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Difference between revisions of "User:HebaruSan"

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|-
 
|-
 
! 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.
== Region 1 (Name lost to the mists of time) ==
+
* 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!).
{| class="wikitable" border="1" cellspacing="0" cellpadding="2"
+
* Animation template
! Population
+
** <nowiki>{{anim|%|÷}}{{anim|%|÷}}</nowiki> for an active [[screw pump]]
| 7 [[dwarves]], probably; can't imagine this one getting [[immigrants]]
+
** <nowiki>{{anim|*|}}</nowiki> for an active [[gear assembly]]
|}
+
** <nowiki>{{anim|o|○}}</nowiki> for an active [[millstone]]
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]].
+
*: <span><span id="test_0" style="font-family:monospace;">a</span><span id="test_1" style="display:none;font-family:monospace;">b</span></span>
=== Noteworthy Occurrences ===
+
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:
* Took a while to figure out how to get my dwarves to do things. They idled while I learned [[Controls|keystrokes]].
+
* [[World map]]
* [[Miner]] got stuck somehow after falling in a hole.
+
* [[Decoration Industry]]
* Fortress layout was partly [[Light|outdoors]], partly wide-open non-defensible underground area.
+
* [[Arms Industry]]
* Ran out of [[trees]]. Then found a bunch more after discovering the existence of [[Z-axis|Z-levels]]!
+
* [[Keep]]
  
== Region 2, Dumatdodók, "Roughnessclasp" ==
+
=== In-game ===
{| class="wikitable" border="1" cellspacing="0" cellpadding="2"
+
There are several canonical Dwarf Fortress scenarios that I have yet to try or achieve.
! Created [[wealth]]
+
* Find "[[Hidden Fun Stuff]]" and avoid spoilers until I do
| 452,441☼
+
* Kill, rather than capture, a [[megabeast]]
|-
+
* Tame a [[Giant eagle]]
! Population
+
* Provoke war with the [[Elf|Elves]]
| 94 [[dwarves]]
+
* Lose to invaders, then reclaim
156 [[animals]]
+
* Abandon, then visit as adventurer
|-
 
! 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" ==
+
==== Streamlined bait-based drowning chamber with looting tray ====
{| class="wikitable" border="1" cellspacing="0" cellpadding="2"
+
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].
! Settled by
 
| The Scholarly Salves
 
|-
 
! Created [[wealth]]
 
| 318,379☼
 
|-
 
! Population
 
| 71 [[dwarves]]
 
46 [[animals]]
 
|-
 
! Deaths
 
| 20 dwarves
 
7 dogs
 
|-
 
! [[Artifacts]]
 
|
 
* [[Mace]]
 
* [[Barrel]]
 
* [[Mug]]
 
* [[Floodgate]]
 
* [[Spear]]
 
|-
 
! [[Nobles]]
 
| [[Dungeon Master]] ([[River#Surface Rivers|surface river]])
 
|-
 
! [[Military]]
 
| 8 [[Marksdwarves]]
 
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, Mountainhome Stâkudîton Zustashizkilgostaban Bëmbul, "Machinehall the Ancient Intricate Arch-Construct of Mechanisms" ==
+
Side view:
{| class="wikitable" border="1" cellspacing="0" cellpadding="2"
+
        _______
! Settled by
+
        ░.§D.¢░    [[Trap design#Bait animals|Bait animal]], [[hatch cover]] at stairs
| Truestrike the Courageous Loyal Rock-Band of Beards
+
    ___┼____<%%  [[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
| 3,359,388☼
+
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.
| 170 [[dwarves]]
+
# Pumps activate, water fills the chamber.
480 [[animals]]
+
# Time passes.
|-
+
# Pumps shut off.
! Deaths
+
# Bridge retracts.
| 25 dwarves
+
## Water falls through grate to river.
32 dogs
+
## Corpses and loot land on top of grate.
|-
+
# Bridge re-extends.
! [[Artifacts]]
+
# Hatch cover opens.
|
+
# Door opens.
* [[Trade good#Instruments|Piccolo]]
+
Advantages:
* 6 [[Trade good#Crafts|Bracelets]]
+
* Bait animal is safe and therefore doesn't need to be replaced.
* 2 [[Mechanisms]]
+
* Looting tray allows safe retrieval of narrow giant cave spider silk items, at your haulers' leisure.
* [[Trade good#Toys|Toy axe]]
+
* No important items in the chamber means dwarves won't get in the way.
* [[Blowgun]]
+
* No way for invaders to get into your fortress.
* Leather [[Clothes|shirt]]
+
* No manual intervention required.
* [[Trade good#Instruments|Harp]]
+
* Bridge over river affords quick and easy drainage.
* Right [[gauntlet]]
+
Challenges and risks:
* [[Animal trap]]
+
* Pressure plate placement; should go outside to allow entire interior to be bridge, but then the timing is very delicate.
* [[Clothes|Trousers]]
+
** May need to put the plate just outside the door and add a delay.
* [[Crossbow]]
+
* Automation is hard.
* [[Trade good#Crafts|Idol]]
 
* Leather [[Clothes|face veil]]
 
* [[Bed]]
 
* Left [[gauntlet]]
 
|-
 
! [[Nobles]]
 
|
 
* [[Dungeon Master]] ([[River#Surface Rivers|surface river]])
 
* [[Duke/Duchess]]
 
* [[Duke/Duchess 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 [[Macedwarf|Macedwarves]]
 
* 11 [[Fortress guard#The Royal Guards|Royal Guards]]
 
|}
 
I got ambitious and carefully customized the fortress and party [[Name|names]] before [[embark]].
 
  
Machinehall was built in two phases:
+
== Ideas for [[Challenges]] ==
# Complex I: Single 32x32 room
 
#* [[Workshops]] along the walls
 
#* [[Stockpiles]] in the middle
 
#* [[Defense design#Goblin detour|Kinked entry passage]] with [[fortifications]] for [[marksdwarves]]
 
#* 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 complexes are not close together, and the transition is taking a very long time. Currently most dwarves in Machinehall can be found [[Traffic|walking in the long tunnel]] between them.
 
  
=== Queen Saga ===
+
=== Simulate 9/11 ===
Eventually, Machinehall grew enough to attract the interest of royalty. After an artifact mechanism was used in a [[Road|drawbridge]], Queen Lorbam Äkiltosid arrived and proclaimed her [[Noble#Room Requirements|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 [[Thought#Unhappy thoughts|indignity of her condition weighed upon the noble monarch]], until finally one day [[Insanity|it was all too much]].
+
Build a pair of very tall, identical towers, using supports, and collapse them both. Two variants:
 +
# Make the links between the walls and the floors tenuous, and simulate "pancaking" as magma ("jet fuel") causes them to weaken and give way.
 +
# Controlled demolition with thermite.
 +
* BONUS: Fill the towers with goblin cages and release them all just in time to be crushed.
  
Lorbam Äkiltosid, Queen has gone stark raving mad!
+
=== Megaplumbing ===
 +
Sanitation is one of the primary concerns of city planners, yet most dwarves have no place to use the restroom. Yours will!
  
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.
+
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.
  
Lorbam Äkiltosid, Queen has died after colliding with an obstacle.
+
[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.
  
And her subjects [[Tantrum|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).
+
=== 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.
  
=== Other Events ===
+
* Since your population is always new, there is not enough time to build up high levels of skill.
* First [[Tax Collector]] [[Mandate|mandated]] items made from unavailable [[materials]].
+
* On the other hand, relationships would also remain relatively shallow.
** Innocent craftdwarf was [[Justice|blamed, charged, and executed]]!
+
* Special care must be taken to protect incoming migrants since wiping them out now causes the whole fortress to fail.
** Some time later, the Tax Collector was found starved to death in his [[Door#Door settings|locked]] quarters.
+
* 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.
* First production of [[glass]] and [[soap]].
 
* Dug out most of bottom Z-level without finding [[magma pipe]].
 
  
=== Celebrities ===
+
* BONUS: Try to time it well enough to reduce your population briefly to 1 incoming migrant!
* Mayor Ïteb Zasurrïth
 
** Legendary Record Keeper
 
** Legendary Appraiser
 
** Legendary Organizer
 
** Undefeated in all [[Leader#Mayor|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 [[Item quality#Masterpiece|masterpieces]]
 
  
=== Features ===
+
= Fortresses =
* Champions [[Defense design#Defending the edge|patrolling edges of map]]
+
Recalling memories of fortresses is fun. Here are some of mine.
* Wall around roughly 100x100 area above ground for [[Wood cutter|safe forestry]]
 
* Museum containing [[artifacts]] and two [[Cage trap|captured]] [[megabeasts]]
 
* 5-target archery practice hall with captive-release area near targets
 
* [[Dwarven economy|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
 
Level 0:
 
...........ggg..
 
═╦════════╦┼╦═╦═
 
.║........║.║X║.
 
.║.╔════╗.║.╠═╝.
 
.║.║....║.║.║▲..
 
.║.║.╔O.║.║.║...
 
.║.║.║▲.║.║.║...
 
.║.║.╚══╝.║.║...
 
.║.║......║.║...
 
.║.╚══════╝.║...
 
.║..........║...
 
.╚═════════┼╝...
 
................
 
Level 1:
 
················
 
+++++++++++·╬╬╬+
 
·+········+·╬☻╬·
 
·+·++++++·+·╬╬╬·
 
·+·+····+·+·+▼··
 
·+·+·++·+·+·+···
 
·+·+·+▼·+·+·+···
 
·+·+·++++·+·+···
 
·+·+······+·+···
 
·+·++++++++·+···
 
·+··········+···
 
·++++++++++++···
 
················
 
* 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) ==
{| class="wikitable" border="1" cellspacing="0" cellpadding="2"
+
{| class="wikitable" style="float:right;margin-left:2em;" border="1" cellspacing="0" cellpadding="2"
! Settled by
 
| The Merchants of Closing
 
|-
 
! House Rules
 
| [[Dwarven Economy|[ZERO_RENT:YES] ]]
 
|-
 
! 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 [[Clothes|thong]]
 
* Tower-cap [[armor stand]]
 
* 3 [[Trade good#Crafts|Scepters]]
 
* [[Mace]]
 
* [[Chain mail]]
 
* [[Trade good#Instruments|Flute]]
 
* Red flash opal [[table]]
 
* [[Trade good#Instruments|Harp]]
 
* [[Door]]
 
* [[Bracelet]]
 
* [[Coffer]]
 
* [[Weapon rack]]
 
* [[Earring]]
 
* [[Braies]]
 
* [[Chain]]
 
* [[Idol]]
 
|-
 
! [[Nobles]]
 
|
 
* [[Dungeon Master]] ([[underground river]])
 
* [[Duke/Duchess|Duchess]]
 
* [[Duke/Duchess Consort|Duke Consort]]
 
* [[Philosopher]]
 
* [[Tax Collector]]
 
* [[Hammerer]]
 
|-
 
! [[Military]]
 
|
 
27 [[Champions]]
 
 
|}
 
|}
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.
+
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 ===
I also got tired of under-building squalid hovels for my gloriously wealthy tribesdwarves, so I turned off rent. My long-term plan is to build better and better housing, and as they move into it, knock out the walls between older rooms to upgrade them. I might try enabling rent again in future versions if it becomes possible to undercut rents with a housing supply glut.
+
* Took a while to figure out how to get my dwarves to do things. They idled while I learned [[Controls|keystrokes]].
=== Notable Features ===
+
* [[Miner]] got stuck somehow after falling in a hole.
Embassy Suites:
+
* 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]]!
...║♫....║....Æ║
+
{{:User:HebaruSan/Roughnessclasp}}
...┼..╤╥.┼..θ..║
+
{{:User:HebaruSan/Perplexedrag}}
...║√....║....π║
+
{{:User:HebaruSan/Machinehall}}
...╠═════╬═════╣
+
== Adventure ==
...║√....║....π║
+
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.
...┼..╤╥.┼..θ..║
+
{{:User:HebaruSan/Blockedbridge}}
...║♫....║....Æ║
 
...╠═════╬═════╣
 
...║♫....║....π║
 
...┼..╤╥.┼..θ..║
 
...║√....║....Æ║
 
...╠═════╬═════╣
 

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!).
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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.