• Dwarf Fortress - WHAT ARE ALL THESE CATS DOING HERE
    1,002 replies, posted
[highlight]Dwarf Fortress[/highlight] Dwarf Fortress is a rogue-like game that focuses on the establishment and long-term maintaining of a dwarven settlement. Everything is rendered in ASCII, although there are "tilesets" that render everything differently. [IMG]http://i38.photobucket.com/albums/e123/ocelot2/Dwarf%20Fortress/Dwarf1.png[/IMG] Dwarf Fortress started development in 2001, and no public release was made until 2006. Originally the game was simply 2D (meaning, there were no z levels. You could not go up or down). There was no variety in the maps. On the left, there is a grassland, and on the right side, there is a mountain, further in a cave river, chasm, magma and then adamantine/the Pits. Then, the 3D version was released, with the major addition of Z levels, and mechanics. This expanded gameplay tremendously, but made underground rivers, magma, and creatures etc unique to their landscape. To clarify, this is not in a 3D view, but adds 3D features. Whereas in the 2D version you could go left and right, x and y axis, the 3D version adds up/down, the z-axis. Once more, THIS IS FROM THE SAME VIEW AS THE 2D VERSION, TOP-DOWN. The latest 2D version is [url=http://www.bay12games.com/dwarves/df_23_130_23a.zip]here[/url] Note: 2D version is no longer updated and lacks many of the features you may be used to in the 3D version. The latest 3D version is [url=http://www.bay12games.com/dwarves/index.html]here[/url] The most stunning feature of Dwarf Fortress is that it creates a randomly generated, persistent world for you to play in. (The world is only "on" when you are actually playing in it, however.) When you die in either the adventure or fortress modes, your next game will be in the same world, albeit a few days later. You can visit your old fortress, or get revenge on the monster that killed your adventurer. If your fortress or your adventurer had done anything of particular note, there's a chance that the game will generate a legend for them, which you can read about in the legends section. (Provided you've discovered enough information about the legend) [IMG]http://i38.photobucket.com/albums/e123/ocelot2/Dwarf%20Fortress/Dwarf2-1.png[/IMG] [IMG]http://i38.photobucket.com/albums/e123/ocelot2/Dwarf%20Fortress/Dwarf3.png[/IMG] Dwarf Fortress has three major game modes and a fourth non-game mode: * Dwarf Fortress Mode: In this mode you manage a number of dwarves whose task is to create a fortress. * 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 Mode: In this mode you explore the world in a fashion similar to Rogue, Nethack, or Angband, completing quests and killing monsters. In adventure mode you can uncover details about your world's legends. * Legends: In the fourth mode you can read more about the legends of your world, provided you've discovered them through adventuring. [IMG]http://i38.photobucket.com/albums/e123/ocelot2/Dwarf%20Fortress/Dwarf4.png[/IMG] * The world is randomly generated with distinct civilizations spanning 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. * 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 more... * 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. * 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, clouds, 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). [IMG]http://i38.photobucket.com/albums/e123/ocelot2/Dwarf%20Fortress/Dwarf5.png[/IMG] Due the the very easy editing of the [I]raws[/I], (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. Stallion's Dig Deeper Mod Stallion's Mod adds only what is needed to keep the original Dwarf Fortress feel to the game, while extending it.... Digging Deeper! [quote] 70+ new animals. A new civilisation. 50+ new craftable trade items. 10 new metals. A new gem. 8 new wood/tree times. 15 new plants (with associated extracts and drink). 6 new weapons. 6 new pieces of armour. 14 new sets of speech for adventure mode. 53 new engravings. And numerous changes! [/quote] Download it here!: [url]http://www.bay12games.com/forum/index.php?topic=35736.0[/url] The Martial Arts Mod [quote]New abilities! - Natural melee attacks of most creatures have been improved upon. - Body structure has been altered to allow grabbing and breaking necks and spines. - Experimental changes in body structure. "Sensitive parts", beards, grappling mouths and tails, etc. New races to play! - Dark elves, evil tower-dwelling brethren of the treehuggers. - Dark outcasts, corrupted and mutated, these "dark spider elves" are more than a nuisanse. - Kentauri, the quintessense of duty and justice. Almost as nature-loving as the elves, these horseback/elf-fronts don't pose much of a threat. Beware their leader though. - Tigermen, a low-intelligence race akin to kobolds. - Major original races are also playable. New weapons of power! - Shovel (of power, yes) - Hack - Pitchfork - Club - Spiked club - Kobold flail - Kobold shortbow New ammo: pointed sticks - Sharded sword (itemcorpse only) - Flanged mace - Hand axe - Greatsword - Dwarven waraxe - Elven longblade - Longbow - Recurved longbow - Hand crossbow - Giant arbalest New ammo: harpoons - Elven skewer bow, new ammo: piercing arrows, slashing arrows, enchanted arrows - Dwarven mechanibow, new ammo: tearing shards, slashing stars, impact bolts (all names translated into native tongue) New items of defence! - Tower shield - Shard shield (itemcorpse only) - Chestplate (metal/bone/shell) - Full plate armor (metal) - Plated boots (metal/shell/bone) - Full helm (metal) - Helmet (shell/metal) - Full craftable set of bone armor (Splint mail, leggings, gauntlets, crown, plus the mentioned boots) New creatures: - Feral outcasts, uncivilised version of dark outcasts. - Black Dragon, the dark poisonous brother of the firebreather. - Copper golems, just because iron is too hard to dent. - Rock golems, to provide your fort with statues for the next five years. - Warped rock golems, to slice things up while you're at it. - Shard golems, cheap and cheerful adventurer-dicers. - Shard elementals, if you think walking golems weren't enough. - Silver golems, much nastier than their soft nature would suggest. - Golden golems, as if there weren't enough constructs already. - Adamantine golems. Just run. - Large demon rat. Not your usual vermin. - Giant demon rat. Definetly not your usual vermin. - Divine being. Flying, firebreathing, superspeed, wields magical weapons and flame. Also god(dess) of the kentauri. - Panther. Just thought it was missing. - Made several changes to existing creatures, as mentioned at the top of the listing New trap components! - Rotating fanblades! Chop your enemy into many little pieces! Can pump water with minimum modification! - Huge smashing hammers. - Reciprocating battering rams, of wood or metal. Handy bludgeoning alternative to upright spikes. Finally, New engraving images! - I won't list them. Look for yourself or be surprised. [/quote] Unintelligent's Random Crap Mod [quote] 2 New Races Monoliths Once the servants of a forgotten civilization, these massive golem-like creatures now serve the Goblins who have discovered them, who value the Monoliths for their unerring loyalty and ability to work tirelessly for ages without the need for food or rest. While they have no weapons of their own, they are deadly in unarmed combat. -Evil -Sieges -Do not require sleep, food, or drink -Very difficult to defend against -Cannot harvest their own wood -Playable in Fortress and Adventure mode Luftoden These unholy inhabitants of the frozen forests of the Taiga are quite fearsome to behold. Their desire for death and mayhem surpasses even that of the Goblins, who have formed an uneasy alliance with them. They appear to be a species of Demon; though they are fortunately much weaker than their belowground cousins, compared to the other major races, their strength in combat is second only to the Monoliths. -Evil -Sieges, babysnatches -Can fly -Playable in Adventure mode only ---------------------------------- New Creatures 14 new non-entity creatures, including: Riptides These bizarre manta ray-like creatures float like a butterfly and sting like a cruise missile. They glide just above the ground at ludicrous speeds, leaving a trail of firey destruction in their wake. They fly over traps and can wipe out an army of untrained soldiers faster than you can say "OH SHI-". Although even a simple trench can keep them at bay, if you manage to defeat them, their hearts can be smelted into a metal stronger than steel. Fell Dragons While they may be smaller than a normal dragon and have weaker breath, these monstrosities are by no means less dangerous. They fly over walls and have venom in their fangs that makes their prey easier to devour. The only thing more dangerous than a Fell Dragon is a Skeletal Fell Dragon, so beware of evil regions. Phantoms These deadly spirits haunt the tainted lands where the undead roam and only the brave and the foolhardy dare to dread. They blend in with the dark landscape and are almost impossible to see before they strike. Once they attack, however, they often become easier to see, although that does not make them any less dangerous. Check the creature_mod file for specifics on the rest of the new creatures. Or you could just play the game and let it surprise you. ---------------------------------- Other Features Bronze and Iron After someone pointed out that Bronze should be stronger than iron in the suggestion forum, I mucked around with the entries for Bronze and Iron a bit. (Shortly afterwards, I noticed someone already made a mod that does this, and much better than I did.) Uranium I don't know if something like this has been done before, but whatever. Pitchblende can now be smelted into Uranium. I also made it slightly more available; it's no longer granite-exclusive, though I'll probably change that later after I do more research. -Once smelted, Uranium can be "enriched" at a smelter; this makes several bars of "depleted uranium," but only a small chance of producing "enriched uranium." -Depleted uranium can be used for bolts only (at the moment) and is stronger than steel -Enriched uranium has no purpose (yet), and cannot be used to create anything, although the bars are (currently) more valuable than Adamant[/quote] [IMG]http://i38.photobucket.com/albums/e123/ocelot2/Dwarf%20Fortress/Dwarf6.png[/IMG] [url=http://www.dwarffortresswiki.net/index.php/User:Rick/Tweak#Download_Tweak]Gibbed's Dwarf Fortress Tweak[/url] Combines adjuststart.exe, reveal.exe, warp.exe, heal.exe, and a few new ones into one convenient program. [url=http://www.pindi.us/files/df/dfcompanion-0.14-exe.zip]Dwarf Companion[/url] This project is about having a helper utility for dwarf fortress, hopefully filling gaps in the user interface. It will also allow some cool cheating, so that it would be possible to play with the engine. For example, you can now mark your nobles as butcherable! Ain't that cool? Requires the latest version of Python and Gtk+/Win32 Runtime Environment. [IMG]http://i38.photobucket.com/albums/e123/ocelot2/Dwarf%20Fortress/Dwarf7.png[/IMG] [url=http://dwarf.lendemaindeveille.com/index.php/Indecisive%27s_illustrated_fortress_mode_tutorial]Indecisive's Illustrated Dwarf Fortress Tutorial[/url] [url=http://dwarf.lendemaindeveille.com/index.php/Your_first_fortress]Your First Fortress[/url] [url=http://dwarf.lendemaindeveille.com/index.php/Main_Page]The Wiki[/url] - The most useful site related to Dwarf Fortress - Go here for anything and everything. [url=http://www.bay12games.com/forum/]The Official Forums[/url] [url=http://www.bay12games.com/dwarves/dev_now.html]Dev Log[/url] - Check it every now and again for latest developments. The awesome tale of [url=http://fromearth.net/LetsPlay/Boatmurdered]Boatmurdered.[/url] [IMG]http://i38.photobucket.com/albums/e123/ocelot2/Dwarf%20Fortress/Dwarf8.png[/IMG] Thorny T[I][/I]e[I][/I]h Zip File Skullivan Punjon Banned? Viro Rusty-bucket KamikazII Deadly Midget GenericAlt Drew Carey LordLoss Rotinaj Jota Dê V2 mad skillz11 Khyour Orkel Mikkelmann EvilJesus4 Tetsmega swat99 Skooma Ev!LHavoc FK102 tinhead50 scout1 Themage Lemurman Resto Hamsterman Galenus Swebonny El Ruffianos PI3 B01 cheesedelux LEETSEPEAK littlerippa Vronkio Kwal ClavusElite2 Meerkat Adbor X[I][/I]D[I][/I]! IlikeHL2 DeadorK Xed Kondor Raymastereo Loney nunu Goofa No_0ne lamaar coolguy1351 ShanOMac794 758759754 Canesfan Scope0 ChimeraR KyleL999 Coilgunner Stallion DmGod RedNick27 Zezibesh Venn117 Zatharon Suicide Requiem Duncanfrost Boomersocks Misterwaffle These people all play Dwarf Fortress, and so do you, I guess, but I'm afraid I won't add any more new people. Credit to the creator of and all contributers of the thread before mine. Credit also to FlyingDog, thanks for the pictures buddy. <3 Remember: [B]LOSING IS FUN![/B]
[img]http://filesmelt.com/Imagehosting/pics/a85caa69a70d135be1820d748f46d790.png[/img] My kings room is progressing nicely and until its done my queen is stuffed into the circled room. In the middle there will be a clear glass arena where war dogs and captured goblins shall fight for the queen's amusement.
Good that you made it again Thorny.
[QUOTE=Boomersocks;15803883][img]http://filesmelt.com/Imagehosting/pics/a85caa69a70d135be1820d748f46d790.png[/img] My kings room is progressing nicely and until its done my queen is stuffed into the circled room. In the middle there will be a clear glass arena where war dogs and captured goblins shall fight for the queen's amusement.[/QUOTE] That's pretty badass, good job.
I didn't understand SHIT when i played this.
I followed a really awesome tutorial that provided a save game and everything so that you wouldn't have to worry about random stuff happening while you're still learning... but I still didn't really get a hang of the game. I still found it really hard to keep track of everything that I needed to manage. It was also stupid how lacking the interface was. I had to use a 3rd party helper program to manage the dwarves' tasks. It was annoying not being able to do that in-game.
Put me on that list, yo, I play this.. sometimes :v:
Thread title is awesome.
[QUOTE=Banned?;15804255]Thread title is awesome.[/QUOTE] Thanks, and it's completely relevant too.
Leetsepeak has canceled play DF: In California.
Add me to the list. I haven't played for a while or followed the old thread, any new major updates lately?
I should start playing this again with the dangerous wilds mod or something.
[QUOTE=RedNick27;15804507]Add me to the list. I haven't played for a while or followed the old thread, any new major updates lately?[/QUOTE] Nothing out, but there's a massive update coming relatively soon. It should be about as large-a-jump as the 3D release was.
learning curve is gigantic, I followed guides and never learned
[highlight][U]My FAQ[/U][/highlight] Note: I have also created a gameplay tips in my next post below the below post [B]Why should I play Dwarf Fortress? What are the awesomely cool features?[/B] - Massive maps, you will never run out of space for your fortress - Huge enemy sieges - Very moddable - Amazing mechanics, create traps manually like arrows firing down a corridor from pressure plates - Unique dwarves, each dwarf has specific traits and skills - Huge range of things to make - Working economy - Roguelike, waste time, lose, have fun - It is incredibly satisfying to get into, even if you just make a farm and carve a dick into a mountain - GRATUITOUS DISMEMBERMENT, your dwarves can lose limbs in battle and can even suffer from terminal injuries. These include paralyzation due to spinal injury, change in behaviour from head injuries, losing individual eyes, being unable to do shit all from losing both arms and if hit by a catapult or being swarmed by swordsmen - complete clusterfuck gibbing. - Get into a genre of game you've never experienced - Understand why people say gameplay > graphics so goddamn much - Fucking underground demons - Hilarious scenarios such as wrestler dwarves carrying babies into battle - No goal, just fuck everything up [B]Really basic question, but what are the controls?[/B] Q = building manager, hover over buildings to use them K = definition pointer thing, hover this over a tile to see what it actually is Shift + < = Up 1 Z level (i.e. into the air) Shift + > = down 1 Z level (i.e. into the ground) V = see status / job of selected dwarf All other controls are shown on the right hand side of the screen [B]How do I begin?[/B] First you need to generate a map. Just randomly generate it, don't bother fucking around with any variables. Next, go and find yourself a patch of land to start from on the world map. Preferably, you want a spot with a [U]BROOK[/U] and preferably flux stones such as limestone, dolomite, calcite, chalk or marble. Preferably use chalk or limestone because they will make up about 70% of the ground tiles so your supply will never run out. Flux is used to create steel from iron. The reason you want to choose a brook is because IT ISN'T FUCKING DEADLY unlike a river. Your dwarves easily stumble and drown in rivers or get torn apart by fucking carps, no joke. When choosing what gear to take on your journey, it is important to take the right shit or you will start your game and realise you can't even dig a hole to start your fort. My recommendation: - A couple of iron picks - BARRELS - 2 cats - iron anvil, make sure this does not get stolen at the start for god's sake, get it hauled inside. It is a costly mistake that will stop you making a smelter to make anything made of iron until you make enough shitty dolls to trade for another one. - Lotsa plump helmet seeds, 20ish is fine - Meat, dwarves like variation in their meals - 1 Battle axe - LOTS OF BOOZE. FUCKING LOTS. Classes to take: Stonesmith / miner (x2) Grower / planter (x2) Woodcutter / Carpenter Crafter of most useful sounding trades Diplomat kind of dwarf + barterer. This dwarf will be your king / queen. When you begin, make all of your labourer dwarves (i.e. all of them except the diplomat) building designers so that they can plan buildings. [B]Cool, I can handle the controls, but what should I do now to start?[/B] Find a spot on your map near water, dirt and rock (does not need to be VERY close to the rock) and dig downwards. Build an underground plump helmet farm and a barracks (bedroom which you toggle as barracks). Once you have done this, start digging into rock for magnetite pockets, limonite veins etc. to find iron. Alternatively (and recommended before looking for iron) get a carpenter and mason shop up and start making some bare necesseties such as beds, tables and chairs for dining etc. A great place for your first meeting place for idle dwarves is a dining hall, just stick some nice statues in there. [B]What the fuck stairs don't work[/B] Strangely enough, you need to build 2 stairs to complete one stairway. To build a stairway into the ground, build a downward stairway, then go down a level and dig away at the tile you just built a stairway on top of. Build an upward stairway directly beneath the downward stairway and you're done. Up/down stairways can be used to make staircases. Here are some possible ways of building stairs from a SIDE view, > = up, < = down, X = up/down < > or < X > [B]Why don't I get any migrants?[/B] Hang on, you'll be lucky to get any within the first year. Increase your fotress value by making all kinds of stuff, especially from valuable raw materials like gold, or pimp out your fortress with a sweet ass engraved dining hall. This attracts all kind of gangsta' dwarves who know a sweet crib when they see one yo. [B]What the fuck there is puke everywhere[/B] Just when you thought the game couldn't get any more disturbingly realistic, your dwarves have 'Cave Adaptation Syndrome'. This is cause by living underground for long periods of time and your dwarves get too used to the dark, and then as soon as sunlight touches your affected dwarves, they instantly vomit. This makes dwarves unhappy because they become irritated by sunlight, unhappy because they just spewed all over their best pigtail socks and also turns them gay (just kidding). CAS can be avoided by keeping dwarven social areas (i.e. dining halls and statue gardens) ABOVE ground. Note: As far as I know, building grates above your fortress to let light in does not prevent CAS. This does not mean you have to keep buildings open-topped to let light in, the buildings can have a roof without causing CAS, just as long as it is above ground. [B]I don't get 90% of the game :([/B] It's fine. The game is completely playable to an entertaining if not hilarious level even if you only know how to start a farm. Your downfall should always be amusing whether it be a huge goblin raid or one of your dimmer dwarves mining through your underground resevoir and flooding half of your shit [B]My dwarves are thirsty, what can I do?[/B] You can build a well or build a still to make booze. Wells are a permanent solution that will keep your dwarves alive and is even used to heal injured dwarves who cannot drink booze. Simply dig a hole 1 level deep next to water (i.e. a channel) and build a well on top using stone and mechanics, built at the mechanics workshop. Booze however, is harder to get. You must farm plants, must have barrels readily available and water. Booze is quite difficult to begin to make but once it is going it gets fucking going. It also makes your dwarves run like the wind, shit out products at a blinding rate in workshops, makes them very happy and makes them fight with enough courage to charge naked and alone at fucking dragons *COUGH* CARPS. [B]What is all this green cluttered shit when I start?[/B] Grass, plants and trees. You REALLY don't need to pay attention to every single tile, generally, green is a plant. As an experienced player, I don't pay attention to every single tile either and I don't expect everyone to do so either. [B]My farm / stockpile is farting purple clouds, what's up?[/B] Your food is rotting. It's making your fortress stink like shit and you need to do something about it before your dwarves go apeshit and start breaking things. Simply make a refuse stockpile outdoors and some unlucky idle bastard will be assigned the task of shovelling the masses of shit your dwarves decided not eat in time. Notice if your dwarves are not shovelling away something that looks like this but a different colour: [img]http://media.steampowered.com/steamcommunity/public/images/avatars/d9/d9e348389af33382cd56e4482a03848ce1444029_full.jpg[/img] BUILD A FUCKING COFFIN YOU SICK BASTARD. They aren't going to throw him in the shit can along with last week's leftovers and your population will be demoralised by him lying there. [B]Why should I keep my dwarves happy?[/B] If they become unhappy enough, they can become: Suicidal: They will find surprisingly inventive techniques for killing themselves if no obvious methods are around Insane: Running around alot, disturbing dwarves, may gain a new habit such as being scared of water and eventually dying of thirst or hunger Berserk: Your dwarf will speed all around the room, fucking ripping limbs from other dwarves, pounding them to the ground, attacking workshops etc. Very important that it isn't your soldiers who become berserk, a well trained axe/sword dwarf can decapitate dwarves at a rate of 2 per second and berserk dwarves fight better than regular ones. [B]How do I start my mighty dwarven army?[/B] You cannot define what class a certain dwarf is. Give a dwarf a sword and shield (important so they don't KILL EACH OTHER) and he will train as a swordsmen ONLY WHEN SPARRING ARMED DWARVES, so wear armour and use weak weapons. If unarmed, your dwarves will fight as wrestlers, turn gay and rip each others' clothes off, leaving them all over the room. If a wrestler spars against an armed dwarf, the wrestler will either die or the armed dwarf will BECOME A GAY WRESTLER. This is VERY bad because it means your dwarf will be too stupid to use the weapons you put so much blood, sweat and piss into making and your new wrestler will then alienate the rest of your army into hulking, naked masses of meat. To get your dwarves sparring, find a room with a bed and set the room as a 'barracks' and put your soldiers off duty. They will then train and gain skill in the barracks. Crossbow dwarves train using an archery range so they won't kill themselves, assuming you pointed the safe firing direction correctly. Use wooden bolts to train with or you will quickly chew through your iron. Try buying all of the elven caravan's wood, or better yet, fire a ballista at them and take all their shit: [url]http://mkv25.net/dfma/movie-1006-elveseatingwood[/url] Wrestler armies CAN be entertaining and cheap to run. If they have babies, they will CARRY them into battle and even use them as weapons. Well trained wrestlers can grab or hold the enemy, effectively immobilizing them while they rip off their scrotum. Remember to keep your guards off duty or they will become unhappy that they have been on duty for so long and start taking really long piss breaks. This can be avoided by only putting them on duty when needed, or having a rotation of on duty / off duty squads. [B]I DOWNLOADED THE 3D VERSON, WHAT THE FUCK, IT'S STILL FLAT[/B] First step: Learn what 3D means. In the 3D version you can travel on the Z axis i.e. through the ground or up into the air, allowing for underground forts or towering skyscrapers. Go play Crysis. [B]Dragon ridden magma field or lush, forest and river?[/B] The simple answer is stay the fuck away from carps [U]If you have any questions that you think deserve to be put into the FAQ, post it here or PM me if I get lazy and don't update it[/U]
^ didn't help at all, just tells me what the tiles are
[highlight][U]Gameplay tips[/U][/highlight] [B]Military[/B] Don't train wrestlers, they are awesome but in the long run will prevent you from making an awesomer military by turning all of your swordsmen into wrestlers Do not make duty shifts too long or you will find that most of the time your squad won't even be standing there. [B]Starting up[/B] Start next to brooks, not rivers. Hell, start next to fucking magma pools but stay away from rivers Choose a spot near the base of a mountain. Make sure the map is mostly grass, has water, isn't too dangerous for your liking and that you are not starting on an aquafir (swamp essentially). [highlight]I am not experienced with aquafirs so if you have useful tips about aquafirs please tell me and I'll put it here[/highlight] [B]Industry, consumables etc.[/B] A great staple food source is plump helmets. They are technically trees according to the lore. They are giant mushrooms that can be farmed all year round, can be eaten raw or added with other ingredients to make meals making them versatile and easy to get hold of. Cave wheat and other seasonal vegetables are great once you feel confident enough to farm them. They make dwarves happier because of food variety. Don't just rely on vegetables. It is completely possible to survive on plump helmets alone but try and get a hold of some meat to put variety into the dwarven diet, dwarves love meat. You can buy it easily and cheaply but for extra sportsmanship and fun, choose an area of untamed wilds or wilder if possible, and go on roleplay hunts with a squad of hunters (I know you're thinking ROLEPLAY GHEYS) but nothing is more satisfying than turning an elephant into a porcupine and salvaging the mangled body of one of your unlucky hunters, then breaking the news to his emotionally wrecked meat deprived family. Have a librarian. Get one dwarf the librarian job (I think that's what it's called, quartermaster or something) and remove ALL of his professions so that is the only job he will do. Make the job pinpoint accurate. It is very satisfying to have accurate logs of what is inside your fortress. Feel free to contribute
I am still not on the player list
I need to be on the player list: venn177
Added you both.
I haven't played this in quite a while. Need to get back into it. And start a new fortress because my first one had a shocking layout made for just the 7 starters and a tiny dining room. And I didn't think bringing a cat would matter. How would a single core 1.8GHz and some shitty bad graphics card run this game? I'd like to play this on the downstairs 'family' PC for when my dog is in a state of 'don't you dare go upstairs i'll bark my head off'. Also can you add me
Very SAish thread title
[IMG]http://i38.photobucket.com/albums/e123/ocelot2/Dwarf%20Fortress/Dwarf3.png[/IMG]
[QUOTE=Independant;15805021]snip[/QUOTE] You're clever, mister misspelt username with a no-transparency attempted joke avatar.
[img]http://gmclan.org/uploader/4365/tehdorfs01.png[/img]
[QUOTE=Independant;15805021][IMG]http://i38.photobucket.com/albums/e123/ocelot2/Dwarf%20Fortress/Dwarf3.png[/IMG][/QUOTE] I was wondering how long it would take until someone pointed that out again. As much as I can remember, only one person noticed it in the last thread. Or atleast, only one person pointed it out.
[QUOTE=Thorny;15805225]I was wondering how long it would take until someone pointed that out again. As much as I can remember, only one person noticed it in the last thread. Or atleast, only one person pointed it out.[/QUOTE] Everyone noticed but it wasn't funny
i have a fort whit a bigass pyramid :V:
[QUOTE=Kondor;15805338]Everyone noticed but it wasn't funny[/QUOTE] Believe it or not, it was totally accidental. I never said it was funny...
[QUOTE=DmGod;15805350]i have a fort whit a bigass pyramid :V:[/QUOTE] So do- OH FUCK DWARVEN ARCHITECTS SUCK ASS (crypt) [IMG]http://i70.photobucket.com/albums/i86/Kondor58/3Dwarf2009-01-1019-18-14-75.jpg[/IMG] Bottom left and right rooms are filled with archers facing the corridor entrance [IMG]http://i70.photobucket.com/albums/i86/Kondor58/3Dwarf2009-01-1111-24-28-65.jpg[/IMG] [editline]10:17PM[/editline] [QUOTE=Thorny;15805425]Believe it or not, it was totally accidental. I never said it was funny...[/QUOTE] I know, I'm not saying you put it in for shit humour :P I'm saying nobody pointed it out because it was a shit joke anyway
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