Topic: Dwarf Fortress

Offline Apostrophe Spacemonkey

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Here I shall transcribe the epic tale of my Dwarves, and the Fortress they have built inside the heat of the mountain (or a large hill).

It started like any other fort, set out farm plots, storage rooms and a grand hall. With a stream close by, my fisher dwarves provided the fort with ample quantities of fish, barrels and barrels of fish. The whole fort smells of fish.

Compared to the smell of unwashed dwarf and smell of fish is quite pleasant.


However, something was missing, something important.



An Anvil! There was no anvil, which meant no way to make armour, bolts, axes or war hammers.

Shortly after I noticed this fact, my fort was set upon my horrible goblins intent to stealing my bearded child dwarves.

The invaders were driven off, but not without heavy losses. Without proper equipment to defend themselves my dwarves use anything they could find. Dogs, sheep, a yak, a cave spider silk glove.

The unhappy mason was left to build coffins for the recently dead.



Next season, a dwarven caravan came to trade. My expert chef created some exception dog tallow roasts, which were traded for an anvil and other suppliers.



Tune in next time for when my archers, given an awesome archer tower to attack from, instead walk out the front door and try and bash trolls with their wooden crossbows, and all end up dead.
Last Edit: December 08, 2014, 08:39:33 am by Spacemonkeyorsarus

Posted: February 11, 2014, 03:33:05 pm

Offline Apostrophe Spacemonkey

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Quick update, I capture some trolls, forgetting they can bash down doors.

Next minute, all my dwarves are getting slaughtered by angry trolls.

Oh well, as such is the life of a dwarf.




They're planning to release the next version of DF in July.

Only 2 years after the last release. Hope the wait has been worth it. I would like to get back into this game.
Last Edit: June 24, 2014, 08:25:27 am by Spacemonkey

Reply #1 Posted: June 23, 2014, 03:47:23 pm

Offline Lias

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Only 12 years after the last release. Hope the wait has been worth it. I would like to get back into this game.

2 years since last release.. 12 years since FIRST release..

and also fuck yes.

Reply #2 Posted: June 23, 2014, 10:39:45 pm

Offline Apostrophe Spacemonkey

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yes, 2 years, typo.

Reply #3 Posted: June 24, 2014, 08:25:45 am

Offline Apostrophe Spacemonkey

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New version is out mother fuckers.

Get ya Dwarves!

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

Quote
Toady One Here is the world activation release! Lots of processes from world generation -- birth, invasions, succession, site foundation, and so on -- now operate in the world after play has begun. Getting all of that to work led to a meandering route through various pieces of the game, some of which are described below. Aside from any bugginess, a lot of it will still feel rough and unfinished as things bump around.

 New stuff •World activation! There are a few things that aren't active, like megabeast invasions, but lots of world gen actions made it into the game. Birth, death (to the extent it wasn't handled before), marriages, site foundation as well as reclaims, basic succession and appointments/etc., invasions, as well as some more detail beyond world gen, like patrols, banditry and animal population handling. We still don't have army battles -- the invasions are all successful right now, unless they are locally interfered with by you.
•The game advances two weeks before each play -- the calendar there still moves slowly when there's a lot of action, as there is in larger worlds, but there are quite a few things I can do soon to speed that up. Due to the speed of the calendar, new forts in particular also get just two weeks. This'll probably cause some shenanigans with the caravan (or you'll just have to wait a year in an autumn fort for your first one) until we sort it out.
•Fortresses can be retired and unretired. Losing is still fun but if it doesn't happen when you want, you can put it off for a while. Retired forts can be conquered (much more easily than they would be if you still controlled them), so don't be surprised if you have to reclaim instead of being able to unretire sometimes. You can reclaim forts that didn't make it through world generation.
•Site maps for dwarves, elves and goblins. These are very basic, but they are there, anyway.
•Multi-tile trees and lots of new plants. Fruit and flowers. Leaves that fall in little clouds. I had to put off dwarf mode tree harvesting, but we should get to that before long.
•Megabeasts/forgotten beasts can attack, destroy and then reside within world gen sites like dwarf fortresses.
•Various movement changes. Climbing/jumping/sprinting in both modes, though invaders still require a line of site to use them. Adventure mode has a stealth rewrite, and some elements of that are present in dwarf mode (it is generally easier to spot thieves and ambushers, and I'll probably need to make them smarter about finding cover). Movement and combat are separate now. Startled people climb up the walls of their homes a little too often.
•Tracking information in adventure mode. You can pull up a little window and see tracks (capital K), and you can also have it describe the freshest track that isn't yours to more easily stay on a trail (alt K). Tracks are also part of the regular look command.
•Different levels of conflict -- your opponents in adventure mode will be listed with the current status (non-lethal, lethal, no quarter, etc.).
•Combat moves take place over a period of time now, and you can do things like catching an opponent's attack -- you have to do that by targeting a grab at the offending part now (reactions used to have a menu, but that was before combat got more smeared out). You can get information about what attacks your opponent is doing in the attack menu -- the quality of the information depends on your situational awareness skill. You can add adjective modifiers to your attacks (quick/heavy/etc.) and you can perform more than one attack at a time for a significant penalty to its force. It might make sense with two adamantine swords or something, twirling them about.
•Rumors of incidents can be spread, and the rumors need to be spread before you gain reputation (good or bad). Killing all of the witnesses to an event will effectively remove it from play if you don't let them get off the screen. People are a little psychic as it regards ongoing conflicts, so that they can make decisions non-stupidly. Your liaison can share rumors with your fort, but I still need to set up the screen for reviewing them after you've seen them the first time... not that you can do much with the information.
•You can travel through tunnels.
•You can get a guide to travel with you to a faraway place -- it still ended up being too cumbersome, so locals continue to be able to tell you the location of sites, but only within a certain distance of their home town.
•In general, conversations have been redone. They no longer have their own screen, but run along with other actions, and there are many more options.
•The mind has been rewritten quite a bit -- people now experience emotions according to different circumstances (lots of awkward monologues there), and they consider actions differently. The main outstanding issue is that I didn't get around to converting existing dwarf mode thoughts, so they sort of exist concurrently with the new emotions and that needs to be changed. I'll get to that before job priorities (which was one of the main shorter-term reasons for the rewrite). Some dwarves have life-long dreams and it is possible for them to recognize that they've accomplished the ones relating to skills and family. They cannot yet realize their dreams of taking over the world.
•The paragraph at the beginning of adventure mode was marginally more useful, but that slipped a bit at the end as things were tweaked. I think it'll still describe certain invasions and abductions, but it needs to be redone.
•Lots of new arena options -- not just the conflict state, but you can set the temperature etc. to all sorts of extremes.
•Some experiments with procedural items, though the new demon-type sites are still quite un-fun now. The knowledge on the slab at the bottom can be used, but it is probably not worth the trouble.
•The stuff I forgot


 Bug fixes •I'm sure several old bugs were "fixed" as large portions of the code was rewritten/removed, but I haven't tried to track exactly which ones. Bug fixes will commence in earnest now, and everything will be handled over at the bug tracker.

Reply #4 Posted: July 08, 2014, 01:04:24 pm

Offline Tiwaking!

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If you like Dwarf Fortress, you should give this game a go:
http://www.goblincamp.com/
Goblin Camp

It is unfinished, but unlike Dwarf Fortress there is a short tutorial that gives an outline of what you are meant to do

Reply #5 Posted: December 07, 2014, 11:47:13 pm
I am now banned from GetSome

Offline Apostrophe Spacemonkey

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I played that. However it doesn't look like it's being actively developed anymore.


Reply #6 Posted: December 08, 2014, 09:43:53 am

Offline Apostrophe Spacemonkey

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Lots of new updates for the game. Bigger (multi-level) trees, which have fruit that can be eaten or made into cider.

And the ore/gem automining feature is awesome.

I've started up a new fort.
Last Edit: January 15, 2015, 07:04:13 pm by Spacemonkeyorsarus

Reply #7 Posted: January 15, 2015, 06:56:11 pm

Offline Lias

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I've started up a new fort.


Hrrm I have a month until classes start.. but I'm supposed to be studying other stuff.. hrrrrrmm hrrrrrrrrrrrrrrm

Reply #8 Posted: January 15, 2015, 09:13:33 pm

Offline Kayne

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I'll start too then

Reply #9 Posted: January 15, 2015, 09:49:52 pm
Quote
Top Geary - 27th May 2016 at 12:10 AM
I've learnt to ignore when you say derogatory things to me

Offline Apostrophe Spacemonkey

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So there was this really boring fight been a Coyote women, and two of my dwarves.


My dwarves would punch the Coyote women in the head, bruising the skin, but they were doing so little damage the Coyote women was healing faster then she was being damaged.

My dwarves would continue to punch, for days. Until they got so tired they would fall asleep on the spot. The Coyote women would also fall asleep.

Then after a good rest they would wake up, and start fighting again.


Finally I got one of my dwarves to walk over and chop her head off with an axe.
Last Edit: January 16, 2015, 01:59:21 pm by Spacemonkeyorsarus

Reply #10 Posted: January 16, 2015, 06:29:14 am

Offline Apostrophe Spacemonkey

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Busy building battle axes and cage traps. Getting ready for fighting off the goblins.


Reply #11 Posted: January 16, 2015, 09:04:11 pm

Offline Apostrophe Spacemonkey

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My dwaves are detailing the walls with a picture of that time a coati man stole a stepladder.




What an imagination!


Reply #12 Posted: January 16, 2015, 10:17:59 pm

Offline Apostrophe Spacemonkey

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Fear thy Weremoose!



Atir Ganstakud fought bravely, and gave his life for the fortress, he will be remembered always.




Last Edit: January 16, 2015, 10:49:10 pm by Spacemonkeyorsarus

Reply #13 Posted: January 16, 2015, 10:37:13 pm

Offline Tiwaking!

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Atir Ganstakud fought bravely, and gave his life for the fortress, he will be remembered always.
Pff. The epic tale of the theft of the wooden ladder was more uplifting and a step in the right direction.

That ladder was going up in the world. Nobody asked Atir Ganstakud to fight the weremoose. His behaviour was unaxeceptable

Reply #14 Posted: January 17, 2015, 10:26:20 am
I am now banned from GetSome

Offline Apostrophe Spacemonkey

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Latest version of Dwarf Therapist support DF version 40.24,

Can get it on this page.
http://www.bay12forums.com/smf/index.php?topic=122968.2055

Reply #15 Posted: January 18, 2015, 12:54:10 pm

Offline Apostrophe Spacemonkey

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Had my first big battle, a bunch of ugly goblins thought they could assault my fortress. We put and end to them.

Although they did murder all my animals.





He kicked the Goblin in his tongue!
Last Edit: January 20, 2015, 01:39:38 pm by Spacemonkeyorsarus

Reply #16 Posted: January 20, 2015, 01:36:54 pm

Offline Tiwaking!

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I call lies on your post. Those clearly appear to be actual graphics, not ascii symbols. Heretic!

Reply #17 Posted: January 20, 2015, 04:07:45 pm
I am now banned from GetSome

Offline Kayne

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What texture pack is that? Not May greens right?

Reply #18 Posted: January 20, 2015, 09:20:38 pm
Quote
Top Geary - 27th May 2016 at 12:10 AM
I've learnt to ignore when you say derogatory things to me

Offline Apostrophe Spacemonkey

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What texture pack is that? Not May greens right?


You must post epic stories of your fort.



It's Phoebus' Graphic Set
http://www.bay12forums.com/smf/index.php?topic=137096.0

I can't stand playing in ascii. I like my pretty graphics.
Last Edit: January 21, 2015, 06:55:40 am by Spacemonkeyorsarus

Reply #19 Posted: January 21, 2015, 05:30:41 am

Offline Kayne

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You must post epic stories of your fort.

I'm actually struggling to remember everything / anything. ONE DAY, I will.

Reply #20 Posted: January 21, 2015, 02:17:12 pm
Quote
Top Geary - 27th May 2016 at 12:10 AM
I've learnt to ignore when you say derogatory things to me

Offline Apostrophe Spacemonkey

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My fort was going well, nearing a population of 200 dwarves, creating top quality steel armour an weapons, my fortress was the envy of all creatures big and small.

But by dwarves got too greedy, and the delved too deep. They awoke unseen horrors which dwelt in the darkness, horrors of shadow and flame.

A Forgotten Beast rose from the depths, and spewed flame a forth, catching fire to the flora which resided in the caves, and brought my FPS to a grading halt, all those temperature calculations too much for the game to handle.


Thus that was the end, I left to start a new fort with another group of dwarves, in a paradise surround by trees and a spooky looking tower.
A few days later, a Necromancer came forth from that tower with an army of undead, and killed every single ones of my dwarves.

I attempted a second try, reclaiming my lost fortress. This time, when the Necromancer attacked with his undead Elf zombie, I was ready. I locked them both in cages and shuffled them off to my dungeon to leave them to rot.

However, an administrative error saw undead Elf zombie get released, wrecking havoc in my fort, killing my entire squad of archers, and attempting to escape out the main entrance, and falling into the same trap he got caught in before.

This time I was more careful, I locked the zombie Elf in a dungeon, where he now gets used as target practice for my archers. Being undead, no matter how many crossbow bolts get stuck in him, he won't die.
I also chuck any goblins I catch in there as well, makes for fun watching.

Reply #21 Posted: February 23, 2015, 04:42:30 pm

Offline Apostrophe Spacemonkey

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I was going pretty well, a half decent macedwarf squad with steel amour.

When, a werebison attacked!

I sent my brave soliders to defend the fort. It was a hard fight. I only got the upper hand when the werebison turned back into his puny naked human form. Then my dwarves exploded his head with a mace.

However the battle was not without causalities. One dwarf died, and another got both his hands ripped off, and spent the rest of his life (which didn't last much longer) walking around unable to perform even the most basic tasks, because hands, he had not.

One dwarf was sent to the hospital, to get his head stitched up.

But for one dwarf, his fate was worse, he was bitten, and was now doomed to turn into a werebison himself every month for the rest of his life (which didn't last much longer).



A short while later, for some reason, my fort was assaulted by a band of humans and elves. Why they attacked me I didn't know, maybe the werebison I killed the month before was their leader.

Anyway, they were no match for me, my dwarves quickly jammed their skulls through their brains.


However just then, it was the next full moon, and my previously bitten dwarf turned into a werebison!

And killed my entire macedwarf squad.



Then afterwards turned back into a dwarf, naked except for the blood of his former comrades coving his body.


So I squashed him under a bridge.


Time to recruit a fresh set of migrants into my army.




Last Edit: March 11, 2015, 04:04:58 pm by Sire NZ CH Spacemonkey

Reply #22 Posted: March 11, 2015, 03:48:28 pm

Offline Apostrophe Spacemonkey

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  • Posts: 19,047
This looks pretty cool

http://www.bay12forums.com/smf/index.php?topic=146473.0

Realtime 3D dwarf fortress visualizer in Unity.

Reply #23 Posted: April 30, 2015, 11:10:31 am

Offline Apostrophe Spacemonkey

  • Fuck this title in particular.

  • Apostrophe Spacemonkey is awe-inspiring!Apostrophe Spacemonkey is awe-inspiring!Apostrophe Spacemonkey is awe-inspiring!Apostrophe Spacemonkey is awe-inspiring!Apostrophe Spacemonkey is awe-inspiring!Apostrophe Spacemonkey is awe-inspiring!Apostrophe Spacemonkey is awe-inspiring!Apostrophe Spacemonkey is awe-inspiring!Apostrophe Spacemonkey is awe-inspiring!Apostrophe Spacemonkey is awe-inspiring!Apostrophe Spacemonkey is awe-inspiring!Apostrophe Spacemonkey is awe-inspiring!
  • Posts: 19,047
Some interesting things they have been working on.

As well as all the other many ways dwarfs can die, they can now die from drinking too much alcohol.

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

Reply #24 Posted: June 16, 2015, 04:36:21 pm