Dorf Fortress

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Postby Gretyl » Mar 25 2009 05:57:23 pm

I don't really know what I'm saying, but that's the vibe I get from the rest of the thread
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Postby Gretyl » Mar 26 2009 11:37:05 am

I hear there's treasure in them thar hills:
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Any takers?
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Postby Tom the Cat » Mar 26 2009 12:22:24 pm

I might go a'splorin' someday, but I'm still working on my goddamn huge outdoor dining room. I hadn't considered how brutal it would be to channel something like 5 floors of a 40x40 room.

But it's getting close to completion! Once the waterfalls are running, I'll post it to DFMA.
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Postby Gretyl » Mar 26 2009 02:01:36 pm

Gotten any stragglers or spare tiles yet? Mass channeling is really annoying given mining priority, IME.
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Re:

Postby Tom the Cat » Mar 26 2009 02:03:03 pm

Gretyl wrote:Gotten any stragglers or spare tiles yet? Mass channeling is really annoying given mining priority, IME.

No, I've been very deliberate with my channeling, after a few minor cave-ins due to stupid dorfs who don't mine/channel in any rational way.
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Re: Dorf Fortress

Postby Warlock » Mar 27 2009 05:42:32 pm

WTF was this kitten doing?
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Postby Cody » Mar 27 2009 05:54:43 pm

smelly cat, smelly cat, what are they feeding you?
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Postby Tom the Cat » Mar 27 2009 06:25:43 pm

God damn. Getting 'flow' working in unnatural water environments is a real pain in the ass.
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Postby Tom the Cat » Mar 28 2009 04:21:27 pm

Jesus christ! A legendary Titan appears! :bigomgwut:

Everyone inside! I've never had to fight anything worse than a goblin siege before! We'll wait for him to come in to my drowning trap... Yes, drown, stupid Titan! :bigjokerawesome:

Wait, what's that? The Titan is unconscious? He's got... a mildly sprained ankle? He wakes up for a few seconds only to go unconscious again? He's barely moved since arriving on the map? :bigbusome:

Alright, engage Operation: Titan Rape! :bigpacaweseome:

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Oh, this guy has a long name now, I wonder why?

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:bigicame: Sprained ankle Titan is easy mode. Probably could've surrounded him in cage traps if I was so inclined.
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Postby Gretyl » Mar 28 2009 04:26:46 pm

Yeah, it's too bad my GCS-killer broke his left arm. Now I gotta churn his hospital bed a good year and a half to see if he gets better. :(
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Postby Tom the Cat » Mar 28 2009 04:53:03 pm

Well, my population is up above 140, my Vomitorium is nearing completion (with four working perpetual waterfall generators), I've killed a Titan, and the Elves are about to wage war on me for cutting down too many trees.

Might I remind you that I live on a treeless map and am only cutting down the Tower Caps I've specifically grown underground, that wouldn't even exist without me. :cautious:
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Postby Cody » Mar 28 2009 05:07:07 pm

fuck the elfs. drown'm'all, that's what I say.
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Postby Gretyl » Mar 28 2009 05:43:10 pm

Shit, they're elves. They take bonus damage for being so damn fruity.
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Re: Dorf Fortress

Postby daoist » Mar 28 2009 05:51:19 pm

Warlock wrote:WTF was this kitten doing?

looks like tentacle demons
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Postby nippletwister » Mar 28 2009 06:29:24 pm

I've been reading this thread. Now I sort of want to play. I'm not sure if I can, though.
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Re:

Postby Tom the Cat » Mar 28 2009 09:00:41 pm

nippletwister wrote:I've been reading this thread. Now I sort of want to play. I'm not sure if I can, though.

STRIKE THE DAMN EARTH
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Postby nippletwister » Mar 28 2009 10:12:00 pm

...the hell?
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Re:

Postby Tom the Cat » Mar 28 2009 10:14:58 pm

nippletwister wrote:...the hell?

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STRIKE.
THE.
MOTHERFUCKING.
EARTH!
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Postby Cody » Mar 28 2009 10:17:25 pm

unless you're one of them pinty-eared elfs. in which case, build a bunch of log cabins and then get pissed off at anyone else who uses lumber.
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Re:

Postby Tom the Cat » Mar 28 2009 10:19:00 pm

Cody wrote:unless you're one of them pinty-eared elfs. in which case, build a bunch of log cabins and then get pissed off at anyone else who uses lumber.

Haha, yeah. I love that they'll send a diplomat who's all "Don't hurt the trees!" and then minutes later their trade caravan will arrive, chock full of delicious lumber.
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Postby Silver Chalice » Mar 28 2009 11:21:40 pm

I spent some time tonight working on my pretty floor project, but it's not done yet. I'll post it on DFMA tomorrow.
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Postby Tom the Cat » Mar 29 2009 12:22:42 pm

Got my map uploaded. My major projects are nearing completion. Once they're tip-top, I think I'll get to work on an arena of some sort.
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Re: Dorf Fortress

Postby Tom the Cat » Mar 29 2009 12:49:19 pm

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:bigomgwut: You really can't place tables and chairs outdoors! FFFFFFFFFUUUUUUUUUUUUUU-
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Postby Silver Chalice » Mar 29 2009 01:24:25 pm

Updated: http://www.mkv25.net/dfma/map-5222-wheelden

I need to do something with my ridiculous amounts of food/booze. I only have 42 dwarves right now. Surely I don't need 2553 prepared meals.
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Re: Dorf Fortress

Postby Silver Chalice » Mar 29 2009 01:28:20 pm

Tom 'The Cat' Spero wrote: :bigomgwut: You really can't place tables and chairs outdoors! FFFFFFFFFUUUUUUUUUUUUUU-

You might be able to build a roof above your dining room, build your furniture, then deconstruct the roof.
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Re: Dorf Fortress

Postby Tom the Cat » Mar 29 2009 01:52:35 pm

Silver Chalice wrote:
Tom 'The Cat' Spero wrote: :bigomgwut: You really can't place tables and chairs outdoors! FFFFFFFFFUUUUUUUUUUUUUU-

You might be able to build a roof above your dining room, build your furniture, then deconstruct the roof.

Yeah, I might do that, but that's a big fucking job. :bigbusome:
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Re:

Postby Cody » Mar 29 2009 02:06:46 pm

Silver Chalice wrote:Updated: http://www.mkv25.net/dfma/map-5222-wheelden

I need to do something with my ridiculous amounts of food/booze. I only have 42 dwarves right now. Surely I don't need 2553 prepared meals.

what the hell what the hell what the hell! The mushroom floor is going a bit too far!
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Postby Cody » Mar 29 2009 02:08:03 pm

also, didn't I say something about not being able to build tables and chairs outside? You'd think he'd have at least tested it before building four running waterfalls in the fukkin thing.
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Postby Gretyl » Mar 29 2009 02:22:39 pm

Yep, to which I originally suggested the roof->chairs->deroof idea.
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Re:

Postby Tom the Cat » Mar 29 2009 02:23:01 pm

Cody wrote:also, didn't I say something about not being able to build tables and chairs outside? You'd think he'd have at least tested it before building four running waterfalls in the fukkin thing.

:bigleery: I wanted to dig it out from the top-down, but I thought after someone claimed you couldn't build stuff outside (which I seem to recall being claimed along with 'you can't build things on top of constructed floors,' which is wrong) it was revealed that you could.

I don't know. Sucks to be me, but at least now when half my fort is throwing a party, they'll be getting lots of sun.
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Postby Cody » Mar 29 2009 03:20:36 pm

I'm gonna laugh my head off if Tom gets attacked by some giant eagles or dragons or something that just fly into his meeting hall and take out half his dorfs before he can assemble the troops.

You could always complete it by putting a bunch of retractable bridges over the top to keep out flyers if necessary.
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Postby Gretyl » Mar 29 2009 03:40:49 pm

A bunch? Bridges have a max width? :bigunawesome:
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Postby Silver Chalice » Mar 29 2009 03:42:34 pm

10x10 is the max size for a bridge.
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Postby nippletwister » Mar 29 2009 03:42:52 pm

Okay, I'm in. There are just a couple of other games I have to finish first.
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Postby Silver Chalice » Mar 30 2009 09:46:44 am

http://mkv25.net/dfma/map-5239-wheelden

Played a LOT last night. Had two back to back goblin sieges leading me to realize that I need to stop building mosaics and start building some defenses and some military. I'm debating whether or not I want to make rooms for my nobles or use them to test my new spike traps.
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Postby daoist » Mar 30 2009 10:35:39 am

I've never bothered playing with traps. I put some cage traps up so that should be fun. Can dwarfs and caravans walk over cage traps normally?

Also I want to put some spike traps in. I put in an order for a bunch of menacing spikes. How does that work? I know I need spikes and mechanisms and pressure plates, do I want to rig up a lever to activate/deactivate them? Is that possible? I don't want my fuckin dorfs to die from fishing.
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Re:

Postby Tom the Cat » Mar 30 2009 12:05:13 pm

daoist wrote:I've never bothered playing with traps. I put some cage traps up so that should be fun. Can dwarfs and caravans walk over cage traps normally?

Also I want to put some spike traps in. I put in an order for a bunch of menacing spikes. How does that work? I know I need spikes and mechanisms and pressure plates, do I want to rig up a lever to activate/deactivate them? Is that possible? I don't want my fuckin dorfs to die from fishing.

Spike traps are the only traps I haven't fiddled with. My understanding of all traps:

Stone-fall: easiest, probably best initial line of defense. Dorfs and caravans won't trigger, kobold thiefs won't trigger, most everything else will.
Cage: one of the best overall. Can singlehandedly take a Dragon or Titan or other big baddie out of the picture without you lifting a finger. Caveat: requires empty cages each time you catch someone.
Weapon: Strongest, but also one of the highest requirements. Have to have several spare weapons you can part with if you want the trap to be lethal. That said, this trap can do WICKED amounts of damage.
Pressure plate: Hardest to figure out, most versatile. This can do anything from flood a room to dropping a floor to raising a bridge to... well, just about anything. Definitely worth toying around with once your fort is secure, but not a primary line of defense.

As I understand them, spike traps can or should be operated via lever or pressure plate. Most of the time they'll be retracted and will be safe to walk over, but if they're activated they injure anything standing on them. There are many suggestions of using a spike trap and a lever in a noble's bedroom as a way to rid yourself of the noble. Wait until he's sleeping, lock his door, and then queue up 10 pulls of the lever and watch him skewer himself.
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Re: Re:

Postby Gretyl » Mar 30 2009 12:17:41 pm

Tom 'The Cat' Spero wrote:Most of the time they'll be retracted and will be safe to walk over, but if they're activated they injure anything standing on them.

There's a pretty subtle point here actually. Spike traps only injure creatures that are standing on the trap at the time they're activated. An activated spike trap can be traveled through without ill consequences.
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Postby Cody » Mar 30 2009 12:18:57 pm

having a long hallway full of spike traps and waiting for sieges to walk into it, and then just pulling the lever 100 or 200 times is a pretty effective way of killing off sieges.
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Postby daoist » Apr 03 2009 06:01:52 am

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Yes. It's a table engraved with an image of itself.
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Postby Gretyl » Apr 03 2009 08:05:38 am

"Willfulfailed" indeed!
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Postby daoist » Apr 03 2009 08:23:28 am

Not to be outdone, another guy went nuts and made:

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They just love that damn table.
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Re: Dorf Fortress

Postby Warlock » Apr 03 2009 08:38:07 am

Yeah, they seem to get fixated on ideas. About 90% of my engravings are either of my artifact adamantium mace (it was epic tho) or how "some dwarves fucked up and released demons" (yet nothing about how we totally kicked their asses... wait.. do tentacle demons have asses?)
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Postby daoist » Apr 03 2009 09:20:39 am

Now that you mention it most of my engravings have "a dwarf and dwarves. The dwarf is surrounded by the dwarves."
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Postby Gretyl » Apr 03 2009 09:33:43 am

You be crowded, son.
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Re:

Postby Cody » Apr 03 2009 10:02:21 am

daoist wrote:
Yes. It's a table engraved with an image of itself.

looks like you got yerself a recursive artifact.
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Re:

Postby Tom the Cat » Apr 03 2009 11:55:49 am

daoist wrote:Now that you mention it most of my engravings have "a dwarf and dwarves. The dwarf is surrounded by the dwarves."

This is almost always related to one of your dorfs being elected leader/mayor/whatever.

If you fiddle around in the .ini, you can find a line that will let you see full details on these engravings. It'll explain exactly what each 'dwarf is surrounded by the dwarves' is in reference to. It'll also give you precise details on any 'the goblin is striking down the dwarf' or 'the dwarf is striking down the elephant' engravings you might have.

It's pretty neat. The only reason I can think of to not use it is if you want to use Adventurer mode to go back to your fort and examine it.
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Postby nippletwister » Apr 04 2009 10:53:45 am

I...

I don't get it.

I had seven Dorfs. They milled around. I read about them.





...You can't save your game and then quit?
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Re:

Postby Tom the Cat » Apr 04 2009 11:07:26 am

nippletwister wrote:I...

I don't get it.

I had seven Dorfs. They milled around. I read about them.





...You can't save your game and then quit?

Sure you can. Hit Escape, go down one to 'Save Game' or whatever it's called, and then it'll quit the fort and you can come back to it another time.
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Postby nippletwister » Apr 04 2009 11:09:36 am

Yes I did that, but I couldn't figure out how to exit without abandoning the fortress.

Anyway, I can see I have a lot of reading before I ask the dumb questions.
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Re:

Postby Tom the Cat » Apr 04 2009 11:13:32 am

nippletwister wrote:Yes I did that, but I couldn't figure out how to exit without abandoning the fortress.

Anyway, I can see I have a lot of reading before I ask the dumb questions.

With DF, there really are no dumb questions. The learning curve is one of the steepest in the history of gaming. That said, a lot of people consider the effort to be worth it.

Right, though, there are two ways to exit your game: saving will always make you quit, at which point you get kicked back to the main menu to quit the program. Otherwise, you can abandon your fort, which will save over your fort declaring it abandoned, then kick you back to the main menu. The only thing you can't do (without using Ctrl+Alt+Del) is quit without saving.
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Postby nippletwister » Apr 04 2009 11:51:44 am

My final dumb question:

1. Get Dorfs
2. ???
3. Profit
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Postby nippletwister » Apr 04 2009 11:53:34 am

By which, of course, I mean: How do you get them to do stuff? You just have to let them mill about for a while? I see you can give them attributes or whatever, but is there any form of direct control other than general orders?

Again, sorry for the dumb question. I'll read this thread and some FAQ's and I'll figure it out for sure.
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Postby Cody » Apr 04 2009 12:00:23 pm

no there's no way to directly control dwarves. But if you say "I want you to do this" and there's someone not doing anything who is capable of accomplishing that task, then they'll generally tend to do it unless they're too hungry/thirsty/tired/pissed off/injured.
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Re:

Postby Tom the Cat » Apr 04 2009 12:03:18 pm

nippletwister wrote:By which, of course, I mean: How do you get them to do stuff? You just have to let them mill about for a while? I see you can give them attributes or whatever, but is there any form of direct control other than general orders?

Again, sorry for the dumb question. I'll read this thread and some FAQ's and I'll figure it out for sure.

the main keys you need to know are:

[d]esignate (jobs to be done)
[b]uild (make some buildings)
loo[k] (allows you to examine the area)
[q]ueue (allows you to examine workshops/buildings and queue up jobs for them)

If you explore those first two menus, you should start getting the hang of getting your dorfs to get off their asses and do something.
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Postby daoist » Apr 04 2009 01:06:55 pm

Think of it as sim city, except zoomed in and instead of shit happening immediately (like you plunk down a building or a road), you have to wait for the lazy dorfs to go make it.
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Postby nippletwister » Apr 04 2009 05:12:38 pm

A racoon showed up and distracted all the idlers from idling.
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Postby nippletwister » Apr 04 2009 06:39:17 pm

Yeah, this game isn't for me. I mean, I get it. I get how it works and I think I could play it, but when it comes down to it, it's just too much micromanagement for me. I don't have the attention span, and it will end up being too much work for the occasional payoff of "some funny character does something silly."

What I'm saying is, this is something I could easily turn into a part time job.
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Postby daoist » Apr 05 2009 07:38:30 pm

fuck, if there were a professional dfort gig somewhere, I'd so be there.
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Postby Gretyl » Apr 05 2009 08:30:06 pm

Tarn Adams beat you to it.
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Postby Gretyl » Apr 26 2009 11:41:16 pm

Good news, gentlemen: Science has shown that ants know how to pick a good embark site.

As far as the game goes, I wish I could RFID my dorfs. :(
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Re:

Postby Reagraham Lincool » Apr 27 2009 01:45:13 am

Gretyl wrote:Good news, gentlemen: Science has shown that ants know how to pick a good embark site.

As far as the game goes, I wish I could RFID my dorfs. :(

:!: http://en.wikipedia.org/wiki/Ant_colony_optimization


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Postby daoist » Sep 13 2009 12:47:42 pm

Carp slaughtered my dorfs.

I reclaimed the fort. Carp killed a soldier. His buddies went berzerk. They killed more dwarfs. Their buddies went berzerk. They killed even more dwarfs. My remaining dwarf is wasting away in bed because there's nobody to bring him water.

I'm going to dam this river and murder all the fucking carp if it's the last thing I do.
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Postby Gretyl » Sep 13 2009 03:14:27 pm

Anyone played with Dig Deeper on their forts?
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Postby Tom the Cat » Sep 13 2009 03:24:36 pm

I don't need any help getting my dorfs killed, thank you very much.
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