Should I finally get into dwarf fortress? It seems like such an incredible game but also a big timesink.
Can you take over from 103? Whoever was supposed to do year four has forfeit their turn.
Yeah!
Cool, let's get this going again
Troglodytes are free experience the militia should definitely be unleashed on them.
The fact that a war bear has been acquired is almost prophetic for Hexbear.
What does map have? Does it have a river?
I'm surprised you got no strange moods. Someone is gonna get 3 next year.
There was at least one, it just was anticlimactic (a bone weapon rack, apparently)
Putting your weapons on a rack made out of bone is pretty metal.
The fact that a war bear has been acquired is almost prophetic for Hexbear.
Agreed. I was like when I saw it in the elf caravan. quickest I've ever sold a bunch of excess cloth although the rest of my playthrough was basically "oh god Hex is fighting another horse?? she's gonna die!!"
What does map have? Does it have a river?
There is a river right near the entrance of the fortress, see the bridge pic. I was initially going to make a mist generator for the entire central stairway & fortress below via channeling the river and a bunch of grates every z-level, but I didn't wanna tank the FPS and also have to worry about accidentally flooding everything by forgetting to drain it off the side of the map. A waterwheel probably would've also been better for power but I love having a bunch of windmills powering anything for the first like 20-30 levels built atop a hill/mountain.
I'm surprised you got no strange moods. Someone is gonna get 3 next year.
There were actually like 2-3, including the bone rack, just nothing notable like weapons or armor. Erush Vzolfeb made a masterpiece (or maybe artifact, I only wrote down that they made something) clay figurine during Slate. I believe the other thing was a toy or relatively useless craft as well. Nothing was sold/given away so they all should be in some stockpile or otherwise in the hands of some dwarf (for example the artifact copper bed I stuck in the Mayor/Future Duke's room since I figured it would be best used for whoever has the highest room quality need at the time rather than sitting in the stockpile).
Is the tavern open for business? What is currently being done with the artifacts produced?
This fort is much neater than anything I make lmao. I've taken lately to making my fortresses feel more like towns, I don't make a specific district for housing, instead I scatter the housing throughout the fortress. I like to spread out temples and guild halls too for the town-like feel of it all. I'm now worried about how much I'll be judged for making anything I add intentionally disorganised and with that home-ey lived-in feel lol.
I'm now worried about how much I'll be judged for making anything I add intentionally disorganised and with that home-ey lived-in feel lol.
harshly and relentlessly. as i'm sure you recall, the original boatmurdered was famous in part for how neatly organised the fort was and how consistent the architectural design of the fort remained from player to player. :p
It's going to get particularly interesting if it survives any length of time because some mistakes become rather permanent.
Is the tavern open for business?
The tavern as it stood on Granite 1, Year 103 last night when I closed out of it didn't have any rentable rooms. It is open to visitors and had 1-2 human/dingo-people visitors at essentially all times after I built the mist generator. I was not particularly worried about theft because Hex is pastured right in the entrance hallway to the tavern (and I even considered chaining a war dog in the tavern as well but there hasn't been any crimes requiring it yet)
I didn't touch any of the artifacts unless they were furniture that could be used to improve the quality of a room. The artifact copper bed Porkroll made in his year is currently in the room assigned to the mayor. I believe an artifact cabinet or table is also in the room or perhaps in the Captain of the Guard's room.
This fort is much neater than anything I make lmao.
SAME lol. Most of my forts use one 20x20 'everything but refuse' stockpile and a single workshop nearby of each type; meanwhile this fortress has at least 15 different stockpiles spread out across different z-levels and like at least 2 of each craft workshop. It has actually inspired me to get better at stockpile management because wow, I knew instinctively that having individual fuel, metal bar, and stone stockpiles right next to the smelter/smithy would result in them sitting down and doing an entire workorder at once rather than take 2 months because they have to travel up 10 z-levels to the central stockpile and bring back a single bar of iron for the next sword, but I didn't want to believe it (mainly because setting stockpiles is a pain in the ass imo). Same thing with the apartments Porkroll built - holy shit I dunno why I've always done 5x3 rooms for EVERY dwarf on a single z-level and lamented quickly running out of space when it is much easier to just build an u/d staircase in the middle of two unoccupied z-levels and just mine out the apartments from there.
I'm now worried about how much I'll be judged for making anything I add intentionally disorganised and with that home-ey lived-in feel lol.
I had the same fear for like the first hour or two I played which is largely why I think I focused more on building bridges/the mist generator and building out the petitioned zones instead of mining further down, as I would've normally certainly established some sort of funky farm in the cavern that dwarves would've been running back and forth between without any defense - but I think if no one (yet) has berated me for using the platinum for the chapel floor and then building a 7x8 room for the mayor, you should be perfectly fine going for a more natural kind of fortress with disorganized areas and unfinished rooms!!
SAME lol. Most of my forts use one 20x20 'everything but refuse' stockpile and a single workshop nearby of each type; meanwhile this fortress has at least 15 different stockpiles spread out across different z-levels and like at least 2 of each craft workshop. It has actually inspired me to get better at stockpile management because wow, I knew instinctively that having individual fuel, metal bar, and stone stockpiles right next to the smelter/smithy would result in them sitting down and doing an entire workorder at once rather than take 2 months because they have to travel up 10 z-levels to the central stockpile and bring back a single bar of iron for the next sword, but I didn't want to believe it (mainly because setting stockpiles is a pain in the ass imo). Same thing with the apartments Porkroll built - holy shit I dunno why I've always done 5x3 rooms for EVERY dwarf on a single z-level and lamented quickly running out of space when it is much easier to just build an u/d staircase in the middle of two unoccupied z-levels and just mine out the apartments from there.
I use both together. Central stockpile to mass store everything then smaller stockpiles that TAKE from the central stockpile and nowhere else so that the central pile is always where things are put before they get transferred to the smaller piles. The smaller piles then get filled from the central pile until they're full. I don't use many though, only for certain stuff that's usually out of the way compared to the main port, like when I have a volcano map the metal industrial area is usually quite far from everything else.
I had the same fear for like the first hour or two I played which is largely why I think I focused more on building bridges/the mist generator and building out the petitioned zones instead of mining further down, as I would've normally certainly established some sort of funky farm in the cavern that dwarves would've been running back and forth between without any defense - but I think if no one (yet) has berated me for using the platinum for the chapel floor and then building a 7x8 room for the mayor, you should be perfectly fine going for a more natural kind of fortress with disorganized areas and unfinished rooms!!
Hmmm I'm a fan of keeping the caverns open 100% of the time. Right now in my current fort I managed to embark with two war elephants somehow. They have been guarding the cavern entrance the whole time. I've only had one forgotten beast spawn and the 5 man militia handled that fine but they do all have fully steel multilayered equip with leather as well.
Really the question is what kind of story any given mayor wants to produce. Someone's gonna do something stupid just to spice it up.
I knew instinctively that having individual fuel, metal bar, and stone stockpiles right next to the smelter/smithy would result in them sitting down and doing an entire workorder at once rather than take 2 months because they have to travel up 10 z-levels to the central stockpile and bring back a single bar of iron for the next sword, but I didn't want to believe it (mainly because setting stockpiles is a pain in the ass imo)
In addition to making workshop tasks complete faster, it allows EVERY free dwarf to move these things around concurrently. It saves a ton of time.
I'm in the same boat as @Awoo@hexbear.net as far as doing a generalized stockpile and having others pull from it, but I don't usually make it one-way. I also handle stone and wood separately. I make individual stone stockpiles for specific stones I want crafts to be made out of, and change the stone when it starts running out. For wood, I make a stockpile on the surface where chopped wood can accumulate quickly, then have stockpiles throughout the fort pull from it. I do this mainly because stone/wood takes up a ton of space.
There are other useful things you can do as well. Usually my living space is a bit of a hike both from my surface entrance and my cavern entrances. Dwarves will constantly be making 50-100+ tile trips every time they get thirsty or hungry, so I plop down a pair of small (only 2 tiles) food stockpiles in these locations. One is ONLY drinks, and the other is ONLY edible food (prepared meals, fruits, etc.). You want to keep them small so they don't drain your main stocks and force dwarves from more populated areas to hike all the way down your mineshaft.
This saves dwarves from wasting a considerable amount of time every time they get thirsty, and helps avoid the situation where you post a squad at your front gate and two thirds of them are always off somewhere looking for beer. If I'm going to do some exploratory mining deep below my living space, I'll plop down these food stockpiles and maybe even a small dorm. If you ever notice your miners are only able to mine like 10 tiles before getting thirsty and wondering off, you absolutely want to do this.
When I left it, it was public. In my current unrelated playthrough I've had a long-unfolding conspiracy to steal my artifacts. A cutout has been recruiting thieves in my fortress. I got the cutout to flip on his boss and apparently it is a goblin which has been doing this for nearly 500 years. @abc was wise to appoint a captain of the guard, because there are likely to be some scemers in the tavern.
Do you have pictures of this? The closest I got to 'making it feel like a town' was when I carved a bunch of commieblocks into an artificial cavern I dug out.
Afraid not. The general starting point is a main road into a market square, with a nearby tavern, warehouse and town hall. Off of that then sprouts rows of houses mixed together with workshops as necessary. Usually a couple houses dotted in between the main central stuff too. Medieval maps are pretty good for getting the feel, here's London:
Others have done pretty good remakes of it in other games that are useful for getting feel too:
Pings
Previous Years:
People who expressed interest in taking a turn (chronologically):
@ThisIsAManWhoKnowsHowToGling@lemmy.dbzer0.com
@Beetle_O_Rourke@hexbear.net
@Doubledee@hexbear.net
@context@hexbear.net
@Rx_Hawk@hexbear.net
@CommieCretzl@hexbear.net
@Parsani@hexbear.net
@ssj2marx@lemmy.ml
Ambiguous:
@ChaosMaterialist@hexbear.net
@AntiOutsideAktion@hexbear.net
@booty@hexbear.net
Observers:
@Sickos@hexbear.net
@PaulSmackage@hexbear.net
@Dirt_Owl@hexbear.net
@Owl@hexbear.net
@Awoo@hexbear.net
@Des@hexbear.net
@EelBolshevikism@hexbear.net
@Wake@hexbear.net
@starlight32@hexbear.net
@Parsani@hexbear.net
@onoira@lemmy.dbzer0.com
@ThisIsAManWhoKnowsHowToGling@lemmy.dbzer0.com is next up but if they're still busy and want to go later, @Beetle_O_Rourke@hexbear.net would be next chronologically.
We need a :dwarf: emote or like :tarn: mods please!!! works I guess...
I'm down if gling doesn't show up in the next 24h.
I can take a year if no one before me takes it
I can do it
May your year be fruitful for the entire fortress comrade!
Look at those happiness numbers, good job!
I would like to be on the list to take a turn, I love this stuff.
added you to the list so when Wugmeister copies it, you should be on it!
"Hex and the Militia Commander chasing down dingoes" (Obsidian 102, colorized, artist unknown)
Hex is precious. This rules.
I mirrored the save at https://matapacos.dog/bearmurdered/bearmurdered103.tar
WOOOOOOOOOOOOO! The Subterranean Central Planning Committee hereby commends your service!
It was my pleasure to mainly bring about Infrastructure Week to the mountainhome.
Well run! A great turn of events for Roomtheaters.
I did start constructing some additional defenses for the pasture and main gate of the fortress (walls for what were supposed to be the epic marksdwarves to stand upon and fire from), but they remain unfinished. Do what you will.
Yeah poking around the world we definitely need to lock down some security measures. We have multiple unguarded entrances to the fort at this point, any sufficiently beefy enemy could more or less wipe it. The windmill requires vertical access to the fort which can't really be helped, maybe we could channel around it and construct an overhang so it's at least safe against enemies on foot...
I think expanding your surface construction is a great way to lock down the front gate more securely though. Also if we can cover up more of that open pastureland we can have a safe place to dump refuse that won't create stank.
@Rx_Hawk@hexbear.net wanted someone to post some images with context for Roomtheatres' surroundings. Here goes.
So this is our fort in the valley, in yellow, and our immediate surroundings. The orange hamlets are a human civilization, the Kingdom of Steam (sounds promising to me, given our industrial aspirations) To the southwest there is an elf civilization, The Squashed Clearing. They're the only people we actually have contact with (I think?) because the humans are around the mountain range from us, we have to go around to reach people, I think they need to be within three days of us to initiate trade on their own. We may be able to reach out with a messenger perhaps?
Ominously, however, there is a 'human tower' called Steamhushes between us and the humans. I'm not positive if that means the humans took it over, or if it is a necromancer who happens to be human, but I think originally that was a necromancer's tower.
Oh and all around us is a neutral dwarf civilization called the Cremated Picks.
I say neutral because...
Those blue squares across the Last Sea and the Veiled Continent from us is our home civilization, the Hairy Tools. In our determination to be industrious we evidently voyaged across the ocean and settled in the middle of this lovely valley, the first contact of our civilization with a new continent. This may be a good fallback in case something happens to the mountainhomes.
Far to the north there is an uncontacted goblin civilization as well, but I'm pretty sure they haven't established contact with anyone else.
I'm not positive, but I think there are a few possible implications of our geopolitical situation:
- I think we can take missions to establish contact with these nearby civilizations and potentially get more trade caravans and FUN!
- I'm not sure where the elves are coming from, the map says we aren't in contact with the one geographically closest to us, but we don't appear to be in contact with the ones back home either. (EDIT: I checked legends, they're coming from the Squashed Clearing, like I thought, so they must be in contact anyway.)
- I'm not sure where our immigrants are coming from either, we may be getting people from the Cremated Picks. It used to be that if you embarked in a place that your civilization couldn't reach you would stop getting migrants and caravans from them after the first couple, that doesn't seem to be happening though. So either that old mechanic is actually gone now, or we're taking in locals?
Also a little nugget from legends: I discovered what happened to the missing Asen Rashducim:
Thus no sightings since.
Haha this is perfect and giving big Boatmurdered vibes
Oh we’re not getting human caravans? Darn makes me a little less keen on killing the elves.
I wish Dwarf Fortress was on OpenBSD ;w;
If anyone has a pic of the over world could they post?
I can when I get home, I am at work atm.
I was thinking about trying to provide geopolitical context earlier but I thought maybe that would seem like I'm stepping on the toes of the other chairpersons or criticizing their style.
Thanks!
No, not at all, we gotta convince people to start killing some elves
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