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i have a vision for this fort it involves a lot of goblets |
# ? Nov 18, 2019 21:36 |
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# ? Jun 8, 2024 09:26 |
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Nosfereefer posted:gonna fire this baby up tomorrow! |
# ? Nov 18, 2019 21:36 |
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Nosfereefer posted:i have a vision for this fort i already take issue with this administration |
# ? Nov 18, 2019 22:17 |
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my family has been dunking their head directly in barrels of wine for generations |
# ? Nov 18, 2019 22:18 |
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can i be the dog?
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# ? Nov 18, 2019 22:27 |
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Heather Papps posted:can i be the dog? seems to have a lot of spunk
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# ? Nov 18, 2019 22:28 |
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we can all be the dog i think i will start working on the military. hopefully we can get them to train without everybody dying this time? |
# ? Nov 18, 2019 23:15 |
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Nosfereefer posted:i have a vision for this fort As a dorf who also gets mad when unable to use goblets, I support this message |
# ? Nov 19, 2019 14:19 |
Goblets are for assholes -this message is brought to you by the mug lovers crew |
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# ? Nov 19, 2019 14:27 |
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Dorf sire we have an order for 50 goatse mugs but please only use the rings in this stockpile |
# ? Nov 19, 2019 14:41 |
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Why are goblets important / not important?
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# ? Nov 19, 2019 16:07 |
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Twenty Four posted:Why are goblets important / not important? I'm just joking because I forgot to make them. Dwarfs get upset when they have to drink without them. |
# ? Nov 19, 2019 16:12 |
Yeah otherwise dwarfs just stick their head in the barrel and inhale the alcohol they need. Getting the beard all messy |
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# ? Nov 19, 2019 16:21 |
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Drinking straight from the source? I don't see the problem here. Wait I forgot this is a game and not my own personal life, except I have a dorf so yes it is now!
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# ? Nov 19, 2019 16:41 |
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okay, buckle up kiddos - year 2 is officially on! the fort just got a new guy SPICY! like i've mentioned before, i'm going to focus on military stuff to begin with in dwarf fortress, the military serves a handful of central roles; they defend us from invading armies, wereanimals, megabeasts, and the occasional kobold thief. in addition, in the later versions of df, they can also be sent out on raids, mainly to steal wizards' stuff. astute readers will have noted how weird and complicated combat works in this game. a big feature is how "hit points" doesn't enter into it at all - every single body part and internal organ is represented, and stuff dies through blood loss, spear thru the heart, brain crushed by hammers, that sort of stuff. in true dwarf fortress style, we don't really have any direct way of influencing this amazing masterwork of a combat system. what we can do, however, is to make sure our little buddies are as ready as possible when the next big brawl breaks up. what we basically need is to assign a handful of otherwise expendable (combat is nasty) citizens to military duty, give them armour and weapons, and a place to train the first part is usually trivial, while the second requires a functioning metal industry, and the third takes a lot of time thankfully, freshcutfries' exploratory mining has already revealed valuable hematite, one of the three different iron containing ores (the two others are functionally identical, but this game cares about geology), and also we have plenty of wood to make charcoal from my first step is to clear up space for the metalworks i'm reusing freshcutfries' design from the floor above, for consistency you will notice that i'm currently not using a tileset, and experienced players will notice that the original tiles are messed up for some reason. oh well! the process of making metal stuff is as follows: wood is turned into charcoal at the wood burner, which in turn fuels both the smelter and the forge metal ores are then converted into bars at the smelter the final product is then crafted from bars at the forge |
# ? Nov 19, 2019 19:31 |
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Nosfereefer posted:the fort just got a new guy You know it |
# ? Nov 19, 2019 19:50 |
I volunteer for the Militia. Anything but the stink of fish. | |
# ? Nov 19, 2019 20:01 |
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as the basics of the industry is now covered, the next part is finding a suitable sparring area there is a LOT going on in this picture, but the important part is that im constructing a roofed training ground on the surface, next to the entrance of the fortress this location serves two main purposes; first off, armed military dudes and dudettes will be ready to face immediate threats, and secondly being above ground makes sure they don't develop cave adaption (which makes dwarves puke when they see the sun. this is somewhat bad in combat) the reason for it being roofed is b/c nobody likes getting rained on, and the game still treats the area right below as "sunlit" there are now a couple of issues, where the first one is basically lack of recruits. with 22 people, we're pretty much running a skeleton crew and i don't want to add any more stress to our hauling jobs this will solve itself with the next migration wave the other issue is a bit more complex; i've already assigned two no-names to burn charcoal and smelt iron bars, which is labour that's not very skill dependent. the difference between an unskilled and a grandmaster coal burner is just the time used, which is pretty marginal when you consider the time used to carry the materials and finished goods smithing is arguably the work that benefits most from skills. there are a few different smiting skills, but the ones we are interested in are armour- and weapon smithing. the highest quality armour and weapons are literally twice as good as a base quality one training a skilled smith takes ages, and will waste tons of material. but if we're lucky we might get a good one moving in. the problem is still that these are two separate skills, and while we might luck out on a good weaponsmith, we'd still be an armoursmith short e: also, since our booze (and some stuff of lesser importance) stockpiles are dangerously low, i'm preparing for the next caravan i'm not really familiar with the latest changes to the manager tasks, but hopefully this works out! while it would technically be more economical to smelt gold and turn that into crafts, gold is ridiculously plentiful on this map, and simply carving the unrefined ore into crafts saves a lot of extra work e2: nope, it doesn't work like that at all! gonna have to go dwarf fortress on this e3: okay, so just allowing gold nuggets for normal crafting and storing them next to the workshop did the trick behold! Nosfereefer fucked around with this message at 21:05 on Nov 19, 2019 |
# ? Nov 19, 2019 20:35 |
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immigrants have arrived! for some reason they spent a long time entering the map one at a time after some investigation, i found that the problem was that there was no designated "meeting area". but now there is one right by the entrance! this underlines our severe lack of a proper main hall. if i get the time, ill make a grand one, with a well and al! but first, we recieved 25 new dwarves, more than doubling our population in short, these are all useless. interestingly enough there were 3 legendary level crafters among them, but we will soon enough get loads more through strange moods. on the plus side i no longer have any good reason not to start pumping out low quality iron armour this is also one of the weird quirks of dwarf fortress. notice how the bulk of the new arrivals are fishery workers, animals dissectors and farmers of dubious specialization (milkers, shearers, lye makers) i'm setting the lye maker to make armour full time armok willing, you will theres is a big backlog of work to do, so she's disallowed all other kinds of work, including helping out the wounded all these new heads require roofs over them, so im expanding the bedrooms |
# ? Nov 19, 2019 21:35 |
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with the influx of hihohe will lead the gifts of glaze to glory! since armour is still way behind schedule, they're first just gonna wrestle naked for some time i'll provide some needed context; combat related skills can (and should) be trained a lot before sending otherwise green recruits into combat. an unskilled dwarf with the best gear possible will die horribly, and training is essential for surviving anything other than small raids there are loads of different skills which plays part in this, but the most important one right now is "teaching". at this stage, whoever is leading the training will simply not allow these useless knuckleheads to spar, and so they will simply observe combat demonstrations until they know one end of the axe from the other this is generally a good thing, as they would otherwise simply kill each other. the bad thing is that this takes ages even with a competent teacher. which we don't have the gray heads in the square are fresh recruits, where the grey colour means that they have no specialization yet. they have absolutely no relevant skills yet this will change soon enough i'm not handing them anything sharp just yet, since they will start dying as soon as i give them the opportunity meanwhile, the armour situation is getting sorted out summer has arrived! |
# ? Nov 19, 2019 22:03 |
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noo
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# ? Nov 19, 2019 22:06 |
Alright Dwarves! We have no weapons, armor, or proper barracks but ill whip you into fighting shape. Nevermind that i havnt even seen a warhammer or that i just learned what "dodging" was this morning. Im sure well excell at it, Especially with me in charge. | |
# ? Nov 19, 2019 22:13 |
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meanwhile, twenty four has been possessed by spirits she throws the current occupant out of the workshop while muttering to herself stay safe craft ghost! i had to slaughter a water buffalo. for some reason we didn't have any bones around. im so sorry google this gives birth to a healthy boy, promptly loses it? AGAIN? apparently we're at the stage where the game will simply throw migrants at us until the population limit is reached might have to make new expansions asap |
# ? Nov 19, 2019 22:31 |
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Hihohe posted:Alright Dwarves! We have no weapons, armor, or proper barracks but ill whip you into fighting shape. Nevermind that i havnt even seen a warhammer or that i just learned what "dodging" was this morning. Im sure well excell at it, Especially with me in charge. |
# ? Nov 19, 2019 22:32 |
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Look, I can wrap up some last-minute work while crowning or I can pay attention to where my baby plops on the stone floor, but not both. Priorities. |
# ? Nov 19, 2019 23:55 |
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progress is steady, and due to all the new immigrants we now have 20 dwarves wrasslin babies are made, congrats queef and alnilam! luvcow is elected first mayor of cuddleboat, and starts ruling w/ an iron fist imediatly. good job luvcow! basically, certain special roles like mayor or nobles can issue production orders (completely arbitrarily), which if not followed up gets a dwarf chosen (completely arbitrarily) to be punished for the transgression. since we have no functioning legal system at this point, it doesn't really matter though. some guy who probably posts on reddit gets sadbrains this is worrying, if nothing else then because if more people break down it can cause a domino effect. aka the dreaded tantrum spiral. for the uninitiated, dwarves suffering from negative thoughts long enough eventually break, either getting depressed and doing nothing until they eventually starve to death, or worse - go berserk and attack others. the resulting deaths in turn causes more stress on the other dwarves, and well, this tends to become a neverending cascade of suffering and death even worse, a random farmer died within the fort for no apparant reason. i really can't figure this one out. if it were vampires, they'd be found "drained of all their blood". maybe plain, old fashion MURDER??!! in more concrete news, the traders arrived again, and this time we bought up all their cloth, leather and drinks. the textiles are because we don't have any serious fiber production (pig tails, mostly) and tattered clothes are gonna make people sad soon enough. now this is our new main hall. it sits deep within the fort and keeps the occupants pretty safe. the reason why half of it looks weird is because we're smoothing the rock surfaces. this doesn't really serve any purpose, but looks more finished imho it also contains a well, which draws from a cistern right below, drawing from the river above. while dwarves will prefer to subside 100% on alcohol, having a ready well is good for a number of reasons, for example that it negates a lot of unhappiness should we run out of booze the two levers at the top controls the floodgates to safely fill the cistern. now this part is extremely important for future overseers: NEVER, UNDER ANY CIRCUMSTANCES, WHATSOEVER, OPEN BOTH FLOODGATES AT ONCE!!! this will quickly flood the entire fortress, possibly drowning every single soul in the main hall |
# ? Nov 20, 2019 00:05 |
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wtf!???? also welcome immigrants, we are still accepting of you and not planning on building a wall and making the dingo men pay for it... yet |
# ? Nov 20, 2019 00:06 |
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okay, gonna wrap it up for tonite, reached the start of winter, but gonna finish up tomorrow (or thursday at worst) the sudden death made me realize that we havent really planned out any tombs yet for the moment i stuck a couple of coffins in the mines just to get rid of the corpse. its not like he was a byob poster or anything we're getting migrations seasonally it seems, which has had me pretty busy just expanding the living quarters nice since this is likely to keep happening i took the initiative to accommodate the next few waves in advance. this is reclaiming the mining tunnels for rooms. i'm digging out the rooms, and filling in the gaps. it will look nice. i promise the wrasslin dwarfs are becoming basically base level competent, and are mostly fitted out in full iron armor at this point. at this rate they might even get to train with weapons before the end of the year might need a hospital ready before that in general nobody is too unhappy just yet, but this place will need a temple and a tavern (this time banning outside creative types) sooner or later |
# ? Nov 20, 2019 00:55 |
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Nosfereefer posted:
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# ? Nov 20, 2019 01:00 |
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Nosfereefer posted:NEVER, UNDER ANY CIRCUMSTANCES, WHATSOEVER, OPEN BOTH FLOODGATES AT ONCE!!! This sounds like foreshadowing to me. |
# ? Nov 20, 2019 01:25 |
google THIS posted:This sounds like foreshadowing to me. It always is |
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# ? Nov 20, 2019 02:06 |
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Nosfereefer posted:progress is steady, and due to all the new immigrants we now have 20 dwarves wrasslin i love that we have this giant wrestling free for all right by the main entrance |
# ? Nov 20, 2019 03:44 |
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also am also very curious about that dead body??? |
# ? Nov 20, 2019 03:45 |
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Twas I who did the murder and I'd do it again! I've secretly had the goblets all along and I'm filling them with blood! You'll never take me and my accomplice, the honey bee, alive
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# ? Nov 20, 2019 03:51 |
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stop covering for the dog he needs to learn responsibility
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# ? Nov 20, 2019 04:50 |
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Heather Papps posted:stop covering for the dog he needs to learn responsibility it's all coming together now... |
# ? Nov 20, 2019 04:52 |
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is it so much to ask that you let me commit one murder? tired of that dog getting all the credit...
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# ? Nov 20, 2019 04:54 |
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So, mechanics question, is food spoilage not a thing or is it mercifully lenient or do dwarven digestive systems just not give a gently caress? I skimmed the last thread and it seems like the game carefully calculates the secretions of a dwarf's salivary glands as he pries the lid off a barrel of raw uncleaned seafood that's been sitting in a damp cave for six months. |
# ? Nov 20, 2019 17:56 |
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google THIS posted:So, mechanics question, is food spoilage not a thing or is it mercifully lenient or do dwarven digestive systems just not give a gently caress? I skimmed the last thread and it seems like the game carefully calculates the secretions of a dwarf's salivary glands as he pries the lid off a barrel of raw uncleaned seafood that's been sitting in a damp cave for six months. food lasts forever for some reason. well, the reason is that the developer never really intended to make fortress mode to begin with, and mainly deals with whatever he feels adds to the world-generation process. so while most of the mechanics are ridiculously detailed, other stuff is ignored. other examples include how you can balance an entire mountain on a single pedestal, how gold is more common than iron, or how the user interface requires a 8 year degree to comprehend food spoilage will be implemented once food preservation becomes relevant for how civilizations spread i guess e: the current food stockpiles look like this the "others" category mainly consists of different kinds of ready made stews Nosfereefer fucked around with this message at 20:24 on Nov 20, 2019 |
# ? Nov 20, 2019 20:17 |
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# ? Jun 8, 2024 09:26 |
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last update: the rest of the winter was pretty uneventful, unfortunatly the highlights were fuubi giving birth to her daughter and the yeti starting some weird project as i've mentioned, the living quarters were expanded a lot, with the upper floor now looking like this while the reclaimed mining areas looks like this now since we've started electing mayors, some new accomodations had to be made the new rooms to the left are combinations of bedroom, office, and dining rooms. higher level roles like mayor or nobles have their own demands for this stuff, so i just made 4 of them for future use as you can also see, the main hall is now smoothed out, if still undecorated as for the military, they're staring to shape up every single one of the 20 militia types are now considered "wrestlers". this means that their current main fighting technique, wrestling, is somewhat okay now. along the way they have become basically decent fighters in general, having their general combat skills at an adequate level (some are even competent!) they're also pretty most completely armoured, which is nice. i never got around assigning a weaponsmith, so that's probably a priority for the next overseer. but at this point it's pretty safe to give them weapons to train with. and even if a group of gobins show up, we'll probably beat them senseless without too bad losses i also took the liberty of building roofs over the above ground cabins despite the fact that all of the screenshots show 2d areas, the game IS 3d. i realize that it's hard to get a proper idea of the fortress from them, especially for those who haven't played dwarf fortress before, so i've included a helpful cross section of the current fortress: as you can see, our underground water supply is drained from the river into a reservoir, which can be released further down to the cistern below the well. this is a very basic method wich works by separating a certain amount of water from the river by the use of floodgates, which can then safely be transferred to the bottom. "safe" is probably misleading here - if both gates are open at once, the resulting enormous water pressure will kill a lot of dwarves stuff that we'll probably need pretty soon includes: hospital, tavern, temple, tomb, horrid mismanagement i'm going to upload the save for the next overseer now |
# ? Nov 20, 2019 21:53 |