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User:HebaruSan
Preferred Tileset | Kein for its blend of tradition and innovation |
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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 |
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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☼ |
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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
- Captive-drowning chamber, extensively used
- Elaborate invader-drowning entrance, never tested
- Flat layout (most things on 2 Z-levels)
- Marksdwarf towers with archery targets and 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
- Elven caravan stopped coming after one was lost to an ambush
Region 3, Sherikunib, "Perplexedrag"
Settled by | The Scholarly Salves |
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Created wealth | 318,379☼ |
Population | 71 dwarves
46 animals |
Deaths | 20 dwarves
7 dogs |
Artifacts | |
Nobles | Dungeon Master (surface river) |
Military | 8 Marksdwarves |
Celebrities
- Bomrek Thobdolush, Macedwarf and Captain of the guard
Features
- Thick forest, two aboveground rivers
- Flat layout, everything on 1 Z-level
- Very rigid grid of 7x7 rooms
- 3x3 workshops in each corner
- Attempted to site 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 castle
- Archer platforms atop walls
- 3 ballistae
- 2 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"
Settled by | Truestrike the Courageous Loyal Rock-Band of Beards |
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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:
- Complex I: Single 32x32 room
- Workshops along the walls
- Stockpiles in the middle
- 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
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
- First Tax Collector mandated items made from unavailable materials.
- Innocent craftdwarf was blamed, charged, and executed!
- Some time later, the Tax Collector was found starved to death in his locked quarters.
- First production of glass and soap.
- Dug out most of bottom Z-level without finding magma pipe.
Celebrities
- Mayor Ïteb Zasurrïth
- 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 masterpieces
Features
- Champions patrolling edges of map
- Wall around roughly 100x100 area above ground for safe forestry
- Museum containing artifacts and two captured megabeasts
- 5-target archery practice hall with captive-release area near targets
- 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 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 |
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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.
Much of the created wealth is due to micro-management of strange moods; virtually all artifacts were made from native platinum, raw demantoid, aluminum bars, platinum bars, giant cave spider silk, leather, star sapphires, and clear diamonds.
When the Dungeon Master finally arrived, her hood was decorated with an image of Blockedbridge's prized legendary mace. Apparently she was a fan.
Stockpile Fun and Reclamation
Blockedbridge got off to a promising start, with the initial layout carved and all the industries ramping up. Then the brewer cancelled his task for lack of an empty barrel. There were plenty of barrels around, but they were all full of food. This seemed to be the result of a stockpiling error; there was a food-and-drink pile but no drinks-only pile, and so the kitchen outstripped the still and used up all the barrels. A plague of thirst swept the fortress, and as attempts were made to restart ale production, one of the fortress's most beloved legendary denizens perished. This was deemed an appropriate occasion for fun; all attempts at survival were forgotten, and Blockedbridge focused on leaving a good-looking corpse.
The entrance was sealed, trapping a human trade delegation inside with the dwarves. Several new butcher shops were hastily erected to slaughter all the remaining animals. An engraver of legendary skill was sent to the tombs to chronicle the ongoing tragedy in stone. One by one, thirst overtook them all, in some cases while they were carrying another's remains to the cemetery.
As soon as news of Blockedbridge's fall reached the mountainhomes, a band of dwarven warriors set out to revive it, confident that they could succeed where the previous crew had failed. They found an unoccupied, ransacked, but otherwise safe fortress and set to work restoring it. This group welcomed many emigres from elsewhere, and today Blockedbridge is a thriving dwarven metropolis.
Of the trapped humans, some later died defending Blockedbridge, several rejoined their countrymen upon their next visit, and one remains to the present day.
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║ ...╠═════╬═════╣