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Off-Topic Discussion => Gaming Discussion => Topic started by: fener on January 22, 2008, 09:06:39 am

Title: Dwarf Fortress
Post by: fener on January 22, 2008, 09:06:39 am
It's a really fun little game - mind, the graphics are ASCII based, which would be familiar to players of roguelike (http://roguebasin.roguelikedevelopment.org/index.php?title=What_a_roguelike_is) games.

Basically you can play 2 modes (so far) - one which is the most developed one where you are supposed to maintain and expand a dwarf settlement and do what dwarves usually do, namely dig in a big mountain, gather minerals and metals and craft items and generally accumulate riches and so on...and of course defend against foes one way or another...

Second part is an adventure mode which isn't that shaped out yet but still relatively fun.

Despite the game download being extremely small, it will still take anywhere between 5-30 minutes to create a world  - depending on how good your computer is...and yeah, it's that complex.


If anyone's interested, here's the site:

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



And here's the Wiki for the game which contains all the need-to-know info:

http://df.magmawiki.com/index.php/Main_Page (http://df.magmawiki.com/index.php/Main_Page)

Something else to pique your interest:
(Note:this is based on an old version of Dwarf Fortress and as such doesn't show the features from the new versions)
Quote
Over at forums.somethingawful.com, several devoted DF players had a succession game in which the save file was passed from player to player each year. Thus, a fort would be a composite of many play styles, each ruler (or god emperor, or time traveler, or prison warden) would have 1 year to leave their mark on history and be remembered, for good or for bad.

This is the story of one such chimera, "Boatmurdered"
http://fromearth.net/LetsPlay/Boatmurdered/
More links:
GeekNights Podcast: Tarn Adams Interview (http://tigsource.com/articles/2008/01/16/geeknights-podcast-tarn-adams-interview)
Games for Windows Magazine: Dwarf Fortress (http://tigsource.com/articles/2007/06/29/games-for-windows-magazine-dwarf-fortress)
Title: Re: Dwarf Fortress
Post by: Mongoose on January 22, 2008, 04:16:20 pm
I have to say, I don't know anything at all about this game, but the Let's Play logs are among the funniest things I've ever read. :lol:
Title: Re: Dwarf Fortress
Post by: redsniper on January 22, 2008, 07:29:42 pm
Holy crap, my roommate's played this a lot and I've played it a little bit myself. It is DEEP. This game can keep track of mental states and emotions, you can grab a goblin by its left 3rd toe with your right hand, throw him to the ground and strangle him, then cut off his arm and beat more goblins with it, you can throw a flea at a jaguar and bruise its liver.

Brace yourselves HLP, you have no idea what he's brought upon you. :D
Title: Re: Dwarf Fortress
Post by: Col. Fishguts on January 23, 2008, 07:35:43 am
I have to say, I don't know anything at all about this game, but the Let's Play logs are among the funniest things I've ever read. :lol:

QFT. The tale of Boatmurdered's elephant wars are truly ...epic.
Title: Re: Dwarf Fortress
Post by: Dark RevenantX on January 25, 2008, 05:41:11 pm
The final fate of that fortress was very fitting.  Flaming apocalypse FTW!
Title: Re: Dwarf Fortress
Post by: Flipside on January 29, 2008, 04:02:00 pm
Damn you! This game is swallowing my soul!
Title: Re: Dwarf Fortress
Post by: fener on January 29, 2008, 07:31:28 pm
Damn you! This game is swallowing my soul!
1 down, 5,360 more HLP members to go  :D
Title: Re: Dwarf Fortress
Post by: Flipside on February 04, 2008, 07:00:23 pm
Still playing it almost obsessively....

Seriously people, if you're into city builders, and I've made no secret of my fondness for those sort of games, then play this, it's utterly mind blowing. You can basically create a fortress in a manner similar to Dungeon Keeper, only with much more detail with regards to management, and then enter the 'Adventure' mode and start wandering around what you created (assuming you can find it) learning about its history.

Really great game, just goes to prove my point that you don't need uber-shiny graphics if the gameplay is good and original enough.
Title: Re: Dwarf Fortress
Post by: fener on February 05, 2008, 11:31:38 am
New version is out! see: Dwarf Fortress 0.27.173.38a Released (http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=10&t=000034)

For the regularly updated log of changes: http://www.bay12games.com/dwarves/dev_now.html
Title: Re: Dwarf Fortress
Post by: Admiral_Stones on February 05, 2008, 02:33:03 pm
There's no mac version, therefore it sucks.

No offence :P
Title: Re: Dwarf Fortress
Post by: Flipside on February 05, 2008, 02:35:09 pm
He's still working on it, but it is coming, and believe me, if you like this sort of game, it will be worth the wait :p
Title: Re: Dwarf Fortress
Post by: Shade on February 05, 2008, 02:55:57 pm
Damn it. Like I didn't have enough things vying for my time already :(
Title: Re: Dwarf Fortress
Post by: colecampbell666 on February 05, 2008, 06:04:30 pm
It takes over 20 minutes to load a text based world? Damn big game.
Title: Re: Dwarf Fortress
Post by: Flipside on February 05, 2008, 06:39:31 pm
Not quite text-based, Ascii graphics, oddly enough going through the OpenGL engine. Takes a while to get used to it, but you soon get the knack of it :)

And yes, damn big game ;)
Title: Re: Dwarf Fortress
Post by: NGTM-1R on February 05, 2008, 07:24:06 pm
Despite my best efforts, and the guidance of their wiki, it really doesn't seem worth it. Either it's very buggy, or I'm being lied to, because things don't do what they're supposed to do. The degree of micromanagement required wouldn't necessarily kill it, nor would the learning curve, except for the fact that things don't seem to actually work even when I am given and follow instructions. Even BattleCruiser managed to do what it was supposed to when you followed instructions.
Title: Re: Dwarf Fortress
Post by: Flipside on February 06, 2008, 08:34:46 am
For the main part, I found micro-management at the early stages of the fort totally unneccesary, the biggest problems are that some dwarfs seem to prefer one job to another, so you might have a Miner/Mason who simply refuses to do Masonary work until every last bit of mining available has been done. What is it that isn't performing as it should?

Oh, and the second thing is finding stuff to do with all the damn stone ;)
Title: Re: Dwarf Fortress
Post by: fener on February 06, 2008, 10:25:15 am
It takes over 20 minutes to load a text based world? Damn big game.
Only the world generation part will take that long and needs to be done only once. Once that's done the world is saved to your harddisk and you can start a Dwarf Fortress mode game or Adventurer mode game in that world.

For the main part, I found micro-management at the early stages of the fort totally unneccesary, the biggest problems are that some dwarfs seem to prefer one job to another, so you might have a Miner/Mason who simply refuses to do Masonary work until every last bit of mining available has been done. What is it that isn't performing as it should?
You can set your dwarfs to perform only the jobs you want, Use the 'v' button, select the dwarf you want and change the labor settings under preferences.
Title: Re: Dwarf Fortress
Post by: Shade on February 10, 2008, 11:20:29 pm
Still playing, and I just want to ask: Why did you have to do this to me!? It was bad enough the first couple of days I was playing it, but now, now I can't stop. I got 3 hours of sleep this night because I *just* needed to finish off some fortifications before tuning in. Which, because the perfectionist in me decided to rear it's ugly head just then, turned out to take a while. Damn it :p
Title: Re: Dwarf Fortress
Post by: Flipside on February 11, 2008, 01:17:47 am
The worst part is when a vital dwarf gets possessed, needs something like leather, and you have no Hunters, Trappers or Tanners to speak of, and the next trade caravan isn't due for 2 seasons :(
Title: Re: Dwarf Fortress
Post by: Shade on February 11, 2008, 07:30:46 am
Thankfully, my latest one to get weird ideas is a useless nobody. Which is good, because he wants cloth, and I kinda neglected to sow any pig tails last year... I mean, since when do dwarves care about cloth? He must think he's an elf or something - I should channel some water into his workshop and teach him to act properly dwarflike :p
Title: Re: Dwarf Fortress
Post by: Admiral_Stones on February 11, 2008, 10:10:48 am
The worst part is when a vital dwarf gets possessed, needs something like leather, and you have no Hunters, Trappers or Tanners to speak of, and the next trade caravan isn't due for 2 seasons :(

Uhhh? Possessed and leather. Leather. LEATHER? Now seriously, where the hell is the connetion there?
Title: Re: Dwarf Fortress
Post by: Flipside on February 11, 2008, 10:16:16 am
I've had quite a few nobles who requested Leather Goods for their bedroom.... :nervous:
Title: Re: Dwarf Fortress
Post by: NGTM-1R on February 11, 2008, 12:00:53 pm
I've had quite a few nobles who requested Leather Goods for their bedroom.... :nervous:

I have one who wants spidersilk rope.
Title: Re: Dwarf Fortress
Post by: Shade on February 11, 2008, 12:50:14 pm
Elves to the rescue! I was right in assuming he'd gone elven, because the elven caravan had exactly what the insane bastard wanted: Cloth. Of course, his elvishness didn't quite extend to actually making elvish craftsmanship. Oh no. Instead he decided to go grab a rock, carve an image of dwarf on it, bore 3 holes through the thing, then string 3 pieces of cloth through the holes and finally tie them in a knot to keep them in place. He calls this creation a scepter. Legendary, no less. I call him insane. Maybe I can convince him to lob it at a passing kobold...
Title: Re: Dwarf Fortress
Post by: fener on February 16, 2008, 03:57:30 pm
New version's out!  :) (0.27.176.38a)
Lots of bug's fixed, some features added -> http://www.bay12games.com/dwarves/dev_now.html <-
Download at: http://www.bay12games.com/dwarves/
Title: Re: Dwarf Fortress
Post by: Flipside on February 17, 2008, 02:18:17 pm
Got a nice little Magma workshop going now, smelting Hematite for all I'm worth ;)

The Magma-Chamber refill might be an advantage, but I'm leaving off downloading the new one yet, going to put defences in place just in case we start getting erupting volcanoes etc, which, according to the release notes, might be a possibility with some of the magma vents.

The new pathfinding speed-ups might be useful though....
Title: Re: Dwarf Fortress
Post by: Colonol Dekker on February 17, 2008, 02:32:11 pm
My baby bro [15 yrs old] plays this and it made him forget to buy me an Xmas present. :( but it does look very engrossing when you dig beneath the surface [no pun  intended] i would play it but i know myself too well and i don't have that level of patience. :)
Title: Re: Dwarf Fortress
Post by: fener on February 17, 2008, 02:45:58 pm
Got a nice little Magma workshop going now, smelting Hematite for all I'm worth ;)

The Magma-Chamber refill might be an advantage, but I'm leaving off downloading the new one yet, going to put defences in place just in case we start getting erupting volcanoes etc, which, according to the release notes, might be a possibility with some of the magma vents.
From: http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=11&t=001859

Yeah it seems the new versions causes magma vent flooding in forts from the old version. The vent probably needs to be sealed off.
Title: Re: Dwarf Fortress
Post by: Shade on February 17, 2008, 05:13:02 pm
My future plan: I'm building high walls around the vent until above the level of my fortress, and then I'll funnel the magma into a resevoir a level above my main entrance, with an overflow channel leading to the edge of the map. The resevoir has 3 lever-controlled floodgates in it that lead to holes in the ceiling right by the doors. Let the goblins come ;7

Well, strictly speaking, let them wait a year or two until Project Armageddon is completed and the resevoir filled, then let them come :p I just hope I won't run out of bauxite before I'm done building, I've got a big vein but then, I've got a lot of work to do still.
Title: Re: Dwarf Fortress
Post by: Colonol Dekker on February 17, 2008, 05:16:18 pm
The level of detail astounds me. I may have to give this game a try after all. . .
Title: Re: Dwarf Fortress
Post by: Shade on February 17, 2008, 05:25:53 pm
Quote
The level of detail astounds me
Me too. Which is why I'm still playing this :)
Title: Re: Dwarf Fortress
Post by: colecampbell666 on February 17, 2008, 06:43:10 pm
Quote
The level of detail astounds me
Me too. Which is why I'm still playing this :)
How did they code this? The level of sentience of things, plus the things you can do must use some damn complex algorithms.
Title: Re: Dwarf Fortress
Post by: Dark RevenantX on February 17, 2008, 06:47:43 pm
Start with something sorta simple and keep adding.  And adding.  And adding.  And adding.  And adding. (Repeat for a long time).

That's how you make something like this.
Title: Re: Dwarf Fortress
Post by: fener on February 17, 2008, 06:56:56 pm
Quote
The level of detail astounds me
Me too. Which is why I'm still playing this :)
How did they code this? The level of sentience of things, plus the things you can do must use some damn complex algorithms.
The coding's all done by one guy Tarn Adams, his brother Zach Adams does most of the background stuff like game content etc. The coder quit his job (around 2006?) and now works full time on Dwarf Fortress, he gets by on donations from game users. Just read the development pages to see how much more is planned for this game   :eek2:

See:
http://www.bay12games.com/dwarves/dev.html
http://www.bay12games.com/dwarves/dev_story.html
Podcast interview with Tarn Adams: http://www.frontrowcrew.com/?p=491
Title: Re: Dwarf Fortress
Post by: Flipside on February 17, 2008, 09:30:05 pm
Quote
I just hope I won't run out of bauxite before I'm done building, I've got a big vein but then, I've got a lot of work to do still.

It's a pity your Engineer can't make Iron mechanisms, I tend to make Iron floodgates for lava, at least until you can specify what material you want a Mason or Mechanic to use, the annoying part is having to build a separate 'Magma-proof materials' area, and build more workshops to make sure they actually use the right material (This is apparently going to be fixed, could be interesting if he mixes in a dwarf's personal preference as well, so one might travel twice as far just to get to a material he or she prefers to work with).

At least with the new active Magma vents, you should be able to set up a sort of obsidian farm, and obsidian works just as well as Bauxite.
Title: Re: Dwarf Fortress
Post by: Shade on February 17, 2008, 10:54:51 pm
Quote
At least with the new active Magma vents, you should be able to set up a sort of obsidian farm, and obsidian works just as well as Bauxite.
I hadn't though of that. Good call :) I haven't really messed around much with pumps and water wheels/windmills to move water between levels yet (all I've really done with water so far is dig a small cavern beneath my living quarters and channel a brook into it, so I could build a well. With floodgate control to avoid drowning the whole fortress, of course), but making an obsidian farm sounds like a worthy enough reason to get started with those.
Title: Re: Dwarf Fortress
Post by: Admiral_Stones on February 18, 2008, 09:36:51 am
Man... where's the mac version :sigh:?
Title: Re: Dwarf Fortress
Post by: fener on February 18, 2008, 11:56:30 am
Man... where's the mac version :sigh:?
Hopefully soon  :nod: http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=10&t=000035
Title: Re: Dwarf Fortress
Post by: Flipside on February 18, 2008, 05:57:52 pm
Hmmmm... Checking up on the Wiki, it appears that Obsidian can't be used for magma-proof stuff :(

However, it can be used to make swords that are as strong as steel ones, and I have 3 legendary stonecrafters (I found out what to do with all that stone, set up 3 Workshops and set them all to making Rock Crafts, then sell it all to traders and buy back food etc). Could be useful, I prefer Marksdwarves, since they can train without putting themselves at much risk, but it could be handy to set up a squad of sword-dwarves just in case anything gets past the Entrance Hall of Ultimate Doom.
Title: Re: Dwarf Fortress
Post by: Shade on February 18, 2008, 06:05:16 pm
All of my military so far are wrestlers. Steel-armoured wrestlers with legendary mining and pump operating to make sure their stats are high, but wrestlers. I guess I should start making some decent weapons so they can actually hurt stuff instead of dodging all day :p I'd be in real trouble right now if I get invaded before my fixed defenses have finished building.
Title: Re: Dwarf Fortress
Post by: Flipside on February 18, 2008, 06:34:08 pm
One trick I found for Marksdwarves once you get the Crossbows built is build your archery targets in the fortified areas near the front of the Fortress, that way you can order them to stand down and they'll still hang around near where you want them to be, and because they are practising their Shooting Skills, they already have weapons, so anything coming near the front of the fortress gets perforated.

Edit: To be honest, the first assault on my Fortress almost left it unpopulated because I had wrestlers, Goblin Archers unfortunately down most of them before they can get close, I had to rebuild with 3 healthy dwarves and about 2 more than managed to crawl back to base, one of which had lost a leg somehow and was pretty much useless.
Title: Re: Dwarf Fortress
Post by: Shade on February 18, 2008, 06:51:08 pm
Quote
To be honest, the first assault on my Fortress almost left it unpopulated because I had wrestlers, Goblin Archers unfortunately down most of them before they can get close, I had to rebuild with 3 healthy dwarves and about 2 more than managed to crawl back to base, one of which had lost a leg somehow and was pretty much useless.
But it's stuff like this that makes the game so damned fun. Constantly teetering on the edge of painful, violent, explosive disaster :p Still, I think I'm gonna dig a moat. Right now. That'll provide some quick safety until the main project is done.
Title: Re: Dwarf Fortress
Post by: Flipside on February 18, 2008, 07:20:36 pm
Indeed, that's most of the fun. In fact, I had to bury one of my most effective Marksdwarves today, Ezun Domasanun was one of the few survivors from the 'Raid of 54, in fact, he almost single-handedly took down the Goblin forces after they'd ploughed through the wrestlers. Alas, today his confidence overtook him, and upon spotting a Fire-Imp loitering around the Magma Vent, Ezun gave pursuit. The Imp, obviously taken by surprise by the sight of an enraged dwarf firing at him with a Steel crossbow, dived back into its molten rock element. Ezun was so keen on the hunt that he dove into the Lava after his foe....

He shall be missed, for a start, I have to train another Hunter up, since he was the only Ambush-trained shooter, he supplied a lot of the meat that kept the Fortress going :(
Title: Re: Dwarf Fortress
Post by: Admiral_Stones on February 19, 2008, 06:08:08 am
Indeed, that's most of the fun. In fact, I had to bury one of my most effective Marksdwarves today, Ezun Domasanun was one of the few survivors from the 'Raid of 54, in fact, he almost single-handedly took down the Goblin forces after they'd ploughed through the wrestlers. Alas, today his confidence overtook him, and upon spotting a Fire-Imp loitering around the Magma Vent, Ezun gave pursuit. The Imp, obviously taken by surprise by the sight of an enraged dwarf firing at him with a Steel crossbow, dived back into its molten rock element. Ezun was so keen on the hunt that he dove into the Lava after his foe....

He shall be missed, for a start, I have to train another Hunter up, since he was the only Ambush-trained shooter, he supplied a lot of the meat that kept the Fortress going :(

Intelligence seems not to be one of his high stats.
Title: Re: Dwarf Fortress
Post by: Dark RevenantX on February 19, 2008, 11:31:25 am
So much weird **** happens in Dwarf Fortress that it's kinda depressing...
Title: Re: Dwarf Fortress
Post by: Shade on February 19, 2008, 10:35:59 pm
Well, I started a new fortress. Thing went... wrong. Suddenly, violently, wrong :p

It all started with that moat I decided to build to make sure I had time to arm my military with actual weapons. Easy, right? Just dig a channel some 10 squares or so out from the gate and then put up a drawbridge. At least, that's the theory. What I didn't really take into account was the fact that I'd built my farms right underneath the area where I was building my moat. Result? Cave-in.

And of course, the thing about cave-ins is that they keep on falling until they hit rock - Floors do not stop them. Needless to say, the area below was pretty much mined out and had absolutely nothing there that could stop 50.000 tonnes of falling rock (and a few dwarves. Well, parts of dwarves at this point). This might still be recovered without too much trouble, some lives lost and a lot of floors to rebuild, plus a need for new farms, but it's entirely doable. Except for one thing. The channel leading to my water resevoir was also below the farm plots. Way below. But floors don't stop a cave-in.

The channel was breached. 95% of my fortress is below the water level of the brook that feeds my resevoir. And the channel was breached above the controlling floodgate's location... giving the water free reign to flood my fortress. Oops :lol:
Title: Re: Dwarf Fortress
Post by: colecampbell666 on February 20, 2008, 07:43:36 am
This game, I tried it, but the interface is really bulky.
Title: Re: Dwarf Fortress
Post by: Flipside on February 20, 2008, 02:24:41 pm
Heh, it's a very big game, and it's something you should expect to spend a great deal of time on to get anywhere. I'm starting a new fortress tonight, simply because I've had some ideas I want to try out ;)
Title: Re: Dwarf Fortress
Post by: colecampbell666 on February 20, 2008, 03:26:39 pm
I understand most of it now, but for the life of me I can't figure out how to place my bucket.
Title: Re: Dwarf Fortress
Post by: Shade on February 20, 2008, 03:28:32 pm
You don't place buckets. Dwarves pick them up on their own if they need one, and one is automatically used if you build a well or other building that uses them. For other stuff like doors, cages, tables etc., you place them through the build menu ('b').
Title: Re: Dwarf Fortress
Post by: fener on February 20, 2008, 04:23:08 pm
Also unless you have designated a stockpile for furniture, finished goods etc, the manufactured stuff gets dumped at the workshops themselves cluttering up the place.

Multiple food items can be stored in barrels convserving storage space, same thing with bins for the other items. Also cooking food helps reduce the amount of raw food you have laying about.

Also buckets are only useful for taking water to wounded dwarfs and of filling ponds.
Title: Re: Dwarf Fortress
Post by: colecampbell666 on February 20, 2008, 04:28:48 pm
Cool. I figured the rest of the basic stuff out.
Title: Re: Dwarf Fortress
Post by: NGTM-1R on February 20, 2008, 06:38:46 pm
So, inspired by the great example of Boatmurdered (yeah friggin' right) I decided to try the whole lava-floods-world thing myself. It required a bit of cheating, unfortunately, and an active volcano on the map, and some trial-and-error-and-cheat-to-restore digging.

Unfortunately, for some reason the lava seems to have busted up my steel floodgates, or I maybe forgot to connect the levers correctly, or something else has gone wrong, and I can't turn it off. I've got a pretty good self-sufficent thing going with a population of about 75, but every siege, immigration, caravan and animal that enters the map instantly fries. (For this reason, my population only has the imported nobles of a population of 49.) I got a siege by the humans recently because so many of their caravans have been destroyed by the lava, but of course, the siege was destroyed by the lava too.

I'm not quite sure whether this is hilarous or horrible.
Title: Re: Dwarf Fortress
Post by: Flipside on February 20, 2008, 06:47:26 pm
:lol: Don't worry, it always happens on at least one fortress, I drowned half my dwarves in one fortress when my cunning anti-goblin plan backfired and flooded from the only entrance inward ;)

Edit: And, to be honest, if you could find a way to only do it to migrants, it might actually come in handy later on in the game ;)
Title: Re: Dwarf Fortress
Post by: NGTM-1R on February 20, 2008, 07:54:09 pm
The really impressive thing about it is that my fortress is still fine. It's just been turned into an unreachable island, so to speak, but so far living under a landscape totally flooded in lava hasn't bothered my dwarves one bit.

God help me if there's a cave-in though.
Title: Re: Dwarf Fortress
Post by: Dark RevenantX on February 21, 2008, 12:11:00 am
Your dwarves are pretty darn badass.  I know I would be nervous if I was surrounded by lava on all sides in a sunken hole.
Title: Re: Dwarf Fortress
Post by: Flipside on February 21, 2008, 11:46:44 am
My one 'complaint' about the game is that you cannot pick where on the map your wagon arrives, there have been several times I've found the perfect spot to site my fortress, only it's on the other side of the map to where the wagon is, so I have to start a huge mining project simply to start the fortress in the first place. Realistically, you'd drive the wagon as close to the intended location as possible. It's not a massive problem, but it can be irritating when you have enough concerns to deal with in the first place :)
Title: Re: Dwarf Fortress
Post by: colecampbell666 on February 21, 2008, 01:21:37 pm
My one 'complaint' about the game is that you cannot pick where on the map your wagon arrives, there have been several times I've found the perfect spot to site my fortress, only it's on the other side of the map to where the wagon is, so I have to start a huge mining project simply to start the fortress in the first place. Realistically, you'd drive the wagon as close to the intended location as possible. It's not a massive problem, but it can be irritating when you have enough concerns to deal with in the first place :)
That happened to me once, I spawned far away from my intended location, right inside a mandrill group. My dogs fought them off, but I quit because since I couldn't see stone, I thought there was none. (I was just starting out)
Title: Re: Dwarf Fortress
Post by: NGTM-1R on February 21, 2008, 01:58:01 pm
I've had the wagon appear in places where I've wondered how it got there; one of my first attempts it appeared in a small nook at a bend in a river, with rock walls on two sides and water on the other two.
Title: Re: Dwarf Fortress
Post by: colecampbell666 on February 22, 2008, 06:21:16 pm
When underground, does magma show up like rivers, or do you have to dig into a vein to find it, like rock?

And is magma a common occurrence? I have yet to find any.

Can I download the Boatmurdered map?
Title: Re: Dwarf Fortress
Post by: Shade on February 22, 2008, 06:33:39 pm
You do have to dig to magma to find it, but as with water, your dwarves will stop digging before they breach the pool so you won't get flooded by it (they discover 'hot rock' just like 'damp rock' for water, and stop). Once you've opened up the area of the pool, all of it is revealed. And it's rather rare in my experience. I have only found it on one out of 4 maps I've played on so far, and my current one doesn't have any surface-visible magma either. Thankfully there's lots of wood here for fuel. The forests will burn in the fires of industry!

Boatmurdered was in an old version of the game, 22g I think, and from what I read, if you want a map like that you have to play that version.
Title: Re: Dwarf Fortress
Post by: colecampbell666 on February 22, 2008, 07:36:58 pm
So you can't see magma by default?
Title: Re: Dwarf Fortress
Post by: fener on February 22, 2008, 07:38:21 pm
So you can't see magma by default?
You could try this tool (http://dwarf.lendemaindeveille.com/index.php/Utilities#Regional_Prospector).
Title: Re: Dwarf Fortress
Post by: Shade on February 24, 2008, 12:38:05 pm
Man... goblin ambushes are brutal in the newest version. My new fortress just got hit simultaneously by two groups of 6, one with crossbowmen and the other with spearmen. I only survived by virtue of having a human caravan sitting on my doorstep, as their guards bore the brunt of it. In the end it turned out to be a good thing, I only lost one dwarf and I got a lot of nice iron weapons from the dead human guards, plus a bunch of useless armor I can melt for bars :)

But oh boy, am I going to fortify now. Walls! Moats (without cave-ins :nervous:)! Drawbridges! Perimiter Bunkers! Cages with Enraged Dogs!! Spike-filled Pits of Doom!!! Chained Puppy Early Warning Systems(tm)!!!! *mad cackle*

No lava though :( Still hoping to find some eventually, I already burned all the trees... plus I want lava in my moat. Won't make a difference, but it'll be cool. Gotta have lava in your moat.
Title: Re: Dwarf Fortress
Post by: Mongoose on February 25, 2008, 01:39:42 pm
*eternal fire of damnation*
I'm not quite sure whether this is hilarous or horrible.
Hilarrible?
Title: Re: Dwarf Fortress
Post by: Dark RevenantX on March 12, 2008, 11:53:17 pm
It is available for Macs now...
Title: Re: Dwarf Fortress
Post by: fener on March 14, 2008, 07:44:27 pm
It is available for Macs now...
You can also generate smaller worlds in the new version which really cuts down the time to generate a new world.
As for progress on the next release see http://www.bay12games.com/dwarves/dev_next.html (first three stages seem to be done).
Title: Re: Dwarf Fortress
Post by: Admiral_Stones on March 15, 2008, 02:02:45 am
Holy moly this is stubby as hell!
I'm no GFX whore, but it takes quite some time to acclimate to these graphics and controls...
Title: Re: Dwarf Fortress
Post by: Flipside on March 18, 2008, 07:30:25 am
You'd be amazed how soon you get used to them ;) In many ways it just requires that you use your imagination more, which can often be more fun :)
Title: Re: Dwarf Fortress
Post by: colecampbell666 on March 18, 2008, 01:08:45 pm
You'd be amazed how soon you get used to them ;) In many ways it just requires that you use your imagination more, which can often be more fun :)
QFT. I almost immediately started picking things out once I read the legend on the wiki. The wiki is your friend.
Title: Re: Dwarf Fortress
Post by: Flipside on May 18, 2008, 11:09:40 am
Bit of a Necro...

Still playing this an awful lot oddly enough, been playing around with modding it a bit. Invented a new metal that is almost as strong as Adamantine, but much more common (just to see if I could). However, my favourite bit of tinkering means that I now have War-Deer, War-Foxes and the unstoppable War-groundhogs. Oh yes, and, as of 2 years ago, a War Hydra...

My only real complaints are Food and Rubbish, particularly XBow bolts, which seem to lie around outside when fired, and yet, when you make a squad of dwarves with XBows active, they seem determined to grab those particular bolts for ammo first, which isn't good if you have several dozen Goblins lurking outside. Only way to stop that, I've found, is to forbid all dwarves from going outside during any emergency.

Food, is just a question of balance, it's like spinning plates, fun, but really hard to get right.

Might look at creating some new animals as well, just out of curiosity really, besides, a War Deer isn't about to to significant damage to any rank and file, even if it does scare the crap out of Kobolds for some reason.
Title: Re: Dwarf Fortress
Post by: Polpolion on May 18, 2008, 09:25:59 pm
Man, thank you so much flipside! :D

I decided to check these games out when I saw this again, and man, these are awesome!
Title: Re: Dwarf Fortress
Post by: Agent_Koopa on June 12, 2008, 12:21:04 am
Just downloaded it recently, trying to work up the courage to actually begin a game.
Title: Re: Dwarf Fortress
Post by: Flipside on June 12, 2008, 12:42:41 am
LOL Remember the motto of DF:

'Losing is fun' ;)

You will lose fortresses, in fact, you will lose several, and yet, for some reason you cannot quite put your finger on, you'll keep coming back for more...
Title: Re: Dwarf Fortress
Post by: Agent_Koopa on June 15, 2008, 09:11:23 pm
My first fortress doesn't have any stone in it. My mechanic has taken to soul-searching and wondering why he signed up with my merry band of hapless idiots, most likely. I'm contemplating digging through the walls surrounding the pools of water. In the meantime, I've assigned my miners a massive rectangular area to clear in a desperate hope to find some rock.
Title: Re: Dwarf Fortress
Post by: Shade on June 15, 2008, 10:36:16 pm
Dig deeper :) Sometimes the upper layers are filled with soil only, which is nice for farming but not really the stuff to build walls with.
Title: Re: Dwarf Fortress
Post by: Flipside on June 16, 2008, 01:40:29 am
And make sure you haven't got an aquifier, soggy dwarfs are not happy dwarfs ;)
Title: Re: Dwarf Fortress
Post by: colecampbell666 on June 16, 2008, 03:25:48 pm
And better to dig in a grid pattern, never dig a huge rectangle or you risk collapse.
Title: Re: Dwarf Fortress
Post by: Agent_Koopa on June 16, 2008, 04:46:14 pm
Oh. I guess I'll get started on digging deeper. (Hey, are those boulders made of dolomite?)
Title: Re: Dwarf Fortress
Post by: Flipside on June 16, 2008, 05:00:18 pm
Heh, Dolomite is good for some of the more basic Ores like Cassiterite, Sphalerite etc :)
Title: Re: Dwarf Fortress
Post by: Admiral_Stones on December 19, 2008, 02:44:53 pm
So, I got my ass lifted and really looked into it. It's stonking GREAT! A bit unintuitive, but great.

I guess I should fortificate before some goblins come...
Title: Re: Dwarf Fortress
Post by: Shade on December 20, 2008, 09:47:30 am
Yeah, that would be a good idea. Be careful with traps, though. Ones that automatically trigger (as opposed to going off when you pull a Lever of Doom) will happily take out any caravans coming to trade with you as well. Not that this is always a bad thing, after all dead caravans = free goods and more bones to make arrows out of :p The humans just sometimes decide to siege you in retaliation if you make a habit of slaughtering them.
Title: Re: Dwarf Fortress
Post by: Flipside on December 30, 2008, 12:32:25 pm
Problem is, if you use cage traps, you end up with a ridiculous amount of stored Gobbos, I've got a Goblin Zoo in the middle of my Fortress at the moment, but even now, new captures are thrown into the Barracks and released in front of my trainees, good training ;)

I've been modding it of late, added some Mithril and Scale Mail for the Dwarves, though there's still too much Mithril about atm, tried to add punts (Heavy Crossbows) as well, but that seem to be causing a problem.

Might be nice one day to start a community Fortress, but we'd have to agree on a version to use etc :)

Edit: If we do a community fortress, I'll probably start us with a little bit more money than usual, probably about 5000 instead of 2000, but the rest would be best on vanilla DF.
Title: Re: Dwarf Fortress
Post by: Shade on December 30, 2008, 01:51:51 pm
I'd definitely be game for that :) It should be in a challenging location then, with much opportunity for disaster :D
Title: Re: Dwarf Fortress
Post by: Flipside on December 30, 2008, 01:55:37 pm
Hehe, yup, I'm scouting a few possible locations now, the problem is, with most maps it's a choice between Lava or Flux Stone, every time I find a place that has good steel-making possibilities with the opportunity to inflict fiery death upon all and sundry. the top soil layers are always sand, which is useless for fortifications :(

I'll try to scout out somewhere fun, and then start a new thread ;)
Title: Re: Dwarf Fortress
Post by: Shade on December 30, 2008, 02:32:17 pm
If goblins are around, Hematite or other iron ores are probably unnecessary. Goblins are an excellent source of the stuff :D Magma and flux *would* be nice though.
Title: Re: Dwarf Fortress
Post by: Flipside on December 30, 2008, 02:41:28 pm
I've got a place in mind, but you would have to have a very short-range defence set-up because you can't fortify sand walls. Though, at least it means my Glassmakers won't keep getting killed for not fulfilling demands, but it also means you can't just sit behind the walls and throw XBow bolts at invading armies.

Best bet in that case, is to train up a load of Hammerers, and double them on XBows when you have spare training ammo, since in melee, a XBow uses the Hammer skill, and just training XBows does nothing for the armour skill. Lots of traps would be good too.

Title: Re: Dwarf Fortress
Post by: Shade on December 30, 2008, 02:51:35 pm
I believe you can build fortifications directly from glass even though you can't carve them on existing walls. We could just make a rule of "No fortifications or traps" to keep things interesting, though :)
Title: Re: Dwarf Fortress
Post by: Flipside on December 30, 2008, 03:04:41 pm
Heh, no Fortifications I could live with, but I think without traps, you'd lose dwarves too quickly during sieges.

One interesting thought is I could remove all ranged weapons from the game, for all races, that way all combat has to be hand to hand, that'll sort the men from the boys ;)
Title: Re: Dwarf Fortress
Post by: colecampbell666 on January 26, 2009, 09:41:49 pm
:bump:
Been playing again, and the succession game really appeals to me. New topic maybe?
Title: Re: Dwarf Fortress
Post by: Shade on January 27, 2009, 07:28:07 am
Quote
New topic maybe?
Nope. Old Topic (http://www.hard-light.net/forums/index.php/topic,60096.0.html) :D Flipside's been busy though so it's not too late to sign up, as it hasn't started yet.
Title: Re: Dwarf Fortress
Post by: Flipside on January 27, 2009, 07:49:32 am
Yup, all wrapped up in Uni work, we're in the second term now and things are pretty hectic, but I'd still like to give it a go at some point :)
Title: Re: Dwarf Fortress
Post by: colecampbell666 on January 27, 2009, 08:00:19 pm
I've got everything figured out, save one thing:
I CAN'T MAKE A SUSTAINABLE FARM!
Try as I might, my farmers plant the thing once, the seeds grow, I put the plant in the still to generate seeds and booze, but come the second season nothing gets planted. (it rarely happens, and yes, I do set what grows in each season, and I have the proper seeds) Either that or there isn't a second season because everyone eats the food before it's distilled. Sometimes they just refuse to plant the damn things. What am I doing wrong?
Title: Re: Dwarf Fortress
Post by: Flipside on January 28, 2009, 10:16:49 am
Well, for protecting the seeds etc, hit 'Z', got to 'Kitchen' and make sure that stuff like Plump Helmets are set for 'Brew' only, else they tend to get cooked before they can be brewed.

I tend to set almost the entire Fortress as Planters to be honest, otherwise Farming is pretty touch and go.
Title: Re: Dwarf Fortress
Post by: Shade on January 28, 2009, 11:37:15 am
I find it helps immensely to turn off hauling jobs for the planter(s), otherwise they like to do anything but their job.
Title: Re: Dwarf Fortress
Post by: colecampbell666 on January 28, 2009, 01:18:09 pm
How do I get my bowdwarves to practice? I set them to active, set them to use their bows, gave them ammo, and built the range. I set the range to the appropriate size/direction etc, and they just sit and talk.
Title: Re: Dwarf Fortress
Post by: Shade on January 28, 2009, 01:27:27 pm
They'll only use bone and wood ammunition for practice, so make sure you have some of those. Iron, steel etc. will only be used for actual combat.
Title: Re: Dwarf Fortress
Post by: colecampbell666 on January 28, 2009, 05:16:56 pm
That`s all I have. And now no one but my guards will train, even with the proper equipment. My wrestlers just run around and try to look busy.
Title: Re: Dwarf Fortress
Post by: Flipside on January 28, 2009, 07:31:09 pm
Ah, wrestlers don't train at Archery, as long as they are in the Barracks and off duty, the will practice wrestling with each other, and will slowly improve.

Be careful when you start making Axemen etc though, when they train, they can end up hurting each other, make sure you use copper weapons, or, even better, buy some wooden ones from the Elves.
Title: Re: Dwarf Fortress
Post by: colecampbell666 on January 28, 2009, 07:33:41 pm
Ah, wrestlers don't train at Archery, as long as they are in the Barracks and off duty, the will practice wrestling with each other, and will slowly improve.

Be careful when you start making Axemen etc though, when they train, they can end up hurting each other, make sure you use copper weapons, or, even better, buy some wooden ones from the Elves.
No, I mean that my wrestlers wont wrestle and my archers wont... Arch (IT'S A WORD! SHUT UP!) I've designated the proper areas, set their weapon types, put them on duty, made a ****load of bolts and crossbows... No dice. They aren't set to patrol or anything, they have no orders, ergo they should be sitting practicing.

The wrestlers are unarmed and unarmored... Maybe I'll set them as guards, and then once they're trained return them to their original duties.
Title: Re: Dwarf Fortress
Post by: Flipside on January 28, 2009, 08:09:34 pm
Try hitting 'M', going to the squad details using 'V', and make sure they are set to off duty, activated soldiers won't train whilst they are on duty, they will just stand guard.
Title: Re: Dwarf Fortress
Post by: qazwsx on December 20, 2009, 01:00:35 pm
Only started this game a couple of weeks ago, still on my fist fortress, (It's actually surviving!) I've really got into it though. IMO the worst part tends to be nobles, with their ridiculous mandates and demands...
I kill them off by assigning a room to them, then locking the door when they enter, causing them to starve to death >_>

-- The Fortress --

http://mkv25.net/dfma/map-7671-cryptcrescent

The water cascading down into the main passageway may seem a little weird, but the mist created gives dwarves a happy thought, it also doubles as a way of getting water down to my farming level, I'm currently in the process of building screw pumps in order to bring the water back up one level to make the floor muddy and suitable for crop growing.
Title: Re: Dwarf Fortress
Post by: NGTM-1R on December 20, 2009, 04:48:54 pm
Until you're building pointless doomsday mechanisms like Headshoots' WEAPON or Boatmurder's Project **** THE WORLD... :P

(I call mine DOOMSDAY. It's a three-tiered mechanism to flood the fortress and drain it again in the event of Hidden Fun Stuff.)
Title: Re: Dwarf Fortress
Post by: qazwsx on December 20, 2009, 06:44:29 pm
Haha, this fortress doesn't have magma or underground lakes, I'm surviving on a large supply of surface-dwelling trees >_>
Title: Re: Dwarf Fortress
Post by: FireSpawn on December 28, 2009, 06:16:36 pm
This game is EVIL. But so, so addictive, it's like crack but worse for your mental health.
I was on my nth fortress actually got past two winters and then a large portion collapses then it gets attacked by undead!
By all rights i should have stopped, but...i....just can't leave it alone. Is there like a detox clinic for this game because all my others are sad i left them alone for so long.
Title: Re: Dwarf Fortress
Post by: Colonol Dekker on December 29, 2009, 06:11:29 pm
I have never got into this. . . . Can't explain why, the graphics etc just don't grab me.
Title: Re: Dwarf Fortress
Post by: Flipside on December 29, 2009, 06:30:22 pm
There are no graphics that could sufficiently represent the short, violent, mentally un-hinging episode that is the life of a Dwarven colonist ;)
Title: Re: Dwarf Fortress
Post by: BloodEagle on January 16, 2010, 08:57:45 pm
One of my dwarves tamed a roach.  :eek:
Title: Re: Dwarf Fortress
Post by: Pred the Penguin on January 17, 2010, 01:38:21 am
What's it supposed to do?
Title: Re: Dwarf Fortress
Post by: BloodEagle on January 17, 2010, 07:34:57 am
It seems to be stuck in an animal trap, now.

I can't imagine the how or the why of this occurrence.  :P
Title: Re: Dwarf Fortress
Post by: FireSpawn on January 20, 2010, 07:18:51 pm
Was he a rasta-dwarfian? because if not, you should feel ashamed that your dwarfs must resort to dru-OH, a roach as in the insect! My bad :lol:
Title: Re: Dwarf Fortress
Post by: BloodEagle on February 12, 2010, 09:38:05 pm
Hark! I have made a discovery!

Not only are cages watertight, but they come with built-in oxygen scrubbers! Seven unruly goblin warriors are now trapped in a watery abyss, for all eternity.
Title: Re: Dwarf Fortress
Post by: BloodEagle on March 11, 2010, 10:17:27 pm
//<insert necro-thread image here>

First volcano run:

There were only three dangerous monsters (fire-imps) on the map at the start.  In an attempt to stop the threat early, I decided to wall-off / ceiling-off the mouth of the volcano.  I didn't expect the imps to move quite that quickly (3 z-tiles in as many rounds).

My mason was killed in the fiery blast, his corpse still burning as I type this.  His death seems to have triggered a rather amusing incident.  Apparently, one of my dwarves (the carpenter) didn't like two of my others (the trapper and woodcutter), and the death of the mason caused him to snap.  He throttled the two dwarves near instantaneously.

Okay, that kind of sucks, but I can roll with that punch because they weren't doing anything important.  Unfortunately, my grandmaster miner (my only miner) just happened to be the best friend to one, and lover to the other.  She is now chasing the carpenter around, with the only job listed as 'attending a meeting'.  Now nothing is getting done, and my only other mason (the carpenter) is about to be murdered by my miner.

So, yeah.  I predict a complete downfall within a few turns.
Title: Re: Dwarf Fortress
Post by: Dr. Pwnguin on March 12, 2010, 04:59:51 pm
I had a Dwarf-Fortress going for a while, got pretty intense with some beautiful inside-architecture. However, one of the Dwarfs went kinda crazy, kill two soldiers with an axe and walked into the middle of a battlefield , then drowned himself :/
Title: DF 0.31.01
Post by: DarkBasilisk on April 01, 2010, 06:02:07 am
New version. Go get it.
Title: Re: DF 0.31.01
Post by: Wobble73 on April 01, 2010, 06:12:38 am
Of what and why?


Link plox!
Title: Re: DF 0.31.01
Post by: Ransom on April 01, 2010, 06:17:00 am
This is what is best in life.
Title: Re: Dwarf Fortress
Post by: BloodEagle on April 01, 2010, 09:35:54 am
They updated on the first of April?   :nervous:

---------------------------------------------

I had an idea. 

I have an underground river in one of my cities.  But rather than simply have a pump chain set up to flood the lower section of the map, I'm thinking of building a huge water tank in the air.  It will be supported by numerous spires, and all of the drains (see: the entire floor) will be covered in lever-triggered hatches.  I'm thinking it should be at least five levels high.
Title: Re: Dwarf Fortress
Post by: LordMelvin on April 01, 2010, 11:03:30 am
I had an idea. 

I have an underground river in one of my cities.  But rather than simply have a pump chain set up to flood the lower section of the map, I'm thinking of building a huge water tank in the air.  It will be supported by numerous spires, and all of the drains (see: the entire floor) will be covered in lever-triggered hatches.  I'm thinking it should be at least five levels high.

I had the same idea! it's like an environmentally conscious boatmurdered!
Title: Re: Dwarf Fortress
Post by: BloodEagle on April 01, 2010, 09:37:26 pm
My original mayor was replaced, and the new one keeps mandating the construction of cages.

I have to admit, I'm growing concerned.
Title: Re: Dwarf Fortress
Post by: Flipside on April 01, 2010, 10:02:14 pm
My last Baron died because he kept ordering crystal glass. A locked door and a little patience solved the problem, however :drevil:

Edit: I still think one of my favourite DF moments, though, was :-

Quote
Ilud Ithrokar, Baroness has bled to death.
Ildur Ethminkat, Baron has thrown a party at Iron Statue.
Title: Re: Dwarf Fortress
Post by: BloodEagle on April 01, 2010, 10:49:21 pm
 :lol:

That's just perfect.
Title: Re: Dwarf Fortress
Post by: BloodEagle on April 03, 2010, 09:47:40 pm
Huh.  I managed to pick a map that seems to be made up of nothing but aquifers.  All the way up the mountain, in fact.
Title: Re: Dwarf Fortress
Post by: SpardaSon21 on April 03, 2010, 10:36:17 pm
I don't play Dwarf Fortress, but I found this on another forum and thought it would be appropriate.
(http://s.lurkmore.ru/images/9/97/Dwarf-fortress.PNG)
And sorry about the size, but lvlshotting it just makes it bigger.
Title: Re: Dwarf Fortress
Post by: Ransom on April 04, 2010, 03:35:43 am
It is the appropriatest.

The new version is nice, on the whole. But the redesigned military is a bit of a mess. It's a much more powerful system, but it's almost impressive how unintuitive it is. Even by DF standards the implementation just seems overcomplicated.
Title: Re: Dwarf Fortress
Post by: qazwsx on April 04, 2010, 10:37:19 am
I'm going to stick with the last version until 3rd party applications like dwarf therapist are compatible with the newer version.
Title: Re: Dwarf Fortress
Post by: BloodEagle on April 04, 2010, 10:54:07 am
Indoor farming is completely borked.  I pray for a quick fix.*

*Yay, context!
Title: Re: Dwarf Fortress
Post by: Ransom on April 04, 2010, 03:00:17 pm
Indoor farming works. You just need to irrigate everything now.
Title: Re: Dwarf Fortress
Post by: Flipside on April 04, 2010, 03:50:22 pm
Had one crash in the Finder, it seems that if you hit enter twice, it tries to perform two searches simultaneously and everything comes grinding to a halt :( Also had a crash in the Arena, but not including that, since it is a test. All in all, not a bad version, but there's a couple of niggling fixes that I hope get done soon.

Edit: Yeah, the finder grinds to a halt and crashes the game whenever I try to use it, back to the old trick of poring over the map for ages :(
Title: Re: Dwarf Fortress
Post by: BloodEagle on April 04, 2010, 08:36:49 pm
Indoor farming works. You just need to irrigate everything now.

Said the not-so-lazy person.  :P

----

Also had a crash in the Arena, but not including that, since it is a test.

I could never stomach trying to learn adventure mode. :/
Title: Re: Dwarf Fortress
Post by: Polpolion on April 04, 2010, 10:58:08 pm
Also had a crash in the Arena, but not including that, since it is a test.

I could never stomach trying to learn adventure mode. :/

As that's coming from someone who's bothered to learn how to play any part of Dwarf Fortress period, you really don't have much of an excuse. :p
Title: Re: Dwarf Fortress
Post by: Flipside on April 05, 2010, 12:27:45 am
Well, I dug into an underground cavern, and now I just get page after page of routing messages. I think that the dwarves are trying to collect stuff that is in the cavern, but because the cavern is not all revealed at once, they cannot route past the hidden parts :(
Title: Re: Dwarf Fortress
Post by: BloodEagle on April 05, 2010, 01:31:16 am
Tasking the creation of rock short swords within the craft-workshop creates wooden weapons.

Yeah.  :ick:
Title: Re: Dwarf Fortress
Post by: McMad on April 05, 2010, 03:16:01 am
All my dwarfs are dead. All the dwarfs I sent to reclaim are dead.  :(

I've never seen a massacre so complete. Around six dwarfs made it to a shelter I'd prepared, but locked in and with no supplies they were doomed. As the things where prowling around outside they knew there was no escape. They had time to prepare themselves a tomb before they succumbed to thirst. It was more than the others got.

The reclaimers didn't even stand a chance. I don't think they even lasted a day...
Title: Re: Dwarf Fortress
Post by: NGTM-1R on April 05, 2010, 03:21:59 am
You could just reclaim spam.

The HFS has gotten an upgrade...
Title: Re: Dwarf Fortress
Post by: BloodEagle on April 05, 2010, 06:50:42 am
All my dwarfs are dead. All the dwarfs I sent to reclaim are dead.  :(

I've never seen a massacre so complete. Around six dwarfs made it to a shelter I'd prepared, but locked in and with no supplies they were doomed. As the things where prowling around outside they knew there was no escape. They had time to prepare themselves a tomb before they succumbed to thirst. It was more than the others got.

The reclaimers didn't even stand a chance. I don't think they even lasted a day...

Losing is fun!
Title: Re: Dwarf Fortress
Post by: McMad on April 05, 2010, 07:17:56 am
Not for the dwarfs it wasn't. The new combat system is brutal, if a bit strange (Why the creatures think that when they have their victim already in a stranglehold with their hands and have pinned their sword arm with a wing that they also need to grip the poor guys upper teeth with their feet is above me. :confused:)  I think dwarf fortress is now the definitive simulation of being ripped to shreds by angry things.

So much blood...
Title: Re: Dwarf Fortress
Post by: BloodEagle on April 08, 2010, 08:15:08 pm
New Version (http://www.bay12games.com/forum/index.php?topic=53505.0):

Quote
Release notes for 0.31.02 (April 8, 2010):

Here's the first little update.  Things are still settling down after the release, but it looks like I'll be able to work with the new bug tracker and handle things there day by day.  There will be a few more of these small releases before I begin the SDL/Mac/Linux/40d# merge, since there are more crashes and huge problems, but I'm going to start some of the preparation for the merge as well.

Crash fix
   (*) [GRAPHICS:YES] should no longer crash the arena or world generation
   (*) fixed training activity crash (from removal of barracks)
   (*) fixed crash from doing a large flow-style activity zone

Minor changes
   (*) made zone removal still work if flows are corrected (uses rectangles)
   (*) made material projectile breath happen intermittently properly
   (*) corrected gorlak color
   (*) made blind cave bears eyeless and gave them extravision
   (*) fixed broken eyelid relationships
   (*) fixed broken child names for goat/unicorn/cave swallow
   (*) swapped giant caste names
   (*) fixed giant cave spider bite (was blunt)
   (*) fixed alligator eye text
   (*) made soap bars instead of globs
   (*) fixed horn silver environment

edit: I had put these in file changes but copied them into the wrong place in release notes

   (*) added cookability/vermin eating to meat material templates
   (*) added cookability/vermin eating to plant leaf/seed materials

I was kind of hoping for a farming fix.

Meh. Maybe next time. :/
Title: Re: Dwarf Fortress
Post by: NGTM-1R on April 08, 2010, 08:38:37 pm
So when do they fix the -clowns- in the -circus-?

Some of them right now can only be killed by the -Dwarven Atom Smasher-.
Title: Re: Dwarf Fortress
Post by: BloodEagle on April 08, 2010, 10:12:09 pm
Huh. Apparently, when born on stairs, children fall to their deaths.
Title: Re: Dwarf Fortress
Post by: Ransom on April 09, 2010, 06:36:48 am
Huh. Apparently, when born on stairs, children fall to their deaths.
Haha. Oh, Dwarf Fortress. You so horrifying.
Title: Re: Dwarf Fortress
Post by: BloodEagle on April 10, 2010, 08:39:43 pm
Two new and completely unrelated discoveries.

1. Digging a hole in the side of a volcano causes the uppermost layer to flip out (I'm talking way beyond standard movement rates).

2. When assailed by lava, dwarves bleed to death.
Title: Re: Dwarf Fortress
Post by: Shade on April 14, 2010, 01:03:07 am
Wow, new version just as I start to have some free time again. This'll be fun :)
Title: Re: Dwarf Fortress
Post by: Shade on April 25, 2010, 01:02:32 pm
Wow. Been playing around with this a little here and a little there for a while now and I'm amazed. Mostly at how downright evil version 0.31.0X now is :p In the old version, I pretty much never lost a fort, but now? Now I'm lucky to survive just a few years unless I just wall myself in and never dig deeper than a few levels below the surface. It's a great change :D Still too buggy to be as much sheer fun as the old version though, but once that's worked out, it'll be epic.

Also, once that happens and we have a version which is evil yet plays fair, us DF players here on HLP totally need to finally run a succession game :)
Title: Re: Dwarf Fortress
Post by: BloodEagle on April 25, 2010, 06:04:25 pm
I still can't stand that farming is busted.  I tend to play on maps without water, and, well, starvation is rampant.
Title: Re: Dwarf Fortress
Post by: Shade on April 25, 2010, 10:34:45 pm
Yeah, there are definitely issues still. Some enemies being literally unkillable would be another big one. But once the major bugs are taken care of this'll be the best version ever :)
Title: Re: Dwarf Fortress
Post by: pecenipicek on April 26, 2010, 04:01:58 am
i tried to start getting into DF with the latest version... i was staring at the screen for a few minutes before getting pissed off and closing the game and deleting it.


Got a starter "pack" version that came together with a pwetty little pre-built non-dangerous world. Still playing it and i hate myself for enjoying the game that much :D
But its awesome still :)
Title: Re: Dwarf Fortress
Post by: BloodEagle on April 26, 2010, 10:07:52 pm
Found my first crash bug: setting creature extracts to a stockpile (if they're in the underground areas, I'm assuming) without having access to said creatures causes a pathfind loop buffer overrun thingamajig.

::EDIT::

New discovery, rivers are pressurized.  :ick:
Title: Re: Dwarf Fortress
Post by: SpardaSon21 on April 28, 2010, 10:02:35 pm
That's no river; that's an artesian well!
Title: Re: Dwarf Fortress
Post by: BloodEagle on April 29, 2010, 01:23:37 am
Holy ****! Blood is magical, now!

An alligator infiltrated my base, and got killed next to the well(s) (incidentally, my well is now manually pumped since the river is pressurized, and nothing seems to be able to stop the water from flooding everything in my fortress. :/), where its blood spread into the water.  The blood then proceeded to grow throughout the entire four levels of water tunnels, where it eventually made its way to the surface.

The other civilizations are cowering in fear as the unstoppable blood seeps towards them.
Title: Re: Dwarf Fortress
Post by: qazwsx on April 29, 2010, 03:30:39 pm
http://www.nzfortress.co.nz/forum/showthread.php?t=20768
Title: Re: Dwarf Fortress
Post by: BloodEagle on April 30, 2010, 10:41:26 pm
http://www.nzfortress.co.nz/forum/showthread.php?t=20768

 :lol:

----

In other news: My new Mayor has mandated that "No longer shall our mighty trumpets go heard in the halls of humans or hippies elves!"

I'm somewhat disturbed.
Title: Re: Dwarf Fortress
Post by: pecenipicek on April 30, 2010, 11:22:30 pm
God... Everyone totes that dwarves are so easy to kill. After getting pissed off with a castle of mine, i decided to dump copious amount of water in it.

headcount before flood 50.
headcount after a year after the flood has started, 28 and going strong.

*looks at river*

WHERE'S ALL THE WATER GONE?!?
Title: Re: Dwarf Fortress
Post by: BloodEagle on April 30, 2010, 11:53:01 pm
God... Everyone totes that dwarves are so easy to kill. After getting pissed off with a castle of mine, i decided to dump copious amount of water in it.

headcount before flood 50.
headcount after a year after the flood has started, 28 and going strong.

*looks at river*

WHERE'S ALL THE WATER GONE?!?

Heh. Mine refills itself.  :P

--

Basic dwarves are pretty weak, though.  I had a squad of six iron-armored and shortsword wielding rookies get massacred by four goblin lashers in cloth.

I guess I should have discovered that they don't train themselves anymore a tad bit sooner. :/
Title: Re: Dwarf Fortress
Post by: BloodEagle on May 02, 2010, 02:52:17 pm
Ba-dum-bum-:bump:

---------------------------
Little bit-o'-awesome: My unprocessed fish stockpile (which is right next to my entrance) had a one-tile hole in it (not sure why, must have been something there when I designated it). And, rather than redesignate it, I decided to drop a random statue in the hole, for style points and whatnot.

Quote from: Statue Description
*siltstone statue of dwarves*
This is a superior quality siltstone statue of dwarves.
The item is a superiorly designed image of dwarves in siltstone by Kikrost Rigothonam. The dwarves are laboring. The artwork relates to the foundation of Knifepulleys by The Cavernous Boat of The Frosty Guilds in the early spring of 1051.

I love when random stuff looks like it happened on purpose.  :D


---------------------------
Side-note: I really like the aesthetic quality that I'm putting into this fort.  I'll upload a video of stonesense when the main features are finished, and when I find a replacement for PhotoBucket (may they burn in eternal Hellfire).


======================================================================
::EDIT::

Three ambushes at the exact same time.  Didn't help that my workers wouldn't go near the switches to raise/lower the bridges (I'm going to move those underground).  Didn't help that, after the goblins started chasing a lone coward of a stonecrafter, when I lowered the bridge to let a few survivors in, that my entire population decided to run off of the island and towards the edge of the map (I really miss the 'don't go outside, dumbasses' order, as burrows seem to be really buggy when mixed).

I lost eleven soldiers, five of whom were trained and six of whom weren't supposed to be outside, and my fortress-guard-commander-guy, who decided to charge three archers, one master swordsgoblin, and several lashers, before the nine dwarves under his command joined him.

Damn, those goblins must have been led by a freaking legendary organizer/lier. :/
Title: Re: Dwarf Fortress
Post by: Turambar on May 12, 2010, 12:05:55 pm
found a great place for a new fort.  There's a canyon where a river has cut through a plateau, and a waterfall where another river joins it.  My fort's entrance is on the low area to the west, which tunnels through the first part of the plateau, then the fort is accessed by a drawbridge that lowers across the canyon.  I can also divert part of the flow from the high elevation river into my farming chamber (farming must be done on mud now), which then drains to the side of the waterfall, creating a temporary 2nd waterfall.  I also built a walkway in front of the waterfall and made it a statue garden, so dwarfs can relax in the cooling mist, while getting outside to avoid cave adaptation.

Now, to dig deep and find metals and magma and turn it from a secure location into a Dwarfy location.

After my test.
Title: Re: Dwarf Fortress
Post by: BloodEagle on May 12, 2010, 12:41:19 pm
I would highly recommend backing up your file, and finding the underground cavern before you start anything else.

I wasted three entire hours mapping out a complex refuse storage system, only to run into the ten-story-high monster of a cavern ten tiles in at the highest point of my system.

-----

By the way, I scrapped my last fortress. Something was buggy, and the goblins never stopped showing up.

::EDIT::

Oh, and if anyone knows whether or not outdoor trees will grow inside artificial structures, please let me know. I have a really interesting idea.
Title: Re: Dwarf Fortress
Post by: Shade on May 12, 2010, 01:18:59 pm
I seem to recall a tree once growing up to block a passage inside a defensive curtain wall. It was most annoying as a siege happened not much later and I had to get that damn tree cut down before I could man (well... dwarf) the battlements :p That wasn't in the current version though.
Title: Re: Dwarf Fortress
Post by: BloodEagle on May 13, 2010, 01:16:46 am
I guess I'll just test it over a patch of land. :/


----------------------------------

Oh, and it's funny when one of your dwarves suddenly dies with absolutely no warning:

Quote from: Combat Report
The Alligator bites The Butcher in the right lower leg, but the attack is deflected by The Butcher's (giant cave spider silk trousers)!
The Alligator bites The Butcher in the head, denting the skin!
The Alligator latches on firmly!
The Alligator shakes The Butcher around by the head!
The head is ripped away and remains in The Alligator's grip!
Adil Vucarcubor, Butcher has been struck down.

In all fairness, you shouldn't shoot an alligator in the ass. :/
Title: Re: Dwarf Fortress
Post by: BloodEagle on May 16, 2010, 10:03:14 pm
The new version is out as a pre-release:
http://www.bay12forums.com/smf/index.php?topic=57492.0

Important changes:


I think I'll wait on the next one, though.
Title: Re: Dwarf Fortress
Post by: Turambar on May 17, 2010, 11:30:29 am
all the opengl stuff is broken anyway.  estimated wednesday for a fix.
Title: Re: Dwarf Fortress
Post by: BloodEagle on May 23, 2010, 05:07:48 pm
One of my old mayors mandated the construction of one horn silver item (I had no horn silver).

One of my planters is now in prison for 102 days.

What. The. Hell.
Title: Re: Dwarf Fortress
Post by: pecenipicek on May 23, 2010, 05:20:28 pm
arrange an "accident", involving lava.


copious amounts of it.
Title: Re: Dwarf Fortress
Post by: BloodEagle on May 23, 2010, 08:20:34 pm
I would, but that mayor has been my broker/manager/arsenal dwarf from the start.

Oh, and it looks like the "feed prisoner/patient" task doesn't work for chained prisoners. :/
Title: Re: Dwarf Fortress
Post by: qazwsx on May 24, 2010, 10:46:41 am
Three Words of epicness:

Giant.
War.
Eagles.

 :eek:
Title: Re: Dwarf Fortress
Post by: DarkBasilisk on May 24, 2010, 05:42:42 pm
OpenGL stuff is workin for me. I have display set to VBO and it runs great :D
Title: Re: Dwarf Fortress
Post by: Dr. Pwnguin on May 26, 2010, 02:34:48 pm
One of my dwarves has sticky fingers and declared war on all caravans  :wtf:

I can't get my military to find the guy. He just keeps running away and surviving on the local wildlife. Damned vigilantes. I think he stole an axe too.
Title: Re: Dwarf Fortress
Post by: BloodEagle on May 26, 2010, 09:22:31 pm
I keep getting ridiculous amounts* of ambushes. And it doesn't help in the slightest that ambushes won't leave** your map until they take a loss, now. I can't get any caravans through. And despite their incredible losses (Holy Hell I must have 6000+ items on the ground out there), none of the peaceful civilizations are sending a siege at me.

Two interesting observations:

My current plan is to build a separate tunnel that runs across that part of the map (directly across from my bridge), blocking off the two sides of the landmass.  It will have two floodgate switches, allowing me to let a caravan or migrant wave into a safe zone (if they can make it) before I drop the drawbridge.

I think that, with the main drawbridge up, trolls shouldn't destroy the wall. I think.

Although, at the rate it is taking to build walls now (~14fps, thanks to those items and refuse buildup), it might be faster to channel another river section. :/

---

Anywho, my main tunnel should be done soon, I'll probably upload some pictures if Obsidian ever gets off the ground. (Stonesense doesn't look very good with tunnels. :/)


*Try seven fully armed and experienced goblin and kobald squadrons at a time.
**The wait is almost a full year.
Title: Re: Dwarf Fortress
Post by: Turambar on May 27, 2010, 01:50:53 pm
Anyone recognize this landmass?

(http://i50.tinypic.com/fjgpll.jpg)


Generated with cephalo's PerfectWorldDF program v 1.1
http://dffd.wimbli.com/file.php?id=2354
Title: Re: Dwarf Fortress
Post by: SpardaSon21 on May 27, 2010, 02:38:48 pm
I can't help but think of the Elder Scrolls for some reason, probably because the map textures remind me of the textures Daggerfall used.

That probably isn't what the landmass is from though. :nervous:
Title: Re: Dwarf Fortress
Post by: The E on May 27, 2010, 02:41:05 pm
Looks somewhat Middle-Earthish....
Title: Re: Dwarf Fortress
Post by: pecenipicek on May 27, 2010, 04:10:19 pm
the upper part reminds me of france, the lower reminds me of the upper part of europe (norway, to be more specific)



[edit] its middle earth, i saw your name Turambar with the heightmap on the DF forums XD
Title: Re: Dwarf Fortress
Post by: Mongoose on May 27, 2010, 07:26:47 pm
I was looking at that peninsula as India and the upper-left as Saudi Arabia, so it took me a few seconds to recognize it. :p
Title: Re: Dwarf Fortress
Post by: LordMelvin on May 27, 2010, 08:53:33 pm
Three Words of epicness:

Giant.
War.
Eagles.

 :eek:

Want! Dear Armok, Want!
Title: Re: Dwarf Fortress
Post by: qazwsx on May 29, 2010, 06:20:03 am
My army consists of one man, and many, many war animals.


[attachment deleted by admin]
Title: Re: Dwarf Fortress
Post by: BloodEagle on May 29, 2010, 09:37:46 am
And here I am wasting my time trying to get my squads to equip armor in layers!  :lol:

::EDIT::

So, apparently, trolls don't drown. Ever.  :wtf:
Title: Re: Dwarf Fortress
Post by: BloodEagle on June 04, 2010, 09:33:37 pm
 :bump:

Version 0.31.05 Released (http://www.bay12forums.com/smf/index.php?topic=58651.0):

Quote
Crash fixes
   (*) SDL graphics mode should work now (Baughn)
   (*) creating squads in Linux shouldn't crash the game now
   (*) stopped melting items from eventually crashing the game

Major bug fixes
   (*) animals/babies no longer try to clean themselves at water sources
   (*) stopped losers from keeping their positions at elections (could not easily repair old saves with this problem though)
   (*) fixed problem where ID numbers would be invalid on load after generating a world
   (*) adjusted seasonal temperatures (should actually fix the rain bug)
   (*) SDL grid sizes no longer stuck on 80x25 if you let intro movies play (Baughn)

Other bug fixes/tweaks
   (*) site finder will advanec without keypresses now
   (*) SDL version 2D mode colors are corrected (Baughn)
   (*) stopped cursor from skipping over large entries in stocks screen in SDL versions (Baughn)
   (*) ESC no longer quits SDL keybinding screens instead of going up a level (Baughn)
   (*) slow SDL unit offloading and other similar problems sped up (Baughn)

New stuff
   (*) immediately runs elections for unappointed, unelected positions like expedition leader if leader dies
   (*) can set held key repetition behavior in SDL versions from init.txt (Baughn)
   (*) SDL version 2D mode now allows zooming (Baughn)

It's so... beautiful....   :(
Title: Re: Dwarf Fortress
Post by: Mongoose on June 04, 2010, 10:44:01 pm
Quote
   (*) animals/babies no longer try to clean themselves at water sources
I'm sure that worked very well for babies. :lol:
Title: Re: Dwarf Fortress
Post by: Shade on June 09, 2010, 11:02:25 am
Version 0.31.06 is out (http://www.bay12forums.com/smf/index.php?topic=58905.0). With lots of fixes:

Quote
Crash fixes
   (*) fixed crash on abandon related to having a box/cabinet building assigned to somebody
   (*) fixed crash from using nearly spent soap bars to clean people
   (*) fixed up crash from scrolling over globs in stock screen if certain fats were present
   (*) SDL mode image export crash fixed (Baughn)
   (*) fixed cursor position on farm season selection (possible crash)

Major bug fixes
   (*) made dwarves that initiate individual training recognize when they are no longer doing so properly
   (*) stopped dwarves from swapping out their equipment for newly made items of equal value
   (*) stopped dwarves from assigning equipment from caravans or unforbidden possessions held by outsiders
      also incoming woodcutters/miners/etc.
   (*) stopped dwarves from being assigned large equipment
   (*) added default trade capacity to creatures to stop near-infinite caravan goods from being added to certain creatures
   (*) fixed material template values causing many natural creatures to be very squishy and underpowered

Other bug fixes/tweaks
   (*) 2D mode colors fixed (Baughn)
   (*) curses mode color initialization fixed (Baughn)
   (*) sound header fix (Baughn)
   (*) fixed temporary pathing problems that came from digging out brook tiles (negative construction distance etc.)
   (*) fixed deletion for zones that have all their tiles removed
   (*) fixed problem stopping hospital zones that have some tiles deleted from updating their furniture assignments
   (*) removed forest temperature dampening for artificially hot worlds
   (*) fixed some duplicate tags and other issues in the raws (see file_changes.txt)
   (*) graphical map export should be back in the SDL versions
Title: Re: Dwarf Fortress
Post by: BloodEagle on June 09, 2010, 04:20:45 pm
I've started a semi-artic world.  :D

::EDIT::

Is anyone else getting serious brightness/contrast issues with any of the graphics packs?  It's kind of annoying, how anything brown appears black.
Title: Re: Dwarf Fortress
Post by: pecenipicek on June 10, 2010, 01:36:24 am
nope. using phoebus preinstalled
Title: Re: Dwarf Fortress
Post by: Turambar on June 11, 2010, 07:08:50 am
So, apparently, trolls don't drown. Ever.  :wtf:

They might be swimming.  I think you have to build a constructed floor directly above your drowning chamber.
Title: Re: Dwarf Fortress
Post by: BloodEagle on June 11, 2010, 11:00:44 am
Yep, that did it.

....

Trolls shouldn't be able to swim.  :ick:
Title: Re: Dwarf Fortress
Post by: qazwsx on June 14, 2010, 11:31:54 am
They live under bridges, it's a product of evolution, those who fell in the river, and were able to swim survived, the others didn't  :p
Title: Re: Dwarf Fortress
Post by: Leeko on June 20, 2010, 07:08:07 pm
I miss the old military interface of the last version of DF. And magma pipes. It's going to be much harder to make giant monoliths out of homemade obsidian via constructed molds and some clever pumping now.
Title: Re: Dwarf Fortress
Post by: BloodEagle on July 07, 2010, 09:56:01 am
Thank the maker!

He removed the arsenal dwarf!

::EDIT::

Test No. One (http://smg.photobucket.com/albums/v74/GenoStar/?action=view&current=1.mp4)

Initial results are promising.  My only concern is that I can't seem to harvest enough wood in a timely fashion, and those damned hippies aren't bringing any.

::EDIT EDIT::

I now realize that I could have used bridges to recover materials that weren't required the whole time.  *facepalm*
Title: Re: Dwarf Fortress
Post by: BloodEagle on July 09, 2010, 02:43:08 am
You know, I learned something today: Holding off on building a base in an attempt to start an undersea fortress results in explosions of social situations.

My dwarves won't stop freaking partying.

-----EDIT

(☼DISCOVERY☼)

Amount of partying correlates to birthrates and weddings held.

Just one more reason why this game should never get better graphics and animations.
Title: Re: Dwarf Fortress
Post by: Mongoose on July 11, 2010, 12:55:56 am
Giggity.
Title: Re: Dwarf Fortress
Post by: pecenipicek on July 11, 2010, 11:05:52 am
new version up. cant wait to test out military.
Title: Re: Dwarf Fortress
Post by: BloodEagle on July 11, 2010, 03:25:42 pm
new version up. cant wait to test out military.

There's another new version up.  Better upgrade.  :D
Title: Re: Dwarf Fortress
Post by: qazwsx on July 11, 2010, 04:20:21 pm
christ sake, can't get a proper game in before a new version is released :\
Title: Re: Dwarf Fortress
Post by: Shade on July 11, 2010, 04:40:00 pm
Been holding off on putting too much time in myself, but most of the really bad bugs seem to be squashed by now so time to get a real game going :)
Title: Re: Dwarf Fortress
Post by: pecenipicek on July 11, 2010, 05:20:36 pm
new version up. cant wait to test out military.

There's another new version up.  Better upgrade.  :D
i meant 31.10. :p
Title: Re: Dwarf Fortress
Post by: BloodEagle on July 13, 2010, 05:26:35 pm
http://cms.mit.edu/research/theses/JoshDiaz2009.pdf

I'm not quite sure how to react to this.  :nervous:
Title: Re: Dwarf Fortress
Post by: Ravenholme on July 13, 2010, 10:21:50 pm
http://cms.mit.edu/research/theses/JoshDiaz2009.pdf

I'm not quite sure how to react to this.  :nervous:

For a Post-grad thesis, the spelling is terrible. Didn't they check this? ('course, my experience with a post-grad thesis is my older sister's one for her PhD in Marine Biology)
Title: Re: Dwarf Fortress
Post by: BloodEagle on July 23, 2010, 01:15:04 pm
0.31.11 Release (http://www.bay12forums.com/smf/index.php?topic=62202.0)

Quote
Crash fixes
   (*)stopped crash when individual squad members were selected in 's' and you go back to 's' after leaving
   (*)fixed crash moving from ammo assignment creation to material assignment
   (*)fixed reclaim crash [Huzzah!]
   (*)fixed text mode crash in SDL version (Baughn)

Major bug fixes
   (*)freed up assigned items properly when uniforms are overwritten
   (*)freed up equipment properly from empty positions when squad is disbanded
   (*)made civilian jobs respect attributes properly
   (*)fixed turtle (vermin) shell crafts/helms/gauntlets/etc.
   (*)stopped squad/off-time training activities from persisting when guy goes off to eat, do squad orders, die, etc.
   (*)made inactive/ordered squads free up their old training activities more quickly
   (*)stopped off-time training from gumming up squad training barracks assignment
   (*)removed dead/crazy/etc. dwarves from squads
   (*)dropped injured dwarves out of their activities properly
   (*)stopped bleeding dwarves from thinking they need to jump on the ground and be dragged to the hospital
   (*)stopped miners/woodcutters coming out of the military from thinking they had a claim to old tools
   (*)made people doing off-time training stop if it becomes inappropriate (kicked out of squad, etc.)
   (*)made quota countdown respect reactions again


Other bug fixes/tweaks
   (*)stopped body-component-based artifacts from defaulting out to iron figurines
   (*)made skill rust display properly on 'v' and made temporary skill loss conditions not display on military screen
   (*)changed rust display for skills
   (*)restricted shell moods to dwarves with shell prefs
   (*)stopped metal goblet/flask construction jobs from shuffling metal of product
   (*)fixed up idle strings for non-soldiers vs. lingering squad activities
   (*)decreased effect of low self-discipline on individual training
   (*)sped up training organization
   (*)WINDOWEDX/Y values respected when moving to windowed mode from full screen (Baughn)
   (*)fixed problem with skill demonstration session timer
   (*)added timers for sparring and individual combat drills
   (*)adjusted sparring pulled shots for recent combat balancing
   (*)adjusted skill rates for all practice activities
   (*)put forest start biome on humans (for proactive forest clearing)
   (*)changed hauling encumbrance speed formula and made hauling build atts slowly
   (*)stopped picks from being available to indiv choice soldiers
   (*)required subtype match for armor even under "partial match"
   (*)made off-duty archery training occur for indiv choice ranged weapons (not just crossbow)
   (*)cleaned up various raw typos (see file_changes.txt)
   (*)fixed a bunch of the "you" announcements in dwarf mode
   (*)made counter to stop excessive party attendence work properly [Huzzah!]
   (*)made it set up default ammo profiles for ranged squads

Looks like things are starting to get fixed!
Title: Re: Dwarf Fortress
Post by: redsniper on August 17, 2010, 01:31:04 pm
looks like multi is in the works: http://www.bay12forums.com/smf/index.php?topic=50643.0
Title: Re: Dwarf Fortress
Post by: qazwsx on August 17, 2010, 02:29:44 pm
DFTerm's been quite successful according to DF IRC channels...
Title: Re: Dwarf Fortress
Post by: BloodEagle on September 15, 2010, 11:50:11 pm
Ba-dum-bum  :bump:


0.31.13 Released:
http://www.bay12forums.com/smf/index.php?topic=66142.0

Quote
The framework for villages and sprawl is in place, and there are now "entity populations" which are made up of thousands of critters for which less information is tracked.  As it stands, this amounts to, say, ten times the number of historical figures after world generation has been running for a while, though it can vary a lot.

[....]

Crash fixes
   (*)fixed some potential problems with aborting zone placement, though it's not guaranteed to solve the crash there

Major bug fixes
   (*)fixed problem causing dwarves to not sleep in any bed
   (*)fixed problem causing dwarves not to respect ownership in sleeping priorities
   (*)made cursor center on buildings properly when linking them up to a lever etc.
   (*)stopped other civilizations from bringing liaisons
   (*)stopped building destroyer diplomats/traders from destroying things
   (*)made units check the validity of targets more often (counters certain interrupt spam)

Other bug fixes/tweaks
   (*)fixed broken vial making jobs
   (*)make rock short swords use the proper material for the final product
   (*)made horn silver use the stone template
   (*)moved all native metals off of metal template
   (*)stopped season counter from resetting to spring after travel in adventure mode
Title: Re: Dwarf Fortress
Post by: BloodEagle on October 04, 2010, 02:56:45 pm
PRAISE THE MAKER (http://www.bay12forums.com/smf/index.php?topic=67528.0)!

0.31.16
Quote
Major bug fixes
   (*)got rid of intermittent lag that popped up in 0.31.15

New stuff
   (*)added spatter init options (dwarf mode defaults to no walking spread of spatter)
   (*)allowed skull/bone/shell/tooth/horn settings from refuse pile

BEST. UPDATE. EVER.
Title: Re: Dwarf Fortress
Post by: pecenipicek on October 04, 2010, 03:07:49 pm
i actually might play this again with this version. just waiting for DT and runesmith offsets.
Title: Re: Dwarf Fortress
Post by: BloodEagle on November 17, 2010, 02:26:37 pm
Bippity Boppoty Bump.

DF 0.31.18 (http://www.bay12forums.com/smf/index.php?topic=70779.0)

Quote
Release notes for 0.31.17 (November 11, 2010):

Major bug fixes
   (*)fixed problem with baron not arriving due to stale merchant reports
   (*)stopped old jobs/projectiles from tying up items on reclaim

Other bug fixes/tweaks
   (*)changed ring/bracelet symbol to make way for adv mode tools
   (*)cut kill-bragging to 5 kills
   (*)fixed bug through which demon could take over two or more civs in one year
   (*)name change: graveyard -> corpses (since it isn't appropriate for final burial)
   (*)stopped occupancy from being erased upon entering adv mode in arena
   (*)allowed labors to be toggled by category
   (*)added standing order for outdoor vermin refuse
   (*)fixed erroneous material bonuses in world gen fights
   (*)updated wrestling interface
   (*)implemented text for wrestling attacks
   (*)changed combat announcement colors and stun/paralyze color to light blue from light cyan
   (*)toes/fingers protected by armor
   (*)elves are now small e's to match their size
   (*)different soldier/civilian symbols for human/elf (as with the two dwarf symbols)
   (*)stopped triggerable vermin groups from becoming visible occasionally
   (*)fixed some old problems where input wasn't registering properly on movement, etc.
   (*)disabled need to eat/drink in adv mode until we get some more general work in
   (*)various minor adv mode tweaks and fixes

New stuff
   (*)added night creatures
   (*)added lairs for some creatures
   (*)added new travel screen (old worlds might have misplaced moons in the sky bar)
   (*)updated how adv mode sleep works, permission to sleep in buildings
   (*)updated character generation
   (*)added memorial slabs to dwarf mode
   (*)added shops with signs to towns
   (*)changed how lower body/head severs work (spinal sever required)
   (*)changed how guts popping out works
   (*)see file_changes.txt for some new modding tags
   (*)can get tasks from most people and report success to anybody friendly
   (*)added human castles
   (*)made peasants refer you to better quests
   (*)added banditry
   (*)added aimed attacks, random combat opportunities and the ability to use secondary attacks/weapons (both adv mode and dwf mode combat reports)
   (*)added (harder) rolling away for dodgers on the ground

And for 0.31.18

Quote
This one fixes up several crashes and other problems.  Maybe most notably, the problem where you'd become a criminal in adventure mode just by going back to a store, the handedness issue with uniform assignments (it might take it a while to clear out problems in old saves, and I can only state this as confidently as the tests I performed), and SDL movie recording.

Major bug fixes
   (*)fixed crash from shop signs being placed off map
   (*)fixed crash during character generation of human outsiders if you back out of the name menu
   (*)fixed crash from trap announcements/reports
   (*)fixed world gen crash that arose from creature in secondary entity population taking over leadership role when caste mods are present
   (*)fixed crash from walking off the left or upper edge of the world
   (*)corrected misaligned bodypart appearance modifiers on load and resulting crash in pref screen, origin of misalignment unclear
   (*)fixed problem where you are considered a thief after shopping at a store that had previous had its inventory offloaded
   (*)made uniform assignments respect handedness
   (*)reenabled SDL movie recording
   (*)stopped unfinished quests performed by previous characters from stopping nobles from giving new characters quests

Other bug fixes/tweaks
   (*)made skill rates copy over to castes correctly
   (*)fixed problem that added bogeyman kills to the wrong parts of the kill lists
   (*)stopped retirement in town when bogeymen are active
   (*)stopped unequipable soldier unit types from occasionally appearing in ambushes/sites/migrants
   (*)corrected placement of cauldrons
   (*)got rid of size bonus mistakenly applied to opportunity skill rolls and put in the rage penalty it was supposed to be
   (*)made master pikemen get proper skill
   (*)stopped lair hatch covers from rotting away
   (*)added announcement for falling damage
   (*)adding retching after initial vomiting
   (*)changed metal use for humans/gobs/kobs via existing raw tags
   (*)changed a few two-handed weapon sizes
   (*)updated dwarf party organization conditions
   (*)fixed problem with movie playback showing an extra garbage frame for each chunk of the movie
   (*)changed conversation colors
   (*)fixed double adjective in dark fortress
   (*)made Elite Bowman name appear correctly (was showing up as blowgunner), and a few related typos
   (*)fixed some other typos
Title: Re: Dwarf Fortress
Post by: pecenipicek on November 17, 2010, 03:17:14 pm
worldgen got damn fast too, but after year 150-260 most stuff starts stagnating.
Title: Re: Dwarf Fortress
Post by: Ransom on December 12, 2010, 08:29:35 am
Has anyone read the Bravemule (http://www.bravemule.com/) LP?

So far it is pretty excellent.