Dwarf Fortress

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  • NEO_PhyteNEO_Phyte We need shirtgons! Join Date: 2003-12-16 Member: 24453Members, Constellation
    <!--quoteo(post=1617834:date=Mar 30 2007, 06:20 AM:name=Retales)--><div class='quotetop'>QUOTE(Retales @ Mar 30 2007, 06:20 AM) [snapback]1617834[/snapback]</div><div class='quotemain'><!--quotec-->Also, how can I get more (different kinds of) farmable seeds? I've tried gathering plants from the surroundings and checking caravans for seeds, but without luck.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Farmable seeds come from underground bushes. If you have a treefarm, be sure to regularly harvest the bushes that grow in it.
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    Well, I just started yesterday.

    Getting through my first winter was rather easy...
    after settign up a few workshops I just sent my mining dwarfs to finding the river (a 2x path to it) and once the river flooded it I just turned the path into an impromptu farm. Started working on my floodgate farms, and had one of them up and running before winter. I lost one of my mining dorfs b/c I didn't really understand what I was doing and he swam in the wrong direction.

    I managed to buy out most of the caravan, got 8 new dwarfs, and set most of them to fishing for the winter.

    My main problem is that my dorfs are not organized in any way, I have most of them doign everytihng, so none of them are very good at what they are doing.

    I have a metal smith and a forge set up but I can't make much because I lack the rawmaterials for bars, how do I go about getting this stuff? (I havn't gone past the river yet).

    How do I tell what I have in my stockpiles?

    How do I asign baskets to workshops (so that they just cary a backet of mugs from the craftman's workshop instead of one at a time)?


    I am contemplating starting a new fortress, this time I will try and be more organized about it.
  • ShzarShzar Join Date: 2003-09-21 Member: 21098Members, Constellation
    <!--quoteo(post=1617900:date=Mar 30 2007, 02:37 PM:name=Thansal)--><div class='quotetop'>QUOTE(Thansal @ Mar 30 2007, 02:37 PM) [snapback]1617900[/snapback]</div><div class='quotemain'><!--quotec-->
    I have a metal smith and a forge set up but I can't make much because I lack the rawmaterials for bars, how do I go about getting this stuff? (I havn't gone past the river yet).

    How do I tell what I have in my stockpiles?

    How do I asign baskets to workshops (so that they just cary a backet of mugs from the craftman's workshop instead of one at a time)?
    I am contemplating starting a new fortress, this time I will try and be more organized about it.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    For make metal bars you need a smelter and some ore. Ore is mined like regular stones from tiles with a £ sign. If successfully, you'll get a * on the ground which can be smelted into metal bars. The distribution of ore veins is quite random, but on the near side of the river you should be able to find some silver ore, copper ore, and maybe some ore for brass making.

    Until you receive the bookkeeper noble, you don't have a stocks screen. I advise you to make use of custom stockpiles. It becomes easier to judge your stores if everything has its own special place. You can, of course, use 'k' to look at your bins and such.

    Things made in workshops have to be carried one at a time. Keep stockpiles near your shops to minimize traffic. I think things like wheelbarrows and carts are in the development library, but for now, anything not in a bin or barrel is carried by itself. It's a real pain after a seige; every dead creature drops a bunch of clothing and armour that has to be carried to your stockpile, piece by piece. Very time consuming.
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    edited March 2007
    well, I am at work till late today, and have nothing to do so I installed Dorf Fort on a laptop and started generating a world.

    5 failures.

    The last one I made had nearly 200 <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    buggerit

    you HAVE to play with the numberpad, and my number pad is squished onto regular keys (stupid laptops)
  • pip1pip1 Join Date: 2004-09-06 Member: 31430Members
    <!--quoteo(post=1617834:date=Mar 30 2007, 06:20 AM:name=Retales)--><div class='quotetop'>QUOTE(Retales @ Mar 30 2007, 06:20 AM) [snapback]1617834[/snapback]</div><div class='quotemain'><!--quotec-->
    Is there any way to tell my masons to use for example marble? My manager has demanded marble items in dining room and he's getting pretty angry. I ordered the dorves to build Light stone tables, but so far they have picked moonstone instead of marble as the material... Just my luck.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'd setup a small stone stockpile with only marble close to the workshop. When the dorf "accepts" the job, he'll use the acceptable material that is closest to his current position, so it might take a bit before he actually uses the marble, ie. he might go eat, and take the job right afterwards, and a moonstone would be the closest light stone at the time, but after he's done with that, he'd take the marble, as it would now be the light stone closest to him.

    <!--quoteo(post=1617834:date=Mar 30 2007, 06:20 AM:name=Retales)--><div class='quotetop'>QUOTE(Retales @ Mar 30 2007, 06:20 AM) [snapback]1617834[/snapback]</div><div class='quotemain'><!--quotec-->
    Also, how can I get more (different kinds of) farmable seeds? I've tried gathering plants from the surroundings and checking caravans for seeds, but without luck.<!--QuoteEnd--></div><!--QuoteEEnd-->Iirc, there's only 3 kinds of seeds of edible stuff at each fortress location, so it's best to have a bit of all seeds available when you start your fortress.


    Random tips:

    Make your hallways at least 2 wide. Wider is better.

    Use the <a href="http://dwarf.lendemaindeveille.com/index.php/Main_Page" target="_blank">wiki</a>. It has good info on 95% of the stuff you need know.

    3 space rooms (bed, cabinet, coffer (+door)) is okay for regular dorfs. For later nobles you usually need at least 6.

    Trapper = marksman/dog trainer != hunter ;s ..

    Stone traps are decent defense. Weapon traps even better (no ½ an hour reload). Outsider loot is usually good for this, since your dorfs can't use some of it.

    Don't stockpile rock, unless you've got a specific reason to do so.

    Don't set it as a goal to get over the magma asap. My first and only encounter with pit creatures killed half my fortress population >_< ..


    My startbuild is usually 1 miner, 2 growers, 1 mason, 1 mechanic, 1 carpenter/woodcutter and one crafter/brewer. Rest of the points is spent on 1 axe, 1 pick, seeds, cheap food and drinks. Maybe 2 cats and/or 2 dogs.

    I rush for the cave river (ie. make a 1*n line towards the right), and get my floodgated cave river farm up asap. I usually make workshops outside when the stone is available for it, and get the stuff needed for floodgate farm (2 floodgates, 5 mechanisms, 1 door).

    And you get to read that because of me wanting to type it <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />
  • RetalesRetales Panigg cultist Join Date: 2003-08-07 Member: 19180Members
    edited March 2007
    Oh snap! Disaster!

    Okay, so I built a 'triggerable' moat (channel + floodgates). Everything went fine. Then I started thinking that it propably doesn't do much good to me... I needed to boost it up a bit! <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />

    So I built a few floodgates on the side of the channel to trigger a controlled flood (to drown sieging enemies). My trap worked... Unfortunately it was a bit more deadly than I hoped. I had ordered my dorves to stay indoors, and locked all the doors that would lead to a flooded zone.

    When I triggered the trap, the flood started spreading, and water didn't get into my fort. Huzzah! But when I closed the floodgates to stop the flood... it didn't stop! The flood kept spreading and spreading till the whole map was flooded, and I couldn't stop it <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> . At that point, all was lost so I decided to break the outer wall to let the water in. <a href="http://koti.mbnet.fi/retales/Doomtrap.png" target="_blank">The day after tomorrow.</a>

    Epiloque: Luckily I had copied my save directory before triggering anything. But the trap is too... end-of-the-worldy to just destroy. So I'll just keep the triggering lever behind locked doors. Just in case <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • SurgeSurge asda4a3sklflkgh Join Date: 2002-07-14 Member: 944Members
    Not sure if you saw, but from the Wiki...

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Flooding the world with water is a little tricky, because if any flood water touches the outside river, your fortress will permaflood<!--QuoteEnd--></div><!--QuoteEEnd-->

    There you go. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • RetalesRetales Panigg cultist Join Date: 2003-08-07 Member: 19180Members
    Well, at least those goblins won't be taking this fort over >:P
  • NEO_PhyteNEO_Phyte We need shirtgons&#33; Join Date: 2003-12-16 Member: 24453Members, Constellation
    edited April 2007
    I come bearing two things: <a href="http://img02.yourpix.org/view/04.07/08/1176067781local_map-1-1057-16398.png" target="_blank">A picture of my current fort</a>(:edit: now up-to-date) and a <a href="http://www.bloodsun.com/dwaarvz/" target="_blank">handful of Dorf Fort fanart</a> that someone somewhere made.
    My favorite is <a href="http://www.bloodsun.com/dwaarvz/year1.jpg" target="_blank">this one</a>, which depicts the artist's opinion on how the game would be different if fortress mode included a directly-controlled dorf.

    :edit2: <a href="http://img04.yourpix.org/view/04.07/10/1176190199local_map-1-1058-16273.png" target="_blank">My fort as of when this edit occured.</a>

    :edit3: <a href="http://www.giantitp.com/forums/showthread.php?t=40457" target="_blank">Sad happenings at mah fort D:</a>
  • UltimaGeckoUltimaGecko hates endnotes Join Date: 2003-05-14 Member: 16320Members
    I too want to play on my laptop...despite its hulking monstrousness, the numpad is still imbedded into the keyboard and requires the whole "press this key to do what the blue numbers on your keyboard say"...so I was wondering if there's anyway to remap keys for the game or not.

    ...Bah, tiny gigantic laptops.
  • NEO_PhyteNEO_Phyte We need shirtgons&#33; Join Date: 2003-12-16 Member: 24453Members, Constellation
    edited April 2007
    <!--quoteo(post=1620241:date=Apr 11 2007, 06:28 AM:name=UltimaGecko)--><div class='quotetop'>QUOTE(UltimaGecko @ Apr 11 2007, 06:28 AM) [snapback]1620241[/snapback]</div><div class='quotemain'><!--quotec-->
    I too want to play on my laptop...despite its hulking monstrousness, the numpad is still imbedded into the keyboard and requires the whole "press this key to do what the blue numbers on your keyboard say"...so I was wondering if there's anyway to remap keys for the game or not.<!--QuoteEnd--></div><!--QuoteEEnd-->
    DF folder\data\init\interface.txt


    :edit: In other news, a totally awesome member of the Dwarf Fortress IRC channel has made a nifty utility that can reveal the entire fortress to you. <a href="http://img04.yourpix.org/view/04.07/11/1176330894local_map-2-1051-21.png" target="_blank">Here's a screeny of a new fort I started to test it.</a>
  • UltimaGeckoUltimaGecko hates endnotes Join Date: 2003-05-14 Member: 16320Members
    I believe that calls for a 'Zomg, haxors!" (on both counts)


    ...In other news, woot, I'll be able to play again. Now if only there were a newer release than January 18th...
  • Someone_r_c_tmSomeone_r_c_tm Join Date: 2003-11-13 Member: 22810Members
    edited April 2007
    <!--quoteo(post=1620395:date=Apr 12 2007, 07:57 AM:name=UltimaGecko)--><div class='quotetop'>QUOTE(UltimaGecko @ Apr 12 2007, 07:57 AM) [snapback]1620395[/snapback]</div><div class='quotemain'><!--quotec-->
    I believe that calls for a 'Zomg, haxors!" (on both counts)
    ...In other news, woot, I'll be able to play again. Now if only there were a newer release than January 18th...
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Yea, there hasn't been a new release in ages because Toady went on a feature adding spree. He broke a lot of stuff by making the mountains randomly generated(rather then a flat mountain on the right of the map) and adding in the Z coordinate(so now you can build multilevel forts) so now he's busy fixing it. The next release looks like its going to be interesting with all the new stuff although no idea when it's going to come.

    You can read about the new stuff and see Toady's replies to people in <a href="http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=10&t=000001" target="_blank">this</a> forum topic or check the <a href="http://www.bay12games.com/dwarves/dev_now.html" target="_blank">dev page</a>. There's also a bunch of recordings(in game recordings so you view them using the game) in the forum topic which you can watch if you want to see some of the new stuff in action.
  • SkyrageSkyrage Join Date: 2003-08-27 Member: 20249Members
    Well, I'm bumping this up again, now that I found out that DF is a rather hot topic here as well. Might as well add that the next major release is getting really close and it'll have one heckload of changes. With a good deal of luck it might even come out this month.

    Course, if the mods here prefer me to make a new topic instead then feel free to do so but I feel it's a bit of a shame to do so now that there's a topic here already...even if it's really old and is being necro'd <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    Nothing wrong with bringing up an old topic if there's more to add.

    What big changes are coming in the next version? Will my saves be backwards compatible?

    --Scythe--
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    This is one of the few versions that won't be backward-compatible for saves. The big changes that come to mind are:
    1) Z-axis (!)
    2) Start anywhere (combined with the z-axis means you might just dig straight down in a field)
    3) More random mountains: the mountain won't be a straight face anymore, and the river-chasm-magma order has been broken--some elements may even be missing.

    It's going to be a <i>major</i> release.

    A running change summary is here:
    <a href="http://www.bay12games.com/dwarves/dev_now.html" target="_blank">http://www.bay12games.com/dwarves/dev_now.html</a>
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    Hah, as if it wasn't complicated enough, they added an entire dimension! A literal dimension, too, not one of those "new dimension of play!" things.
  • ShzarShzar Join Date: 2003-09-21 Member: 21098Members, Constellation
    Yes, it will be very interesting to see the sort of designs people will come up with. People are already discussing how to make their fortress' defensible using the z-axis. Luckily for those of us with poor planning abilities, rewalling will be added too, so you can mine precious gems and ores and then be able to fill in those gaps. Very handy.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    I'm not looking forward to the new DF version. It's SUCH a major change, and without any playtesters I'm pretty sure it's going to seriously wreak the game for a while. I'm excited for what it will do for the game once it's more established as a feature, but it's going to suck on release.
  • RetalesRetales Panigg cultist Join Date: 2003-08-07 Member: 19180Members
    Woo, awesome! I've been getting the Dorf Fort itch again recently <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> . Rewalling sounds like an awesome feature.

    But I have a feeling that things will be a whole lot more complicated with the other new features. Time will tell.
  • SkyrageSkyrage Join Date: 2003-08-27 Member: 20249Members
    Well, odds are pretty high that the initial release will contain quite a lot of bugs and so on, not to mention that you'll have to get used to a lot of new stuff - specially the Z coordinates/depth in a 2d environment.

    On the other hand I can't wait to see the different fortress designs, not to mention the defenses that people will make.
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    <!--quoteo(post=1619626:date=Apr 8 2007, 02:26 PM:name=NEO_Phyte)--><div class='quotetop'>QUOTE(NEO_Phyte @ Apr 8 2007, 02:26 PM) [snapback]1619626[/snapback]</div><div class='quotemain'><!--quotec-->
    I come bearing two things: <a href="http://img02.yourpix.org/view/04.07/08/1176067781local_map-1-1057-16398.png" target="_blank">A picture of my current fort</a>(:edit: now up-to-date) and a <a href="http://www.bloodsun.com/dwaarvz/" target="_blank">handful of Dorf Fort fanart</a> that someone somewhere made.
    My favorite is <a href="http://www.bloodsun.com/dwaarvz/year1.jpg" target="_blank">this one</a>, which depicts the artist's opinion on how the game would be different if fortress mode included a directly-controlled dorf.

    :edit2: <a href="http://img04.yourpix.org/view/04.07/10/1176190199local_map-1-1058-16273.png" target="_blank">My fort as of when this edit occured.</a>

    :edit3: <a href="http://www.giantitp.com/forums/showthread.php?t=40457" target="_blank">Sad happenings at mah fort D:</a>
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Anyone have a copy of those fanart? The site is gone now and I wanted a copy of em <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
  • UnderwhelmedUnderwhelmed DemoDetective #?&#33; Join Date: 2006-09-19 Member: 58026Members, Constellation
    <a href="http://img227.imageshack.us/img227/8913/localmap210754631zx4.gif" target="_blank">My fort</a>

    Yes, I cheated by revealing the map and converting magma channels into rivers. This is probably the first fortress I've planned out before digging. As you can see, I tried to make a little mechanism to flood the outside in case of a goblin siege or something. Apparently the water only goes up to knee deeps and fails to drown anything, so I'm probably going to have to hook it up to magma instead.
  • DiscoZombieDiscoZombie Join Date: 2003-08-05 Member: 18951Members
    this game seems so cool, but the learning curve hurts so bad <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
  • DiscoZombieDiscoZombie Join Date: 2003-08-05 Member: 18951Members
    edited September 2007
    sooo... bump. why can't I get the hang of this game? =p

    my latest attempt: dug into the mountain, built a stockpile for my crap, chopped some trees, fished up some fish, made a carpenter and mason workshop, a fishery and a kitchen. my carpenter wouldn't build a single bucket or bed despite the fact that the stockpile 2 tiles away had about 20 logs in it. maybe it takes a whole forest to build a bucket. wild elephants killed one of my dwarves outside right off the bat. gradually, they killed a few more of my dwarves, presumably because said dwarves were trying to retrieve the equipment of the first fallen dwarf. I went ahead and abandoned my fortress since I only had about 3 dwarves left. how the hell do you get anywhere in this game without going insane? -_-

    edit: as an added bit of amusement, I just tried to 'reclaim' my proto-fortress. it was overrun with elephants, who promptly annihilated my reclaiming force.
  • NeonSpyderNeonSpyder &quot;Das est NTLDR?&quot; Join Date: 2003-07-03 Member: 17913Members
    <!--quoteo(post=1652603:date=Sep 27 2007, 10:06 PM:name=DiscoZombie)--><div class='quotetop'>QUOTE(DiscoZombie @ Sep 27 2007, 10:06 PM) <a href="index.php?act=findpost&pid=1652603"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->sooo... bump. why can't I get the hang of this game? =p

    my latest attempt: dug into the mountain, built a stockpile for my crap, chopped some trees, fished up some fish, made a carpenter and mason workshop, a fishery and a kitchen. my carpenter wouldn't build a single bucket or bed despite the fact that the stockpile 2 tiles away had about 20 logs in it. maybe it takes a whole forest to build a bucket. wild elephants killed one of my dwarves outside right off the bat. gradually, they killed a few more of my dwarves, presumably because said dwarves were trying to retrieve the equipment of the first fallen dwarf. I went ahead and abandoned my fortress since I only had about 3 dwarves left. how the hell do you get anywhere in this game without going insane? -_-

    edit: as an added bit of amusement, I just tried to 'reclaim' my proto-fortress. it was overrun with elephants, who promptly annihilated my reclaiming force.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That is so funny it hurts to laugh.

    I mean, elephants? You can't just make that quality of funny up. It's naturally occurring hilarity at it's finest and most pure.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    Hah, that's not elephants. <a href="http://fromearth.net/LetsPlay/Boatmurdered/intro.html" target="_blank">THI</a> is elephants.

    That whole story is actually a pretty good primer for someone new to Dwarf Fortress, too. It's got links to "how I mine for ore?" etc.
  • NeonSpyderNeonSpyder &quot;Das est NTLDR?&quot; Join Date: 2003-07-03 Member: 17913Members
    edited September 2007
    I am amazed at just how funny elephants and dwarves can be.

    The sheer amount of art and engravements dedicated to the dwarf slaughter by elephant.. er, tusks is mind boggling and also immensely entertaining.

    I'm not through reading but I'm really enjoying it. Makes me wish that Dwarf Fort was a little less insanely complicated and a little more approachable... but maybe i'll take another look at it.


    **edit

    Maybe I'll go play Dungeon Keeper 2
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    It'd be great if Dwarf Fortress was more approachable, but I'm not sure how that could be done without dumbing it down. A tutorial would be great though.
  • SkyrageSkyrage Join Date: 2003-08-27 Member: 20249Members
    <!--quoteo(post=1652642:date=Sep 28 2007, 04:57 AM:name=lolfighter)--><div class='quotetop'>QUOTE(lolfighter @ Sep 28 2007, 04:57 AM) <a href="index.php?act=findpost&pid=1652642"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It'd be great if Dwarf Fortress was more approachable, but I'm not sure how that could be done without dumbing it down. A tutorial would be great though.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well, there's no way really. But frankly this is a game which is really fun learning despite having trouble figuring stuff out at first. Probably cause there's so much that you can discover, no matter what you do.

    Oh, and next version is most likely due any time now. Major changes and all too <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
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