Dwarf Fortress you sick temptress, you!

LiquidMantis wrote:
Druidpeak wrote:

ASCII made me think it would run on the old laptop I pack around for word processing and playing Fallout.

At first blush it appears to run on my PIII-850 w/512MB laptop. I haven't gotten past the starting phases though.

Yeah, my rig has worse specs. I left the Region creator running all night and it was able to chug its way through, I should be able to get into it tonight.

kabutor wrote:

You are right Fedaykin98, I have played the game, and I did something like 5 - 6 rooms, a small farming zone and some doors, wich tooks me a _lot_ of time, but the fortress in the screenshot is the real Moria itself.

Ah, sorry, misinterpreted.

In the last few weeks you all have had me downloading an ASCII world and playing Zork... all the while renting Chromehounds and buying Dead Rising. My head is spinning, and it feels good. Too bad I have a job. Damned vicious cycle, it is.

TW

For some insight into the depth, check out the entry on Strange Mood.
.

Chumpy_McChump wrote:

Strangely (Bill mentioned this and I just hit this point), about an hour, maybe an hour and half in, the graphics just clicked for me. It's like in the Matrix: "I don't even see the code anymore, all I see is blonde, brunette, redhead..." Suddenly it was a real place, with guys working all around and sleeping on the floor wherever they fell, exhausted.

Perfectly said with bonus points for referencing my favorite movie. This was my experience as well.

I've had the same learning curve issues as everyone else. The biggest problem is that I keep restarting to try new concepts instead of adapting and moving forward with whatever "life" tosses me.

The only annoying thing I haven't been able to figure out is how to deconstruct certain objects like channels. Does anyone know how to do this if it's possible? I mean, I dug it out, I should be able to fill it back in, right? Edit for answer: Not right now but it's coming eventually.

Edit: If anyone cares, I'm using a variation of this starting build (the variation is mostly regarding starting supplies) and it seems to work pretty well... even if you don't use the "build across the river" strategy.

Anybody have a detailed description of how to do floodgates and levers? I can build them both, I just can't seem to hook one up to the other.

AWEsome game, btw.

Chump - the wiki article on irrigation might help if you haven't looked there yet.

Yes, I downloaded this tonight after reading about it here, DQ, AT, PA, everywhere! Figured it would be a good offline game when I lose internet next week, and a good laptop game. Here goes nothing, never played a "roguelike" before (yes, even Nethack).

I really can't believe i'm saying this, since i'd always thought of myself of espousing a view diametrically opposed to this, but for all of the amazing things it sounds like this game does, I look at the screenshots, and I just can't. That much ASCII just makes my eyes hurt, it really does, and I can't imagine looking at it for some 2 hours. Kudos to the developers on a fantastic concept and design though.

One of the more important things to learn is that you can turn off various tasks like "Haul Stones" by hitting "v" and going to the [p]references, choosing [L]abor. Scroll up and down the list and use "enter" to turn on and off the various jobs. This way you can keep your miners (and minors, too, I suppose) from knocking a chunk out of a wall only to walk away with said chunk. This keeps everyone focused on their respective tasks. I've had very good luck hollowing out enough to get my proficient miners up to "adept" which keeps them from flooding the joint when they hit the river.

Man. This game is awesome.

Chumpy_McChump wrote:

Anybody have a detailed description of how to do floodgates and levers? I can build them both, I just can't seem to hook one up to the other.

Don't know if you saw this but it may help.

Mojo_Jojo at PA forums wrote:

The second part is farming. This is complex and confusing and important, so it gets special mention. You see, you farm in-cave; apparently you farm mushrooms or some other plant that doesn't require sunlight. To do this, however, you'll need to find your first in-cave river. Make a long, 1xlots dig designation into the depths of the mountain. You should find one after a few screens; in fact, your dwarf will probably have to run for his life from the flooding after you hit the river. Once the flooding receeds, however, you can open up holes to the river more or less safely.

This is important, since your dwarves farm with river mud. Dig open a spot next to the river; keep it seperate from the rest of the cave, accessable only by a one square entry, where you'll put a door (build it from the Mason's Workshop.) Now, dig open one or two squares to the river. Nothing should flood at this point.

Now, you'll need to dig out a small adjunct room next to the door to the river-access room, which we'll call the control room. Once the door is between the access room and the control room, hit q and you should be able to set up the door. Keep it closed, but not locked.

Now, for the next trick, you will need to build a floodgate from your mason's workshop, and a mechanics workshop, from which you'll need three mechanisms. Make one of your dwarves work at Mechanics if you don't already have one.

Put your floodgate at the spot in the access room where the room meets the river. Next, build a Lever from b; this will take one mechanism and will be under Traps/Levers. Once the lever is built, hit q again and you should be able to set it up. Add the task "Hook up to a floodgate; it should give a list of floodgates, and there's probably only the one, so select it. Then it'll need two mechanisms; one for the gate, and another one for the lever.

Once all of this is set up, go back to the lever's menu and add the task "Pull the lever." One of your dwarves should come up to the lever soon and pull it, at which point the access room will be flooded (and the control room as well if you didn't set the door to be closed at all times.) Pull the lever again, and the water will receed.

But wait... the rocks in the access room are now brown with river mud! You can now build Farm Plots on it from the building menu. Once the plot is built, you can access it's menu the same way as with any building, and select what you want planted there; plump helmets are a good start, since they're a normal food item.

Every season you'll need to re-indicate what you want planted there, and the mud will harden in the winter, so you can't plant then; you'll need to re-flood the room in the spring, as well.

Wow, still totally digging this game and the graphics keep bothering me less and less. In fact, I am actually in awe of what this guy has done with ASCII. I have got a pretty good fortress going, though I am still just in my first year. However, I have a brewery up and running which has increased my productivity substantially. I am just starting to build my farms, but have run into a small issue. It wont let me connect my lever to one of my floodgates, and this has led me to ask a quick question: Can dwarves move across floodgates? Here is my setup:

WWWWWWWRR
+++++L++RR
++++++++RR
WWWWWDWRR
WFFFFFFFFFWRR
WFFFFFFFFFWRR
WFFFFFFFFFWRR
WFFFFFFFFFWRR
WWWGWWWRR
WCCCCCCGRR
WWWWWWWRR

W=Wall
+=Tunnel
D=Door
R=River
F=Farm
G=Floodgate
C=Channel
L=Lever

The problem is I can't seem to be able to hook the lever up to the floodgate next to the river. I think it is because the gate next to the farm is in the way, but I am not sure and I didn't have time to play around with it last night. Any suggestions?

I played this for a long time last night. It was great. All the fun of dungeon keeper with some interesting new challenges. Like others I don't completely miss real graphics with it, its nice that it can run everything quickly and in a very small window that I can easilly hide at work

The learning curve is a little rough but I got through X3's curve. I can get through anything I was up and running pretty quickly with a little help from my brother who's been playing for a few days.

Well, I think I'm right screwed. It's not even winter and I'm out of food. Hell, my trapper died of starvation. My miners took an extended break from digging out bedrooms to hunt for vermin to eat. I think I took too long to attempt to get any sort of farm going. Assuming things at this colony turn for the worst, next time I'm just going to tunnel in a straight line, first thing, until I hit the river and can get some farms going.

Duffman wrote:

Well, I think I'm right screwed. It's not even winter and I'm out of food. Hell, my trapper died of starvation. My miners took an extended break from digging out bedrooms to hunt for vermin to eat. I think I took too long to attempt to get any sort of farm going. Assuming things at this colony turn for the worst, next time I'm just going to tunnel in a straight line, first thing, until I hit the river and can get some farms going.

I usually drop an axe from my initial supplies which gives me a much bigger supply of food and beer for my first year. Also, an easy way to get food from the start is to gather plants outside. If you are out of food right now, select a huge area outside for gathering plants and enable that job for a couple of your dwarves. I think that you will be pleasantly surprised by the haul you get.

@duttybrew, remove the top floodgate link to lever and build second one later.

Chumpy_McChump wrote:

Anybody have a detailed description of how to do floodgates and levers? I can build them both, I just can't seem to hook one up to the other.

I also had a huge problem flooding farms at will. My two big mistakes:

The frikkin mechanic got hungry while installing the last linking mechanism into the lever and just dropped it there, destroying the mechanism already installed in the floodgate.

Pulling the Level is with a capitol "P".

Prederick wrote:

I really can't believe i'm saying this, since i'd always thought of myself of espousing a view diametrically opposed to this, but for all of the amazing things it sounds like this game does, I look at the screenshots, and I just can't. That much ASCII just makes my eyes hurt, it really does, and I can't imagine looking at it for some 2 hours. Kudos to the developers on a fantastic concept and design though.

Try it anyway you big baby.

Alternative solution to Dutty's problem:
WWWWWWWRR
++++++L++RR
+++++++++RR
+WWWWWDWRR
+WFFFFFFFFFWRR
+WFFFFFFFFFWRR
+WFFFFFFFFFWRR
+WFFFFFFFFFWRR
+WWWGWWWRR
+WCCCCCCGRR
+WWWWW+WRR
+++++++++

Not such a big deal depending on how skilled your miner is.

Duttybrew wrote:

I usually drop an axe from my initial supplies which gives me a much bigger supply of food and beer for my first year. Also, an easy way to get food from the start is to gather plants outside. If you are out of food right now, select a huge area outside for gathering plants and enable that job for a couple of your dwarves. I think that you will be pleasantly surprised by the haul you get.

Also you can drop a pick and put most of those points into your one miner's mining skill. I much prefer having one miner. This frees up a dwarf that can spend time fishing and cleaning fish.

Is trapping like hunting? Hunting is fundamentally broken and is essentially a death sentence to any dwarf that attempts to slaughter a herd of E's (or whatever else he see's four miles away from home) and is just as much a death sentence for any dwarves that sneak out to recover the hunter's body and equipment. Why, Olittir? WHY!?

Sephirotic wrote:

One of the more important things to learn is that you can turn off various tasks like "Haul Stones" by hitting "v" and going to the [p]references, choosing [L]abor. Scroll up and down the list and use "enter" to turn on and off the various jobs. This way you can keep your miners (and minors, too, I suppose) from knocking a chunk out of a wall only to walk away with said chunk. This keeps everyone focused on their respective tasks. I've had very good luck hollowing out enough to get my proficient miners up to "adept" which keeps them from flooding the joint when they hit the river.

I'm taking to hitting "u" to see a list of the dwarves and the task they are up to at the moment. That way if someone has "no job" too often you can scroll down to them, hit c-p-l and give them another task. A dwarf of any or no skill can do a half-assed job at anything else so long as the materials are available. Another way to keep all your dwarves from hauling stone at first is to refrain from setting up a mining dropoff. Also I think there might be a "haul stones" command in the "o"rders screen, right? I might be making things up. If there isn't then there should be.

Good suggestion on dropping the pick. It is amazing how fast a skilled dwarf can rip through rock. Also, by shutting off all of their other tasks, they will mine ceaselessly and clear out areas quicker than you can fill them up.

I also like your solution, Danjo. I have two highly skilled miners who should be able to tunnel around in no time. It also saves me from rebuilding floodgates. I've got cabinets to make, damnit! I hope to have this farming sorted out soon. Does anyone know the seasonal cutoff for farming? I just reached mid-summer and I am worried that If I plant now my crops will be ruined by the cold of winter.

Pred, stop being a weenie and play the game.

I kinda had to do the opposite since my miner did the floodgate installation, and neglected to leave himself a path back out.

Would altering a "r" to look like a ratman in the font change all the r's in the text of the game as well? I'd like to alter what some of the items look like to help me remember what's what.

I too must claim weenie status. I tried so hard, but I can't take the bleeding eyes anymore. It's fascinating and the ASCII "graphics" are quite clever, but I just can't do it. Very disappointed

ASCII "graphics" are quite clever, but I just can't do it

This is funny, because I've been playing nethack, angband, and ADOM lately. One of those can use tilesets instead of ascii characters, and I downloaded some guy's 32x32 tileset. Turned it on and immediately had no idea what was what. Switched back to ascii after 1 room.

Having played DF now...
OMG, I have NO idea what I'm doing, but it sure is fun.
Seriously, I read the stuff on Dubious Quality and the wiki and stuff here, and I'm still lost like Robinson Crusoe.
I like the graphics, they do the job. Having played roguelikes for the last week, these are pretty detailed.
If I had one complaint, it would be that I'd like more resolution options. Somewhere between windowed mode and fullscreen is my happy medium. I'm hoping there's something in the ini file that I can use to make that a little better.
The game: Fun, even if you don't know WTF you are doing.
The graphics: Fairly detailed compared to nethack, ADOM, and Angband.
The music: Surprisingly ... "right".
The complexity: Off the charts.

I don't think this one falls into Easy to Learn, Hard to Master, not on Fortress mode, but I have a feeling this will be a long-term hard-drive resident.

Edit:

Screen sizes

* [WINDOWEDX:640]
* [WINDOWEDY:300]
* [FONT:curses_640x300.bmp]

This is the size and font for windowed mode. You can alter this however you want but please note that you do not change the viewport of the game, you are still limited to a fixed amount of characters on screen. All you do is increase the size of the characters.

In order to keep aspect ratio, multiply the value of WINDOWEDY with 2.133333333 to get the correct WINDOWEDX. You can also multiply WINDOWEDX with 0.46875 to get the correct WINDOWEDY value.

You should change the font to curses_800x600.bmp if you increase the windowed size considerably. Despite the name, the font works both with 800x600 and 800x300 aspect ratios.

Running in a 1280x600 window, using the 'curses_640x300.bmp' font, will give an evenly stretched font, and an almost square aspect ratio. For an even more square aspect ratio, try 1600x600 with the 'curses_800x600.bmp' font.

* [FULLSCREENX:800]
* [FULLSCREENY:600]
* [FULLFONT:curses_800x600.bmp]

The same as above, only for fullscreen mode. Be sure you only use modes supported by your monitor!

1280x600 with the 800x600 font looks pretty good to me. I'll try it with the smaller one later. Anyone know how to make a new .bmp for bigger monitor modes?

There is a curses_800x600.bmp in one of the folders, just open it It has all the "fonts" of the game with a pink colorkey try to modify-resize it.

read the license of the game first as it does not allow modification of files in some of the folders.

Last night I went out to dinner with a friend, which was followed by drinks with said friend. This meant that I was unable to play DF last night and I am fiending something fierce today. I just gotta farm, man! Also, I am getting very excited about firing up the brewery and getting some beer rocking. Does anyone know what type of crops are required for beer and ale? It seems that my dwarves make wine out of the plump helmuts.

Also, how big do you need to be before you get a broker? I am itchin' to see this economy in action.

If you set a Mason to not haul stones he'll still continue to haul stones to the Masonry Building whenever he needs them, right? I'm pretty sure this is what's happening by any confirmation would be appreciated.

There's these frikkin' gorillas hanging outside my fortress. They harass my road builders and tree cutters. They've killed two of the dwarven trade caravans and I'm pretty sure they're killing the migrant dwarves before they even show up. They're definitely a constant drain on war dogs.

I've read that if you alter a river with floodgates and such into an open room (no door) the river will flood infinitely, swamping your entire fortress. So this is what I'm thinking:

Hook up a floodgate to the outside river with a lever inside, lock my guys inside the mountain flood the world for a few days. Should this work? Will it kill my trees? I get the impression there's other civilizations out there. Will they be upset with me? What impedes flooding besides doors and walls? Roads? I'm willing to implement this plan with some downsides if it means rotting Gorilla corpses afterwards.

Duttybrew wrote:

Also, how big do you need to be before you get a broker? I am itchin' to see this economy in action.

A broker sounds like the Man putting the hurt on your free loving dwarven commune. Just continue harvesting crops and making gin. Live the good life as long as you can.

Good point Danjo. The broker is The Man.

As far as the flooding goes, I don't know. I am not experienced enough with gates to know the best solution. I have heard that if you turtle in the fortress for long enough, the primates will move along their merry way. Can't confirm that though.

One more thing. I currently don't intend to build a butchery (my dwarves have informed me that they are vegetarians and do not wish to soil their fortress with the blood fellow creatures.) Will this prevent me gaining any more advanced technology or nobles?

Nuts to that. I'm not just going to hide from them damn, dirty apes. I want dwarven kiddies playing jump rope with ape entrails. Present company excluded, of course.

I don't think you're missing any technology by avoiding butchery. That will put you at a disadvantage for food and skins, though. I find it curious that you'll be taking your dwarves down a vegetarian path while I was wondering last night if cannabilism might be an option. Not because they're starving, mind you. I'm just in it for the variety. I bet they won't go for it. Perhaps human flesh...

Well that is one of the things I love about this game. It is so complex that there are bound to be a ton of solutions to any problem. I don't know how big you have gotten, but you may try forming a militia. If you don't have the weapons, it may be difficult.

I think that I will be fine with food. I brought a lot of food with me initially and have gathered a lot of plants from outside. Also, I am just about ready to start farming. Shouldn't be too difficult (I hope.)

I actually had to delete this one....for now. I just....crap, I have a family, you know?

Hook up a floodgate to the outside river with a lever inside, lock my guys inside the mountain flood the world for a few days. Should this work?

No, I read that when you flood the outside world, it only floods to about waist high. No harm to beasties from outdoor "flooding". Makes sense really, you'd need something biblical to make that work.

Or lava.

So one of my dwarves found himself in a "Peculiar Mood" and locked himself in my craft shop. He wouldn't let anyone in, and no one could see through the cracks in the door. A few days later he emerged with a named Silver Chainmail. I love little things like this. I finally got a human caravan to trade with me. The road took forever to build, and right in the middle of that, I got attacked by lizardmen. They left dog parts all over the cavern, along with the torso, legs and head of two of my fisherdwarves. When we repelled the attack, they buried the dwarves and put the stray body parts in the ground next to them.

Thanks to folks that offered information (and links to information) on floodgates; I finally got mine hooked up last night. The 'requires two floodgates to work' "option" is a bit odd, but whatever. It works now.

(My setup, by the way for anyone else having trouble, is:

WWWWWWWWWWWWWWRRR
FFFFFFFFFFFFFFFFFFFGGRRR
FFFFFFFFFFFFFFFFFFFWRRR
WWWWWWWWWWDWWWRRR
WWWWWWWWWWL++WRRR
WWWWWWWWWW+++WWRRR
WWWWWWWWWWW++WWWRRR

The lever is hooked up to both floodgates (make sure you connect the outer one before you install the inner one), so one pull floods my farm rooms, and one pull seals them up again. Very cool to finally get it working. )