Dwarf Fortress I have found the promised land. |
- I have found the promised land.
- I just generated one of the strangest worlds I have ever seen in DF
- Are you concerned about the coming new job assignment system? Let's compile things we currently do we're worried we'll lose!
- Too many dwarves
- Horse climbed in tree without me knowing, then died of starvation. Typical dwarf fortress moment
- Garl the Lion Man vs Sirus the Cheetah Woman DFTG VI fan art
- Oh no, a Human
- The war with the Elves is going well (LNP)
- Danger Rooms are still the best way to train Dodge.
- Metalbalded journal, entry 10
- Adventure mode's biggest flaw: character progression (and some YANI around it)
I have found the promised land. Posted: 03 Aug 2021 07:00 AM PDT
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I just generated one of the strangest worlds I have ever seen in DF Posted: 02 Aug 2021 10:59 PM PDT
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Posted: 03 Aug 2021 02:46 AM PDT
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Posted: 03 Aug 2021 03:12 AM PDT I've now been playing Dwarf Fortress for a bit, like almost a year. I've still got a lot to do, but I've started realising something in common with all my fortresses. I simply get too many dwarves too quickly. After some of hours of play my population will reach over 100~, and at that point chaos will ensue. There'll be half of my dwarves simply sitting around drinking because I just can't find enough work that isn't "dump item" or "move to stockpile". I won't know nor care about 90% of the dwarves in my fortress, making them essentially cannon fodder for dangerous jobs or the military. If someone dies, eh, it's fine there's someone to replace them. I've recently started a fortress with a migration cap of 25, but no cap on children, and it's been one of the most enjoyable experience since I started playing. 25 dwarves is just enough people to have unique dwarves like legendary smiths and miners, a bunch of secondary ones for other menial tasks like making food, drink, clothes, furniture and still have a functioning military. I can easily keep track of all the dwarves without someone getting lost in the caverns. I have enough dwarves to actually build useful surface structures, and there's always labor available for cutting up blocks for the few that happen to not have jobs at the moment. There's a lot of cross-over professions, and that's absolutely fine. I have about 20 kids at the moment, the oldest are 6 years old, and once they become adults I'll have a constant stream of Dwarves I actually care about becoming adults every year. I guess this thread is just about how much I'm enjoying playing this way and how not having hundreds of dwarves in a year and a half makes it possible to experiment with game mechanics like minecarts, pump stacks and megastructures; all of which I had never had time touching on bigger fortresses as something always needed to be done. [link] [comments] | ||
Horse climbed in tree without me knowing, then died of starvation. Typical dwarf fortress moment Posted: 02 Aug 2021 09:37 PM PDT
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Garl the Lion Man vs Sirus the Cheetah Woman DFTG VI fan art Posted: 02 Aug 2021 01:49 PM PDT
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Posted: 03 Aug 2021 12:03 PM PDT
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The war with the Elves is going well (LNP) Posted: 02 Aug 2021 01:54 PM PDT
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Danger Rooms are still the best way to train Dodge. Posted: 02 Aug 2021 01:53 PM PDT Danger rooms have been known for years to be sketchy ways to train as they can cause injuries that can lead to infections and death. However, it's possible to use them safely. They are also the BEST way to train Dodge. All my squads are in full steel with mail shirts, breastplates, cloaks, gauntlets, high boots, helms, shields, and their weapon. The control was a group of Axelords trained for 5 years that had poor Dodge. 20 Armor User, 20 Axedwarf, 9 Dodge. The test group were Lashers with a barracks inside a 4x3 Danger Room with Upright Spears filled with 10 training spears each. They started with 10 Lasher, 8 Armor user, and 3 Dodge. A high priority repeat lever job with 1 dwarf assigned was used as trigger. Both groups were set to small group sparring. After 6 seasons the test group have 20 Lasher, 20 Armor User and 12 Dodge, the same as the Axelords that have been doing small group sparring for 6 years and have far more combat experience. I've had zero Danger Room related injuries. I've only had to pause training once to repair a couple of the Upright Spears. So it looks like Danger rooms are back on the menu. [link] [comments] | ||
Posted: 02 Aug 2021 09:43 PM PDT The murder victim of the mayor appeared to worshippers in the temple. It kept telling everyone who murdered it. This was met with a surprising and infuriating amount of apathy. It loitered in the temple until I ordered its memorial slab placed in the dining hall. The mayor has been driven to the edge of madness by her confinement. How much of that is due to isolation and how much is due to being kept from drinking the blood of living is not clear. I asked Athel about it. His mood has been much improved since I've banned him from the library; despite his skill at it, avoiding critical thinking may be best for him in the long run. Athel said that it was probably a bit of both, that the vampire, despite being a monster that must feed on the blood of the living or eventually go mad, has all of the same emotional needs of a living dwarf. For most of them, he told me, that includes companionship. No matter. After his sentence is over, I plan for the thing to spend the rest of its eternal existence in complete isolation and thirst. The human caravan arrived on schedule, and the humans gladly traded their booze and threads and barrels for our steel disks. We shall eat and drink well for months. I, for one, am quite pleased with these exotic fruits and spirits. Based on the constant hauling to the tavern and the dining hall that has been necessary in the ensuing weeks, I am not the only one. As I write this, another migrant wave is making their way down to the temple, library, and tavern. These nine, led by a farmer named Reg Dallithetur, arrived in the midst of our hallmark local weather, and some of them are in shock from the experience. They will adapt. We've all adapted before them. Kelroder grows ever stronger. I must assign some of the townspeople to the military before the liaison comes again from the Mountainhome. Tomorrow. I will take care of it tomorrow. Tonight, there are new books we got from the humans that I'd like to peruse. — Vucar Melbilnish, manager, record keeper, and broker of the town of Kelroder, 8th Galena, 147 [link] [comments] | ||
Adventure mode's biggest flaw: character progression (and some YANI around it) Posted: 02 Aug 2021 03:51 PM PDT Some time ago I played several runs of DF adventure mode. It was actually quite fun, I had some interesting stories from it. But I see a clear problem in it which is skill leveling. It's just pure uninteresting repetitive grind. You can level up throwing to Legendary just by throwing a rock on a tile where you are standing and immediately pick it up. And actually you can do similar things with most skills (or at least ones that are actually useful and there is some way of leveling them). This is a very boring system and it doesn't usually lead to interesting stories happen. The player pays no price for leveling their character. And if they did it would lead to some interesting decisions and character specialization. You would have someone good at bows, someone good at swords, someone good at social things, someone good at trade and somewhere in far future someone good at magic. But now it is possible to get a universal kill (and not only kill) machine just by grind. So how would this be fixed? I've come up with two ideas: 1)Restrict things that level up your skills. This can be gradually done as your skill level rise. Let's take throwing as an example. You could get first couple of skill levels by modern methods: throw rocks on the floor. But then you need to do something more serious, you can't become a better or more significant person by staying in your zone of comfort forever. To level up throwing further you need to use it to fight actual enemies and the higher skill you want the more dangerous things you need to face. And if you want to finally become Legendary you need to fight megabeasts. This would lead to stories of characters who don't become powerful heroes by spending a day of their life doing strange repetitive things but those who were gradually going for that during a long time full of risk and adventures. This system can be applied to peaceful skills as well. To level up swimming you start at rivers and then go to dangerous cave lakes or even seas and oceans. To level up social skills you begin with your fellow peasants and end up talking to important noble historical figures which you would really not want to disappoint. To level up animal training you begin with some normal pets like dogs then you go for wilder ones like wolves and eagles and then you finally conquer the will of mighty megabeasts like dragons and rocs. 2)Introduce experience level system. Yes, this is somewhat radical idea but it has some appeal. However exp should not be given just for killing monsters like it's done in most games as it would let to grind and complete impossibility of pacifist play which doesn't fit dwarf fortress' spirit of freedom. I think in this case exp should be given for doing things that affect the world (maybe in a similar way you currently get reputation and fame). You could get exp for clearing bandit camps, necrotowers, killing megabeasts or maybe something peaceful like taming a powerful beast, investigating a villain organization, rescuing an artifact. Your exp level would serve as a measure of how important you are for the world (this would also help legend mode) and also as a cap for your skills so that you can't just mindlessly grind them. A system like this but somewhat more restrictive already exists in NetHack and it works quit well for maintaining the balance. What do you guys think? [link] [comments] |
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