Dwarf Fortress

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  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    <!--quoteo(post=1678131:date=May 8 2008, 11:46 PM:name=Faskalia)--><div class='quotetop'>QUOTE(Faskalia @ May 8 2008, 11:46 PM) <a href="index.php?act=findpost&pid=1678131"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Very well spoken.
    Just always remember:
    Magma aqueducts made out of ice WORK, as do water furnaces <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
    They do? I'd've thought that the magma would raise the temperature, causing the ice to turn into water.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--quoteo(post=1678123:date=May 8 2008, 11:22 PM:name=lolfighter)--><div class='quotetop'>QUOTE(lolfighter @ May 8 2008, 11:22 PM) <a href="index.php?act=findpost&pid=1678123"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm afraid that, while I understand your reasoning, you can't make these kinds of assumptions about dwarf fortress. It's good, but there ARE logical inconsistencies. For example, unless that has been changed very recently, any wall (except maybe one made of ice) will hold magma. Even one made of wood. This is probably a necessity so magma doesn't eat itself through the stone that initially holds it.<!--QuoteEnd--></div><!--QuoteEEnd-->Yes, but thats a rule, not an exception to a rule (like steel and bauxite, and apparently glass, is to meltability).
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    <!--quoteo(post=1678155:date=May 9 2008, 06:12 AM:name=lolfighter)--><div class='quotetop'>QUOTE(lolfighter @ May 9 2008, 06:12 AM) <a href="index.php?act=findpost&pid=1678155"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They do? I'd've thought that the magma would raise the temperature, causing the ice to turn into water.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It does, but any construction does not react to temperature and a magma ice furnace works, cause it works (no real explanation here <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />)
  • AbraAbra Would you kindly Join Date: 2003-08-17 Member: 19870Members
    How big can I make rooms before they collapse? ?x?
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    <!--quoteo(post=1678271:date=May 10 2008, 01:42 PM:name=Abra)--><div class='quotetop'>QUOTE(Abra @ May 10 2008, 01:42 PM) <a href="index.php?act=findpost&pid=1678271"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How big can I make rooms before they collapse? ?x?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Currently as big as you like, as long as it has got a connection to the border of the map. (grates and bridges dont provide this kind of connection)

    It has however planned, to introduce a more advanced stability check.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1678271:date=May 10 2008, 07:42 AM:name=Abra)--><div class='quotetop'>QUOTE(Abra @ May 10 2008, 07:42 AM) <a href="index.php?act=findpost&pid=1678271"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How big can I make rooms before they collapse? ?x?<!--QuoteEnd--></div><!--QuoteEEnd-->
    It used to be 7x7 but apparently now as long as at least 1 square is holding the roof up it will stay up. The marvels of dwarven architecture.
  • SkyrageSkyrage Join Date: 2003-08-27 Member: 20249Members
    Latest version is released <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • RetalesRetales Panigg cultist Join Date: 2003-08-07 Member: 19180Members
    <!--quoteo(post=1683327:date=Jul 14 2008, 04:32 PM:name=Skyrage)--><div class='quotetop'>QUOTE(Skyrage @ Jul 14 2008, 04:32 PM) <a href="index.php?act=findpost&pid=1683327"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Latest version is released <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
    No kidding? <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />

    Seriously though, I haven't been playing DF in a while and I had been thinking if there was a new version. Anyone bothered to read the changelog yet? Any major changes or new stuff? :T

    I'll look more into this later.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    I started to read the <a href="http://www.bay12games.com/dwarves/dev_now.html" target="_blank">changelog</a> and got as far as "constructions now have names" before I realized the changelog was massive. FYI the last release was 02/24/2008 so you can read up from there.
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    Uhmm, what happened to world generation, I just created a world in under 30 seconds oO

    Even better my newly created world is 50% pink (lots of sinister/haunted biodomes <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />)
  • SkyrageSkyrage Join Date: 2003-08-27 Member: 20249Members
    There's a bad bug atm though which prevents you from playing the fortress mode for long. Dwarfs go to sleep, dwarfs don't wake up, dwarfs die of thirst.

    But yeah, change log since last release is sick massive. Legends, map editor, army arcs, territories, civilizations + their whole frigging history from day 0 etc etc etc...and a lot more etc.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Some of the major differences:<ul><li>World editor, though hard to use</li><li>Display all Legends: if set to YES, the Legends of a world will not be hidden after generating it</li><li>Legends is now full of cool stuff - at least for megabeasts - like adventurers attacking a dragon who ate a cat from their civilization and poking its eye out (only to get summarily killed and devoured)</li><li>Roads between cities - unfortunately these don't have any role whatsoever in the current game</li><li>Designate dump/melt</li><li>Building walls/floors is now done with the road interface rather than one at a time</li></ul>
  • XythXyth Avatar Join Date: 2003-11-04 Member: 22312Members
    <!--quoteo(post=1683362:date=Jul 14 2008, 12:45 PM:name=Align)--><div class='quotetop'>QUOTE(Align @ Jul 14 2008, 12:45 PM) <a href="index.php?act=findpost&pid=1683362"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Building walls/floors is now done with the road interface rather than one at a time<!--QuoteEnd--></div><!--QuoteEEnd-->
    Oh thank god
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    <!--quoteo(post=1683340:date=Jul 14 2008, 10:29 AM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Jul 14 2008, 10:29 AM) <a href="index.php?act=findpost&pid=1683340"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I started to read the <a href="http://www.bay12games.com/dwarves/dev_now.html" target="_blank">changelog</a> and got as far as "constructions now have names" before I realized the changelog was massive. FYI the last release was 02/24/2008 so you can read up from there.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That isn't a changelog. That's a development blog.

    I have no idea why he calls it a changelog as changelogs tend to sum up the changes made, not be blog posts describing every little change.
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    Hooray.
    Fortress mode is finally playable thanks to the latest bugfixes:
    <a href="http://www.bay12games.com/forum/index.php?topic=20611.0" target="_blank">http://www.bay12games.com/forum/index.php?topic=20611.0</a>

    No more dwarves going into hibernation and then dehydrating.
  • TheslanTheslan TWG Signature Maker Join Date: 2004-04-27 Member: 28245Members
    <!--quoteo(post=1683472:date=Jul 15 2008, 05:47 AM:name=Faskalia)--><div class='quotetop'>QUOTE(Faskalia @ Jul 15 2008, 05:47 AM) <a href="index.php?act=findpost&pid=1683472"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hooray.
    Fortress mode is finally playable thanks to the latest bugfixes:
    <a href="http://www.bay12games.com/forum/index.php?topic=20611.0" target="_blank">http://www.bay12games.com/forum/index.php?topic=20611.0</a>

    No more dwarves going into hibernation and then dehydrating.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Wait wait... oh, I see, it's a bug that's fixed now. Woo... time to try Dwarf fortress again (I only got through 1 season... spring >.>)
  • GwahirGwahir Join Date: 2002-04-24 Member: 513Members, Constellation
    from the latest change log:

    # stopped people from giving quests to kill themselves
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    Well:

    Matt Byod of Three Panel Soul/MAcHall has done an interview with Tarn Adams (Toady One), and has posted the <a href="http://www.kwanzoo.com/social-trivia/tarn-adams-interview-part-1-of-3.shtml" target="_blank">First Part</a> of three.
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    edited January 2009
    It is today, my friends, that an event occurred that I feel is worthy of... nay... <b>necessitates</b> the revival of this thread.

    The death of Imtosid, Everarmor.

    This fort was founded on the 23/11/06, in version 23.130.23a of Dwarf Fortress. On and off I have played it throughout the years.

    In the early spring of the year 1062, the fields had been flooded and were pregnant with the seeds of vast prandial riches, more than enough to feed the 160-odd happily productive Dwarves of Imtosid. Spirits were high after the winter repulsion of yet another goblin siege with the use of the vaunted lava-flood defense system. Elven, Human and Dwarven trade caravans had arrived and departed, bursting with the fine products of Imtosid's many legendary artisans.

    It was in this joyous time that the decision was made to build a bridge across the magma. This bridge would be at the apogee of engineering technology, made of only the finest Dwarven steel, spanning no fewer than ten squares. It would allow us access to new riches of iron ore, a resource of which we were rapidly depleting our reserves. The dangers of exploring the deeps were well-known, so elaborate defenses were laid consisting of metal and stone doors, weapon and stonefall traps, and single-file bridges.

    It was all for naught.

    Soon after the first rock was broken on the far side, Hell came to punish us for our arrogance. Two frog demons lept from a chasm and quickly slew the two miners nearby, Iden Kolduthnur and Ast Cogosod. Their death was rapid, their heads knocked clean from their bodies, gouts of blood spurting through the turgid exhalance from the hellish rent which spawned the demons. Their pet cats were also slaughtered. On a nearby mineface Zon Semorlikot, a kindly fisherdwarf, was on his way to bringing the miners a bucket of water when he was gripped around the leg by an iron tentacle. Dropping his bucket he spun around to face a nightmare. Mudo Unonust, a Tentacle Demon from the darkest corners of the earth reared up, lifting the terrified Dwarf into the air. Zon didn't have time to scream before Mudo's limbs gripped his remaining arms and legs and tore him asunder.

    The military were dispatched to ward off the threat. All doors leading from the deeps were sealed, and a squadron of Imtosid's finest formed up in front of them, brandishing their weaponry. A bend ahead in the tunnel was illuminated by a solitary torch mounted on the wall. The Dwarves eyes were fixed on that flickering source of light, tensing and waiting in perfect underground silence. Then, a piercing cry shattered the tension and an eruption of smoke rounded the corner ahead, choking the torch. Plunged into darkness and disarray the Dwarves struggled to find a source of light. Hell saw fit to grant them that. Smunstu Mudoato appeared, blazing, in the corner; a Spirit of Fire. Smunstu launched a column of searing flame at the defenders. The first four Dwarves were incinerated instantly. The rest charged in to the black wall of smoke. There are no records of what happened after the thick smoke engulfed Demon and Dwarf alike, save for one moment when the clouds parted and two combatants stood toe-to-toe. Kol Å zumdolush, the Legendary Hammerdwarf, himself wreathed in flames, and Smunstu. Kol swung his greathammer down and crushed the spirit into the ground, extinguishing the demon forever.

    When the clouds next parted, none of the defenders were left alive.

    None of the defenses that the Dwarves had constructed seemed to impede the demons in the slightest. They simply swept them aside as if they did not exist. The only reason the fort did not perish on that day was through the actions of one heroic Craftsdwarf, who will never be known by any name other than "The Savior of Imtosid" as he was swept away after smashing down the last bridge crossing the underground river with his bare hands, preventing the demons from encroaching further into the fort.

    Everarmor now stands broken and divided. Half of the fort is choked with smoke and miasma, the other is a writhing orgy of violence as a Dwarven tantrum cascade is in full effect. Blood splatters the walls, wounded Dwarves die of dehydration in their rooms, children wither away from starvation, their parents torn apart, burned alive or drowned in the mad rush to apparent safety. Little hope remains of reestablishing this fort. What was a beautiful gleaming jewel set into the side of a sheer mountainface is now a shattered ruin of its former self. Kullet Kollibash, the Ultra-Mighty, Perfectly Agile, Extremely Tough Dwarf, Expert Mason, Expert Miner and Legendary Engraver, the last surviving member of the original seven Dwarves dispatched to found Imtosid, lies in bed a cripple, slowly dying for want of water.

    I want to give my fort the ending it deserves. Help me:

    A) Wait for the tantrum cascade to run its course, try to rebuild,
    B) Abandon the fort, return it to the earth,
    C) Dig around the safety measures, unlock all internal doors and open the lava defense floodgates. Purge the fort with cleansing fire.

    Please, help me.

    --Scythe--

    <img src="http://www.tjhowse.com/dfwriteup/the_end2.png" border="0" class="linked-image" />
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    Option C is what ###### do. Do you want to be a ######? No. I suggest you either modify option C to something far, FAR more manly or just remove it altogether. Option C is not an option as it stands. No. Either you abandon, or you wait for moods to settle down (assuming all the dwarves don't kill each other off first) and then rebuild, dedicating your fort to creating the most heroic fighters known to dwarvenkind. You will retake the mines that rightfully belong to you, and have your brutal, bloody revenge. Sound good?
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Aren't half of the demon types immune to magma anyway?
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    <!--quoteo(post=1697434:date=Jan 11 2009, 04:54 AM:name=Align)--><div class='quotetop'>QUOTE(Align @ Jan 11 2009, 04:54 AM) <a href="index.php?act=findpost&pid=1697434"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Aren't half of the demon types immune to magma anyway?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Indeed, but extermination isn't the point. Wiping out my own fort in a wave of righteous flame is the goal.

    --Scythe--
  • ShzarShzar Join Date: 2003-09-21 Member: 21098Members, Constellation
    Scythe,

    I'm not sure if you can reclaim a fort if you abandon during a demon encounter, but have you considered doing that? Such a large fort will net you a considerable reclaim force with which you will be able to add to the Glorious God-forsaken Vomit-Death of Stench. That could be fun; just make sure you make a copy of your world in case it won't let you reclaim. If not, I like large, elaborate +deathtraps+, and I support any decision you make regarding foods, magma floods, and cave-ins.

    Also, seeing that old-style 2D fort with accompanying horror story brings back lots of memories, and I sincerely thank you for sharing.

    <!--QuoteBegin-lolfighter+--><div class='quotetop'>QUOTE(lolfighter)</div><div class='quotemain'><!--QuoteEBegin-->No. I suggest you either modify option C to something far, FAR more <strike>manly</strike> dwarvenly or just remove it altogether.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Men flood a city accidentally and call it a tragedy. Dwarves flood a city purposefully and call it an epic. That kind of losing is the most fun of all.
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    I call it emo. If you make your dwarves emo I will hunt you down and stuff my socks down your throat.
  • ShzarShzar Join Date: 2003-09-21 Member: 21098Members, Constellation
    edited January 2009
    What my dwarves do is my and their business. And if you do hunt me down, I shall bite your head clean off and carry it around in my mouth, never to spit it out, even for meals or other head removals.
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    No, no it's not your business. Your emo dwarves reflect poorly on dwarvenkind. Dwarves aren't whiny ###### who drown themselves in lava because half the fort died, they drwarf the ###### up and go kill some demons!

    Also, we're talking about Scythe's dwarves, not yours.
  • RetalesRetales Panigg cultist Join Date: 2003-08-07 Member: 19180Members
    edited January 2009
    <!--quoteo(post=1697470:date=Jan 11 2009, 02:58 PM:name=Shzar)--><div class='quotetop'>QUOTE(Shzar @ Jan 11 2009, 02:58 PM) <a href="index.php?act=findpost&pid=1697470"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Scythe,

    I'm not sure if you can reclaim a fort if you abandon during a demon encounter, but have you considered doing that? Such a large fort will net you a considerable reclaim force with which you will be able to add to the Glorious God-forsaken Vomit-Death of Stench. That could be fun; just make sure you make a copy of your world in case it won't let you reclaim. If not, I like large, elaborate +deathtraps+, and I support any decision you make regarding foods, magma floods, and cave-ins.

    Also, seeing that old-style 2D fort with accompanying horror story brings back lots of memories, and I sincerely thank you for sharing.
    Men flood a city accidentally and call it a tragedy. Dwarves flood a city purposefully and call it an epic. That kind of losing is the most fun of all.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'm not sure what will happen, either, but I THINK you can reclaim forts abandoned during demon encounters. But I think there will be demons waiting for your reclaim force. And if you'd abandon during a siege, there'd be goblins, etc.

    <a href="http://mkv25.net/dfma/map-4169-helllantern" target="_blank">Here</a>'s my latest fort, Helllantern, though I haven't played/updated in a while. My starting civilization is in war with the elves, which gave me a few unpleasant suprises in the beginning <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" /> . Also the fort almost fell to invaders and dark forces, but you can read about that in the previously provided link!
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    I just figured out how you can read map notes and stuff. Nothing like combined demon and elf invasions to really break in a fort, eh?
  • SkyrageSkyrage Join Date: 2003-08-27 Member: 20249Members
    <a href="http://www.bay12games.com/forum/index.php?topic=28477.0" target="_blank">DF Tutorials for those interested</a>

    Covers all basics and more...
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    edited January 2009
    So can we have an ending Scythe? (I hope you reclaimed)
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