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Difference between revisions of "User:HebaruSan"

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__NOTOC__
 
__NOTOC__
{| class="wikitable" border="1" cellspacing="0"
+
{| class="wikitable" border="1" cellspacing="0" cellpadding="2"
 
! Preferred Tileset
 
! Preferred Tileset
 
| [[Tileset_repository#Kein|Kein]] for its blend of tradition and innovation
 
| [[Tileset_repository#Kein|Kein]] for its blend of tradition and innovation
 
|-
 
|-
 
! Playing Version
 
! Playing Version
| {{version|0.28.181.40d16}}
+
| {{version|0.31.04}}
 +
|-
 +
! Platform
 +
| Mac
 
|}
 
|}
 
I'm a programmer (personally and professionally). I like roguelikes (ascended one barbarian in Nethack) and try to work on them, but don't have anything impressive to show you.
 
I'm a programmer (personally and professionally). I like roguelikes (ascended one barbarian in Nethack) and try to work on them, but don't have anything impressive to show you.
Line 14: Line 17:
 
* Appreciating its complexity and intricacy
 
* Appreciating its complexity and intricacy
  
= Fortresses =
+
== Future Goals and Aspirations ==
Recalling memories of fortresses is fun. Here are some of mine.
+
=== Wiki ===
 +
* Simulate social networking sites' "Like" buttons without spamming/vandalizing categories all over the place.
 +
* Rewrite [[Dwarven physics]] in the in-character voice of a dwarven physicist explaining it to us backward humans, attributing the "discrepancies" not to differences in ''physics'', but to the advanced state of dwarven knowledge. Superior dwarven science has unlocked the secret of explosion-less item annihilation and perpetual motion machines (maybe they're related!).
 +
* Animation template
 +
** <nowiki>{{anim|%|÷}}{{anim|%|÷}}</nowiki> for an active [[screw pump]]
 +
** <nowiki>{{anim|*|☼}}</nowiki> for an active [[gear assembly]]
 +
** <nowiki>{{anim|o|○}}</nowiki> for an active [[millstone]]
 +
*: <span><span id="test_0" style="font-family:monospace;">a</span><span id="test_1" style="display:none;font-family:monospace;">b</span></span>
 +
Things that belong toward the top of [[Special:WantedPages|WantedPages]] (good content could live there) and will appear there by virtue of being linked here:
 +
* [[World map]]
 +
* [[Decoration Industry]]
 +
* [[Arms Industry]]
 +
* [[Keep]]
  
== Region 1 (Name lost to the mists of time) ==
+
=== In-game ===
{| class="wikitable" border="1" cellspacing="0"
+
There are several canonical Dwarf Fortress scenarios that I have yet to try or achieve.
! Population
+
* Find "[[Hidden Fun Stuff]]" and avoid spoilers until I do
| 7 [[dwarves]], probably; can't imagine this one getting [[immigrants]]
+
* Kill, rather than capture, a [[megabeast]]
|}
+
* Tame a [[Giant eagle]]
I believe I [[Reclaim fortress mode|abandoned]] this fortress after getting a basic sense of how to play and an understanding of this fortress' non-viability, then started Region 2 in the same [[world]].
+
* Provoke war with the [[Elf|Elves]]
=== Noteworthy Occurrences ===
+
* Lose to invaders, then reclaim
* Took a while to figure out how to get my dwarves to do things. They idled while I learned [[Controls|keystrokes]].
+
* Abandon, then visit as adventurer
* [[Miner]] got stuck somehow after falling in a hole.
 
* Fortress layout was partly [[Light|outdoors]], partly wide-open non-defensible underground area.
 
* Ran out of [[trees]]. Then found a bunch more after discovering the existence of [[Z-axis|Z-levels]]!
 
  
== Region 2, Ramul Xem, "Roughnessclasp" ==
+
==== Streamlined bait-based drowning chamber with looting tray ====
{| class="wikitable" border="1" cellspacing="0"
+
Inspired by [http://mkv25.net/dfma/movie-1093-drowningchamber3 Lumpy McUglyFace's drowning chamber] and [http://mkv25.net/dfma/movie-1782-automaticobsidianfactory Quietust's obsidian factory].
! Created [[wealth]]
 
| 452,441☼
 
|-
 
! Population
 
| 94 [[dwarves]]
 
156 [[animals]]
 
|-
 
! Deaths
 
| 18 dwarves
 
6 dogs
 
|-
 
! [[Artifacts]]
 
|
 
* [[Cabinet]]
 
* [[Throne]]
 
* Leather [[Clothing|vest]]
 
* [[Braies]]
 
* [[Ring]]
 
* [[Bracelet]]
 
* Leather [[Clothing|skirt]]
 
|-
 
! [[Nobles]]
 
| [[Dungeon Master]] ([[River#Surface Rivers|surface river]])
 
|-
 
! [[Military]]
 
| 11 [[Marksdwarves]]
 
|}
 
After running out of [[food]] due to not assigning [[crops]] to be grown, I set this fortress aside to start Region 3 rather than watch everyone chase rodents and [[Losing#Starvation|starve]]. Later returned to it with more expertise, got food from a [[caravan]], and managed a full recovery. Still have the in-progress save game, but stopped playing it after losing substantial progress (city walls) to a [[Init.txt#Seasonal autosave|crash]].
 
=== Features ===
 
* Captive-[[Water|drowning chamber]], extensively used
 
* Elaborate [[Defense design#Flooded entrance|invader-drowning entrance]], never tested
 
* [[Design Strategies#3D Layout|Flat layout]] (most things on 2 Z-levels)
 
* [[Defense design#Simple 5x5 Archer's Tower|Marksdwarf towers]] with [[Archery target|archery targets]] and [[Bedroom|sleeping quarters]] underneath
 
* Passage dug under river
 
* Dug out and flooded an underground area with an above-ground river to allow underground [[fishing]] and to see if it counted as a tower-cap-enabling "[[underground river]]" (it doesn't)
 
=== Celebrities ===
 
* First legendary miner, Domas Dastotganad
 
* First legendary mason, Îton Momuzimik
 
* Pair of legendary bone carvers, Urist Inethnulral and Goden Sazirzatam
 
=== Noteworthy Occurrences ===
 
* Learned the wonders of [[cage traps]]
 
* [[Elf|Elven]] caravan stopped coming after one was lost to an [[ambush]]
 
  
== Region 3, Sherikunib, "Perplexedrag" ==
+
Side view:
{| class="wikitable" border="1" cellspacing="0"
+
        _______
! Settled by
+
        ░.§D.¢░    [[Trap design#Bait animals|Bait animal]], [[hatch cover]] at stairs
| The Scholarly Salves
+
    ___┼____<%%  [[Pressure plate]] (not shown), entrance [[door]], [[bridge]], [[stairs]] up, [[screw pump]] (right to left)
|-
+
.g.▲░░  _____%%≈░ [[Floor grate]]s, internal access, [[screw pump]] (left to right)
! Created [[wealth]]
+
  ░░░░░ ▲░≈≈≈≈≈░░░░ River
| 318,379☼
+
When a goblin enters to attack the animal, a pressure plate sets the trap in motion.
|-
+
# Entrance door sealed shut.
! Population
+
# Hatch cover to upper floor sealed shut.
| 71 [[dwarves]]
+
# Pumps activate, water fills the chamber.
46 [[animals]]
+
# Time passes.
|-
+
# Pumps shut off.
! Deaths
+
# Bridge retracts.
| 20 dwarves
+
## Water falls through grate to river.
7 dogs
+
## Corpses and loot land on top of grate.
|-
+
# Bridge re-extends.
! [[Artifacts]]
+
# Hatch cover opens.
|
+
# Door opens.
* [[Mace]]
+
Advantages:
* [[Barrel]]
+
* Bait animal is safe and therefore doesn't need to be replaced.
* [[Mug]]
+
* Looting tray allows safe retrieval of narrow giant cave spider silk items, at your haulers' leisure.
* [[Floodgate]]
+
* No important items in the chamber means dwarves won't get in the way.
* [[Spear]]
+
* No way for invaders to get into your fortress.
|-
+
* No manual intervention required.
! [[Nobles]]
+
* Bridge over river affords quick and easy drainage.
| [[Dungeon Master]] ([[River#Surface Rivers|surface river]])
+
Challenges and risks:
|-
+
* Pressure plate placement; should go outside to allow entire interior to be bridge, but then the timing is very delicate.
! [[Military]]
+
** May need to put the plate just outside the door and add a delay.
| 8 [[Marksdwarves]]
+
* Automation is hard.
1 [[Macedwarf]]
 
|}
 
=== Celebrities ===
 
* Bomrek Thobdolush, Macedwarf and [[Captain of the guard]]
 
=== Features ===
 
* Thick forest, two aboveground rivers
 
* [[Design Strategies#3D Layout|Flat layout]], everything on 1 Z-level
 
* Very rigid grid of 7x7 rooms
 
** 3x3 workshops in each corner
 
** Attempted to site [[Workshop design|related shops and stockpiles]] near one another
 
  ╬═══┼═══╬═══┼═══╬═══┼═══╬
 
║WWW.SSS║SSS.WWW║WWW.WWW║
 
║WWW.SSS║SSS.WWW║WWW.WWW║
 
║WWW.SSS║SSS.WWW║WWW.WWW║
 
.......┼.......┼.......┼
 
║WWW.WWW║WWW.SSS║WWW.WWW║
 
║WWW.WWW║WWW.SSS║WWW.WWW║
 
║WWW.WWW║WWW.SSS║WWW.WWW║
 
╬═══┼═══╬═══┼═══╬═══┼═══╬
 
║WWW.WWW║WWW.WWW║WWW.WWW║
 
║WWW.WWW║WWW.WWW║WWW.WWW║
 
║WWW.WWW║WWW.WWW║WWW.WWW║
 
┼.......┼.......┼.......┼
 
║WWW.WWW║WWW.WWW║WWW.WWW║
 
║WWW.WWW║WWW.WWW║WWW.WWW║
 
║WWW.WWW║WWW.WWW║WWW.WWW║
 
╬═══┼═══╬═══┼═══╬═══┼═══╬
 
* First [[well]] with [[cistern]]
 
* Aboveground [[Defense guide#Walls|castle]]
 
** Archer platforms atop walls
 
** 3 [[Siege engine|ballistae]]
 
** 2 [[Siege engine|catapults]]
 
** 1 [[trade depot]]
 
** Enclosed [[farm]] field
 
** [[Drawbridge]] over channeled open-air [[refuse]] pit
 
  
== Region 4, Stâkudîton Zustashizkilgostaban Bëmbul, "Machinehall" ==
+
== Ideas for [[Challenges]] ==
{| class="wikitable" border="1" cellspacing="0"
 
! Settled by
 
| Truestrike the Courageous Loyal Rock-Band of Beards
 
|-
 
! Created [[wealth]]
 
| 3,359,388☼
 
|-
 
! Population
 
| 170 [[dwarves]]
 
480 [[animals]]
 
|-
 
! Deaths
 
| 25 dwarves
 
32 dogs
 
|-
 
! [[Artifacts]]
 
|
 
* [[Piccolo]]
 
* 6 [[Bracelets]]
 
* 2 [[Mechanisms]]
 
* [[Toy axe]]
 
* [[Blowgun]]
 
* [[Leather shirt]]
 
* [[Harp]]
 
* [[Right gauntlet]]
 
* [[Animal trap]]
 
* [[Trousers]]
 
* [[Crossbow]]
 
* [[Idol]]
 
* [[Leather face veil]]
 
* [[Bed]]
 
* [[Left gauntlet]]
 
|-
 
! [[Nobles]]
 
|
 
* [[Dungeon Master]] ([[River#Surface Rivers|surface river]])
 
* [[Duchess]]
 
* [[Duke Consort]]
 
* [[Philosopher]]
 
* [[Tax Collector]]
 
* [[Hammerer]]
 
* [[King Consort]]
 
* [[Queen]] (deceased)
 
|-
 
! [[Military]]
 
|
 
* 2 [[Champions]]
 
* 14 [[Marksdwarves]] (3 Elite)
 
* 1 [[Speardwarf]]
 
* 1 [[Hammerdwarf]]
 
* 1 [[Axedwarf]]
 
* 1 [[Swordsdwarf]]
 
* 2 [[Macedwarves]]
 
* 11 [[Royal Guards]]
 
|}
 
I got ambitious and carefully customized the fortress and party [[Name|names]] before [[embark]].
 
  
Machinehall was built in two phases:
+
=== Simulate 9/11 ===
# Complex I: Single 32x32 room
+
Build a pair of very tall, identical towers, using supports, and collapse them both. Two variants:
#* [[Workshops]] along the walls
+
# Make the links between the walls and the floors tenuous, and simulate "pancaking" as magma ("jet fuel") causes them to weaken and give way.
#* [[Stockpiles]] in the middle
+
# Controlled demolition with thermite.
#* [[Defense design#Goblin detour|Kinked entry passage]] with [[fortifications]] for [[marksdwarves]]
+
* BONUS: Fill the towers with goblin cages and release them all just in time to be crushed.
#* Well and waterfall in one corner
 
# Complex II: 17 15x15 levels, with a helix ramp in the center
 
#* Planned waterfall in the center of the ramp (never tested)
 
#* Each level dedicated to a specific industry or activity
 
Unfortunately, these phases are not close together, and the transition is taking a very long time. Currently most dwarves in Machinehall can be found walking in the long passage between them.
 
  
=== Queen Saga ===
+
=== Megaplumbing ===
Eventually, Machinehall grew enough to attract the interest of royalty. After an artifact mechanism was used in a drawbridge, Queen Lorbam Äkiltosid arrived and proclaimed her demands for the finest, most lavish accommodations imaginable. Plans for such were drawn up immediately, and work began. Not fast enough for Her Royal Highness, however; with each passing day, the indignity of her condition weighed upon the noble monarch, until finally one day it was all too much.
+
Sanitation is one of the primary concerns of city planners, yet most dwarves have no place to use the restroom. Yours will!
  
Lorbam Äkiltosid, Queen has gone stark raving mad!
+
Build a giant white stone toilet that flushes, including bowl, tank, handle, and seat. Deviate from realism as little as possible. Use it to dispose of hostile captives.
  
She wandered aimlessly, overcome with despair. Where had she gone wrong? Surely road value is an excellent way to choose where to live! Eventually, the Queen threw herself into Machinehall Complex II's 17-level dry waterfall.
+
[http://mkv25.net/dfma/movie-245-flushingtoilet GauHelldragon already did this]! Further suggestions:
 +
* Don't flood the whole map.
 +
* Emulate real toilets' mechanism for stopping flow and refilling the tank automatically.
  
Lorbam Äkiltosid, Queen has died after colliding with an obstacle.
+
=== Turnover ===
 +
A mysterious poltergeist in your region takes an unorthodox approach to avoiding overcrowding.
 +
# Construct a large suicide chamber or many small ones, capable of liquidating a whole fortress's population.
 +
# At the start of each migration wave, execute all of your residents and let the migrants take over a vacant fortress.
  
And her subjects mourned. Or at least I assume they will; the loss of the Queen prompted me to save my game (and not come back to it yet).
+
* Since your population is always new, there is not enough time to build up high levels of skill.
 +
* On the other hand, relationships would also remain relatively shallow.
 +
* Special care must be taken to protect incoming migrants since wiping them out now causes the whole fortress to fail.
 +
* Keeping the fortress secure while it's empty has to be balanced against allowing the migrants to enter. Bridges controlled by indoor and outdoor levers may be one approach.
  
=== Other Events ===
+
* BONUS: Try to time it well enough to reduce your population briefly to 1 incoming migrant!
* First Tax Collector mandated items made from unavailable materials.
 
** Innocent craftdwarf was blamed, charged, and executed!
 
** Some time later, the Tax Collector was found starved to death in his locked quarters.
 
* First production of glass and soap.
 
* Dug out most of bottom Z-level without finding magma pipe.
 
=== Celebrities ===
 
* Mayor Ïteb Zasurrïth
 
** Legendary Record Keeper
 
** Legendary Appraiser
 
** Legendary Organizer
 
** Undefeated in all elections since founding
 
** Big fan of iron and doors
 
* First legendary mechanic, Bim Suvasbomrek
 
** Decided she was Machinehall's de facto matron
 
** Built her an office/dining/bedroom complex using her favorite materials
 
* First legendary stonecrafter, Ustuth Inethurol
 
** Creator of many excellent native gold mugs
 
* Legendary Bone Carver, Led Tizötdodók
 
** Creator of a continuous stream of masterpieces
 
  
=== Features ===
+
= Fortresses =
* Champions patrolling edges of map
+
Recalling memories of fortresses is fun. Here are some of mine.
* Wall around roughly 100x100 area above ground for safe forestry
 
* Museum containing artifacts and two captured megabeasts
 
* 5-target archery practice hall with captive-release area near targets
 
* Low-income housing district in sandy area to handle Dwarven economy
 
* Spiral wall entrance, never tested
 
** Maximizes length of path per surface area occupied
 
** Overlooked by fortified marksdwarf tower
 
* Pit under drawbridges, never tested
 
** 26 tiles long
 
** 9 Z-levels deep
 
* 'Bait' tunnels with war dogs, unsuccessful
 
* Exotic pet collection
 
** Rhesus macaques
 
** Groundhogs
 
** Jaguar
 
** Elk
 
** One-humped Camel
 
** Deer
 
* Housing in a [[Bedroom design|spiral pattern]]
 
** Please forgive resemblance to onerous historical symbols; goal was merely to maximize density and minimize distance from doors to center. If it's any consolation, I think theirs were clockwise instead.
 
║θ.║θ.║θ.║.┼..║..┼.┼..║..┼.
 
║..║..║..┼.╠══╬══╣.╠══╬══╣.
 
╩═┼╩═┼╩══╝.║.θ║θ.║.║.θ║θ.║.
 
...........┼..║..┼.┼..║..┼.
 
╦═┼╦═┼╦══╗.╠══╬══╣.╠══╬══╣.
 
║..║..║..║.║.θ║θ.║.║.θ║θ.║.
 
║θ.║θ.║θ.┼.┼..║..┼.┼..║..┼.
 
╬══╬══╬══╣.╠══╬══╣.╠══╬══╣.
 
║θ.║θ.║θ.║.║.θ║θ.║.║.θ║θ.║.
 
║..║..║..║.┼..║..║.║..║..║.
 
╩═┼╩═┼╩═┼╝.╚══╩┼═╝.╚┼═╩┼═╝.
 
..........X................
 
┼╗.╔═┼╦══╗.╔┼═╦┼═╦┼═╦┼═╦┼═╦
 
.║.║..║..┼.║..║..║..║..║..║
 
.║.║.θ║θ.║.║.θ║.θ║.θ║.θ║.θ║
 
═╣.╠══╬══╣.╠══╬══╬══╬══╬══╬
 
.┼.┼..║..┼.┼.θ║.θ║.θ║.θ║.θ║
 
.║.║.θ║θ.║.║..║..║..║..║..║
 
═╣.╠══╬══╣.╚══╩┼═╩┼═╩┼═╩┼═╩
 
.┼.┼..║..┼.................
 
.║.║.θ║θ.║.╔┼═╦┼═╦┼═╦┼═╦┼═╦
 
  
== Region 5, Rifotsazir, "Blockedbridge" ==
+
== Region 1 (Name lost to the mists of time) ==
I used the site finder, with the only search parameter being the presence of a magma pipe, then carved the bottom Z-level into 5x10 chunks without finding one. However, I did eventually notice some Frogman bones in my stocks. Sure enough, these had sunk to the bottom of an undiscovered underground river.
+
{| class="wikitable" style="float:right;margin-left:2em;" border="1" cellspacing="0" cellpadding="2"
{| class="wikitable" border="1" cellspacing="0"
 
! Settled by
 
| The Merchants of Closing
 
|-
 
! Created wealth
 
| 8,435,373☼
 
|-
 
 
! Population
 
! Population
| 214 dwarves
+
| 7 [[dwarves]], probably; can't imagine this one getting [[immigrants]]
126 animals
 
|-
 
! Deaths
 
| 5 dwarves
 
7 dogs
 
|-
 
! Artifacts
 
|
 
* Leather thong
 
* Tower-cap armor stand
 
* 3 Scepters
 
* Mace
 
* Chain mail
 
* Flute
 
* Red flash opal table
 
* Harp
 
* Door
 
* Bracelet
 
* Coffer
 
* Weapon Rack
 
* Earring
 
* Braies
 
* Chain
 
* Idol
 
|-
 
! Nobles
 
|
 
* Dungeon Master ([[underground river]])
 
* Duchess
 
* Duke Consort
 
* Philosopher
 
* Tax Collector
 
* Hammerer
 
|-
 
! Military
 
|
 
27 Champions
 
 
|}
 
|}
 +
I believe I [[Reclaim fortress mode|abandoned]] this fortress after getting a basic sense of how to play and an understanding of this fortress' non-viability, then started Region 2 in the same [[world]].
 +
=== Noteworthy Occurrences ===
 +
* Took a while to figure out how to get my dwarves to do things. They idled while I learned [[Controls|keystrokes]].
 +
* [[Miner]] got stuck somehow after falling in a hole.
 +
* Fortress layout was partly [[Light|outdoors]], partly wide-open non-defensible underground area.
 +
* Ran out of [[trees]]. Then found a bunch more after discovering the existence of [[Z-axis|Z-levels]]!
 +
{{:User:HebaruSan/Roughnessclasp}}
 +
{{:User:HebaruSan/Perplexedrag}}
 +
{{:User:HebaruSan/Machinehall}}
 +
== Adventure ==
 +
Sometime between Machinehall and Blockedbridge, I created a world in which to try [[Adventurer mode]]. The framerate was very slow and I was unable to find anything to do. I wandered through an [[Elf|Elven]] settlement talking to its residents, but none of them seemed to be the quest boss I wanted to meet, and I had no way to locate him. I decided that if I wanted a single-character questing experience, I could go play Nethack or Crawl instead, whereas [[Dwarf fortress mode]] is far more novel and interesting. Perma-saved.
 +
{{:User:HebaruSan/Blockedbridge}}

Latest revision as of 14:47, 11 January 2011

Preferred Tileset Kein for its blend of tradition and innovation
Playing Version v0.31.04
Platform Mac

I'm a programmer (personally and professionally). I like roguelikes (ascended one barbarian in Nethack) and try to work on them, but don't have anything impressive to show you.

Reasons for Playing Dwarf Fortress[edit]

  • Open-endedness
  • Watching my designs play out
  • Appreciating its complexity and intricacy

Future Goals and Aspirations[edit]

Wiki[edit]

  • Simulate social networking sites' "Like" buttons without spamming/vandalizing categories all over the place.
  • Rewrite Dwarven physics in the in-character voice of a dwarven physicist explaining it to us backward humans, attributing the "discrepancies" not to differences in physics, but to the advanced state of dwarven knowledge. Superior dwarven science has unlocked the secret of explosion-less item annihilation and perpetual motion machines (maybe they're related!).
  • Animation template
    a

Things that belong toward the top of WantedPages (good content could live there) and will appear there by virtue of being linked here:

In-game[edit]

There are several canonical Dwarf Fortress scenarios that I have yet to try or achieve.

Streamlined bait-based drowning chamber with looting tray[edit]

Inspired by Lumpy McUglyFace's drowning chamber and Quietust's obsidian factory.

Side view:

       _______
       ░.§D.¢░    Bait animal, hatch cover at stairs
    ___┼____<%%   Pressure plate (not shown), entrance door, bridge, stairs up, screw pump (right to left)
.g.▲░░  _____%%≈░ Floor grates, internal access, screw pump (left to right)
░░░░░ ▲░≈≈≈≈≈░░░░ River

When a goblin enters to attack the animal, a pressure plate sets the trap in motion.

  1. Entrance door sealed shut.
  2. Hatch cover to upper floor sealed shut.
  3. Pumps activate, water fills the chamber.
  4. Time passes.
  5. Pumps shut off.
  6. Bridge retracts.
    1. Water falls through grate to river.
    2. Corpses and loot land on top of grate.
  7. Bridge re-extends.
  8. Hatch cover opens.
  9. Door opens.

Advantages:

  • Bait animal is safe and therefore doesn't need to be replaced.
  • Looting tray allows safe retrieval of narrow giant cave spider silk items, at your haulers' leisure.
  • No important items in the chamber means dwarves won't get in the way.
  • No way for invaders to get into your fortress.
  • No manual intervention required.
  • Bridge over river affords quick and easy drainage.

Challenges and risks:

  • Pressure plate placement; should go outside to allow entire interior to be bridge, but then the timing is very delicate.
    • May need to put the plate just outside the door and add a delay.
  • Automation is hard.

Ideas for Challenges[edit]

Simulate 9/11[edit]

Build a pair of very tall, identical towers, using supports, and collapse them both. Two variants:

  1. Make the links between the walls and the floors tenuous, and simulate "pancaking" as magma ("jet fuel") causes them to weaken and give way.
  2. Controlled demolition with thermite.
  • BONUS: Fill the towers with goblin cages and release them all just in time to be crushed.

Megaplumbing[edit]

Sanitation is one of the primary concerns of city planners, yet most dwarves have no place to use the restroom. Yours will!

Build a giant white stone toilet that flushes, including bowl, tank, handle, and seat. Deviate from realism as little as possible. Use it to dispose of hostile captives.

GauHelldragon already did this! Further suggestions:

  • Don't flood the whole map.
  • Emulate real toilets' mechanism for stopping flow and refilling the tank automatically.

Turnover[edit]

A mysterious poltergeist in your region takes an unorthodox approach to avoiding overcrowding.

  1. Construct a large suicide chamber or many small ones, capable of liquidating a whole fortress's population.
  2. At the start of each migration wave, execute all of your residents and let the migrants take over a vacant fortress.
  • Since your population is always new, there is not enough time to build up high levels of skill.
  • On the other hand, relationships would also remain relatively shallow.
  • Special care must be taken to protect incoming migrants since wiping them out now causes the whole fortress to fail.
  • Keeping the fortress secure while it's empty has to be balanced against allowing the migrants to enter. Bridges controlled by indoor and outdoor levers may be one approach.
  • BONUS: Try to time it well enough to reduce your population briefly to 1 incoming migrant!

Fortresses[edit]

Recalling memories of fortresses is fun. Here are some of mine.

Region 1 (Name lost to the mists of time)[edit]

Population 7 dwarves, probably; can't imagine this one getting immigrants

I believe I abandoned this fortress after getting a basic sense of how to play and an understanding of this fortress' non-viability, then started Region 2 in the same world.

Noteworthy Occurrences[edit]

  • Took a while to figure out how to get my dwarves to do things. They idled while I learned keystrokes.
  • Miner got stuck somehow after falling in a hole.
  • Fortress layout was partly outdoors, partly wide-open non-defensible underground area.
  • Ran out of trees. Then found a bunch more after discovering the existence of Z-levels!




Adventure[edit]

Sometime between Machinehall and Blockedbridge, I created a world in which to try Adventurer mode. The framerate was very slow and I was unable to find anything to do. I wandered through an Elven settlement talking to its residents, but none of them seemed to be the quest boss I wanted to meet, and I had no way to locate him. I decided that if I wanted a single-character questing experience, I could go play Nethack or Crawl instead, whereas Dwarf fortress mode is far more novel and interesting. Perma-saved.