Author Topic: Let's Play Dwarf Fortress, HLP!  (Read 35079 times)

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Offline IronBeer

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Let's Play Dwarf Fortress, HLP!
As promised, I finally have gotten around to starting the HLP Dwarf Fortress! Not going to waste a whole lot of time with introductions, I'll just get right to the first-session recap. Also, to keep things clean, please submit join requests here.


"If you want to make an apple pie truly from scratch, you must first invent the universe." -Arthur C. Clarke
Indeed! For those who aren't aware, Dwarf Fortress isn't simply a highly-detailed ASCII simulation of little bearded men living under a mountain and digging for gold, it is first a fairly-detailed world simulator. The first step of any playthrough is to create a world that your fortress will exist in, and often be impacted by.


I'm not going to bother with an "advanced-parameter" world generation procedure, but the addition of quick presets to the default creation option were a nice touch. To give our world some serious gravitas, I'm choosing to run a large world for a very long time. Develop a nice long history and all that. And, while this doesn't directly impact the final choice of site, I'm bumping the natural savagery and resource presence just a bit, in accordance with the group's general consensus.



In the beginning, the world was unformed... then suddenly there were changes in elevation, temperature was set, the rivers ran for the first time, lakes were formed, and the minerals were seeded for the inheriting life. Yeah, this part took quite a while. Guess there were a lot of minerals to seed... oh, wait.



And here I thought the mineral seeding took a while. Good grief, I now remember why I do an "advanced parameter" worldgen, so I can cap the number of simulated people running around and doing stuff. "Very Long" history means 1,050 years' worth of history, and even with my very powerful rig, that much time with that many historical figures took well over half an hour to simulate.


Finally, with the world creation and the initial history done, we can finally select a location to settle. Hrm. A quick look at the world map and some deeper scanning indicates that there aren't any truly dangerous evil biomes to try and settle. Best I can do is a fairly wild and evil desert that borders some mountains. The cursors decided to flake out on me when I took this screengrab, but on the Region Map, we are near the middle of that screen, east-northeast of the central omega symbol (which represents another Dwarven stronghold). The home region of our parent civilization, The Heroic Ring, is indicated on the World Map by the cluster of blue omega symbols. Suffice to say, we are pretty far from home, though we aren't too far from Dwarven civilization.

I guess this is as good a time as any for a quick word about the world map, and the symbols it uses. To my eyes, the ASCII characters are actually quite a relief, compared to more rudimentary games like ADOM and DoomRL (yes, that's a thing. Look it up, it kicks ass). But I suppose an orientation is in order. Let's work off of the Region Map screen seen in the screenie above. Wavy lines represent deserts, the color of which usually indicates the color of the sand, but in this case, the purple indicates an Evil biome. Close-packed green arrows represent forests and woodlands, which are quite far from our site. Green quotemarks signify flat grasslands, the various sizes of upside-down U's indicate rolling hills, and the grey triangles are mountains. Dwarves like mountains, and I'll go ahead and stop there. Generally, you can quickly pick up the symbolic/color system even with just a few minutes of scanning around.

Also, the worldgen function has a really cool feature that lets you export the entirety of the world map at the zoom level of the Region Map screen. Why did I phrase the "zoom level" malarkey like that? Well, you see- each tile on the World Map represents the most common terrain feature for a pretty large block of Region Map tiles. The Region Map is a little different- the entire area of a Local Map is contained within a single Region Map tile, and we're only settling a 5x5 block of Local Map tiles, which itself represents a roughly 200x200 (I don't recall the exact conversion) area of individual game area tiles. The world is really, REALLY big, is what I'm getting at, and I've made a full-scale exported bitmap of the World Map available for download HERE, if you're really interested.


Geezalo, ok, with all that out of the way, we can get back to playing and planning. Upon choosing to Embark at this location, we now get to choose the initial skills for our Starting Seven, and our initial load of equipment. Both skills and equipment count against the same point total, but skills are generally a much better investment. Skilled dwarves complete labors more quickly, and (generally) produce higher-quality goods when making things. Also, the physical and mental stats for each starting dwarf is assigned now, and I gotta say, I didn't exactly get a very stellar group of personnel this time around. Most of you are Weak or Quick to Tire, or have issues with Focus. These stats DO matter, so I did what I could to match labors to the most-appropriate candidates. Also, I have no control over gender, so some of you might wind up gender-bent, like TrashMan, who I'm not referring to as a man here. Because Trash's dwarf is a dwarfette. So what's the deal with these job titles you see? As mentioned in the recruitment thread, I'm picky about what skills I take at embark, and this line-up is my standard skillset:

*Doctor: Self-explanatory. Since he doesn't have a regular job, Trash will be responsible for butchery and other miscellaneous tasks.
*Gearsmith: Primarily responsible for building and setting up mechanical stuff, like levers and traps. Also, booze. Brewing is key to running a successful fort, and the two jobs generally won't interfere with each other.
*Fortifier: Mason and Armorer. Patriot's gonna see a lot of early work when we get around to making furniture.
*Plantshaper: Farmer and Carpenter. This pairing isn't ideal, since there's a pretty good demand for early wooden goods, but the combination works, so it stays.
*Warsmith: Weaponsmithing and eventually Siege Engineering. Wat's also not gonna have a whole lot of day-to-day work, but he needs to be good at his real job when I need him. Only the best weapons and heavy equipment will be accepted!
*Digger: Miner, with a variable set of secondary skills. Since Scotty asked, his dwarf has a little training in Gem Cutting.
*Coordinator: Miner, with an administrative/diplomatic secondary skillset. Polpolion will be the unofficial leader and mouthpiece for the fort, at least until you elect a mayor.


Not much to write home about for the supply list. Initial food, drink, materials, and a few animals. Protrick- it's cheaper to take ore and fuel along and forge tools and weapons onsite than it is to take weapons. However, since I don't know what the embark site will be like, I hedged my bets and took a pick in case we need to get underground in a hurry.

Also, on the embark screen you get to choose the name for your fortress and the name for your merry band of bearded loonies. Cycling through the "random" features on both of those (because hey, Roguelike after all), I settled on "The Mighty Silvers" as the expedition name. And the name of our fortress shall be ... Wallbones.


Embark prep is done, only thing left to do is to get out there and get to work.



Here's our first look at what will be our new home, and yes, the little smiley faces represent dwarves. Regarding some other new symbols, the white O's of various sizes are "staring eyeballs", and the pink shapes are "wormy tendrils". The tendrils can move on their own- most unpleasant, but that's what we get for settling in an Evil area. Well, time to get to work- I'm designating the area directly beneath the wagon to be dug out, and all dwarves not digging are to slap up a quick defensive perimeter around the access point in case something nasty comes along.



Oh, something nasty comes along, not something we can fight, but mercifully it's not something that's terribly dangerous. We haven't even unloaded the wagon when this nasty, putrid sludge starts falling from the sky like rain. Any dwarves that pass near it immediately start throwing up (this is indicated by the green staining on some tiles). Gross! Time to get indoors.


Once a quick-and-dirty hideyhole has been established, work that would normally be first priority can now commence. Patriot and Wat start refining our stock of coal, smelting iron ore, and making the rest of our initial tools: another pick (for Scotty), and an axe (so Mongoose can chop down trees, though there aren't many around). While that's going, I have Trash butcher our two pack animals. I do that for 2 reasons: a) extra meat, and some bone crafts, and b) so I don't have to deal with managing pastures in a desert. Large grazing animals need to be assigned an area of grass to graze on. There's very few plants to graze on, and since the nasty sludge hasn't stopped raining down, I'm not sending my dwarves out into that putrid sea. So to the butcher's shop with the draft animals!



The sludge is still pouring down. Perhaps it was incorrect to categorize this area as a desert? At any rate, Scotty and Polpolion are digging out a secondary access tunnel. Turns out that a portion of the map is normal, and uncontaminated with the sludge. We shall dig out our main entrance there.



Lotta things going on here, so I'll explain them one at a time. I had used a bit of our wood supply to put up the (now unnecessary) defensive wall, so I ordered the walls torn down to reclaim the materials. By now most of the desert was coated in that fetid sludge, everybody was puking and nobody was having a good time. It was at this point that a wandering wolverine, in the midst of its own dry heaving, decided this would be a fun time to mess with Patriot. I don't screw around with unfriendly wildlife, and in a stroke of good luck, most of the group was up on the surface (Trash was, somewhat smartly, safe underground carving some bones from the slain pack animals). Dwarves assigned jobs that need tools, like Miners, will always carry their tools with them. Since Scourge and Polpolion were already miserable on the surface and armed, I ordered them to kill the troublesome wolverine. The dispatch it with little fanfare, and Trash hacks up the creature's carcass for some more meat. It was at this point that Scotty started getting a little moody, and who could blame him? Truth be told, the ever-present vile sludge was wearing on everybody's morale, but thankfully surface operations were pretty much done.



First migrant wave. Just two- a Craftsdwarf and her Tanner husband. I assign Apollo's moniker to the quite-skilled craftsdwarf, and continue developing the fort's infrastructure. As a matter of morale, I had ordered (basic) individual bedrooms dug out and a temporary communal dining area established.



The next wave came soon after, a very proficient Suturer with some other skills and his Soapmaker wife. While extra dwarfpower is always a good thing, I'd rather have my ducks in a row regarding food and housing before taking on extra population. Looks like the wretched conditions outside are actually working in our favor for now.



The nasty rains continue. Though there is a small river to the north of our current fort location, it's several levels below us, and it will be tricky to get water all the way to the fort. Fortunately, there is another viable short-term solution for clean water- drain a nearby pond into a cistern. This will provide the fort with a (temporary) supply of water for cleaning wounds, personal hygeine, and (Armok forbid) emergency drink.



Overview of the fort at present. The abbattiore and tannery are off to the side, the central area houses the remaining workshops and stockpiles. The central "fishbone" area is the bedroom clusters- each brown elongated theta is a bed. The area next to the bedrooms is the hospital, which just received its first stocks of thread, gauze, and soap. It still needs splints, crutches and plaster powder, but for now our medical supplies are sufficient. Off on its own is the well- I built it  pretty much right beneath the source pools, to minimize water lost in transit.


And that's all for today.
« Last Edit: August 18, 2022, 02:47:12 pm by IronBeer »
"I have approximate knowledge of many things."

Ridiculous, the Director's Cut

Starlancer Head Animations - Converted

  

Offline Colonol Dekker

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Re: Let's Play Dwarf Fortress, HLP!
Dekker or Dekkette respectively.

I'd like some sort of military/engineery profession.
Campaigns I've added my distinctiveness to-
- Blue Planet: Battle Captains
-Battle of Neptune
-Between the Ashes 2
-Blue planet: Age of Aquarius
-FOTG?
-Inferno R1
-Ribos: The aftermath / -Retreat from Deneb
-Sol: A History
-TBP EACW teaser
-Earth Brakiri war
-TBP Fortune Hunters (I think?)
-TBP Relic
-Trancsend (Possibly?)
-Uncharted Territory
-Vassagos Dirge
-War Machine
(Others lost to the mists of time and no discernible audit trail)

Your friendly Orestes tactical controller.

Secret bomb God.
That one time I got permabanned and got to read who was being bitxhy about me :p....
GO GO DEKKER RANGERSSSS!!!!!!!!!!!!!!!!!
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Offline deathfun

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Re: Let's Play Dwarf Fortress, HLP!
I'll uh, throw my name in there
Though I'm not entirely sure where it'll end up. I can barely follow what's going on here
First I've seen something like this, so it's actually pretty interesting
"No"

 

Offline CommanderDJ

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Re: Let's Play Dwarf Fortress, HLP!
IronBeer did ask for admin-related stuff like signups to be kept to this thread.

A question: how much "individual management" (for want of a better term) is involved in this game? Like, do you have to cater to the dwarves' individual needs like hunger, thirst a la The Sims, or do you just give them tasks to do and they handle the low-level stuff themselves?
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it

 

Offline IronBeer

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Re: Let's Play Dwarf Fortress, HLP!
A question: how much "individual management" (for want of a better term) is involved in this game? Like, do you have to cater to the dwarves' individual needs like hunger, thirst a la The Sims, or do you just give them tasks to do and they handle the low-level stuff themselves?
Dwarves are smart enough to feed themselves and keep themselves clean, provided the necessary stuff is available. However they tend not to have the best judgement regarding emergency situations, particularly with hostile creatures.

Regarding jobs, it generally works by the player assigning things that need to be done, like marking an area to be dug out, or submitting an order for a certain number of goods. Dwarves with the proper labors enabled, the right gear, and sufficient materials will then start to work on said orders. The dwarves are pretty much autonomous, the player just does "high-level" management.
« Last Edit: January 05, 2013, 12:00:55 pm by IronBeer »
"I have approximate knowledge of many things."

Ridiculous, the Director's Cut

Starlancer Head Animations - Converted

 

Offline Mongoose

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Re: Let's Play Dwarf Fortress, HLP!
I've seen a few Dwarf Fortress LP's before, but I've never managed to get a good handle on the actual game display.  Are those shots taken from an overhead perspective, or a cut-away of the underground areas, or some combination of the two?

 

Offline Scotty

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Re: Let's Play Dwarf Fortress, HLP!
Both.  The display is a "slice" of the game world at whatever y-level you're looking at, which you can change with the < and > hotkeys (note: that incluces the shift key).

 

Offline TwentyPercentCooler

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Re: Let's Play Dwarf Fortress, HLP!
I....think I need to try this game. The potential for drunken, dwarven schadenfreude is high!

 

Offline Thaeris

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Re: Let's Play Dwarf Fortress, HLP!
I was playing an older version for a while, and I still have it (complete with carp of legendary might!). However, it also had a graphics mod, which was much, much more pleasant to look at. However, I really liked your last LP, so please continue. :D
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"Look on the bright side, how many release dates have been given for Doomsday, and it still isn't out yet.

It's the Duke Nukem Forever of prophecies..."


"Jesus saves.

Everyone else takes normal damage.
"

-Flipside

"pirating software is a lesser evil than stealing but its still evil. but since i pride myself for being evil, almost anything is fair game."


"i never understood why women get the creeps so ****ing easily. i mean most serial killers act perfectly normal, until they kill you."


-Nuke

 

Offline Pred the Penguin

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Re: Let's Play Dwarf Fortress, HLP!
I've never been able to get into Dwarf Fortress because of the graphics. What kind of mod did you use?

 

Offline Patriot

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Re: Let's Play Dwarf Fortress, HLP!
yay, i get to be a starter dwarf :D

 

Offline pecenipicek

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Re: Let's Play Dwarf Fortress, HLP!
I've never been able to get into Dwarf Fortress because of the graphics. What kind of mod did you use?
phoebus graphics are usually the easiest on the eyes and easiest to figure out.


thos who want to play it in ascii have a whole new level of hell designed for themselves.
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 

Offline TrashMan

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Re: Let's Play Dwarf Fortress, HLP!
I do wonder why no one re-does Dwarf Fortress with proper grahics.

Heck, even something simple, like this would be great:
http://springfiles.com/sites/default/files/images/mac/strategy-and-building/wesnoth-1.6-4_0.jpg
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Offline pecenipicek

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« Last Edit: January 06, 2013, 09:22:15 am by pecenipicek »
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 

Offline Gortef

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Re: Let's Play Dwarf Fortress, HLP!
IronBeer did ask for admin-related stuff like signups to be kept to this thread.

Ah missed that thread... sorry 'bout that.
Habeeb it...

 

Offline Kobrar44

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Re: Let's Play Dwarf Fortress, HLP!
I do wonder why no one re-does Dwarf Fortress with proper grahics.

Lack of graphics is exactly what makes DF so great. You can learn to read symbols pretty fast, and once you do that, you can see where the action happens, but you can't see how it looks like. No ****ty roaring dragons and the stuff like that. It just sprays your screen with '&'s and you know you're f****d. Any kind of graphics would ruin that. Srsly, what's wrong with your imagination, guys? 
Oh guys, use that [ url ][ img ][ /img ][ /url ] :/

 

Offline TwentyPercentCooler

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Re: Let's Play Dwarf Fortress, HLP!
Yeah, I kinda like the low-tech feel. Graphics would just turn it into The Sims with dwarves, ale, and lots of rocks.

 

Offline TrashMan

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Re: Let's Play Dwarf Fortress, HLP!
I do wonder why no one re-does Dwarf Fortress with proper grahics.

Lack of graphics is exactly what makes DF so great.

BS.
Gamepaly makes great games great.
And bad graphics is never a plus.
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 
Re: Let's Play Dwarf Fortress, HLP!
Here we go again...
17:37:02   Quanto: I want to have sexual intercourse with every space elf in existence
17:37:11   SpardaSon21: even the males?
17:37:22   Quanto: its not gay if its an elf

[21:51] <@Droid803> I now realize
[21:51] <@Droid803> this will be SLIIIIIGHTLY awkward
[21:51] <@Droid803> as this rich psychic girl will now be tsundere for a loli.
[21:51] <@Droid803> OH WELLL.

See what you're missing in #WoD and #Fsquest?

[07:57:32] <Caiaphas> inspired by HerraTohtori i built a supermaneuverable plane in ksp
[07:57:43] <Caiaphas> i just killed my pilots with a high-g maneuver
[07:58:19] <Caiaphas> apparently people can't take 20 gees for 5 continuous seconds
[08:00:11] <Caiaphas> the plane however performed admirably, and only crashed because it no longer had any guidance systems

 

Offline Scotty

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Re: Let's Play Dwarf Fortress, HLP!
I do wonder why no one re-does Dwarf Fortress with proper grahics.

Lack of graphics is exactly what makes DF so great.

BS.
Gamepaly makes great games great.
And bad graphics is never a plus.

This is your only warning, Trash.  Drop it and don't make a big argument out of it, and it'll be fine.