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:HebaruSan"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
Line 368: Line 368:
 
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.
 
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.
 
=== Notable Features ===
 
=== Notable Features ===
Embassy Suites:
+
* No [[water]] until [[underground river]] was found
 +
** Minor injuries became death sentences
 +
* Wall around entire map makes the surface safe for dwarvenkind
 +
** Exterior [[Soldier|patrolled]] by [[Champions]]
 +
** [[Ramp]] under wall to tunnel for [[Wagon|wagons]]
 +
* Central [[ramp]] down to (previous) [[trade depot]] location
 +
** 3-tile wide hallways going north/south/east/west from center
 +
** Up/down [[stairs]] in hallways every 20 tiles
 +
* Tower-cap farm
 +
* 8-[[Siege engine|catapult]] training center feeds stoneworking shops
 +
* Embassy Suites:
 
  ...╠═════╬═════╣
 
  ...╠═════╬═════╣
 
  ...║♫....║....Æ║
 
  ...║♫....║....Æ║

Revision as of 00:04, 18 October 2009

Preferred Tileset Kein for its blend of tradition and innovation
Playing Version v0.28.181.40d16

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

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

Fortresses

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

Region 1 (Name lost to the mists of time)

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

  • 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!

Region 2, Dumatdodók, "Roughnessclasp"

Created wealth 452,441☼
Population 94 dwarves

156 animals

Deaths 18 dwarves

6 dogs

Artifacts
Nobles Dungeon Master (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 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 crash.

Features

Celebrities

  • First legendary miner, Domas Dastotganad
  • First legendary mason, Îton Momuzimik
  • Pair of legendary bone carvers, Urist Inethnulral and Goden Sazirzatam

Noteworthy Occurrences

Region 3, Sherikunib, "Perplexedrag"

Settled by The Scholarly Salves
Created wealth 318,379☼
Population 71 dwarves

46 animals

Deaths 20 dwarves

7 dogs

Artifacts
Nobles Dungeon Master (surface river)
Military 8 Marksdwarves

1 Macedwarf

Celebrities

Features

  • Thick forest, two aboveground rivers
  • Flat layout, everything on 1 Z-level
  • Very rigid grid of 7x7 rooms
╬═══┼═══╬═══┼═══╬═══┼═══╬
║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║
╬═══┼═══╬═══┼═══╬═══┼═══╬

Region 4, Mountainhome Stâkudîton Zustashizkilgostaban Bëmbul, "Machinehall the Ancient Intricate Arch-Construct of Mechanisms"

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
Nobles
Military

I got ambitious and carefully customized the fortress and party names before embark.

Machinehall was built in two phases:

  1. Complex I: Single 32x32 room
  2. 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 walking in the long tunnel between them.

Queen Saga

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.

Lorbam Äkiltosid, Queen has gone stark raving mad!

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.

Lorbam Äkiltosid, Queen has died after colliding with an obstacle.

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).

Other Events

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
  • Legendary Bone Carver, Led Tizötdodók

Features

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 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"

Settled by The Merchants of Closing
House Rules [ZERO_RENT:YES]
Created wealth 8,435,373☼
Population 214 dwarves

126 animals

Deaths 5 dwarves

7 dogs

Artifacts
Nobles
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 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.

Notable Features

  • No water until underground river was found
    • Minor injuries became death sentences
  • Wall around entire map makes the surface safe for dwarvenkind
  • Central ramp down to (previous) trade depot location
    • 3-tile wide hallways going north/south/east/west from center
    • Up/down stairs in hallways every 20 tiles
  • Tower-cap farm
  • 8-catapult training center feeds stoneworking shops
  • Embassy Suites:
...╠═════╬═════╣
...║♫....║....Æ║
...┼..╤╥.┼..θ..║
...║√....║....π║
...╠═════╬═════╣
...║√....║....π║
...┼..╤╥.┼..θ..║
...║♫....║....Æ║
...╠═════╬═════╣
...║♫....║....Æ║
...┼..╤╥.┼..θ..║
...║√....║....π║
...╠═════╬═════╣