April 05, 2009, 08:45:14 pm
Gah. How do you free dwarves who fell unconscious into a cage trap and are now stuck in a cage in your animal pile?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on April 05, 2009, 08:52:39 pm
Build the cage somewhere, assign a lever to it, and pull the lever.
It should free them.
They might be insane though. I don't know.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on April 05, 2009, 09:33:04 pm
Build the cage, then un-assign the dwarf from it. No need to lever it.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: eropS on April 05, 2009, 09:37:03 pm
whenever i try to -> [j] it says there are no cages.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on April 05, 2009, 09:58:06 pm
But the cage containing the dwarf is in the animal stockpile?
That's weird.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: eropS on April 06, 2009, 04:58:34 am
Not only is it weird, but its my two best digger Dwarves and they're holding copper picks and i still dont have a forge. So im running on one digger atm.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: smjjames on April 06, 2009, 05:14:44 am
Can't they um, dig thier way out?

Sounds like it majorly sucks though.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on April 06, 2009, 02:50:43 pm
Sell him for another pick.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Neoadept on April 06, 2009, 05:51:58 pm
You should be able to recover the picks by dumping them from the stock menu.  I don't think you can save the dwarves though.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on April 06, 2009, 09:06:58 pm
You might ask the DF forum. There might be a weird trick.
If this is unsolvable, report as bug.

In other news, my fort..
(http://img16.imageshack.us/img16/5489/58772194.png)
We are building over a bottomless pit you see. Up above I now have the meeting hall and dining room.
The entrance holds the depot, archery range, and barracks for soldiers.
Deep down below I have the quarters. In the bottom of that picture, you can see the top of some workshop rooms.
It has taken a long time and some stockpiles and workshops have yet to be moved into proper rooms.

When all the floors meeting in the middle are constructed on every level, I will start channeling away the rock ground toward the walls, making the pit quite large.

I recently captured a giant cave spider. I'll be setting up an entire level devoted to harvesting its silk.

Good times here.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: eropS on April 06, 2009, 09:19:38 pm
Fixed it. They were forbidden. x.x

And Nice fort Gauph, Ive yet to try the circular pattern.

(http://i78.photobucket.com/albums/j106/Gianni989/df.png)

Here's my current setup. The gap is to prevent Goblins from shooting at my dwarves while they are hard at work. I'm looking into fitting it as a glass roof but glass isn't on my agenda atm. I currently have a pure outdoor meeting area/workshop area/farm to prevent cave adaption and i have my barrack and weapon/armor stash close at hand seeing as how that's where everyone tend to gather. Two z levels above that I have my main entrance with a bridge and cage traps (with an indoor farm). One z level lower I have my main storage, and two z levels lower I have my dining room and food storage, the waterfall goes down right through the main entrance to the dining room so that the Mist effect happens when the dwarfs walk in to eat. The about 7 z levels lower are my bedrooms. I still have no flux material though but i have coal ore and wood aplenty and have struck two large Magnetite veins so I am looking at Iron for a while.

Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on April 06, 2009, 09:30:39 pm
The gap won't stop them from shooting over, I think, and you could have just built a wall around on the floor above.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: eropS on April 06, 2009, 09:31:32 pm
Well I have always left that an option in case the gap failed me. All it would take is a simple ramp i suppose.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on April 07, 2009, 07:00:07 am
You might ask the DF forum. There might be a weird trick.
If this is unsolvable, report as bug.

In other news, my fort..
[photo]
We are building over a bottomless pit you see. Up above I now have the meeting hall and dining room.
The entrance holds the depot, archery range, and barracks for soldiers.
Deep down below I have the quarters. In the bottom of that picture, you can see the top of some workshop rooms.
It has taken a long time and some stockpiles and workshops have yet to be moved into proper rooms.

When all the floors meeting in the middle are constructed on every level, I will start channeling away the rock ground toward the walls, making the pit quite large.

I recently captured a giant cave spider. I'll be setting up an entire level devoted to harvesting its silk.

Good times here.
My new map has a bottomless pit. How do you build over it? I would love to use it as room but creatures keep coming out of it like Batman.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on April 07, 2009, 03:04:53 pm
You're being attacked by Batman!

You can build a floor over it with b -> C -> f

Going to have to make sure all the critters are dead so your builder dwarfs don't get scared away.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on April 07, 2009, 03:38:14 pm
Name one of your dwarves Joker and send him after the Batman.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on April 07, 2009, 09:22:51 pm
Urist McDwarf cancels construction: interrupted by batman is always funny.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on April 08, 2009, 09:43:53 am
(http://i111.photobucket.com/albums/n125/Krakowsam/Batdwarf.png)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on April 08, 2009, 02:52:25 pm
Name one of your dwarves Joker and send him after the Batman.
I might do that. I already named the first 7 after the Disney dwarfs. :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on April 08, 2009, 03:48:33 pm
Better idea name the 1st Dwarf to go into crazy mode the Joker have Batman in a cage then set them on each other. Either that or just have a whole company of dwarves also named Riddler, Penguin, Poison Ivy, and my personal favourite King Tut (http://en.wikipedia.org/wiki/King_Tut_(Batman)).
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Mae on April 08, 2009, 04:30:03 pm
You forgot our favorite zombie: http://en.wikipedia.org/wiki/Solomon_Grundy_(comics)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on April 08, 2009, 05:26:58 pm
Solomon Grundy is a legit DC comic villian. King Tut was a lame creation for the 60s Batman series with a horrid gimmick (He gets amnesia and thinks he is King Tut)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on April 08, 2009, 07:08:14 pm
Though his birthday isn't until the 17th, ToadyOne recieved a little kitten from ThreeToe and his parents. His name is Scamps. (http://www.bay12games.com/forum/index.php?topic=987.msg498594#msg498594)

(http://i21.photobucket.com/albums/b257/Kishmond/Dwarf%20Fortress/scamps.png)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: smjjames on April 08, 2009, 07:12:08 pm
cute :)

That your kitten?

Edit: Depends on if you're the ToadyOne guy or not actually....
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on April 08, 2009, 08:19:13 pm
He better make sure he has a dwarf set to haul all the lizards and rodents that cat catches or you ben getting a lot of miasma.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on April 09, 2009, 05:20:49 am
Er... ToadyOne wrote Dwarf Fortress.  :P ThreeToe is his brother, who also helped develop it.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: smjjames on April 09, 2009, 05:22:09 am
oh... sorry...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on April 09, 2009, 09:30:39 am
Hey, if you'd like to see my fort in full, have at 'er.
I used that map upload thing.
Check out the points of interest if you like.

http://mkv25.net/dfma/map-5431-strokechamber
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Brandonazz on April 10, 2009, 12:50:41 pm
Even better beginner's guide. (http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/)

Unless you guys already saw it.
But it has pictures, and is in a series.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on April 10, 2009, 01:09:15 pm
Yeah, I think...Daxx? Well, someone posted it. It's on the first page now.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: eropS on April 10, 2009, 02:46:49 pm
Yeah thats the good one we were all talking about about 8 pages ago lol.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on April 10, 2009, 05:24:25 pm
YEAH, BRANDON.
Geez.
Some people.  ::)


Anyway, someone else show off their fort on the DFMA. I love looking at other people's designs.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: eropS on April 10, 2009, 09:06:47 pm
http://mkv25.net/dfma/map-5460-thecourtyard

Well here's mine... yeah im still looking for Flux stone ;_;   Im starting to think I have none....
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Brandonazz on April 10, 2009, 09:22:31 pm
Well forgive me if I can't be bothered to read this thread.
Gawsh.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: eropS on April 10, 2009, 10:18:35 pm
I didnt mean that to come off mean or harsh...

I was just laughing at you....
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on April 10, 2009, 11:09:16 pm
I was just being silly.

And good lord, erops. That is hell of a furniture stockpile. And more wood in one spot than I've ever seen.
I'm always running out...
If you're unsure if you have flux, check the wiki and look up your most common stone type. Find out what layer type they're in, and see what layer type your flux might be in.
But really, you might not want to concern yourself with securing flux if you've already got a fine handle on the invaders.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: eropS on April 10, 2009, 11:27:31 pm
I suppose, but i wouldn't mind my champions having some epic armor... Gah I might put it in Platinum then considering I cant think of anything else to do with it...

Yeah and about all that furniture.... I dont know what to do really.... I dont have anywhere to put all the stuff im making... I dont need to use wood to make Charcoal because I have a lot of coal ore. So barrels, bins, and beds are really all im doing with my carpenters... I'm not sure what else to do with them. Same with Masons, they do racks, tables, chairs, coffers, cabinets, doors, and blocks because they have nothing else to do.

On that. No one has anything to do. Im consistently moving my furniture stockpile to keep my 54 haulers busy and making useless junk with my Carpenters and Masons. I have 1000+ meals, more seeds and plants than i can imagine. I have a crapload of animals....

What do I do? Abandon? Keep playing? Wait for a Mega beast? A really large Siege? Do something else? Wait to get more than 100? (Im at 94) I have basically... everything... At least I think so...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on April 10, 2009, 11:34:48 pm
Mega constructions.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: eropS on April 10, 2009, 11:40:48 pm
like what?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on April 10, 2009, 11:41:40 pm
What do I do? Abandon? Keep playing? Wait for a Mega beast? A really large Siege? Do something else? Wait to get more than 100? (Im at 94) I have basically... everything... At least I think so...

Mega constructions.

Ah yes, this is what every fort eventually ends up doing. It's generally ridiculously easy to keep everyone happy and alive, and yet just a few key deaths can send everyone into depression... thus is the problem inherent in the game, and yet I can't stop coming back...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on April 10, 2009, 11:47:43 pm
like what?

Anything.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on April 11, 2009, 12:00:18 am
Mega constructions demolitions.

Fixed.

You should make sure you take your fort out with a bang, eropS. Destroy everything, ravage the land and take as many people as you can with you. Set it up so it goes off as the elf caravan comes around. I bet they'd love to see all those trees and animals die at the same time... as well as themselves.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on April 11, 2009, 12:02:02 am
If you are satisfied with your fort, if there's nothing at all else you feel can be done there, then you could abandon it if you liked.
Start another one in a more challenging region. Can you say you've survived for a length of time in a desert or glacier? Or how about a haunted zone?
You could do a megaconstruction. It requires some planning, maybe some experimentation, but these are experiences you can likely take with you into later forts in later versions, no matter what features are changed or updated.

I think the most fun I get out of fortress mode, at least in its current state, is embarking fresh, roughing it with minimal supplies or resources available, dealing with the local wildlife, and simply surviving.
There's nothing like the feeling that you're just barely scraping by.
Though it's apparently not as hard as it used to be. Winters sound like they were considered a milestone awhile back, being very tough for your starting seven to survive through. I heard farms required seasonal flooding.  :-X

Still, I find it exciting. It's even tougher when your miner and carpenter both get wounded by troglodytes or something immediately upon embarking.
So you have to secure a safe, basic fort and survive for like a year with only five guys.


You will get bored now and then, but you'll always be able to one day come back to it and start a new fort in some godforsaken location. Different ideas, different design.
I've already got an idea for my next fort. It'll be staggeringly inefficient, but it'll hopefully look cool as hell.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Didero on April 11, 2009, 02:37:59 am
You could change the init file, so you don't get that many dwarves. Set the dwarf limit to 7, so you don't get any extra dwarves, see how long you can hold out then. :)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on April 11, 2009, 04:04:05 pm
I prefer to leave these things up to the gameplay functions themselves rather than edit stuff. It's just not the same otherwise.
For now, it's enough for me just to play with design. I don't normally do this.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Lippy on April 14, 2009, 06:40:40 am
So I get a mandate to make pig iron items.  Since pig iron can't be made into anything am I screwed, or does making it into steel count?  I would try it, but I don't have any flux or iron on my map, and just have one bar of pig iron from a previous caravan. 
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on April 14, 2009, 06:52:12 am
Do you have flowing water?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Lippy on April 14, 2009, 09:03:45 am
I have a brook, yes. 
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on April 14, 2009, 01:08:30 pm
Making pig iron items?
Just smelt pig iron bars. It counts.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on April 14, 2009, 01:08:37 pm
I have a brook, yes. 

So you have an endless supply of water. And annoying nobles. And an airtight room. And annoying nobles.


Do you get my drift?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on April 14, 2009, 02:16:15 pm
Check out the latest dev update! (4/13/2009)

http://www.bay12games.com/dwarves/dev_now.html
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on April 18, 2009, 06:40:31 pm
Something about DF tend to turn you off?
They're asking, so let 'em know. Just mind what he says in the first post there.

http://www.bay12games.com/forum/index.php?topic=34311.0
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on April 18, 2009, 09:10:09 pm
http://www.bay12games.com/forum/index.php?topic=34255.0

An interview with Tarn. About 30 minutes long but there's another 100 minutes of rambling and broken recordings. I learned a lot of interesting things. For example, Toady is a vegetarian.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Celdur on April 19, 2009, 04:42:34 am
he's on a diet of nothing but plump helmet

...ok sorry that was lame >.>
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on April 19, 2009, 07:45:29 pm
That thread I posted there has now turned into a pretty big argument.
Some people are beginning to question Toady's development process.

It's pretty interesting seeing everybody's point of view.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on April 20, 2009, 12:55:21 pm
What the- i think i just got robbed by a trade caravan.

I marked everything i was willing to sell, basically crap like crafts, toys, and instruments made of rock, and i marked what i wanted, picks, axes, spears and crossbows.

I hit t for trade, and now all of my stuff(brown) moved over to their stuff(white), I didn't get anything!?

WHAT!?

I think i'll have to wall these guys in and let them starve, clever idea?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on April 20, 2009, 03:58:40 pm
Did you accidentally hit "o" instead of "t"?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: smjjames on April 20, 2009, 04:43:26 pm
This sounds like quite a bit of fun, and almost everybody here at GS is into it, so I'll check it out.

What tutorials do you guys recommend?

Edit: 100th page, heh.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on April 20, 2009, 05:35:14 pm
There is no undo button in DF.  :P Yer stuff iz gone, 4evar, Veraal.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on April 20, 2009, 08:28:15 pm
There is no undo button in DF.  :P Yer stuff iz gone, 4evar, Veraal.

Sure there is. It's called alt+F4. (Or you may have to use the task manager.)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: eropS on April 20, 2009, 08:47:34 pm
CH-CH-CH-CH-CHEATTTTER!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on April 20, 2009, 08:48:59 pm
It's not cheating to undo a glitch.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on April 21, 2009, 01:57:12 am
ok, then someone tell me how to get the stuff i have assigned to trade because I WANTS IT.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Didero on April 21, 2009, 02:37:49 am
What tutorials do you guys recommend?
The complete beginners tutorial linked in the first post (http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/) helped me tremendously, as does the Dwarf Fortress Wiki (http://www.dwarffortresswiki.net).
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on April 21, 2009, 02:41:09 am
Ok, so the caravans squat down in my depot, i send for my broker, he arrives and i hit t to trade.

i mark everything i am willing to sell: crafts, toys, instruments and other useless crap
i mark everything i want to buy: weapons, food, rope, lamp oil, bombs, etc

i hit t to trade.

THEY TAKE MY STUFF.

I GET NOTHING.

THEY LEAVE.

I DIE.

I cannot help but feel I am doing something wrong.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on April 21, 2009, 05:00:03 am
You are doing something wrong. You are not KILLING THEM ALL!

 :-*
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on April 21, 2009, 08:30:23 am
yeah, i was thinking of just walling them all in and letting them die, only thing is they wouldn't die in a while because they had enough food and water to live out the winter.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: smjjames on April 21, 2009, 08:37:51 am
What tutorials do you guys recommend?
The complete beginners tutorial linked in the first post (http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/) helped me tremendously, as does the Dwarf Fortress Wiki (http://www.dwarffortresswiki.net).

Thanks.

I know I could have done a search, but just wanted to know what you guys recommended.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cobra on April 21, 2009, 09:21:00 am
You could wall them then send guys with big swords in after them.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Shadowgandor on April 21, 2009, 09:28:07 am
Or better, wall them and keep em. They will slaughter each other and then commit suicide! Open the walls en grab your stuff back :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: smjjames on April 21, 2009, 10:41:59 am
Do most of you guys use the MayDay's green tileset? Just wondering as it certainly looks better and easier to interpret.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Shadowgandor on April 21, 2009, 12:43:12 pm
Ican't seem to get the resolutions right, so I gave up using that :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on April 21, 2009, 01:07:40 pm
Made a new fortress, and i was just wondering where/how the hell you guys get rid of rocks cluttering around in my newly carved out halls in the mountain.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on April 21, 2009, 01:10:32 pm
Basically, you don't.

Or, make 1 or 2 dedicated craftsdwarfs.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: smjjames on April 21, 2009, 01:18:30 pm
gah, accidentially locked my miners underground by removing the staircases in the tutorial. Actually I had messed myself up when I may or may not have actually messed up anyway ><

Too bad that this game doesn't have a normal load feature, I tried to save since I wasn't sure if I was doing it right, and now I lost that tutorial save and have to reinstall it. Its a learning proccess for sure.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on April 21, 2009, 02:52:30 pm
If they have rock down there, you could always tell them to (b)uild an upward ramp or staircase (C)onstruction.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: smjjames on April 21, 2009, 03:02:05 pm
I wasn't sure what I did though, but they did seem stuck to me.

Anyways does anybody know what that bag icon is suppoused to mean? I'm doing the tutorial and still early in it. I searched the DF wiki and it doesn't say what icon that is. The tutorial doesn't say either. Also, in the view units screen, it shows up as a white bag, if that means anything.
(http://i40.tinypic.com/mkdh84.jpg)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Lippy on April 21, 2009, 03:14:55 pm
That's a male Stray dog, the other animals are female. 
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: smjjames on April 21, 2009, 03:22:58 pm
I know the others are female. I don't know why they didn't just put a male symbol there instead of a bag, not like its graphic or anything.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on April 21, 2009, 03:26:38 pm
... It is.

The bags use the male symbol graphic.

Therefore, when the graphics packs change bags to look like bags, they change male gender symbols to look like bags.

There is no FONT file for DF, it's all in one picture file.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on April 21, 2009, 03:27:57 pm
That is exactly why I hate using alternative tile sets, they always mess with the text meant for reading. It's especially annoying when it messes with symbols more common than the specific symbol icons.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on April 21, 2009, 04:11:29 pm
Ok, so a dwarf was possessed and pushed away a dwarf from the carpenter workshop, he then proceeded to create a table with a picture of a dwarf being killed by a goblin.

it's worth 4800 gold, and i have no idea what to do with it.

WHAT DO I DO?!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on April 21, 2009, 04:14:26 pm
IT IS A MIGHTY ARTIFACT OF THE GODS.

Sacrifice the table along with the one who made it.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on April 21, 2009, 04:27:36 pm
Build it in a room you need to be super hawt.

Like a nobles room.

Or the dining room.

Or the magma chamber. >_>
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on April 21, 2009, 04:37:05 pm
HOW!?

Also, those bastard traders are back, and i don't want to "trade" away all my stuff and get nothing.
how do i actually get what i want?

Huh. I think i might've actually done it now, i have a bunch of items in my depot, which i can only guess is what i bought.

Yeah, ok, i actually got what i traded.

But now i need a barracks, and i want to get people sparring, should i keep the dwarves activated as recruits permanently?
how do i get them to spar?
what do i need to make a barracks?
how many soldiers should i have?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Lippy on April 21, 2009, 05:46:28 pm
Are you sure they stole your stuff?  Because when you hit t to trade, the stuff from the right (the stuff you're trading TO them) moves to the left, but the stuff you get from them does NOT move to the right side of the screen.  The stuff just drops all over the floor of the depot and your dwarves have to come get it.  It was confusing to me too the first few times.

Build the table with (b>t) move the cursor to where you want it to go (in the middle of a room for example) and press enter.  Then select the table you actually want to build with -/+ and hit enter again. 

Once the table is built, hit q, and move the cursor over the table and make it a dining room.  You can then assign it to a certain dwarf, or to nobody and everyone will use it.  Build 4 chairs/thrones around it and they'll start eating at it and be very happy about it. 

And for all the rock I usually set up a single tile garbage dump.  Press i for an activity zone, ENTER to start designating the area, and ENTER again just to keep it one tile.  Then press g to set it to a garbage dump.  To designate what to dump, press space until you get back to the game and press (d>b>d) and select the area of all the loose stone for dumping.  Any dwarf with refuse hauling enabled will drag the stone to the single tile. 

If I'm feeling particularly exploitative, I put the single garbage dump tile between a crafts workshop and a mason's workshop, and reclaim the tile. (d>b>r)  Then the mason and craftdwarfs only have to go a few steps for each rock they need, and they level up quicker. 
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on April 21, 2009, 06:17:46 pm
Once the table is built, hit q, and move the cursor over the table and make it a dining room.  You can then assign it to a certain dwarf, or to nobody and everyone will use it.  Build 4 chairs/thrones around it and they'll start eating at it and be very happy about it. 

Actually, it's one chair per table.


Most people make rows of tables with one chair at each. Like a classroom.

Also, if you do build multiple tables/chairs, you only need to designate the room from one table. Everything in it's radius is included in the dining room, and it's actually better because then the room quality stays up (multiple rooms overlaping drives down the quality)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Lippy on April 21, 2009, 06:33:49 pm
I knew about designating just one table for the dining room, but I could have swore a table could accommodate four chairs at a time...*runs to wiki...runs back, gasps for breath*  D'oh, I read it wrong.  It said DON'T do that.   :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on April 22, 2009, 03:21:58 am
Are you sure they stole your stuff?  Because when you hit t to trade, the stuff from the right (the stuff you're trading TO them) moves to the left, but the stuff you get from them does NOT move to the right side of the screen.  The stuff just drops all over the floor of the depot and your dwarves have to come get it.  It was confusing to me too the first few times.

Build the table with (b>t) move the cursor to where you want it to go (in the middle of a room for example) and press enter.  Then select the table you actually want to build with -/+ and hit enter again. 

Once the table is built, hit q, and move the cursor over the table and make it a dining room.  You can then assign it to a certain dwarf, or to nobody and everyone will use it.  Build 4 chairs/thrones around it and they'll start eating at it and be very happy about it. 

And for all the rock I usually set up a single tile garbage dump.  Press i for an activity zone, ENTER to start designating the area, and ENTER again just to keep it one tile.  Then press g to set it to a garbage dump.  To designate what to dump, press space until you get back to the game and press (d>b>d) and select the area of all the loose stone for dumping.  Any dwarf with refuse hauling enabled will drag the stone to the single tile. 

If I'm feeling particularly exploitative, I put the single garbage dump tile between a crafts workshop and a mason's workshop, and reclaim the tile. (d>b>r)  Then the mason and craftdwarfs only have to go a few steps for each rock they need, and they level up quicker. 

Yeah, i've figured everything out now 'cept for the garbage dump, i haven't tried that, you're saying that every single rock that lies around in my fortress can be stored in one single pile?

how the hell does that work?

I mean, i've dug a bigass storeroom the size of like, i dunno 20x20 or bigger right underground and stockpiled all the rocks and pebbles there because i had no idea where to get rid of it.

I'm trying this stuff right now, seems to work.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on April 22, 2009, 05:25:49 am
How to stick all your stone in one square:

Build an up staircase next to the tile you want to dump in.
Build a down staircase above the up staircase.
If you're inside, channel out the space above the tile you want to dump in. If you're outside, you can skip this step.
Designate a dump area in the z-level above the tile you want to dump in.
Designate all rocks you don't want to be dumped.
Dorfs will walk over to the stairs carrying rocks, walk up them and then drop them down into a single pile.

NB: All that stone will now be forbidden, you need to unforbid it to use it. Also, other dumped items will be dumped into the same spot, so if you're dumping garbage, for example, it'll get mixed in.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: smjjames on April 22, 2009, 06:44:42 am
Still working on the tutorial, but I think I have enough of an understanding to get a good start. Not sure if I should switch to the graphics pack used in the tutorial or just get used to the 'vanilla' one first.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on April 22, 2009, 06:55:46 am
But now i need a barracks, and i want to get people sparring, should i keep the dwarves activated as recruits permanently?
how do i get them to spar?
what do i need to make a barracks?
how many soldiers should i have?

also, what should a barracks look like? where should i position it?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on April 22, 2009, 08:05:13 am
There's a few things to consider when building a barracks.

First would be about the size, since it is where the military dwarves will be sleeping and training, you need to make it large enough for several beds (you don't need one for every dwarf), enough room for them to tumble about as they wrestle each other (preferably without having them spill out of the room), and if you're going to be having marksdwarves, even more room for the targets out of the way of the high traffic area of the room to avoid an accidental arrow piercing.

As for location, since most of the dwarves that are going to be in there will bee the ones who can fight, many people like to build it towards the front of the fortress just in case some enemies slip in. However, that could be a little risky, since injured dwarves will be put in beds that are unassigned, even before putting them into their own bed, so your injured may be close to the same invaders you want your warriors close to.

As for the more basic things; dwarves spar automatically when they aren't on active duty. How many depends on your needs, early on you don't need many as the goblin attacks are few and small, but they do quickly ramp up over the years. A barracks room is assigned off of a bed, armor stand or weapon rack.

Also, it should be noted that if a military dwarf becomes legendary warrior dwarf, they can never be demilitarized, so they can never be economically productive, but they will always be able to fight (barring any injuries). So if you can spare them, there's really no reason to micromanage them.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Lippy on April 22, 2009, 08:18:22 am
I like to build my barracks as an actual building above ground, but near the entrance. I set up the barracks on the ground floor, and I set up archery targets on the top floor, with fortifications around the edge.  This way, the marksdwarves are up at the top training, and can easily be turned on and stationed in the same area to shoot out at invaders.  Buy/make some quivers out of leather for your marksdwarves.  It allows them to hold twice as many bolts, so they don't have to run back and forth to get ammo as much.  Make ammo out of bones at a craftsworkshop and a bonecarver dwarf.   

I don't really know how damaging cave adaptation is, but it's fun to build little buildings above ground for variety, and the dwarfs seem to like it.  I had my warriors go out to attack an incoming force and they all started throwing up because they were outside and cave adapted.  I don't know if that's why a few of them got killed, or if they just weren't trained enough.  I usually make another building above ground and make it a statue garden.  Dwarves, pets, and stray animals will hang out there when they have nothing to do, and get some sun. 
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on April 22, 2009, 08:43:02 am
How do i make the soldiers acutally stay inside the barracks, do i station them there??
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on April 22, 2009, 08:48:39 am
You can't really keep them there. They will be there for the most part, training, sleeping. But they'll leave if they need ammo, armor, weapons, food, drink. To keep them in there, you could divvy up your resources to have some stored in or near the barracks so the fighters don't have far to go to get all of their needs fulfilled. I would suggest digging out a stockpile area right under the barracks that can easily be accessed from the main fort but less so from the outside, that way the military can just go down a couple sets of stairs and stock up and return to training/combat quickly.

Also, I don't remember, but they might start active when first recruited, so you might need to tell them to stand down so they actually get over to the barracks and train.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on April 22, 2009, 08:58:10 am
Do i keep them activated to have them train?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on April 22, 2009, 09:08:11 am
Do i keep them activated to have them train?

They need to be activated, but not On Duty in order to spar.

My military preference is to have quite largish buildings dotted about the map, connected by a series of tunnels. The basement is for weapon and food storage, the ground floor is the barracks, the first floor is the archery training and ammo storage level (plus fortifications, per Lippy), and the second (top) floor is for catapults and stone storage(note, this needs a hatch on the stairs so you can lock your civilian siege operators up there once the enemy turns up). With a reasonably big food store you can keep troops there for a while during a siege without them having to leave, and the tunnel network allows them to move should they need to with a minimum of fuss.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: smjjames on April 22, 2009, 03:31:30 pm
Does anybody use the Dwarf Manager that's mentioned in the tutorial on the first page? I can't get the thing to work. I did check if I have .NET 3.5 installed and yea I have it on here.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: eropS on April 22, 2009, 03:38:43 pm
I do, its a god send.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: smjjames on April 22, 2009, 03:42:07 pm
How can I get it to work then??? It sounds like an extremely useful tool, but i'm not sure why it isn't working.

I have Vista Home Preminum...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on April 22, 2009, 08:17:38 pm
So do I. It works fine for me. Make sure .net is installed and you restarted your comp.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: smjjames on April 22, 2009, 08:25:58 pm
Wierd..... I've also done a restart though and its still not showing the data, I think I'll try an uninstallation of the .NET thing and then reinstallation.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Didero on April 23, 2009, 05:11:49 am
Have you run Windows Update (or whatever it's called in Vista) after installing it? Microsoft sometimes releases updates for the .NET framework, maybe Dwarf Manager will work with an updated .NET.
Also, occasionally check for updates to Dwarf Manager here (http://dwarfmanager.sourceforge.net/). There's a newer version available than the one in the tutorial package, which adds the option of setting the labours of dwarves to the profession you assign them to, instead of having to do that manually.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on April 23, 2009, 05:25:23 am
It may also not work with the latest DF.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Didero on April 23, 2009, 05:30:07 am
The DF version in that tutorial is the latest, right? If so, it works fine for me :)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: smjjames on April 23, 2009, 05:35:56 am
Yea, the DF version in the tutorial should be the latest, although modified slightly.

Anyhow, when I try to install the latest .NET, it goes to a screen asking whether I want to remove or repair it, so clearly I already have it.

I've already tried running windows update and no updates available for .NET. I regularily have it search for updates.

The thing is that the stuff along the top does show, but the graph below does not and the buttons that should be along the bottom are missing as well and the scroll bar is like a few millimeters from the bottom, obscuring the text that shows on the bottom.

Edit: I did the uninstall of it and then ran windows updater and it's now putting it back on. Anybody know of a place where I can troubleshoot the Dwarf Manager utility?

EDIT!!!!!!!!: Found the damn problem, its not set to my screen res!!! :P :P I set my screen res to the max and the buttons showed up......... now to find where the hell the res settings are and fix them for 1280X800...........
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Didero on April 23, 2009, 11:46:20 am
Can't you just resize the Dwarf Manager window by dragging one of its corners?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: smjjames on April 23, 2009, 12:05:33 pm
Thats not the problem, I think it will be understandable if I post screenshots. When I set the screen res to 1440X900 (the max for my monitor) it looks the way it should when I open it, when I open it in 1280X800 (what I prefer), the buttons dissapear. When I open it in 1440X900 and then switch to 1280X800, it looks fine. So yea there is a resolution issue.

This is 1440x900
(http://img.photobucket.com/albums/v214/smjjames/DFDMscreen1440x900.jpg)

This is 1280x800
(http://img.photobucket.com/albums/v214/smjjames/DFDM1280x800.jpg)

Also, how do I set DF to a screen res of 1280x800 and making sure there is no distortion? I know how to set the screen res, but I read that if you set it to something larger, you have to set some other parameter stuff to keep it from getting stretched. However, I'm not exactly sure how I should go about that.

Edit: Geh, looks like it messes back up when I minimize on 1280X800 res, so I'll have to use 1440X900 even though I don't like it that much.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Didero on April 24, 2009, 12:38:26 am
You could try not maximising the Dwarf Manager window, maybe that'll help.
I don't think you can easily set a custom size for Dwarf Manager, the only thing you seem to be able to change regarding size is the column width...

Also, if you have a TFT monitor (a flat one), setting it to any other resolution than its native one (which would be the maximum you can choose) could be bad for it.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: smjjames on April 24, 2009, 05:13:50 am
Well, I'm doing it on a laptop which has (obviously) a flatscreen monitor, so that could be it. The 1280x800 size of the tutorial screen works fine for me when I'm using the max screen res (1440x900 as mentioned earlier). So, I would like to know how to set up the graphics for the main game to 1280x800, although I'm planning on getting the MayGreen graphics pack as it's more visually pleasing IMO.

To whoever said that they don't like the graphics packs because they change the text too much, this graphics pack doesn't replace the characters that much and really only changes the text style. But hey, everybody has their opinion.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on April 24, 2009, 10:03:17 am
I'm pretty sure setting an LCD screen to a lower resolution isn't bad for the screen, it'll just look bad.

Also, I don't think there's an easy way to change the resolution without the graphics being stretched.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on April 26, 2009, 02:13:36 pm
New fortress, I have high hopes for it. Posting notes here. (http://twitter.com/Kishmond)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: smjjames on April 27, 2009, 04:52:45 pm
I'm just playing with the max screensize that I have as the Mayday graphics mod seems to have 1280x800 as default anyway, so it works fine.

Anyways...I give you Magma Ants! lol. I was surprised when I saw the anthill icon down there and when I saw it, I went 'what the heck are they doing there?'. Those must be some pretty damn fireproof ants, especially when you consider that they are right next to the magma itself.
(http://i43.tinypic.com/juz28o.jpg)

I was probably lucky that this level of the magma pipe happened to be double walled since I nearly opened it wide open following a bauxite vein. I've decided to set up a magma smelting and forging area on this level as well as a glassworks as there is plenty of white sand around, the entire first layer in fact. Not exactly sure how I would plan on setting up the residences since the main workshop level is on level -3 and the smelting area is -5. I was thinking of putting a storage area between the two. I've read on the DF wiki that you have to take into account noise, so.... heh.

This is my first non-tutorial fort that I'm doing a serious one at.
(http://i41.tinypic.com/21ki04w.jpg)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: madis on April 28, 2009, 12:49:25 pm
I collapsed a piece of land to get through the aquifer.

If you walk up to my location, all your gonna see is a caravan and a big hole.

This might be my favorite fortress so far.

EDIT: Why do I always forget to give someone the appraisal skill? Its torture!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cyst on May 13, 2009, 06:33:37 pm
I got this and have a question. What is the point of this and how does adventure mode work?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: eropS on May 13, 2009, 07:35:55 pm
Ah badger.

Do the tutorial and all will be solved.

/flamesuit on!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cyst on May 13, 2009, 07:44:32 pm
Too-toe-ree-o-l?

What is that?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on May 13, 2009, 10:10:28 pm
I got this and have a question. What is the point of this and how does adventure mode work?

People keep saying that there are no stupid questions, but they're only half right. It's the people asking them.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on May 14, 2009, 07:41:43 am
About the magma ants. I've seen ants over glaciers.  :-*
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on May 14, 2009, 09:18:20 am
I've seen ants in Open Space... D:

It was odd...

Und gleetchy.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on May 14, 2009, 02:05:55 pm
There's a blog somewhere on the internet where someone is trying to create Dwarf Rapture. I'll try to find it later.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: eropS on May 14, 2009, 02:08:03 pm
That'd be sweet.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on May 14, 2009, 02:20:19 pm
I remember one of the funnier quotes being something this:

Quote
Curses! When testing out the new purifier system the sealed canals managed to leak onto the marketplaces below. Luckily the emergancy grate drainage system did it's job, however amazingly some fish managed to somehow cross the screw pumps and rain down apon the startled dwarves below. The fish died quickly but I can thank my lucky stars I didn't start out in a haunted ocean. Zombie shark infiltration wouldn't have ended well....
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on May 21, 2009, 01:00:15 pm
zombie fish are among the most horrifying things you can encounter in DF.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on May 24, 2009, 11:56:53 am
First Batman, now this??

(http://i21.photobucket.com/albums/b257/Kishmond/Dwarf%20Fortress/Joker.png)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on May 29, 2009, 06:29:40 pm
M-M-M-Monster Post!

Am I the only one who plays this regularly? Here's my fortress entrance right now.
(http://i21.photobucket.com/albums/b257/Kishmond/Dwarf%20Fortress/3Dwarf2009-05-2916-50-42-01.jpg)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: DarkDragon on May 29, 2009, 06:39:08 pm
Link to that now ^

The main reason I don't play this is because the ascii characters are confusing and in 3d it looks awesome.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gorman Conall on May 29, 2009, 06:40:29 pm
Yes link please. I would totally play it if it looked like that.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on May 29, 2009, 06:42:56 pm
It's not the actual game, it simply takes the map, and renders it in 3D. Albiet crappy 3D with few textures, but 3D. You can't actually play like that, and why would you? It would be hell looking through one-square-wide tunnels, getting lost all the way. Or even designating dig spots for miners.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: DarkDragon on May 29, 2009, 06:45:12 pm
It's still awesome, I'll play with the mod that changes ascii to tiles.

Here's the 3d viewer by the way: http://code.google.com/p/dwarvis/

I dunno if this one is the same as the above but this one opens a sepparate window in 3d that communicates with DF and allows input, so you can switch between 2d and 3d.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: eropS on May 29, 2009, 06:45:58 pm
Yeah, plus with the graphics you dont even have to understand the ASCII characters...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: DarkDragon on May 29, 2009, 06:47:19 pm
I edited my previous post, the 3d viewer I posted works alongside DF.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on May 29, 2009, 06:47:47 pm
You know the custom ones are actually harder see what's what? They don't have the helpful little changes in color, they dwarves are usually all the same color, with maybe a different weapon/tool, or different hats. ASCII > Customs
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: eropS on May 29, 2009, 06:55:51 pm
.. the mayday one in the OP is really, really, good so yeah.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Doctor Z on May 29, 2009, 06:58:51 pm
Well there are sets where it's just a different TILESET, but no graphics.

:3
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: eropS on May 29, 2009, 07:09:05 pm
Yeah but... i mean at a certain point the game starts slowing down the best computers, i mean graphics would rip your computer to shreds...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: DarkDragon on May 29, 2009, 07:17:01 pm
No it wouldn't, not if they use the right algorithms :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Daxx on May 30, 2009, 06:39:47 pm
The game is still in alpha. Primary focus is on gameplay and functionality; refreshingly so in my opinion. Too many so-called "AAA" games these days are designed for the teenage ADHD crowd who don't understand that flashy graphics and a marketing campaign are a poor substitute for decent gameplay.

Maybe they'll add in graphics if and when they ever complete the game.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: eropS on May 30, 2009, 06:41:15 pm
Jeez it doesnt seem like an Alpha build of a game, it being so seemingly complete.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on May 30, 2009, 06:52:11 pm
It's still quite far from being done. Have you looked at the dev diaries/plans for the future? On the main site.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on May 31, 2009, 07:42:57 pm
(http://i21.photobucket.com/albums/b257/Kishmond/Dwarf%20Fortress/ItHappens.png)

This. Is. Adventure mode.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on May 31, 2009, 08:56:32 pm
Hehehe, the first time I tried adventure mode, I was eaten by some wolves. I took some of them out first, though. There were wolf limbs and puke everywhere...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: DarkDragon on May 31, 2009, 09:07:35 pm
I started reading a tutorial, I got around to picking the right location for my fort but I seem to have clicked on something by accident because I don't remember it asking me if I wanted to plan everything carefully before starting the game (and the tutorial says it is supposed to).
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on June 01, 2009, 03:09:48 pm
Yeah, I think you hit enter twice or something, really fast.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Met on June 06, 2009, 07:18:07 pm
Dwarf cancels Fish: Interrupted by Carp.

So, my latest fortress is seeing what it is like to build around a volcano. I'm using May Green (http://dwarf.lendemaindeveille.com/index.php/List_of_user_graphics_sets#Mike_Mayday.27s_combined_pack_.28DFG.29) Tileset.

(http://i6.photobucket.com/albums/y234/OmegaMet/DFvolcano1.jpg)

(http://i6.photobucket.com/albums/y234/OmegaMet/DFVolcano2.jpg)

(http://i6.photobucket.com/albums/y234/OmegaMet/DFVolcano3.jpg)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on June 06, 2009, 09:32:47 pm
The only problem with building around volcanos is fire imps. God damn fire imps... scampering everywhere, lighting things on fire and killing dwarves. At the least, it means a sure supply of magma.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on June 06, 2009, 09:36:25 pm
I never build a fortress without a volcano! Managing fuel is a pain.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on June 06, 2009, 10:59:07 pm
Sometimes more pain is more fun. It's fun to slash-and-burn entire forests to feed your fortress.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Met on June 07, 2009, 12:20:23 am
(http://i6.photobucket.com/albums/y234/OmegaMet/dorftrailfv7.jpg)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on June 07, 2009, 12:29:09 am
There's something far too calm about the demeanor of the dwarf in that last panel. I would have though that any fort resorting to flooding the immediate area with lava for any threat would be one at the brink of death already.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on June 07, 2009, 11:29:23 am
Except it's fun. Read boatmurdered...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on June 09, 2009, 06:44:25 pm
Can someone please tell me why 2 people so far have put:
I think fish drown when they are knocked unconscious or pierced through the lung.

In their signatures?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Beastosaurus on June 09, 2009, 06:49:09 pm
Can someone please tell me why 2 people so far have put:
I think fish drown when they are knocked unconscious or pierced through the lung.

In their signatures?

I did it for the lulz.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: MetallicDragon on June 09, 2009, 07:00:26 pm
Can someone please tell me why 2 people so far have put:
I think fish drown when they are knocked unconscious or pierced through the lung.

In their signatures?

Because outside the context of this game, that quote is hi-larious.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Beastosaurus on June 09, 2009, 07:05:38 pm
Mostly because fish have gills, not lungs. This prevents them from both

A) Being pierced in the lung, and
B) Drowning when knocked unconscious. Or ever, for that matter.

Within the world of DF, that is sage advice.
Within any other world, that is the fevered dream of a madman.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on June 10, 2009, 08:27:44 am
And knocking fish unconsious sounds pretty funny as well.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gauphastus on June 11, 2009, 03:31:48 am
I don't check in on this game as much as I used to, waiting for the big release and all.

Good to see squad controls are shaping up.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Lippy on June 11, 2009, 05:33:34 am
I just hope the "framerate" doesn't drop below 10 when you have more than 100 dwarves.  That's what killed it for me. 
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Gungnir on June 11, 2009, 06:21:58 am
Can someone please tell me why 2 people so far have put:
I think fish drown when they are knocked unconscious or pierced through the lung.

In their signatures?
I used to have it in my sig, right after I read your post when you posted it. It's pretty funny to think of fish drowning...via lung piercings.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on June 14, 2009, 12:17:54 pm
I was bored 3 AM to 4 AM last night, so I figured I'd try to make some dwarf humor...

(http://i467.photobucket.com/albums/rr40/Razonatair/DwarfBlindSerpent.jpg)

It's a legendary dwarf miner blinding a sea serpent, if dwarf fortress had sea serpents. I didn't have time to put the scales on before passing out. I don't know if it's too big or not, my scanner apparently makes things much larger.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on June 15, 2009, 03:17:42 pm
Dwarf fortress does have sea serpents!
http://dwarf.lendemaindeveille.com/index.php/Sea_serpent
Unfortunately they are very rare and very hard to find.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on June 15, 2009, 04:00:09 pm
Oh then it fits.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cyst on June 15, 2009, 04:55:12 pm
How do you get rid of roaches?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Yossitaru on June 15, 2009, 04:57:27 pm
Just like any other vermin, cats! Say goodbye to your frame rate if you don't watch their breeding though.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on June 15, 2009, 04:58:23 pm
Cats and butchering is good for you...
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Cyst on June 15, 2009, 05:07:07 pm
I need to find cats then.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on June 15, 2009, 07:23:45 pm
I just stuff every kitten that's ever born into a cage.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on June 15, 2009, 07:37:13 pm
What a waste of cages.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Kishmond on June 15, 2009, 07:41:11 pm
One cage.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Krakow Sam on June 16, 2009, 07:29:13 am
Silly kish, much quicker to designate most of them for butchery. Then you get a steady stream of kitten products.

Kitten tallow roast anyone. The secret ingredient is finely minced kitten tallow, finely minced kitten tallow, exceptionally minced rum and finely minced kitten tallow.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Met on June 16, 2009, 07:43:52 am
Kitten Tallow Biscuits are my favorite.

I need to find cats then.

I just start my games with one or two cats. Though, I tend to find them rather bothersome. A cat might take vermin corpses outside... but they tend not to. Early game, all my dwarves are too busy to take care of it, so I tend to get miasma.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Met on June 17, 2009, 04:22:08 pm
This amused me:

(http://i6.photobucket.com/albums/y234/OmegaMet/Struck.jpg)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: madis on June 18, 2009, 01:33:16 am
That kitten must have been eating rocks.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Beastosaurus on June 18, 2009, 10:42:18 am
IF I SEE THAT F***ING CAT ONE MORE TIME!
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: LadyM on June 18, 2009, 07:11:20 pm
Now now.. no need to cuss or be a potty mouth.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Beastosaurus on June 18, 2009, 07:58:45 pm
Sorry, it was a meme reference.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Met on June 19, 2009, 07:36:29 am
(http://i6.photobucket.com/albums/y234/OmegaMet/VolcanoExampleBr.jpg)

Above the T is my Magma Forge, Magma Smelter, and Magma Glass Furnace.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Plank of Wood on June 19, 2009, 09:23:51 am
So I'm going to assume you'll store the highly explosive booze next to the highly flamable magma?
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on June 19, 2009, 11:22:25 am
The first time I read Magma Smelter, I read it as Magma Shelter, and thought, " What? That's a horrible shelter. "
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Met on July 09, 2009, 10:24:48 pm
Me playing with the game's physics last night.

http://mkv25.net/dfma/movie-1517-cave-inofthewagon

Since then, that's how I've been making ceiling windows in my fortresses.

Edit: 1-Up'd myself.

http://mkv25.net/dfma/movie-1519-cave-inofthelake
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: madis on July 10, 2009, 06:35:43 am
Thats a pond, Met.


Im taking part in the DF masters contest on the other forum. http://mkv25.net/dfma/map-6330-rivercrosscerapas

Thats after the 2nd year. I love the map.

Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on July 10, 2009, 09:50:39 am
Your style is so inefficent and non-communist.  :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Summoner on July 11, 2009, 06:06:57 pm
Im starting to try the game tho i forget the keys and end up watching my guys die from goblins because i forget how to make a fort lol :P but im learning i watched so many tutorials but it really dont help
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on July 11, 2009, 06:28:55 pm
What? You can pause it. And it tells you what the keys mean on the right hand side, the black screen, with all the glowing buttons.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Summoner on July 11, 2009, 06:55:03 pm
I mean i dont know what everything means like symble i can find out the aquas and the lakes and the rivers and the Mountins and Trees but i dont understand the other symblems even with a tutorial.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on July 11, 2009, 07:00:55 pm
First of all, it's symbol, pronounced 'sim'-'bole'.

Secondly you can look by pressing k.

Thirdly, Dwarf Fortress Wiki (http://www.dwarffortresswiki.net/index.php/Main_Page) is your best friend.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Veraal on July 11, 2009, 07:14:13 pm
You're my favourite guy on the internet Raz.
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Raz on July 11, 2009, 07:17:30 pm
I no rite?!  ::)
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Summoner on July 11, 2009, 07:43:40 pm
got into the game when i posted and i think i useed to it. I started in a vally with underwater lakes and i started my first fort near some water and then i look outside and it said my woodcutter stopped working because of an racoon and then i look outside and there was 5 bears and about 6 racoons and it said couple bear peices and racoon peices with blood and vomit all over it filled like 10 squares :P right on my caravan it didn't announce anyone got attack but just the racoons and bears :P
Title: Re: Dwarf Fortress - A Roguelike and much, much more
Post by: Summoner on July 12, 2009, 07:24:37 am
DF Forum is talking about how animials reproduce so fast and in big areas and they did this

Dwarf Fortress Forum is funny
No, animals in DF do not reproduce by spores.

You can lock the