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.

Difference between revisions of "User:Kydo"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
 
(160 intermediate revisions by 3 users not shown)
Line 1: Line 1:
I'm just keeping observations here. Read or not, I don't care.
+
== Current Fortress ==
  
== Dead Wagons ==
+
=== Title Page: ===
  
 +
When I have something worthwhile hapen, I'll do a drawing for a genuine cover, and give it an appropriate title.
  
[[File:Dead_Wagons.JPG]]
+
=== Preface: ===
  
Okay, so this illustrates something a little off.
+
I have an idea for a DF-inspired work of fiction. DF is fun on it's own, but it's when we get to telling stories about what we've seen and done that things really get entertaining. Most of us got pulled in by the stories of Boatmurdered, and that was done in an OLD version of the game! But I believe we can do better. Pretty much all of the DF writing I've read is either D for Dwarf content on the wiki, or written from the perspective of the player, frequently as the "leader" of the fortress. I want to do something different. I want to explore, from a first-person perspective, the lives of the dwarves, in close detail. What's it like for seven-year-old Medtobonul, wandering stone halls and observing statues of his grandparents being eviscerated by demons? I don't want there to be a single narrative, that would just be too isolated, it wouldn't really give the full scope impression of all the life in a given fortress. Rather, there shall be many narratives. Bits and scraps, like bits of old journals, engravings on walls... Sort of like ghosts or memories of something huge, something grand. Something deeper than just a simple (and violent) game. I want to tell stories about the down time, the (currently) non-existent barroom conversations, the travelling, the politics... Not just the horrible accidents.
 
 
The wagon you start off with is stationary. All it can do is be deconstructed. It doesn't do THAT when you take the thing apart. You just get two pieces of wood.
 
 
 
The wagons traders use are obviously different. For one thing, they move, with two horse-like animals pulling them. (Sometimes they're camels, oxes, donkeys, etc.) They have a width of 3x3 tiles, and cannot pass over a great many objects in the environment. The Depot Accessibility Display shows only the places the ''center tile'' can pass over. So long as there's green, the wagon can get there.
 
 
 
The difference between trade wagons and the starting wagon becomes more apparent, in that upon entering the depot, they can be stacked two high, and seem to completely deconstruct themselves from existence.
 
 
 
In the [[trading]] article, it claims you can steal from a caravan without marking the objects as stolen, by deconstructing the depot with the traders inside. And it works! Very well! But it also causes the above glitchyness. The wagons, which at the time of depot deconstruction didn't even appear to exist, are now listed as dead, and still do not appear on the map.
 
 
 
When the caravan leaves, the wagons will reappear from where they disappeared and wander off the field, leaving their goods behind, and for some reason, remaining in your units list as deceased creatures.
 
 
 
Reconstructing the depot, before or after they leave, even if it's in the same spot, will not "revive" them. Nor will it remove the "deceased" status.
 

Latest revision as of 08:56, 28 April 2014

Current Fortress[edit]

Title Page:[edit]

When I have something worthwhile hapen, I'll do a drawing for a genuine cover, and give it an appropriate title.

Preface:[edit]

I have an idea for a DF-inspired work of fiction. DF is fun on it's own, but it's when we get to telling stories about what we've seen and done that things really get entertaining. Most of us got pulled in by the stories of Boatmurdered, and that was done in an OLD version of the game! But I believe we can do better. Pretty much all of the DF writing I've read is either D for Dwarf content on the wiki, or written from the perspective of the player, frequently as the "leader" of the fortress. I want to do something different. I want to explore, from a first-person perspective, the lives of the dwarves, in close detail. What's it like for seven-year-old Medtobonul, wandering stone halls and observing statues of his grandparents being eviscerated by demons? I don't want there to be a single narrative, that would just be too isolated, it wouldn't really give the full scope impression of all the life in a given fortress. Rather, there shall be many narratives. Bits and scraps, like bits of old journals, engravings on walls... Sort of like ghosts or memories of something huge, something grand. Something deeper than just a simple (and violent) game. I want to tell stories about the down time, the (currently) non-existent barroom conversations, the travelling, the politics... Not just the horrible accidents.