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Difference between revisions of "User:Calite"

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Please take a look at my [[User:Calite/Gloss_Guide | Gloss Guide]], which provides a quick overview of the major concepts of Dwarf Fortress.
 
Please take a look at my [[User:Calite/Gloss_Guide | Gloss Guide]], which provides a quick overview of the major concepts of Dwarf Fortress.
  
=Forts=
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== To-do ==
I guess I'll follow the trend of immortalizing my fortresses for once, maybe I learn something from it.
 
  
==Zarethgeshud==
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* Consolidate the bloodline category and namespace
===Technical===
 
DF 34.10, Dwarf Therapist, Bisasam's 20x20 ASCII tileset, no mods or raw file changes.
 
 
 
Init settings changed to make priority ABOVE_NORMAL, GFPS 20, Fluids shown as numbers. Changed keybindings to make spacebar work like escape does (IE how it used to).
 
 
 
125 Year World Gen (But the fort starts in 127 because of two embarks that I instantly abandoned), large world, slightly more than average civs, all other settings default.
 
 
 
===Fortress Activity===
 
====Year 1====
 
The aptly named Zarethgeshud, or Desert Fortress, is situated deep in the desert, with no vegetation of any sort nor any bodies of water. This outpost was founded by 7 dwarves whose only real skills were in archery. Clearly life in the mountain homes was not exciting enough for these intrepid survivalists. Within a season farms had been established and hunting had proven a good source of meat, as strange Giant creatures and creature men seemed to enjoy the desert. The only problem that has so far faced Zarethgeshud is the lack of wood, preventing brewing any more than a certain amount of alcohol or storing food efficiently. Nonetheless 8 migrants had arrived by Mid-Summer and progress looks like it will be steady. By Mid-Winter the alcohol situation had come to a head due to poor micromanagement of the few barrels the fortress had. Two people died of thirst, one went berserk (and was quickly killed luckily. The caravan is approaching only now, hopefully we can buy enough drink from them to get everyone to calm down. Armok save us.
 
 
 
====Year 2====
 
It's about mid summer now, halfway through our second year. After trading with the dwarves and caravans we're a bit lighter on crafts and a little bit heavier on much needed wood. There still isn't enough wood to fit all of our needs, but there's enough to keep from running out of booze. Speaking of the unthinkable, we have seen a total of 11 deaths to date. The details have gotten blurry as no one was particularly interested in recording them, but a few died from running out of booze (we have yet to find a source of water), while others died after taking bad injuries from a cave-in. The doctor, an amateur but the best we had, tried his best but most died of dehydration before he got them back on their feet. Only one of the original 7 rangers survived, it's really amazing he has kept it together thus far. The new expedition leader (the old one having died) is our broker and legendary engraver. He was already really good at communicating, and I think the others have really started to look up to him. Progress on the fortress itself is slow and steady, we just finished the tower that will serve as our defenses for now. There are about 24 rooms finished (not all having beds yet) and engraved with some high quality images made by the aforementioned legendary engraver. Our main export will probably be rock and bone crafts until we somehow have enough wood or magma to start making glass. We're about to get everyone together and reassign jobs, since the deaths have really left us with a mix bag. (AKA Dwarf Therapist time again)
 

Latest revision as of 02:31, 13 December 2015

A creature fond of contributing to communities, writing, and silliness. He is chaotic good.

Please take a look at my Gloss Guide, which provides a quick overview of the major concepts of Dwarf Fortress.

To-do[edit]

  • Consolidate the bloodline category and namespace