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User:Dwarvenjames

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Revision as of 19:30, 19 February 2011 by Dwarvenjames (talk | contribs) (made page)
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About Me
I tend to like single player D&D games and Civ-like games, so DF is one of my favorites. Wizardry was awesome, Ultima II and IV, Elder Scrolls Morrowind and Oblivion, Alpha Centauri, Civ in general... But I also like quirky or indie games. Katamari Damacy (yes it's bizarre) and Portal are pretty awesome. Actually I like Half Life 2 so much I played through it a second time just to get the gamer points. I played EQII, but once you hit level 90 you just run the same dungeons/instances over and over, and I need more variation than that (even though I have a great guild). DF has some consistencies (caverns, FBs, etc.) but it's always different.

I admit I use a tileset. I like quirky, but I like images too. If I play Rogue-likes I'll play one with graphics.

I play in Win XP so I can use Dwarf Therapist, but I do it in Parallels on my Mac.

Thoughts on Design
I think I make my fortresses too horizontal, but I realized I like to see what's going on as much as possible in one view. I think paths would be shorter with a more vertical approach, perhaps a column or an ovoid(?). I have been trying to make a sphere around the trade depot, for short paths when goods need to be moved, which is good for moving goods from storage to the trade depot but not always so good for moving goods to storage in the first place. i like how there are design decisions to be made, but the game isn't forcing you to make them, it's just part of the game. In Fallout: New Vegas, there were times when the writers force you to make a choice, and there is always a negative outcome (like in one vault, save the people below by venting the nuclear waste out the top which kills the farmland, or save the farmland and kill the people). This can be done realistically, but it often felt forced and unnatural in F:NV. In DF, there are always decisions to be made, but there are no narrative points where the game stops and forces you to make a decision. Yes you will have to carve a fortress out of the rock, and there are decisions to be made about that, but the game will just keep on running (unless you pause it) while you sit there trying to decide between a nice pre-planned design and how organic you want to go by chasing that vein of ore.

I try to keep some parts of the fortress separated from others (entrance, caverns) via choke points. I like the idea of the archers' tower, but have yet to implement one well.

Fortresses
First and second went nowhere as I was a total newbie (as we all are at the beginning) and made newbie mistakes that I quickly realized (thanks to all the help and tutorials out there, without which I would not be playing).

Third was pretty good. I somehow picked a peaceful site, and things went well for a long time. Squads trained themselves up. My first caverns! That mysterious downward-leading slope (or whatever the text is exactly). One drawback was that I didn't learn enough about defenses (for fortress #4). Eventually had major pathing problems in the caverns, but fixed that with major mining and forbidding doors. Then had dwarves insist on taking the downward slope where an FB was happily ensconced, they wouldn't stop getting killed (tried forbidding the bodies and items, no luck). Drained two pools to get at FBs, picked up a syndrome, lost most of my squads, the remainders were eaten up by the FB in the downward slope.

One day, after two hours of tweaking stuff left and right to deal with the Dwarves' Dance of Death (with the FB in the slope), the game crashed and I couldn't deal with doing it all over again. Gave up on the fortress. Learned a bit about building walls outside, an archers' tower (did not do a good job, my archers got all shot up), and amusingly had the baroness I got to appoint die of thirst after being appointed. She was so happy she forgot to drink. Also learned about soap and the hospital. Lye and potash still vex me, but I have only read about them once or twice. I had used some cage traps near the entrance and they caught everything that came through, so I decided traps were not fun, which was a big mistake. Found the lava and did some obsidian farming, but messed it up at first by not using a lava-proof mechanism (or floodgate) even though it was made of stone.

Fourth fortress: Nice little internal build with a great archer's tower. Lots of goblins in the area, who decimated my green squads and killed wave after wave of migrants. Didn't have enough in the way of defenses. PULL THE LEVER!!!! (For the drawbridge.) Oh... Oh that's what happens when everyone dies... Oh dear.

Fifth: So far, so good. A few Titans, FBs, the first cavern levels are totally dry and devoid of plants and trees (bummer) but not troglodytes and mole dogs (which I keep calling "mole rats" like in Fallout). Second cavern level has the downward slope, water, plants and trees, and FBs. Slope goes down to a huge lake level. 4 legendary miners were down there digging out gems and they all decided to stay and they all died. I tried several things to get them out (activate squads, set burrow restrictions...), nothing worked. Maybe should have sent a rescue mission by way of making a stairwell parallel to the slope, but don't know if that would have worked. They were all "hunting for small creature" (which would cancel with the burrow restriction, but then reset when the burrow restriction was lifted). Actually one dwarf did this in fortress #3, he went to the bottom of the slope, sat there, and died, but I was still kinda new at the game and didn't notice until after. Have some traps, bridges, and other things set up for entrances. Built a nice entrance with a water-surrounded walkway but it's far enough from the main action (near the headwaters of some streams that made some nice narrow gorges) that the dwarves don't use it. It did save the human liaison once, though, which was good, as the previous one was killed when he came on the map three squares from a kobold ambush. With that I sent a squad out to get the kobolds, they were halfway across the map, the human caravan arrives on-screen and a few moments later a goblin siege. The dwarves, humans, and goblins were all about the same distance from the entrance. This was going to be bad. I recall the squad, half of them see goblins before getting inside--oh maybe if I had de-activated the squad and set the burrow restriction (then they would have run and not fought). Dang. But anyway. One squad valiantly fights, I send the other good squad out to help. In the end I lost 11 dwarves, and half the caravan made it in, but the half that didn't was upsetting enough to the surviving traders that they all left without trading. Oops. I have tame grizzly bears! Just recently. This will be good once they all mate with their brothers and sisters, and I have horribly in-bred killer grizzlies. My wood burners are half-elf, I think, they hate burning wood, even after tweaking their tasks so it's all they should be doing (besides sleeping, eating, and drinking--oh that explains...). Made some pumps for water. How zones decide how many fishing squares are there is beyond me. I know water level is one factor, but there seem to be others that I haven't figured out. As of this writing, have yet to find lava or adamantine.