• Dwarf Fortress - "We in Vietnam now"
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https://files.facepunch.com/forum/upload/89/0b229b6f-4970-465c-a656-1afca8817696/hh1qwC.png Slaves to Armok: God of Blood Chapter II: Dwarf Fortress or, as everyone ever likes to call it, Dwarf Fortress is a roguelike, city management, God game that revolves around the idea of establishing and maintaining a dwarven settlement. Dwarf Fortress is an extremely simulated game, randomly generating everything from the world you play in and the names of everyone and everything you'll encounter to simulating the individual fingers and arteries of the dwarves you're resposible for. The entire game is rendered in ASCII which leaves much of the games imagery to the imagination, and also supports graphics tile packs. https://files.facepunch.com/forum/upload/89/abd24097-c5be-41e1-b594-cabcc617a97c/lXhAsY.png Dwarf Fortress started development in 2002, and no public release was made until 2006. The game is programmed solely by Tarn Adams, known as Toady on the Dwarf Fortress forums, with input from his brother Zach Adams. Tarn Adams has declared this game his life's work, expecting 20 years before it is complete; development is supported solely through donations, and contributors receive either short stories or crayon drawings as thank yous from the developers. https://files.facepunch.com/forum/upload/89/61e39ff8-02fe-4582-9073-e972d8be67c6/sKihl9.png Dwarf Fortress has three major game modes, a fourth non-game mode, and a sandbox arena mode. Fortress: In this mode you manage a number of dwarves whose task is to create a fortress. This is the "standard" mode of the game and generally what you'll hear everyone talk about. Reclaim Fortress: Once you have created and abandoned/lost a fortress, you can take a band of military dwarves to fight the monsters that now inhabit it. If you succeed, the fortress is yours to play in once more, just like the standard dwarf fortress mode. Adventure: In this mode you explore the world in a fashion similar to Rogue, Nethack, or Angband. You'll create a character (not just a dwarf!) and explore the world you've generated, taking quests, uncovering legends and killing monsters. Legends: In the fourth mode you can read more about the legends of your world, provided you've discovered them through adventuring. It also holds a vast amount of information about cities, creatures and people throughout your world. Arena Mode: This mode was released with the latest large-release of the game, and allows you to spawn any creatures you want in an enclosed arena, assign them teams and armour/weaponry, and fight them to the death! This mode is perfect for testing out modded creatures, as well as simply having some sandbox fun! * The world is randomly generated with distinct civilizations spanning from as little as five years to over 1000 years of history, dozens of towns, hundreds of caves and regions with various wildlife. * The world persists as long as you like, over many games, recording historical events and tracking changes. * The combat model uses skills, body parts, wrestling, charging and dodging between squares, bleeding, pain, nausea, and much more. * A dynamic weather model tracks wind, humidity and air masses to create fronts, butts, rain storms and blizzards. * Over two hundred rock and mineral types are incorporated into the world, placed in their proper geological environments. * Add new creatures, weapons, plants, metals and other objects via modifiable text files. * Extended ASCII character set rendered in 16 colors (including black) as well as 8 background colors (including black). Soon to be shot in Technicolor™! https://files.facepunch.com/forum/upload/89/2d02312a-0e14-4cee-80ea-d56249cc4690/Likedwarffortressyoudontwinyoujustwell_c22624b27b9a748ebe4cff5b50bd1615.png Fortress * Command your dwarves as they search for wealth in the mountain. * Craft treasures and furniture from many materials and improve these objects with precious metals, jewels and more. * Defend yourself against attacks from hostile civilizations, the wilderness and the depths. * Support the nobility as they make demands of your populace. * Keep your dwarves happy and read their thoughts as they work and relax. * Z coordinate allows you to dig out fortresses with multiple levels. Build towers or conquer the depths. * Build floodgates to divert water for farming or to drown your adversaries. * Much, much, much, way too much more... Adventure * Play an adventurer and explore, quest for glory or seek vengeance. * Meet adversaries from previous games. * Recruit people in towns to come with you on your journey. * Explore without cumbersome plot restrictions. * Seamlessly wander the world -- 197376 x 197376 squares total -- or travel more rapidly on the region map. * Accept quests from the town and civilization leaders. * Retire and meet your old characters. Bring them along on an adventure with a new character or reactivate them and play directly. * Z coordinate allows you to move seamlessly between dungeon levels and scale structures fighting adversaries above and below. https://files.facepunch.com/forum/upload/89/709cf255-11ca-4e76-91e6-6dfae2200270/3FlKay.jpg Combat in Dwarf Fortress is unlike that in most strategy and role playing games. Rather than having hit points, units have a collection of body parts, such as limbs, head(s) and a torso. These have sub parts: limbs have skin, fat, muscle, tendons, bones, nerves and arteries; heads have brains, eyes, noses, mouths, teeth and tongues; and torsos have internal organs. Damage to these parts and sub parts causes various negative effects, such as fainting, vomiting, loss of mobility due to bone fractures or nerve damage, and eventually leading to death from organ failure or blood loss. The combat system tries to present a fairly realistic depiction of combat, with several important consequences. The real life properties of various metals is taken into account to determine the effectiveness of weapons and armor and the various layers of tissue, making Dwarf Fortress combat some of the most realistic in any game out there - even when only having ASCII graphics. A copper sword can glance off a steel helmet, only for the force of the impact to snap the dwarf's neck anyways. A warhammer can crush the best of helmets, jamming pieces of the skull into the brain. You will often see creatures attacked with impaling weapons such as spears or crossbow bolts die of asphyxiation when their lungs are pierced, while slashing weapons are more likely to open an artery or lop off a limb, and blunt weapons will cause fractures. Reading the combat reports will give you a gruesome blow-by-blow of the fighting, telling you exactly what each strike did. As in real life, combat in Dwarf Fortress is chaotic, deadly, and gruesome. Numbers seem to matter, as defending against multiple opponents can be difficult even for a decent fighter. Your warriors will not suffer loss of generic hit points, and cannot simply rest to regain them. Injuries must be dealt with in an appropriate fashion for healing to occur: broken bones must be set, wounds must be cleaned and stitched up, and for some things such as concussions, you can only wait and hope the victim eventually regains consciousness. https://files.facepunch.com/forum/upload/89/9745c43c-ef25-42e2-b0a7-841426a60665/tplV7S.PNG Due the the very easy editing of the raws, (simple text files that make up a lot of the game) many mods have been created that can range from full conversions of races, creatures and items to a simple additional stone type. DF Wiki Devblog, updated often Tim Denee's illustrations of his fortress Bronzemurder and Oilfurnace Dwarf Fortress has no win conditions. The game is a complete and utter sandbox, where you decide what you want to do. Whether that be an Egyptian-style pyramid city, or a dwarven North Korea, or a fort specializing in sock production, it's all up to you to decide. The only certain thing is that every fort will be destroyed in the end one way or another, by things like goblin sieges, megabeast attacks, tantrum spirals, and procedurally generated Fun Stuff like giant elephants made of fire in a perpetual state of explosion. No two forts are the same. https://files.facepunch.com/forum/upload/89/589d004c-97fe-4e4b-8885-8311425c1ecc/ejB0os.png Newest version is 0.44.10 (game approximately 44% complete). Link to download: http://www.bay12games.com/dwarves/df_44_10_win.zip Lazy Newb Pack ( http://dwarffortresswiki.org/index.php/Utility:Lazy_Newb_Pack ) An exceptional compilation of tools and tilesets, and the game itself, all rolled into one fairly easy to use interface to get new people playing. Dwarf Therapist ( http://www.bay12forums.com/smf/index.php?topic=168411.0 ) An essential tool for Dwarf Fortress, Dwarf Therapist gives you a graphical interface for managing the labor of your dwarves. Amazingly helpful once your fortress starts getting crowded. DFhack ( https://github.com/DFHack/dfhack/releases ) Includes a lot of useful tweaks to the game, like searching in stockpile screens, bedroom allocation screen, bugfixing scripts, FPS-boosting scripts, automatic tree cutting, etc. Many consider this to be the second essential program together with Dwarf Therapist, though it is mainly geared for advanced players and thus may add to new players' confusion in the already matrix-like interface. Documentation can be read here. https://files.facepunch.com/forum/upload/89/99a747f3-de3a-47f6-a6e5-ac9f9d5d3ba7/zhCqxb.jpg
dwarf fortress thread v. 9999: "McUrist, Peasant cancels Store Item in Stockpile: Interrupted by Dragon." "McUrist, Peasant has been found dead."
One week till next patch 44.11. Known features: -The memory system has been fixed and dwarves won't get permanent PTSD from seeing a couple of teeth on the floor anymore. We're getting out of Vietnam bois! -Ability to conquer sites and set your own dwarves to manage the places. For example, sending your squad to conquer an elf city, putting it under your own rule. -Natural growth of settlements around your fortress in the world map. Little villages and the likes will pop up as your fort grows. -Messengers can be sent between the different sites. For example, to ask the nearby village to send more cannon fodder dwarves to join your main fortress. -Your fortress becoming a barony, kingdom etc becomes tied to the conquered/grown sites. So you can either grow peacefully, or you can take over everything. -Ability to tell dwarves to fuck off from your fortress. Their relatives may get angry and leave with them if you do, though. -Fixed major stuttering lagspikes/lag related to vegetable growth, and also crash fixes.
Myths and Magic update seems so incredibly ambitious that I have to wonder if it can even be done. I hope he keeps us apprised while it's in development, hearing how it's shaping up over time will be incredibly cool.
i think that out of everything, the thing i love the most about dwarf fortress is that bugs like this can exist due to how deep the systems go.
I mean, this entire game and what's been accomplished so far is extremely ambitious, so I think he can pull it off.
looking forward to hill dwarves, might have to jump back in then
Is the current version even really playable? My fort just grinds to a halt as soon as i get attacked because i'm terrified to let anyone go near the corpses. It's pretty much a promised tantrum spiral.
I am so looking forwards to fort evictions and the less 'nam experience.
I've just been playing .09, if you want to play .10 you're just going to have to accept that like 30-40% of your population will die, and take the hit. If i were you I'd take anybody that's showing signs of entering the spiral of depression, stick them in a squad and ship them off to the nearest goblin civ to get themselves killed. Maybe they can take out a few goblins along the way too. Next release fixes it anyway and that should be out in the next weak or so.
I've decided to just weather the storm, order a bunch of chains and cells made and i'm pumping magma to the surface for the corspes. guess it's just super hard mode for a week
HERE WE GO BOYS There are now peaceful and not-so-peaceful ways of expanding your influence in the world. Once a site becomes linked to you (through prosperity or by conquest; you'll see a message), you can send a messenger there to request workers, or send dwarves from the fort out to such sites (from v-p). This only works on historical figures, so you might find you don't have off-site workers available at first, though some sites do have them. This release should also improve the issues dwarves were having with negative thoughts, and they can also now experience permanent changes in their personalities and intellectual values due to events in their lives. Note: Insurrections were such a problem in sites that I had to turn them off for your fortress's holdings; we'll get back to that later. It wasn't even the insurrections, really; the dwarves were bailing on the occupation immediately because they were afraid of insurrections. New stuff Your civilization will send out groups to found sites near prosperous fortresses Existing sites near prosperous fortresses will associate themselves to those fortresses Added ability to take over sites and install administrators Can view your new holdings from the 'c' screen Can send workers off-site and send out messengers to request their return Mulling over long-term memories can lead to shifts in intellectual values and personality changes Major bug fixes Fixed hauling route crash Fixed problem causing county stage to be skipped in noble elevation Stopped all visiting barons from being elevated along with your baron Changed horror calculation from seeing a dead body Stopped similar memories close in time from taking all the memory space Stopped stuttering lag from repeated vegetation connectivity checks Other bug fixes/tweaks Camping refugees will be awake during the day now
Examples of how the memories can affect personality. First is making an already existing personality trait stronger, the other adds an entirely new trait. https://files.facepunch.com/forum/upload/89/7f66b355-7c35-48b5-8f2e-c9dabb070857/str.JPG https://files.facepunch.com/forum/upload/89/dbd0813d-a176-4ce7-9c9a-bfa5a0cb0dcc/sadf.JPG
This dwarf turned into a hippy after he saw a death and was injured. Both his personality and his live values changed. https://files.facepunch.com/forum/upload/89/35a76816-7d45-4c70-bf2f-52bb5f6d7474/new.JPG
That's... actually pretty crazy when you think about it. Emergent character arcs. Your individual dwarves can become more developed than characters written by actual people.
Reading 4chan's df thread My weaver created a heirloom cape and dedicated it to his grand-grand-grandmother, years later some mercenary gets fucked up in my inn, then asks if he can deliver the cape to the old gal. She's still alive and throwing multiple wrestling competitions every fucking year, which she wins, cause no one else takes part. This fucking game.
Is this an elf? Is this how they spread?
Damn when the thoughts mechanic first came into the game I didn't think much of it, but now it's one of the best features and it's seriously amazing for story building
The thoughts are mellowing out over time. I have some dwarves who for a year or two had thoughts like "He is afraid at remembering seeing Urist die" But then a couple years later it has changed to "He is accepting remembering seeing Urist die" which is actually a slightly good thought. Weakest level of good at -8 when -1 is strongest, but it's still a good thought.
Hey, new DF thread! Obligatory comic: https://i.imgur.com/uN3XEIW.png https://i.imgur.com/RfJd6LZ.png https://i.imgur.com/bKCLD1s.png https://i.imgur.com/I1H3lnk.png
Also this https://files.facepunch.com/forum/upload/89/c66d519a-0258-4123-929c-37d10b6ae361/xl19lmx1ze301.jpg
I am eager to try this new update, I really wonder how the flaming-kitten trap or goblin blood pit meta holds up now that your dwarfs can be traumatized by the horrors.
Science must be done. Also, changed thread banner.
My mayor forbid the sale of figurines just before the caravan left, leading to beatings all over my fort. Preventing future incidents requires separating my figurines from the rest of the goods, because otherwise otherwise all bins containing figurines become unavailable for trade. A pragmatic punishment for my mayor's bureaucratic tomfoolery is to use their room as a figurine stockpile, making a right mess of the quarters while also keeping the figurines isolated. Enjoy waking up out of bed and stepping on one of the thirty -silver figurine of a morningstar-'s covering the floor.
If they don't already have useful skills, or have good preferences for artifact manipulation, I just atom smash the ones that give retard demands.
it seems to be a tradition in my forts that all nobles covet the legendary steel bed
Only 2 hours in so far and I've noticed that all 8 of the statues in my dining hall are dedicated to the murder of a single specific elf by a legendary troll. I checked the other statues in my fort and they too, are dedicated to that troll murdering people. I think I spotted a single dwarf victim but all others are of that same elf getting murdered. What kind of beef did my mason have with that elf to spawn a grudge so deep.
Found the reason. It's an elf.
An excellent choice to have as a Spearmaster in my military. Nothing could go wrong. https://files.facepunch.com/forum/upload/89/b3320eb9-cde8-4484-a463-3491ee6488d2/prmoi.PNG
It looks like the new psychology updates have finally fixed hostility in adventure mode. I went into a bandit camp and strangled the leader and every single person who was awake charged at me and my allies. Later on I accidentally stumbled across a giant who instead of just waiting for us to take the first strike, charged my spearman, knocked him over, then picked him up by the head and smashed him against a wall.
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