Dwarf Fortress
17 years ago
General
So PurpleCat got me into Dwarf Fortress again. I mentioned in an earlier submission that I'd played it before and wasn't terribly impressed, but ... my god. It's improved SO MUCH since then. It's not just a pointless excursion into a flat cliff anymore. It's not just "The underground river is always X tiles away, and you need to reach it before winter so you can plant crops" ... no, world generation actually MATTERS now. The terrain varies wildly depending on where you site your fort! My first fortress was built amidst some short, rolling hills, with no steady water source. I had to build channels between them to get drinking water indoors. PurpleCat's fortress, which we're both working on, is sited on the side of a massive cliff. A steady river of water flows nearby, but it's far below our main building site, and we'll eventually need to use pumps to make it useful.
The point is, the game is VARIED now. I'm actually ENJOYING it. I think what I disliked about other base-building games like Dungeon Keeper and Evil Genius was that the maps were always the same. You could experiment for a bit, but eventually it became a tedious process of finding the MOST efficient base layout. In Dwarf Fortress, there are THOUSANDS of areas you could potentially build on, in a randomly generated world. It's impossible to devolve into building the "perfect" fortress, because there IS no perfect fortress. You work with what you have, given the circumstances. Maybe your site doesn't have a magma vein, and you need to burn trees to make charcoal to forge metal. Or maybe it won't have any trees, and you'll have to import logs from traders, and make as many things out of stone or metal as possible.
The "graphics" are an eyesore at first, but you get used to it quickly, and they actually add to the atmosphere. Recently, a band of goblins invaded my fortress. I only had a couple of recruits, armed with crossbows they didn't know how to use. They bravely defended the entrance, only to be cut down in a hail of bolts. I sealed the front entrance and tried to route them to the top level via an external stairwell, to where a band of traders were doing business with me. They had a few soldiers with them, and I figured it was my only hope. It worked, and the goblins swarmed onto the plateau, firing bolts almost at random. My only chef happened to be outside at the time, and he ran from the invaders as they fired at him. He caught a bolt in his lower right arm and fell to the ground, stunned. The goblins were eventually defeated, and my chef was able to make it back inside, where he's recuperating from his wounds.
That in itself doesn't seem like much, but keep in mind this is all being displayed with g's, -'s, smiley faces and text descriptions. My chef could have had the misfortune to catch a bolt with his head, killing him instantly, or it could have grazed a vital organ, causing internal bleeding. If he had sustained enough minor injuries, he might have passed out from shock and bled to death. The game is ASTOUNDINGLY deep, and yet the fact that it accomplishes it all with ASCII graphics somehow makes it much more visceral. You can more easily envision everything in your mind, and it makes the game that much more engrossing.
http://www.bay12games.com/dwarves/ <- Check it out if you feel the inclination. The learning curve is steep, but it's free, updated often, and definitely worth it.
http://dwarf.lendemaindeveille.com/......php/Main_Page <- Be sure to check out the wiki too, you'll need it.
http://fromearth.net/LetsPlay/Boatmurdered/ <- And finally, an old archived SA thread involving the trials and tribulations of the fortress of Boatmurdered. It uses an old, archaic version of Dwarf Fortress, but it gives a good idea of all the game is capable of. Plus, it's funny as hell.
The point is, the game is VARIED now. I'm actually ENJOYING it. I think what I disliked about other base-building games like Dungeon Keeper and Evil Genius was that the maps were always the same. You could experiment for a bit, but eventually it became a tedious process of finding the MOST efficient base layout. In Dwarf Fortress, there are THOUSANDS of areas you could potentially build on, in a randomly generated world. It's impossible to devolve into building the "perfect" fortress, because there IS no perfect fortress. You work with what you have, given the circumstances. Maybe your site doesn't have a magma vein, and you need to burn trees to make charcoal to forge metal. Or maybe it won't have any trees, and you'll have to import logs from traders, and make as many things out of stone or metal as possible.
The "graphics" are an eyesore at first, but you get used to it quickly, and they actually add to the atmosphere. Recently, a band of goblins invaded my fortress. I only had a couple of recruits, armed with crossbows they didn't know how to use. They bravely defended the entrance, only to be cut down in a hail of bolts. I sealed the front entrance and tried to route them to the top level via an external stairwell, to where a band of traders were doing business with me. They had a few soldiers with them, and I figured it was my only hope. It worked, and the goblins swarmed onto the plateau, firing bolts almost at random. My only chef happened to be outside at the time, and he ran from the invaders as they fired at him. He caught a bolt in his lower right arm and fell to the ground, stunned. The goblins were eventually defeated, and my chef was able to make it back inside, where he's recuperating from his wounds.
That in itself doesn't seem like much, but keep in mind this is all being displayed with g's, -'s, smiley faces and text descriptions. My chef could have had the misfortune to catch a bolt with his head, killing him instantly, or it could have grazed a vital organ, causing internal bleeding. If he had sustained enough minor injuries, he might have passed out from shock and bled to death. The game is ASTOUNDINGLY deep, and yet the fact that it accomplishes it all with ASCII graphics somehow makes it much more visceral. You can more easily envision everything in your mind, and it makes the game that much more engrossing.
http://www.bay12games.com/dwarves/ <- Check it out if you feel the inclination. The learning curve is steep, but it's free, updated often, and definitely worth it.
http://dwarf.lendemaindeveille.com/......php/Main_Page <- Be sure to check out the wiki too, you'll need it.
http://fromearth.net/LetsPlay/Boatmurdered/ <- And finally, an old archived SA thread involving the trials and tribulations of the fortress of Boatmurdered. It uses an old, archaic version of Dwarf Fortress, but it gives a good idea of all the game is capable of. Plus, it's funny as hell.
FA+

I probably go a bit overboard with the size of the moat, but what the hell it looks cool.
Also: You're raping my journal!
Sweeden!
Rather amused that there's a game called XOR. Since XOR is something you usually have in terms of boolean logic, and is a quite useful operation. Reading about the XOR gives me the feeling that I played a clone at some time.
Dungeon Crawl Stone Soup seems very similar to Nethack. Which I started to get into lately again... heh.
Watch out for elephants!
Technically, the ASCII is actually tile graphics too. The creator cheated a little bit, and didn't use typical console for rendering the graphics but openGL. Since it was apparently faster for generating animations and stuff.
Technically it's not even ASCII but code page 437 (http://en.wikipedia.org/wiki/Code_page_437 ), similar to ASCII but isn't the same thing.
Personally I just prefer using the textbased graphics, since it's part of the charm with a roguelike. Replacing it with tilebased graphics ruins part of the charm for me. Some people do it for practical reasons thou, such as being able to see the difference between a goat and a goblin more easily.
(I'm building a noble squishing machine right now :|)
(I'm building marksdwarf fortifications and secret tunnels to defend against imagined threats =D)
Having them to stay in a spefic spot isn't hard. Just make sure to have a bed in the flooding room, and lock the door and open the floodgate as soon they go to sleep. Flooding rooms are little more tricky now the game gone 3D, since you need a proper fill and draining system... but still possible.
I'm on top of a snowy mountain right now and I actually managed to survive the first winter with food to spare.
I tried to survive on a arctic location once. I found out a slow way to make muddy floor, but my dwarfs died of thirst... :/
Let's just say that I appreciate every bit of wood I come across... O_O;
... I wonder if you can build on a BEACH? Can you even dig into sand? If you had access to magma, or maybe just charcoal, you could make a GLASS FORTRESS! Maybe. I dunno.
According to DF Wiki, you can even try to build yourself an underwater palace.
http://dwarf.lendemaindeveille.com/.....php/Game_goals
Some of these goals are simply too tempting to resist!
Then tackle other math operations sometime. :)
http://www.weebls-stuff.com/toons/A.....+In+The+Woods/
The religions were a nice new spice in the stew, methinks. :3
I can't seem to make it work. It's crashed twice(on world generation, and when I tried to export it)
I am pretty embarrassed that a 10mb game seems to be bogging down my machine..
Boatmurdered has me laughing harder than I have in a long, long time.
You can always download a pregenerated world and see if that works. >>
Then after failing to get my dorfs to dig a hole for thr 7th time, and having read the wiki for about 2 hours, I deleted it.
>:C
Yeah, the game have a steep learning curve and requires quite some patience. :p
It seems completely counter-intuitive to me that a game with such depth would have such incredibly unintuitive controls .-.
even with everything RIGHT IN FRONT OF YOU you need your hand held incredibly just to do anything.
I mean.. trying to dig a hole literally had me swearing at my computer, and I have NEVER done that before when it wasn't aimed at another human being across cyberspace D:
It's like Vim. Efficient when you know it, but unbearable to use when you don't. XD
The game supports mouse, but that's a fact I tend to forget about. I only use the keyboard. I remember having a hard time in the beginning with it, but now the commands is literally etched into my brain now so... *shrug.*
Also with this new tile set the game is about 90% more understandable and intuitive. Also I figured out how to dig.. now if I could just figure out the difference between a chasm and a river ._.
Also I thought the difference between chasm and river was easy. << Rivers have visible double ~ symbols used to indicate water and is usually just a Z level deep, while chasms is bottomless pits. :P
I only seen a chasm once, and it was on a map I didn't play for too long. >>
rivers are the blue lines on the large map, when you are starting out? I have tried to plot near one and TWICE I have ended up on a spot with a chasm AND NO RIVER D: D: D:
You can start anywhere technically and probably survive, although make sure that there's not a aquafier where you build. The game warns you about it thou.
You can survive without water, but you need to make sure that you have constant supply of Booze. >> Dwarfs are more productive with booze, and prefer it over water... and they only drink water when they can't get booze.
Heh, I noticed that in my first fortress. Dwarfs got really slow, as I denied them booze... but had plenty of wells around for fresh water. xD
Also, I have the classic Angband on my PSP. for a while it was the only thing I'd play on it, at least until Monster Hunter came out. I've always tried to make a good high level mage character but he keeps dieing stupidly.
Oh, and PurpleCat, when I first started, I'd totaly had no idea I needed Booze, so my Dwarves were sover for like 2 years until I figured that out. =D
Whoah, Angband on a PSP? How does that even work?! I can't conceive playing a roguelike with anything less than a full keyboard!
Needs a Homebrew capable PSP, you can downgrade using a Pandora Battery if you don't have 1.5 or a CFW.
Also, if you have a PSP, I highly recommend Monster Hunter. ^.^