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Difference between revisions of "User:Kidinnu"

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(Update with yesterday's beh fortress and today's OK one)
 
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=Scouting reports:=
 
=Scouting reports:=
  
* [[User:Kidinnu/8998|Ushul Num (seed 8998)]]
+
In brief:
* [[User:Kidinnu/9001|Gebbisorid Alu (seed 9001)]]
+
 
 +
* Slozgo Udo (1066): 285 rejects! Southern hemisphere, seas peripheral, deserts mostly good.
 +
* Thadar Kajeth (20130): Southern hemisphere, mid-sized seas central and south/east.
 +
* Mon Ebno (50105): Northern hemisphere, dominated by an evil desert in the east, small seas in the west.
  
 
=Active Fortresses=
 
=Active Fortresses=
 +
 +
Using version 27.176.38c.
 +
 +
Kidinnu stops playing Dwarf Fortress; interrupted by work.
 +
Kidinnu is bored; stops working to play Dwarf Fortress.
 +
Kidinnu stops playing Dwarf Fortress; interrupted by work.
 +
...
 +
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 15: Line 26:
 
! Last Played
 
! Last Played
 
! Concept
 
! Concept
! Current State
+
|- valign="top"
 +
| w3
 +
| Mon Ebno (50105)
 +
| Koladiger (Ghoulriver); 7x5
 +
| 256, 108: Near the northmost point of the Crest of Sadness (haunted warm mountain; shale/quartzite/gabbro), where it ends in the Dune of Mesh (warm sand desert wilderness; yellow sand aquifer/...). Just within the malign influence of Amxueb.
 +
| Autumn 1052
 +
| 21 May 2008
 +
| Storytelling: desert dwarves digging in to find long underground river, clear it out, & establish large farms off of it
 
|-
 
|-
| 1
+
|
| [[User:Kidinnu/8998|8998]]
+
| colspan="6" | '''Current State''': 56 dwarves, thriving w. uppermost (longest) segment of river clear; there's a Giant cave on site, and one of the Trolls just wandered out to chase my haulers. Next digging task: canal south of upper river, with closeable drain to lower river, and treefarm chambers off of it. Bethabara is well-established, but main fortress is really completely unplanned.
| Lirukdakas
+
|- valign="top"
| (9,5) in narrow canyon
+
| w4
| Summer 1054
+
| Thadar Kajeth (20130)
| 8 Nov
+
| Zikeldolek (Fiercecomet); 6x4
| Storytelling: northward expansion of Odorous Gates of Color
+
| 80, 40: Along the Guardedstruck in the Mire of Sun (warm/hot temperate freswater swamp; silty clay loam/basalt/marble/gabbro, clay loam/chalk/phyllite/gabbro) at the base of the Fingers of Clasping (rhyolite/gneiss/granite). Signs of lava nearby.
| 62 dwarves, thriving, but '''crashes c. 8-10 Hematite'''. First successful new fortress. One retcon due to stumbling upon Hidden Fun Stuff unpreparedly. Intermediate industry build-out in progress.
+
| Summer 1053
 +
| 22 May 2008
 +
| Educational: get steel industry going, learn to exploit magma
 
|-
 
|-
| 3
+
|
| [[User:Kidinnu/9001|9001]]
+
| colspan="6" | '''Current State''': 76 dwarves, my first Dungeon Master. Core industry - food, metal - is thriving, but need to get secondaries (clothing) going. Cleared imps out of the magma pool, once apprentice miners finish digging upper bedrooms should be cutting channels to place magma smelters & forges on. Immigrant armorer stepped on the map, immediately had successful mood, so high-quality steel chainmail is easy to get. Fort was built into mountains, while all the iron & flux are across the river under the hills, so mining has come relatively late to my fortress.
| Akathzefon
+
|- valign="top"
 +
| w7
 +
| Slozgo Slospu (The Universe of Omen: 1667825290)
 +
| Tobulrithzam (Canyonbulwark); 6x7. An outpost of Nadakzulban (the Defended Banners), founded by Gusilrigoth (the Copper Craft).
 +
| 154, 103: Where Leafhushed the Lazy League comes down out of the Allied Towers (warm untamed mountain; dolomite/granite/gabbro, claystone/schist/granite) into the Hills of Evil (terrifying warm savanna; red sand/claystone/schist/granite). Leafhushed leads most of the way through the range towards Keskalmomuz, and needs to be interdicted.
 +
| Winter 1054
 +
| 25 June 2008
 
|  
 
|  
| Summer 1052
 
| 9 Nov
 
| Approach magma
 
| c 30 dwarves, good bethabara but not happy with planned interior layout, haven't done anything to exploit caldera yet.
 
|-
 
| 4
 
| [[User:Kidinnu/8998|8998]]
 
| Ulengogredbom
 
| (9,7) northeast of the source of Velvetyorders the Musical Bad Trickeries (5x5)
 
| Autumn 1052
 
| 18 Nov
 
| Hunting party gets lost, sets up temporary camp to explore/reprovision
 
| 26 dwarves, stable (!) -  dug in, have some marksdwarves, lost one to a giant eagle and my armorer's right arm to a giant spider, but learning to use the troops. biggest long term problem is that all the trees in the Terrifying forest are dead - 500 wood stockpiled, but none growing. limited supply of bituminous coal; a bit more lignite, but still, nonrenewable - pity, since plenty of flux & magnetite. currently considering sniper-war with troglodytes in chasm just for fun.
 
 
|-
 
|-
| 6
+
|
| [[User:Kidinnu/9001|9001]]
+
| colspan="6" | '''Current State''': 65 dwarves and ready to grow. Excellent industry, too much food, 8 champion marksdwarves busy wrestling to pass the time. Have just started receiving goblin ambushes, sometimes several times per month, but most of map is inside defenses and accesses are guarded by dogs, so at worst we lose a hauler. Design successful, if a bit overly-orderly. Quite a lot of fun, but frame rate crashed to 30; turning off weather & temperature got it back up to 50, but it intermittently drops back down. What's left to do? Improve defenses, penetrate the pit in the SW & start harvesting cave spider silk, prepare for more noble arrivals and eventual sieges, ...? Managed without a Bethabara.
| Udirudim Nekut
 
| (9,6) at bend in Hoarytamed
 
| Autumn 1053
 
| 13 Nov
 
| Carve out a tower (~ tower of london) from the hillside. Became first experiment with machinery.
 
| 49 dwarves, stable, building well advanced: tower, some diggings beneath, moat ready to flood, palisade outside. Still have most industry & stores outside rather than inside; noise propagation means we have to expand beyond tower borders deeper down. Had one mine flood pumped out pretty successfully.
 
|-
 
| 9
 
| [[Pregenerated_worlds#The Continents of Mist|757133686]]
 
| Umomas Arel
 
| (8,9) - site #15 in zip
 
| Spring 1054
 
| 15 Nov
 
| Get the hang of metalworking in a steel+wood-rich area
 
| 44 dwarves, stable, digging well advanced. Huge supply of iron & flux; need to dedicate more resources to metalworking, while building up military after our last ignominious defeat by the goblins. Replace the legendary miner who is currently going insane; get some glass industry functional in case that is what he wanted. Get clothing production going before founders are all naked.
 
 
|}
 
|}
  
=Recently Abandoned=
 
{| class="wikitable"
 
|-
 
! Region
 
! Seed
 
! Fortess Name
 
! Location
 
! Game Date
 
! Last Played
 
! Concept
 
! State at Quit
 
|-
 
| 4
 
| [[User:Kidinnu/8998|8998]]
 
| Monomnitig
 
| (7,0) south of goblin fort
 
| Winter 1051
 
| 16 Nov
 
| Invest goblin fort; minimize specialization (Earth/Water/Fire/Wind/Void castes)
 
| 24 dwarves, critically low on food, merchants slaughtered in goblin fort - much fun! Then tried charging goblin siege with under-prepared military; they died, somehow several other dwarves (including leader) died. Couldn't find the corpse. Only legendary was a miner (Fire caste). Despecialization was a bad idea here; I'm new enough that gameplay has to be much more directed & optimized. Attempting to reclaim, df crashed.
 
|-
 
| 4
 
| [[User:Kidinnu/8998|8998]]
 
| Volaloddom
 
| (5,12), where the Spiders of Sourness enters the mountains above Cokathis (7x5)
 
| Summer 1052
 
| 17 Nov
 
| "Night Watch" - wall off canyon and stop things from coming down it
 
| 41 dwarves, very inefficient & unstable - running low on food, can't keep population controlled. Initial build too big/sprawling? I don't think so, but sticking with bb starts for now. Critically short on wood, since there was only space for 100 to grow (most "forest" is above the treeline); inefficient farm/seed spam is eating barrels & bins way too fast. No fun - choose easier site. too slow for laptop? this site might be fine with a (7x3)
 
|}
 
  
=Fortress Ideas=
+
=Fortress Ideas and Philosophy=
 +
 
 +
I wrote the first versions of [[Challenges#Hunting_Party]] and [[Challenges#Immigration_and_Customs_Enforcement]], and still find myself drawn to variants on those for my roleplay attempts (i.e. just about all my forts).
 +
 
 +
I've historically taken a "Bethabara" (18th century Moravian German term for "House of Passage" - they literally built a small village where they lived comunally in order to have a place to live while they were building a well-organized city) approach since DF moved to 3d: build a tiny fort of 6-8 6x6 rooms, get food, masonry, carpentry, and crafting going there, and then dig the "main fort". However, I tend to find that (1) I end up with main fort layouts that I don't like or that have something ill-considered/rushed about them, and (2) moving from the Bethabara to the main fort is often awkward.
 +
 
 +
I avoid traps, and rely on marksdwarves behind fortifications. I start slow. I get frustrated by the (high) rate of immigration. I take extensive notes as I play, but haven't yet written them up in story form.
 +
 
 +
==Starting Builds==
 +
 
 +
My generic starting build is:
 +
 
 +
* Proficient Miner / Proficient Weaponsmith
 +
* Proficient Miner / Proficient Armorsmith
 +
* Proficient Carpenter / Proficient tradeskill (woodcrafter or stonecrafter)
 +
* Skilled Woodcutter / Novice Persuader / N Negotiator / N Judge of Intent / N Appraiser / N Consoler / N Pacifier
 +
* Proficient Mason / Competent Building Designer / Mechanic
 +
* Proficient Brewer / Proficient Cook
 +
* Proficient Grower / Proficient tradeskill (metalcrafter)
 +
 
 +
I don't like pairing woodcutter with most other starting skills because I tend to clear-cut. I used to use Herbalism heavily, but have move away from it in the current version. I don't understand builds like [Starting_builds#Rapid_expansion], since one skilled grower is so much more efficient than several unskilled growers (the broad-sets-of-skills in that build don't make sense to me either).
 +
 
 +
==To try more of==
 +
 
 +
* Underwater river/chasm-centric construction. Dwarven Venice? Seems tougher in 3D, where both terrains are infested with creatures.
 +
 
 +
=Previous Versions=
  
* Undermine a waterfall and build a dwarven fortress around constrained waterflow; could do with 3x5 if I found the right terrain.
+
[[User:Kidinnu/old]]
* Build something around a natural deep river or canyon - not very feasible in Oct'07 version with few hard-to-find rivers & caverns
 
* Castes: ground (farm/fish/chop wood), water (craft), fire (metal/mining), wind (war/hunting), void (leader) - doesn't work well under stress. Might be OK in a low-threat area.
 
* 8998 storytelling: assault the goblin fortress near the magma vent SE of the sword culture. (Failed at fortress farther north with Monomnitig when combined with castes; try again with specialization. Either fortress wants a 5x8 area, so need a good desktop - no laptop play.)
 
* Try the "Night's Watch" idea. Probably wants at least a 4x4.
 

Latest revision as of 04:54, 25 November 2008

Scouting reports:[edit]

In brief:

  • Slozgo Udo (1066): 285 rejects! Southern hemisphere, seas peripheral, deserts mostly good.
  • Thadar Kajeth (20130): Southern hemisphere, mid-sized seas central and south/east.
  • Mon Ebno (50105): Northern hemisphere, dominated by an evil desert in the east, small seas in the west.

Active Fortresses[edit]

Using version 27.176.38c.

Kidinnu stops playing Dwarf Fortress; interrupted by work. Kidinnu is bored; stops working to play Dwarf Fortress. Kidinnu stops playing Dwarf Fortress; interrupted by work. ...


Region Seed Fortess Name Location Game Date Last Played Concept
w3 Mon Ebno (50105) Koladiger (Ghoulriver); 7x5 256, 108: Near the northmost point of the Crest of Sadness (haunted warm mountain; shale/quartzite/gabbro), where it ends in the Dune of Mesh (warm sand desert wilderness; yellow sand aquifer/...). Just within the malign influence of Amxueb. Autumn 1052 21 May 2008 Storytelling: desert dwarves digging in to find long underground river, clear it out, & establish large farms off of it
Current State: 56 dwarves, thriving w. uppermost (longest) segment of river clear; there's a Giant cave on site, and one of the Trolls just wandered out to chase my haulers. Next digging task: canal south of upper river, with closeable drain to lower river, and treefarm chambers off of it. Bethabara is well-established, but main fortress is really completely unplanned.
w4 Thadar Kajeth (20130) Zikeldolek (Fiercecomet); 6x4 80, 40: Along the Guardedstruck in the Mire of Sun (warm/hot temperate freswater swamp; silty clay loam/basalt/marble/gabbro, clay loam/chalk/phyllite/gabbro) at the base of the Fingers of Clasping (rhyolite/gneiss/granite). Signs of lava nearby. Summer 1053 22 May 2008 Educational: get steel industry going, learn to exploit magma
Current State: 76 dwarves, my first Dungeon Master. Core industry - food, metal - is thriving, but need to get secondaries (clothing) going. Cleared imps out of the magma pool, once apprentice miners finish digging upper bedrooms should be cutting channels to place magma smelters & forges on. Immigrant armorer stepped on the map, immediately had successful mood, so high-quality steel chainmail is easy to get. Fort was built into mountains, while all the iron & flux are across the river under the hills, so mining has come relatively late to my fortress.
w7 Slozgo Slospu (The Universe of Omen: 1667825290) Tobulrithzam (Canyonbulwark); 6x7. An outpost of Nadakzulban (the Defended Banners), founded by Gusilrigoth (the Copper Craft). 154, 103: Where Leafhushed the Lazy League comes down out of the Allied Towers (warm untamed mountain; dolomite/granite/gabbro, claystone/schist/granite) into the Hills of Evil (terrifying warm savanna; red sand/claystone/schist/granite). Leafhushed leads most of the way through the range towards Keskalmomuz, and needs to be interdicted. Winter 1054 25 June 2008
Current State: 65 dwarves and ready to grow. Excellent industry, too much food, 8 champion marksdwarves busy wrestling to pass the time. Have just started receiving goblin ambushes, sometimes several times per month, but most of map is inside defenses and accesses are guarded by dogs, so at worst we lose a hauler. Design successful, if a bit overly-orderly. Quite a lot of fun, but frame rate crashed to 30; turning off weather & temperature got it back up to 50, but it intermittently drops back down. What's left to do? Improve defenses, penetrate the pit in the SW & start harvesting cave spider silk, prepare for more noble arrivals and eventual sieges, ...? Managed without a Bethabara.


Fortress Ideas and Philosophy[edit]

I wrote the first versions of Challenges#Hunting_Party and Challenges#Immigration_and_Customs_Enforcement, and still find myself drawn to variants on those for my roleplay attempts (i.e. just about all my forts).

I've historically taken a "Bethabara" (18th century Moravian German term for "House of Passage" - they literally built a small village where they lived comunally in order to have a place to live while they were building a well-organized city) approach since DF moved to 3d: build a tiny fort of 6-8 6x6 rooms, get food, masonry, carpentry, and crafting going there, and then dig the "main fort". However, I tend to find that (1) I end up with main fort layouts that I don't like or that have something ill-considered/rushed about them, and (2) moving from the Bethabara to the main fort is often awkward.

I avoid traps, and rely on marksdwarves behind fortifications. I start slow. I get frustrated by the (high) rate of immigration. I take extensive notes as I play, but haven't yet written them up in story form.

Starting Builds[edit]

My generic starting build is:

  • Proficient Miner / Proficient Weaponsmith
  • Proficient Miner / Proficient Armorsmith
  • Proficient Carpenter / Proficient tradeskill (woodcrafter or stonecrafter)
  • Skilled Woodcutter / Novice Persuader / N Negotiator / N Judge of Intent / N Appraiser / N Consoler / N Pacifier
  • Proficient Mason / Competent Building Designer / Mechanic
  • Proficient Brewer / Proficient Cook
  • Proficient Grower / Proficient tradeskill (metalcrafter)

I don't like pairing woodcutter with most other starting skills because I tend to clear-cut. I used to use Herbalism heavily, but have move away from it in the current version. I don't understand builds like [Starting_builds#Rapid_expansion], since one skilled grower is so much more efficient than several unskilled growers (the broad-sets-of-skills in that build don't make sense to me either).

To try more of[edit]

  • Underwater river/chasm-centric construction. Dwarven Venice? Seems tougher in 3D, where both terrains are infested with creatures.

Previous Versions[edit]

User:Kidinnu/old