v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing v0.34:Losing
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.34"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 7: | Line 7: | ||
Either way, it keeps you busy. | Either way, it keeps you busy. | ||
− | There is no internal end point, single goal, final Easter egg or "You Win!" announcement in Dwarf Fortress. Therefore, eventually, almost every fortress will fall. The only ones that don't tend to be very conservative and very boring—and what fun is that? Therefore, DF = losing | + | There is no internal end point, single goal, final Easter egg or "You Win!" announcement in Dwarf Fortress. Therefore, eventually, almost every fortress will fall. The only ones that don't tend to be very conservative and very boring—and what fun is that? Therefore, DF = losing /\ DF = fun => losing = fun, and that's okay! It's a game philosophy, so embrace it, own it, and have ''fun'' with it! |
− | Most new players will lose their first few forts sooner rather than later; when you lose a [[fortress]], don't feel like you don't understand the game. Dwarf Fortress has a steep learning curve | + | Most new players will lose their first few forts sooner rather than later; when you lose a [[fortress]], don't feel like you don't understand the game. Dwarf Fortress has a steep learning curve, and part of the process (and fun!) is discovering things for yourself. However, this Wiki serves as an excellent place to speed up the learning process. |
If you lose, you can always [[reclaim fortress mode|reclaim fortress]] or go visit it in [[adventurer mode]]. | If you lose, you can always [[reclaim fortress mode|reclaim fortress]] or go visit it in [[adventurer mode]]. | ||
− | If you're looking for more ways to | + | If you're looking for more ways to test yourself, try either the [[mega construction]] or the [[Challenges]] articles. |
[[File:FunComic.png|thumb|right|Fun in Dwarf Fortress]] | [[File:FunComic.png|thumb|right|Fun in Dwarf Fortress]] | ||
Line 21: | Line 21: | ||
Various common things can cause the death of a fortress. Let's examine some together... | Various common things can cause the death of a fortress. Let's examine some together... | ||
− | ===Dwarf vs. | + | ===Dwarf vs. Nature=== |
Sometimes the wilds take you out. | Sometimes the wilds take you out. | ||
====Local Wildlife==== | ====Local Wildlife==== | ||
− | Goblins aren't the only creatures that want you dead. [[grizzly bear|The]] [[elephant|obvious]] [[cougar|threats]] aside, some [[creature]]s with benign [[unicorn|natures]], [[carp|names]], or [[giant sponge|descriptions]] can be surprisingly deadly. A sudden wildlife attack can quickly cripple or destroy an unprepared fortress. Before you unpause a new game for the first time, hit {{k|u}}nits, and switch to the "Others" tab to see what's sharing your map. Learn to do this | + | Goblins aren't the only creatures that want you dead. [[grizzly bear|The]] [[elephant|obvious]] [[cougar|threats]] aside, some [[creature]]s with benign [[unicorn|natures]], [[carp|names]], or [[giant sponge|descriptions]] can be surprisingly deadly. A sudden wildlife attack can quickly cripple or destroy an unprepared fortress. Before you unpause a new game for the first time, hit {{k|u}}nits, and switch to the "Others" tab to see what's sharing your map. Learn to do this regularly—new creatures will frequently migrate onto your map and then off again to be replaced by others. |
Consider arming up and thinning out any predictable threats. | Consider arming up and thinning out any predictable threats. | ||
− | Outdoor [[titan]]s and other [[megabeast]]s are a later | + | Outdoor [[titan]]s and other [[megabeast]]s are a later stage hazard. |
====Underground Life==== | ====Underground Life==== | ||
Underground life can be even more dangerous than surface life. Dig down to a cavern, and expect to be fending off hordes of smaller, weaker creatures as well as larger, more solitary creatures like [[giant cave spider]]s and [[blind cave ogre]]s. Arming up helps a lot, as there is usually only a small entrance they can get in by. A row of cage traps is exceptionally powerful there. | Underground life can be even more dangerous than surface life. Dig down to a cavern, and expect to be fending off hordes of smaller, weaker creatures as well as larger, more solitary creatures like [[giant cave spider]]s and [[blind cave ogre]]s. Arming up helps a lot, as there is usually only a small entrance they can get in by. A row of cage traps is exceptionally powerful there. | ||
− | Underground Forgotten Beasts are a later stage hazard—and one that cage traps will offer very little protection against. Even if all the other creatures in the cavern are stopped by your cage traps, don't allow yourself to | + | Underground Forgotten Beasts are a later stage hazard—and one that cage traps will offer very little protection against. Even if all the other creatures in the cavern are stopped by your cage traps, don't allow yourself to get complacent. |
====Magma and its denizens==== | ====Magma and its denizens==== | ||
− | + | Magma by itself is dangerous enough to destroy a fortress that fails to use it properly without factoring in the fact that magma sources are the home to [[fire imp|many]] [[fire man|dangerous]] [[magma crab|creatures]] that can destroy buildings, kill even the most skilled soldiers, and spread out throughout your fortress. A way to avoid this from happening is to build [[fortification]]s before using the magma for other purposes; however, in these instances, the depth of the magma must never be permitted to reach 7/7, otherwise creatures will be able to swim through them. | |
====Evil Biomes==== | ====Evil Biomes==== | ||
Evil [[surroundings]] are more inhospitable than ever. If it's not the [[Undead|zombies]] that kill all your dwarves, then it's their freshly animated body parts hungry for revenge. Or vile weather that makes dwarves caught in it vomit to death. Or, worst of all, an evil cloud that drifts by your settlement and starts a zombie plague in your population. | Evil [[surroundings]] are more inhospitable than ever. If it's not the [[Undead|zombies]] that kill all your dwarves, then it's their freshly animated body parts hungry for revenge. Or vile weather that makes dwarves caught in it vomit to death. Or, worst of all, an evil cloud that drifts by your settlement and starts a zombie plague in your population. | ||
− | When embarking on an evil biome, it's a fairly good idea to | + | When embarking on an evil biome, it's a fairly good idea to skimp on a meat industry of any kind. Though meat obtained from [[butcher|butchering]] doesn't rise up, their hair, skin and bones are fully capable of turning to kill you - and bringing hunters in your party is near-suicidal. Embarking with a military is a must, if you want to stand any chance against the zombies. Of course, if things are |
+ | ''really'' bad outside (for example, the aforementioned thralling clouds), you're best off just sealing yourself inside forever and never turning back. As with cavern wildlife, a row of cage traps is a great boon to the safety of your fortress. | ||
− | ===Dwarf vs. | + | ===Dwarf vs. Dwarf=== |
Sometimes you bring it on yourself. | Sometimes you bring it on yourself. | ||
Line 49: | Line 50: | ||
A serious danger, generally in the more inhospitable [[climate]]s, is the loss of your [[dwarf|dwarves]] due to starvation. As dwarves begin to starve, they will become [[hungry]], then [[starving]]. This will cause them first to slow down all work, and then to become very [[unhappy]]. When they die, their friends will become upset and will become even more unhappy, potentially causing the remainder of your fortress to break out in a [[tantrum spiral|terminal hissy fit]]. | A serious danger, generally in the more inhospitable [[climate]]s, is the loss of your [[dwarf|dwarves]] due to starvation. As dwarves begin to starve, they will become [[hungry]], then [[starving]]. This will cause them first to slow down all work, and then to become very [[unhappy]]. When they die, their friends will become upset and will become even more unhappy, potentially causing the remainder of your fortress to break out in a [[tantrum spiral|terminal hissy fit]]. | ||
− | Don't forget your alternative sources of [[food]]. If your [[farm]]s aren't doing the job and a [[caravan|trade caravan]] is months away, try [[ | + | Don't forget your alternative sources of [[food]]. If your [[farm]]s aren't doing the job and a [[caravan|trade caravan]] is months away, try [[butchering]] your [[domestic animal]]s, [[plant gathering|gathering plants]], or resorting to the [[hunting]] of local wildlife. |
====No Booze==== | ====No Booze==== | ||
Line 64: | Line 65: | ||
If all else fails, the [[caverns]] may contain water somewhere, so you can put down a [[well]]. Watch out for [[Giant toad|other]] {{catlink|Humanoids|sources}} [[Cave crocodile|of fun.]] | If all else fails, the [[caverns]] may contain water somewhere, so you can put down a [[well]]. Watch out for [[Giant toad|other]] {{catlink|Humanoids|sources}} [[Cave crocodile|of fun.]] | ||
− | =====Too Much Water (aka "Flooding accidents | + | =====Too Much Water (aka "Flooding accidents")===== |
− | The opposite side of the dehydration spectrum is having too ''much'' water. Remember that water can [[flow]] in 10 directions (the 8 horizontal ones as well as down, | + | The opposite side of the dehydration spectrum is having too ''much'' water. Remember that water can [[flow]] in 10 directions (the 8 horizontal ones as well as up and down, to the level of its source.) |
− | If your fortress is beginning to flood from [[Water#Sourced Water|sourced water]], abandon all of the levels the water can reach immediately—create a | + | If your fortress is beginning to flood from [[Water#Sourced Water|sourced water]], abandon all of the levels the water can reach immediately—create a civilian alert and order your dwarves to a burrow upstairs. You will never be able to recover those areas unless you can manage to [[pump]] out the water faster than it floods in, which can take over a year or two of game time to establish a functioning automated pump system. Generally, a flooding accident spells doom for your fortress. |
If the accident is causing your mine shafts to flood (those fishy diagonal flows into downstairs on the level below), you can sometimes save the dwarves that are working inside it: designate the highest level they can reach before the water reaches it with your civilian burrow. Try to dig your way up from there, since the water will take some time to fill the lower floors, and keep updating your burrow definition to the higher floors. Saving your valuable Legendary +5 Miners (and their picks) could be vital to your fortress. | If the accident is causing your mine shafts to flood (those fishy diagonal flows into downstairs on the level below), you can sometimes save the dwarves that are working inside it: designate the highest level they can reach before the water reaches it with your civilian burrow. Try to dig your way up from there, since the water will take some time to fill the lower floors, and keep updating your burrow definition to the higher floors. Saving your valuable Legendary +5 Miners (and their picks) could be vital to your fortress. | ||
− | Sometimes, a fortress is flooded with [[magma]]. This is even more [[fun]], and even harder to recover from. | + | Sometimes, a fortress is flooded with [[magma]]. This is even more [[fun]], and even harder to recover from. Any shut door will stop magma, it doesn't rise as aggressively (via [[pressure]]) as water, and magma can be [[pump]]ed out with the right equipment. Read up on it. Good luck. |
==== Inability to mine ("Diggor Mortis") ==== | ==== Inability to mine ("Diggor Mortis") ==== | ||
Line 80: | Line 81: | ||
Simply put, you need [[pick]]s to mine [[ore]], which is then [[smelting|smelted]] to make [[metal]] for items like more picks. If you are careless (or ignorant) of how to dig safely, and your [[miner]]s create a [[cave-in|collapse]] or flood and their equipment gets lost/destroyed/unrecoverable, ''and'' you have no materials to make more picks, you will be at a severe handicap until the problem is solved. Any dwarf can be given the [[mining]] [[labor]], but without a pick they can do nothing. There is no way to get new metals or stone (clay excluded) for any purpose (except from foreign traders and smelting other items) nor any way to dig new rooms/tunnels unless you have picks. | Simply put, you need [[pick]]s to mine [[ore]], which is then [[smelting|smelted]] to make [[metal]] for items like more picks. If you are careless (or ignorant) of how to dig safely, and your [[miner]]s create a [[cave-in|collapse]] or flood and their equipment gets lost/destroyed/unrecoverable, ''and'' you have no materials to make more picks, you will be at a severe handicap until the problem is solved. Any dwarf can be given the [[mining]] [[labor]], but without a pick they can do nothing. There is no way to get new metals or stone (clay excluded) for any purpose (except from foreign traders and smelting other items) nor any way to dig new rooms/tunnels unless you have picks. | ||
− | If you have [[ore]] or [[bar]]s to create a [[Arms industry|weapons-grade metal]] (other than silver), and a [[forge]] (and [[smelter]] if you need one), you can create new picks and continue. In a pinch, you can even [[melt]] other metal objects for metal. You might get lucky with a [[caravan]] - elves never carry picks, but humans sometimes have bronze ones, and dwarves generally bring some along. If the first dwarven caravan doesn't bring any, you can try to keep your fortress running long enough to request additional [[pick]]s from your [[ | + | If you have [[ore]] or [[bar]]s to create a [[Arms industry|weapons-grade metal]] (other than silver), and a [[forge]] (and [[smelter]] if you need one), you can create new picks and continue. In a pinch, you can even [[melt]] other metal objects for metal. You might get lucky with a [[caravan]] - elves never carry picks, but humans sometimes have bronze ones, and dwarves generally bring some along. If the first dwarven caravan doesn't bring any, you can try to keep your fortress running long enough to request additional [[pick]]s from your Outpost [[Liaison]], who will arrive with the next dwarven trade [[caravan]] in a year. Or you can [[abandon]] and try again. |
If you have [[axe]]s and [[tree]]s available, then you can build [[construction|structure]]s, [[building]]s and [[furniture]] of [[wood]], which is something. | If you have [[axe]]s and [[tree]]s available, then you can build [[construction|structure]]s, [[building]]s and [[furniture]] of [[wood]], which is something. | ||
− | Averting this fate is simple: stockpile at least one additional pick at the first possible opportunity, or some of the [[ | + | Averting this fate is simple: stockpile at least one additional pick at the first possible opportunity, or some of the [[weapons-grade|raw material]] to make more, and away from current digging operations. |
See also: [[Arms industry]] | See also: [[Arms industry]] | ||
Line 104: | Line 105: | ||
====Supernatural Rogues==== | ====Supernatural Rogues==== | ||
− | With | + | With DF2012 have come the additions of several [[night creature]]s that can potentially undo a fortress from within. A werebeast raid can not only bring trouble if you're lacking of a military, but its cursed bite can make more of its kind from your population. If you see a civilian survive a werebeast attack, you might be in for a surprise when he suddenly turns into a ravenous monster at the full moon and starts killing everything around him. |
Vampires are a much more insidiously dangerous threat, as they hide themselves among the peasantry and may kill dozens of dwarves without being caught—and if they do, they might succeed at framing an essential member of your fortress into getting the hammer. As can be seen, this can easily lead into a tantrum spiral. | Vampires are a much more insidiously dangerous threat, as they hide themselves among the peasantry and may kill dozens of dwarves without being caught—and if they do, they might succeed at framing an essential member of your fortress into getting the hammer. As can be seen, this can easily lead into a tantrum spiral. | ||
Line 112: | Line 113: | ||
====Ambush==== | ====Ambush==== | ||
− | Goblin and elven | + | Goblin and elven ambushes alike will charge into your fortress after they are discovered. They still retreat after suffering enough casualties. Goblins still arrive with caravans, and elves can attack at any time. Even if your dwarves do not venture onto the surface, caravans will eventually trigger the ambushes. |
See Also: | See Also: | ||
Line 119: | Line 120: | ||
:* [[Trap design]] | :* [[Trap design]] | ||
:* [[Military design]] | :* [[Military design]] | ||
+ | |||
+ | ====War==== | ||
+ | War. War never changes. | ||
+ | |||
+ | See [[#Ambush|Ambush]]. | ||
====Siege==== | ====Siege==== | ||
Line 133: | Line 139: | ||
====Hidden Fun Stuff==== | ====Hidden Fun Stuff==== | ||
− | + | This section contains no useful information. | |
===Dwarf vs. Player === | ===Dwarf vs. Player === | ||
− | Mod too much and the human caravan that comes in could spontaneously combust. Or just crash your game | + | Mod too much and the human caravan that comes in could spontaneously combust. Or just crash your game. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
{{Category|Guides}} | {{Category|Guides}} |