cRPG

Other Games => ... and all the other things floating around out there => Topic started by: Sellka on April 16, 2014, 03:40:43 pm

Title: *New* Dwarf fortress
Post by: Sellka on April 16, 2014, 03:40:43 pm
Since the old thread died of some horid death of inactivity, I wanted to see whos still around that plays dwarf fortress. I know currently I am playing Phoebus  with a big river next to my settlement in a untaimed wild. So I got giant songes and sponge men. I'm fucked. So decided to close the gates of the fortress and dig.. Dig.. and dig.. Currently have 17 dwarfs in the settlement with a big nasty red sponge sitting at the front trying to soak the mosture out of the wooden door.

All those who dwell unite and dig togeather! Strike the earth!

Also share some stories from your forts!

(click to show/hide)

Mayday goblin pack ^ not my fortress but looks similar. Massive military FTW BTW
Title: Re: *New* Dwarf fortress
Post by: Artyem on April 30, 2014, 11:44:09 am
Johammeth's thread inspired me to play this game, and now I'm hooked on it like crack.

I still suck at it though, nothing looks organized.  My militia is equipped with chicken leather vests, and soon they will have wooden crossbows.  Good thing no goblins have arrived yet.
Title: Re: *New* Dwarf fortress
Post by: isatis on May 01, 2014, 04:20:40 am
I tried to make a pacific fortress once...

My dream of cohabitation with the goblins suprisingly worked as I let the thieves escape, no great invasion!

But... my dwarves got mad ans they killed everybody

The end.

Since, no more pacificism :(
Title: Re: *New* Dwarf fortress
Post by: Polobow on May 01, 2014, 01:32:16 pm
I'm going to give it a try again after the update is out...
Title: Re: *New* Dwarf fortress
Post by: martybarty on May 04, 2014, 08:56:03 am
Dwarf fortress, cant wait for him to finally get back to work after 1 1/2 years of sitting on his but to get back to updating DF!

Quick story:

Once upon a time in dwarf fortress masterwork, a nice dwarf from a migrant wave migrated into my lovley fortress, he proceeded after two years of peacefully living in my fort to turn into a werewolf, kill 2-5 dwarfs at a time and switching back before my military could dispatch of him, you've got to love Masterworks Magic system, too bad no screenshots but it was a comical moment!





BTW WINTER IS COMING OH WAIT IT'S ALREADY GONE!

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Title: Re: *New* Dwarf fortress
Post by: Oberyn on May 05, 2014, 12:52:56 pm
I'm waiting for the update before playing this again. It's not far off now. Multi-tile trees, and more importantly the world will start actually being alive. So far as soon as you start a fortress the rest of the world is completely frozen and slowly dying. Nothing happens unless it happens in the confines of your fortress. Now there will be politics, invasions and wars.  Other villages, areas and forts in the world will be involved in those invasions and wars, and can grow or dissapear entirely. You will be able to "retire" a fort, where before the only way to start a new fort within the same world was to abandon your current one to become an abandoned ruin. Once you know the mechanics well and can get a fort up and running the game can turn boring fast. Not much to do except ridiculous megaprojects, artificially limit yourself to make the game harder (like no traps for example) or weave a narrative into your fort to make it interesting. This update should give it a lot more replayability.

ps: your dwarf must've gotten into a fight with a werecreature and bit at some point, otherwise he would've turned into it long before 2 years. It's every full moon.
Title: Re: *New* Dwarf fortress
Post by: Butan on May 05, 2014, 02:33:30 pm
Same, normally the Adams guys behind DF are bug-fixing, close testing their shit for months/years then release a TORRENT of game patches.

Last version to date:
DOWNLOAD DWARF FORTRESS 0.34.11 (June 4, 2012)

I hope they will release a new one in summer, they have made some pretty huge new features list, when it gets live its going to pown so much.
Title: Re: *New* Dwarf fortress
Post by: martybarty on May 05, 2014, 10:11:39 pm
I'm waiting for the update before playing this again. It's not far off now. Multi-tile trees, and more importantly the world will start actually being alive. So far as soon as you start a fortress the rest of the world is completely frozen and slowly dying. Nothing happens unless it happens in the confines of your fortress. Now there will be politics, invasions and wars.  Other villages, areas and forts in the world will be involved in those invasions and wars, and can grow or dissapear entirely. You will be able to "retire" a fort, where before the only way to start a new fort within the same world was to abandon your current one to become an abandoned ruin. Once you know the mechanics well and can get a fort up and running the game can turn boring fast. Not much to do except ridiculous megaprojects, artificially limit yourself to make the game harder (like no traps for example) or weave a narrative into your fort to make it interesting. This update should give it a lot more replayability.

ps: your dwarf must've gotten into a fight with a werecreature and bit at some point, otherwise he would've turned into it long before 2 years. It's every full moon.


I CANT WAIT!
Title: Re: *New* Dwarf fortress
Post by: Gravoth_iii on May 06, 2014, 07:57:54 pm
Going to start getting into this now. I've learned the basics earlier.. as soon as you start understanding these damn menus the game gets pretty interesting. Just have to stop myself from digging too deep too early, as it just killed me pretty much.
Title: Re: *New* Dwarf fortress
Post by: Butan on May 06, 2014, 08:10:10 pm
Blame Jona if noone plays cRPG anymore, but is on DF  :P
Title: Re: *New* Dwarf fortress
Post by: Artyem on May 23, 2014, 08:57:25 am
I've been playing this game consistently for the last 2-3 weeks, and it's basically completely absorbed my gaming time.

I started looking for some new challenges, so I started checking out some mods, but decided that the best option would be to make another race playable.  Well, elves can basically be played by changing one line of text, they already have noble positions and everything.  But elves are for pansies, I wanted to play as the humans.

Humans start with 0 noble positions (no squads, no brokers, no mayors, etc), so I had to copy-paste and edit all of the dwarves ones, it wasn't too hard though.  Now I've started up my new game of Human Fortress, the ambassador already showed up and a few migrants have arrived, nothing major yet though.  Man, building above ground fortresses is fucking tiring.  One floor board = one material, so to build a floor and roof in my first building cost me 120 logs.

I guess my guys will be sleeping in the mine shafts for now, I've got about 6000 trees to chop down in the mean time.
Title: Re: *New* Dwarf fortress
Post by: Umbra on May 23, 2014, 11:40:21 am
Artyem if you want more playable races download Masterwork DF.

It is a mod that is a bit overwhelming with the ammount of new stuff at the beginning but the great thing about it is: You can turn on/off any feature in it, completely costumizing it to your preferences. Want vanilla with just new races, you can have that. Want shitload of new stuff, go ahead. Want desiease, cults, new enemies and legendary creatures, turn on the ones you like.

It has playable orcs, gnomes and kobolds. All with special buildings and mechanics designed.

Also, if anyone needs any help with any feature from vanilla/MF DF, or workflow repetitive production automation, or addons that are used in MW DF for a better experience feel free to pm me.
Title: Re: *New* Dwarf fortress
Post by: Artyem on May 23, 2014, 11:53:39 am
Yeah I already looked at Masterwork DF, I'm happy with what I've got now, but I'll probably grab it later anyway.
Title: Re: *New* Dwarf fortress
Post by: Berserkadin on May 30, 2014, 12:55:38 am
Masterwork is awesome because you can play as cutekobolds.
Title: Re: *New* Dwarf fortress
Post by: Berserkadin on June 02, 2014, 10:45:16 am
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http://www.bay12forums.com/smf/index.php?topic=139054.0 (http://www.bay12forums.com/smf/index.php?topic=139054.0)

New version getting released next month, praise Armok!
Title: Re: *New* Dwarf fortress
Post by: Butan on June 02, 2014, 01:29:06 pm
New version getting released next month, praise Armok!


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Title: Re: *New* Dwarf fortress
Post by: okiN on June 02, 2014, 07:40:38 pm
New version getting released next month, praise Armok!

STRIKE THE EARTH! (https://www.youtube.com/watch?v=nlGw8QJC2-w)
Title: Re: *New* Dwarf fortress
Post by: stukii on July 08, 2014, 03:45:44 pm
Quote from: God
Here is the world activation release! Lots of processes from world generation -- birth, invasions, succession, site foundation, and so on -- now operate in the world after play has begun. Getting all of that to work led to a meandering route through various pieces of the game, some of which are described below. Aside from any bugginess, a lot of it will still feel rough and unfinished as things bump around.

New stuff

 
  • World activation! There are a few things that aren't active, like megabeast invasions, but lots of world gen actions made it into the game. Birth, death (to the extent it wasn't handled before), marriages, site foundation as well as reclaims, basic succession and appointments/etc., invasions, as well as some more detail beyond world gen, like patrols, banditry and animal population handling. We still don't have army battles -- the invasions are all successful right now, unless they are locally interfered with by you.
  • The game advances two weeks before each play -- the calendar there still moves slowly when there's a lot of action, as there is in larger worlds, but there are quite a few things I can do soon to speed that up. Due to the speed of the calendar, new forts in particular also get just two weeks. This'll probably cause some shenanigans with the caravan (or you'll just have to wait a year in an autumn fort for your first one) until we sort it out.
  • Fortresses can be retired and unretired. Losing is still fun but if it doesn't happen when you want, you can put it off for a while. Retired forts can be conquered (much more easily than they would be if you still controlled them), so don't be surprised if you have to reclaim instead of being able to unretire sometimes. You can reclaim forts that didn't make it through world generation.
  • Site maps for dwarves, elves and goblins. These are very basic, but they are there, anyway.
  • Multi-tile trees and lots of new plants. Fruit and flowers. Leaves that fall in little clouds. I had to put off dwarf mode tree harvesting, but we should get to that before long.
  • Megabeasts/forgotten beasts can attack, destroy and then reside within world gen sites like dwarf fortresses.
  • Various movement changes. Climbing/jumping/sprinting in both modes, though invaders still require a line of site to use them. Adventure mode has a stealth rewrite, and some elements of that are present in dwarf mode (it is generally easier to spot thieves and ambushers, and I'll probably need to make them smarter about finding cover). Movement and combat are separate now. Startled people climb up the walls of their homes a little too often.
  • Tracking information in adventure mode. You can pull up a little window and see tracks (capital K), and you can also have it describe the freshest track that isn't yours to more easily stay on a trail (alt K). Tracks are also part of the regular look command.
        Different levels of conflict -- your opponents in adventure mode will be listed with the current status (non-lethal, lethal, no quarter, etc.).
  • Combat moves take place over a period of time now, and you can do things like catching an opponent's attack -- you have to do that by targeting a grab at the offending part now (reactions used to have a menu, but that was before combat got more smeared out). You can get information about what attacks your opponent is doing in the attack menu -- the quality of the information depends on your situational awareness skill. You can add adjective modifiers to your attacks (quick/heavy/etc.) and you can perform more than one attack at a time for a significant penalty to its force. It might make sense with two adamantine swords or something, twirling them about.
  • Rumors of incidents can be spread, and the rumors need to be spread before you gain reputation (good or bad). Killing all of the witnesses to an event will effectively remove it from play if you don't let them get off the screen. People are a little psychic as it regards ongoing conflicts, so that they can make decisions non-stupidly. Your liaison can share rumors with your fort, but I still need to set up the screen for reviewing them after you've seen them the first time... not that you can do much with the information.
  • You can travel through tunnels.
  • You can get a guide to travel with you to a faraway place -- it still ended up being too cumbersome, so locals continue to be able to tell you the location of sites, but only within a certain distance of their home town.
  • In general, conversations have been redone. They no longer have their own screen, but run along with other actions, and there are many more options.
  • The mind has been rewritten quite a bit -- people now experience emotions according to different circumstances (lots of awkward monologues there), and they consider actions differently. The main outstanding issue is that I didn't get around to converting existing dwarf mode thoughts, so they sort of exist concurrently with the new emotions and that needs to be changed. I'll get to that before job priorities (which was one of the main shorter-term reasons for the rewrite). Some dwarves have life-long dreams and it is possible for them to recognize that they've accomplished the ones relating to skills and family. They cannot yet realize their dreams of taking over the world.
  • The paragraph at the beginning of adventure mode was marginally more useful, but that slipped a bit at the end as things were tweaked. I think it'll still describe certain invasions and abductions, but it needs to be redone.
  • Lots of new arena options -- not just the conflict state, but you can set the temperature etc. to all sorts of extremes.
  • Some experiments with procedural items, though the new demon-type sites are still quite un-fun now. The knowledge on the slab at the bottom can be used, but it is probably not worth the trouble.
  • The stuff I forgot
 
 
Bug fixes

  • I'm sure several old bugs were "fixed" as large portions of the code was rewritten/removed, but I haven't tried to track exactly which ones. Bug fixes will commence in earnest now, and everything will be handled over at the bug tracker.
Title: Re: *New* Dwarf fortress
Post by: Polobow on July 08, 2014, 07:16:58 pm
It's supposedly still very buggy so I'd wait a bit.
Title: Re: *New* Dwarf fortress
Post by: Berserkadin on July 08, 2014, 11:58:44 pm
Adventure mode is lots of fun, just don't try to talk to dieties or actively block in combat.