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Welcome to motherfucking Dwarf Fortress!!! For this fort we're gonna use Masterwork Mod 1.23. It adds some extra useful features to the game, and generally adds more things to play with. It's no more complicated than vanilla DF. I know It's been a while or never since some of you played so I'm gonna document this first year is a really tutorial way. Probably gonna be boring lol but hell. We embarked on this location Which is awesome because it has a volcano on it, and its pretty cold so it's gonna snow half the year. But there's no river so everyone's probably gonna die of dehydration! The map on the right is the whole world. The middle map is zoomed in, with the cursor (not visible, oops) on the red chevron. The map on the left is a zoomed in picture of the red chevron, with the colored parts being our embark area. That's where our game will take place. We have an embark with a volcano, mostly "Good" biome, with some grassy neutral lands in the bottom left. What's cool about this is we get animals from both the "good" biome and the "neutral" biome. The "Joyous wilds" means this is the most savage and epic of the good biome variants so we'll get poo poo like giant unicorns. Hell yeah These guys embarked on a hill, so the wagon immediately collapsed, dropping all of our goods on to the ground. Shown are our pack oxen and some good dogs. Also 2 cat (lmao). The dwarves are on the same tile, under the animals. Down a few Z levels, we have a sweet, flat location to dig into the mountain side. This is where we are gonna start Yeah, all that white is snow. The triangles are ramps, which are like slopes things can walk on to get to a higher Z level. (Newbies: Press < and > to go up/down Z levels. You can only work on one level at a time, despite being able to see 10 below you. It's just an illusion, don't be fooled!) First thing we gotta do is to get inside and out of the cold. To do this, we gotta dig. We have three miners to do that, each with the "mining" labor enabled. That means if you designate a mining job, these guys will respond to it when they can. (white is enabled, dark grey is disabled labors, light grey is some but not all labors enabled in the category) This is the labor screen. To get to it, we have to select a dwarf with the view key. A cursor will appear; a floating X. Control the X with the arrow keys, and you'll notice info will pop around on the right panel. The creature closest to the cursor will be what is displayed there. If there is more than one creature on a tile, which there commonly is; hit v again to rotate through the creatures on the tile. Once you have the dwarf selected, hit l (lowercase L not I) From the labor screen, we can enable and disable labors. The way DF works, you don't control any dwarves at all. You simply assign jobs of various sorts, and the dwarves complete them as they get free time. Almost every action that require's a skill requires a labor to be activated. The best way to manage this is Dwarf Therapist, a third party utility that will make your life a lot easier. This still probably looks confusing. It's really simple though. You click the "connect" button when you first open up the fort, then you simply click the box next to the dwarf you want to assign a labor to. Once you have all your labors set in place, click the commit changes button (on the right). You can find this in both the starter pack and the Masterwork mod. I put a shortcut in the main folder of the .zip. Back to the game. Our first move should be to carve out some sort of shelter. To dig, we designate a dig area. That's a d->d key combo. It'll all be muscle memory soon enough. Now we take our cursor, and select a box to dig out. d->d *move cursor* Enter *move cursor* Enter Pretty much every designation is done this way. When you unpause, the brown squares that are being worked on will blink yellow. A miner is on his way to dig it out. And there you have it. It's a hole. Ok this is taking a long time so if anyone has questions post them and I can address them as I go. Gonna start playing the fort now lol Post questions you have below and I'll cover them as I go. I'd rather only spend time on stuff people need than making a lovely tutorial LP.
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# ¿ Mar 26, 2017 00:37 |
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# ¿ Apr 29, 2024 06:35 |
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Succession: Black Baby Goku Bolverkur Dwarf Names: Pumprag Obviously non-imps cant be a chad or stacey. Post if I missed you. Saves: Year 1, Spring: https://drive.google.com/open?id=0B1HMis8VTB-TcG0zSW9hVVViZk0 Year 2, Spring: https://drive.google.com/open?id=0B1HMis8VTB-TSUY2elNjaWVud1k Year 3, Spring: https://drive.google.com/open?id=0B2ub655jc1kYZE5lNlRtaWVkWHM Year 4, Spring: https://drive.google.com/open?id=0B_5CZ67m09WgN0JJazFOczN2Q0U Average Bear fucked around with this message at 17:03 on Apr 17, 2017 |
# ¿ Mar 26, 2017 00:44 |
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Oh yeah, forgot the naming list. If you want to be named after a dwarf or want to name a dwarf something, post the name and profession
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# ¿ Mar 26, 2017 01:10 |
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Here they are, the original 7(!!!) dwarves
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# ¿ Mar 26, 2017 01:20 |
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rediscover posted:Yah, a link to a download of all the poo poo you got on there would be cool. http://dffd.bay12games.com/file.php?id=5315 Here's the complete setup of everything I've been using. I'll upload the .rar of the actual save and poo poo at the end of Spring.
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# ¿ Mar 26, 2017 02:07 |
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Poke around in the masterwork launcher, there's a lot of stuff you can pick and choose from. Definitely disable the succubi. just do it
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# ¿ Mar 26, 2017 02:18 |
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Designated a nice layout for the first part of the fort. Snow is starting to melt! uh oh... rip good dog That was quick. first death of the fortress, a dog fighting something called a fire maiden. Dogs will attack pretty much anything that might be a threat to the fortress, which isn't really great when we only had two. I designate a zone to keep the animals inside. These things are combat reports. They show up whenever some fight happens and can be opened with "r". The fire maiden tried some poo poo on a guy with an axe and got recked. But not before this mason got messed up. This is the health screen for creatures. The red shows a serious injury, white is normal, brown is minor (bruising etc). The red isn't going to heal well on his own, but we're without a hospital or a doctor. She's gonna have to wait for treatment, which is bad. Infections could occur in open wounds. And since the map is frozen at the moment, water isn't easy to come by for cleaning. She can still work though, so I set her to work for some rock tables and chairs. I also made the discovery I forgot to pack wood. And there's no trees here. And beds can only be made of wood. Ah poo poo Miners continue digging out the fort. A mason, carpenter, mechanic, and craftdwarf's workshop are made. epic poo poo Oh whats this Sweet, so we have our first good biome animal. Its a flaming cat, which is cool. They don't seem hostile right now. Turns out they're really scared of dwarves. They run away as soon as they see them. The snow finally melted. It's spring for real baby. But the ponds are still frozen, so no water yet. that's why we brought tons of booze. are you loving kidding me even better, shes mad as hell woah! The mason managed to punch the hell out of the giant wolverine until it passed out from pain and started puking everywhere. Sweet. And barely a scratch on her. This mason is pretty badass. Everything's pretty quiet, so now's a good time to stockpile the food the non-miners have been picking. This is gonna take a while, but at least now dwarves won't be attacked just trying to get food. boulders everywhere, place is a drat mess!!! But it's coming together. Few tables and chairs in the dining hall. Summer is here, no dead dwarves yet. bonus: 3d renders of the fort outside inside, trade depot volcano on the mountain
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# ¿ Mar 26, 2017 02:43 |
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mod edit: antisemitism removed
Average Bear fucked around with this message at 05:16 on Mar 27, 2017 |
# ¿ Mar 26, 2017 02:51 |
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Water is melted! But it'll freeze again if it's not inside by winter. The original 7 dwarves get bedrooms benefiting their rank and station oops, these guys are starving inside! Forgot that some animals are grazers, and need to be kept outdoors to eat grass. Migrants! gah!! they're nearly all kids! Kids are loving worthless eaters who refuse to work in any way until they hit 12. In dwarf fortress, you can't assign them labors. The fortress now houses 21 dwarves, 8 of whom won't have to fear from the mods of Something Awful ever again. I make more bedrooms to accommodate them. no i dont have beds yet One of these migrants was a hunter. Here's an example of how detailed DF's combat is. He will bring back the kill for meat, hides, and bones Brewing doesn't cost water to do, and you can use pretty much any plant. Perfect for our hunter-gatherer society right now Got a lot of plants gathered Building a cistern to hold water That lever on the right, when pulled, will open the white floodgate. Digging out the red X block, the water from the pond will flow into the cistern, where it won't freeze. Connecting the ponds together lets me drain all the water for the fort Nice Kids playing make believe in the pantry Farm is still not a farm. cant use it until I wet it with water, which I cant carry because no buckets because no wood. shameful Autumn Status of the fort. Can't get accurate readings on food (bottom left) due to not having a bookkeeping dwarf yet. I'll do that in autumn.
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# ¿ Mar 26, 2017 04:55 |
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lol dipshit This guy will keep books forever now. He's gonna count every rock. Caravan from the mountain home is here, so we might get wood!! I never made anything to trade but we have some cut gems laying around. also I dug out a farm closer to the ponds to irrigate it and the water froze. Good luck next overseer lol We can talk about what we want the caravan to bring next autumn. Higher priority means they'll bring more (probably) but it'll cost more. ok They want stuff too. they'll give us extra money for these items. They rarely get them lol get recked We need this job to trade! I assign the fisherdwarf dipshit to make rock stuff to trade. The ponds are frozen dumbass!!! fort Neat dfhack trick. Press ctrl v with your cursor over an order to designate the whole vein for digging. Super useful. We have 400 bucks worth of gems. We can buy wood for 3 bucks each... nice I buy some wood, barrels, and fish. The trader made 200 profit, which is fine because our trader is green as hell. Good Oh right, we still don't have beds First come, first serve No dwarf has been retarded enough yet for Larry, although there are several small rear end children around LMAO This is one of the new buildings in masterwork. It lets you take raw ore and turn it into pure ore and a rock, which is good. Do this for all ores. Merchants leave Uh oh Some dumbass from the caravan picked a fight with a pegasus and got owned. on Rediscover is actually a weaponsmith, so if he makes a weapon it'll be an artifact and he'll max out his weaponsmithing skill. Best ore we have right now is iron, which isn't bad at all on an artifact. gently caress Ok this is the new military screen. It's big and scary so ask questions on it when you need to. I'm going to start putting the more useless dwarves in a militia. They're not going to have armor or a barracks right now. Small retard spotted!!!!! *bows respectfully* Simple but epic 41 Dwarves, still mostly kids. This is pretty much the best skill to have. Migrants flood in. we might be a little tight on food... Lots of idlers with not much work. I have the dwarves dump the unsightly boulders everywhere into a pile. And it's winter. Notice a lot of thirsty dwarves because NO ONE WILL BUILD THE loving WELL ALREADY. Our stocks. No more alcohol, have to rely on water. Food is running short too. And no farms mean it's gonna be really tough. Average Bear fucked around with this message at 23:45 on Mar 26, 2017 |
# ¿ Mar 26, 2017 23:37 |
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The well got made, so water crisis averted everyone is thirsty as hell Building a hospital. Don't have any doctors yet, but hell anyone can learn. Snow falling Hunter ran out of ammo, beat a Giant Stag to death with his crossbow. This Stag weighs about 7 boulders, so its slow moving to bring it back I designate the hole above the farm as a pond, so dwarves begin a bucket brigade to irrigate it. Very slowly wetting the ground. This'll leave mud, which can be farmed. These guys are scaring the cows this but bigger Our militia needs something to be of any use We did it, Reddit! farms up I accidentally dumped some fish while cleaning rocks, and now its starting to smell... I have it dumped outside Shields will be nice to have too. We only have a proficient armorsmith around, so these won't be the same quality as Rediscover's axes. Designating a temporary outdoor barracks So let's get a tutorial on the military down. This is our main screen (keypress m). We see our squads (groups of up to 10 dwarves) on the left (randomly genned names ftw), the members in the middle, and the rest of the dwarves in a list on the right. We want these guys to grab the new axes and shields. Let's hit n for uniforms On this screen, we have 3 prefab uniforms on the left, what they entail in the middle, and a list of all possible options to add on the right. We're gonna make our own uniform. Let's press c to make a new one By default, it has nothing in it. We're just gonna add shields and axes. Right now we're looking at possible "armor" aka body slot options to add. We can change this with the keys at the top of the screen. We want Shields first. We made 7 iron tower shields, and we want them to grab those, not any other shields that might be laying around. Now we add the axes. We go to Weapons, and scroll down to battle axes (which we made). Now the dwarves will pick up battle axes and shields when they are available. But notice the Material selection key? If we wanted, we could specify "iron" battleaxes and shields, but there's no need. This becomes more important as you get better materials than iron to equip with. You don't want dwarves clunking around in iron when you've got steel. Now we have to Assign the uniform to the squad members. to do this, we go to the equip screen From here we can equip each dwarf with equipment. But that takes forever, so equipping them with the uniform is much faster for groups. Let's assign Uniforms from here. Hit U, and move to the right where "Uniform 5" is. Highlight it and hit Shift-Enter to apply it to the whole squad. Now you see the green weapon rack thing as you scroll through the squad. Every member is assigned whatever is in Uniform 5 (battle axe and tower shield). Even the empty squad slots are assigned it, so if more join, they automatically gain the uniform. Now let's make them train with their new stuff. Remember that barracks we made? Let's let the nuggets train here. Just hit "t" with the room highlighted. Now let's go back to the military screen. Let's go to the schedule screen. This will let us decide when they are on "active duty". While on active duty, they will train in the barracks on the assigned months and not preform any civilian labors. They'll usually get really pissed at this, so let's give them every third month off. Hit "x" on the months you want them to go back to civilian life. They will keep hold of their arms and armor while civvies. 10 minimum to start training? Not gonna work with a 7 dwarf squad. Let's reduce that to 2. edit the order, then press "-" on the numpad to reduce the minimum training squad. Shift-Enter when done. [img][/img] Now in that month, only 2 members of the squad need be present for training. Let's copy that order to every training month. EDIT: DISREGARD THE 2 MINIMUM. This actually doesn't need to be changed. In fact you'll end up with only 2 active duty dwarves during training month. Last step!! Let's turn the squads "alert" to active. Go to alerts from the main military menu. Scroll down to "active/training" Move the cursor over to the squad and hit enter. Done! Congrats! you just made your first militia! Back to the game. Militia commander gets strapped Farms are growing crops We need to dig deeper for riches Cobaltite here is as effective as iron, and also a pretty blue color. Nice Also nice. These are fairly rare, it's a passage between cavern levels. An underground cave aka outdoors for dwarves. In it you'll find underground wildlife, tower cap trees, and underground plants. Also more water! Down here we can see gold, silver, gems... hell, we're set Speaking of underground wildlife... I think we can take em. We need that wood. Let's try out those new weapons That was easy. giving the commander the artifact axe Here's the combat log for one of the fighters. I think these are epic as hell. Second mood! Thank god we got wood in time hm ok Spring is here and I'm done! Overview, end of 125 (year 1) Stocks Dwarves Armok Vision (couldn't get an indoor shot, it was night time and too dark to see) Files going up in a sec Average Bear fucked around with this message at 02:56 on Mar 27, 2017 |
# ¿ Mar 27, 2017 02:27 |
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Rediscover is taking over the fortress for the next year. Succession info, saves and stuff moved to this post: https://forums.somethingawful.com/showthread.php?threadid=3814720&pagenumber=1&perpage=40#post470703325 Capntastic posted:I like Dwarf Fortress please name a fortress dwarf after me even though I will not play I just like to read Added
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# ¿ Mar 27, 2017 08:10 |
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Some cool poo poo about the world our fort takes place in: The world: Elves are actually nomadic now, every one of their sites got owned by the humans and orcs. Our parent civ: Us: A war that started 2 years ago between the Orcs and the other Dwarven civilization. Things aren't looking good for them: We aren't at war with the orcs, but that could change if they feel like it. What's cool about the new versions is all this history happens in real time as we play.
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# ¿ Mar 27, 2017 08:50 |
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elf help book posted:i cant read any of those posts I think it's just my bad storytelling. not good at taking good contextual screenshots. The graphics pack makes everything pretty apparent what things are lol
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# ¿ Mar 28, 2017 05:52 |
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Robot Randy posted:does masterwork change the invasion requirements? in vanilla you need like 80,000 dollars of poo poo exported before forgotten beasts even look your way By default every invasion race can come at 20 dwarves. But 43.x changed invasions, so a full siege can only come if your parent civ is at war with a nearby civ. edit: I might be wrong? Maybe any civ in range can siege you, regardless of war. http://dwarffortresswiki.org/index.php/DF2014:Siege Average Bear fucked around with this message at 13:30 on Mar 28, 2017 |
# ¿ Mar 28, 2017 13:20 |
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Working on this fort on my personal save
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# ¿ Mar 28, 2017 14:35 |
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Rip me, dead in a season
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# ¿ Mar 29, 2017 14:11 |
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Lumpy the Cook posted:I'm going to have to postpone succession for the near future because I'm still figuring out how the heck this is played. It's gonna be a while but if you're not ready by then I'll move ya back
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# ¿ Mar 29, 2017 16:21 |
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I think he means knows too much about the game, as opposed to most of the succession being relatively new to it
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# ¿ Mar 30, 2017 08:28 |
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Yeah I want to get all the new players in first so they can have a go, but I'm not against more people participating.
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# ¿ Mar 30, 2017 09:55 |
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Black Baby Goku posted:Well this is curious....
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# ¿ Mar 31, 2017 03:27 |
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Fungah! You're up edit: Because rediscover is still not ready... fail Average Bear fucked around with this message at 04:15 on Apr 1, 2017 |
# ¿ Apr 1, 2017 04:12 |
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Just realized we're down to 6 chads. There must always be 7.
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# ¿ Apr 1, 2017 04:59 |
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Well since no one is replying I guess anyone on the list can go next
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# ¿ Apr 2, 2017 18:13 |
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Robot Randy posted:looks like phoebus Yup
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# ¿ Apr 3, 2017 14:16 |
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Robot Randy posted:tried sending another adventure guy to causalfences but the game crashed as soon as i was geared up and leaving my start point. hadnt even even saved yet so all the screengrabs i took of his description and stats and such are useless I think you have to enable 2D or standard print mode for adventure mode. I don't know why
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# ¿ Apr 3, 2017 14:34 |
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Fungah! posted:sht sorry, iw as out of town and didnt think i would be up so soon. big fail here Its all good, I'll just move you behind frank.
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# ¿ Apr 3, 2017 16:38 |
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Wormskull posted:Holy poo poo. This really is me. Rofl
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# ¿ Apr 3, 2017 21:34 |
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Adventure mode is so epic and fun
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# ¿ Apr 4, 2017 15:37 |
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Robot Randy posted:time to see what the capable imps before me have left to my tender and loving care
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# ¿ Apr 5, 2017 15:37 |
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I had to fill the cisterns with pond water, there was nothing else!!
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# ¿ Apr 11, 2017 21:01 |
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I suppose I could have purified it by pumping it but nahh lol
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# ¿ Apr 11, 2017 21:02 |
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Black Baby Goku posted:I don't have to imagine. In my game Larry got infected and bit everyone and killed and ate everyone and wormskull turned into a ghost to haunt him but Larry was undying because hunger reset with every time he turned into a Wereskink and would attack migrants and traders and lived about 1000 years before a hero came and killed him and the legend of Larry the wereskink is on coins and books and songs throughout the land now. In this game he's ruler of the fort, and his offspring will inherit that title
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# ¿ Apr 11, 2017 23:22 |
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Next overseer is Black Baby Goku edit: nvm lol. Is there a Bolverkur in the house?
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# ¿ Apr 17, 2017 17:02 |
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Robot Randy posted:lol the races masterwork adds are all invariably retarded, absolutely nothing meshes with the tone of the game Orcs are the only thing you should ever enable
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# ¿ Apr 25, 2017 07:07 |
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It's not... it's usually really good but the current version of the mod is weird and not polished because the mod creator is biking the world and got kidnapped in the Central African Republic.
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# ¿ Apr 27, 2017 16:06 |
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Hell yeah it's back baby
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# ¿ Apr 30, 2017 13:36 |
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bump
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# ¿ May 17, 2017 20:37 |
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Bump.
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# ¿ May 24, 2017 03:06 |
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# ¿ Apr 29, 2024 06:35 |
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Bump
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# ¿ May 31, 2017 17:25 |