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Difference between revisions of "User:HebaruSan"

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m (switch to root wordsuffix convention since it looks better than I expected)
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|-
 
|-
 
! Playing Version
 
! Playing Version
| {{version|0.28.181.40d16}}
+
| {{version|0.31.04}}
 +
|-
 +
! Platform
 +
| Mac
 
|}
 
|}
 
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.
 
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.
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== Future Goals and Aspirations ==
 
== Future Goals and Aspirations ==
 +
=== Wiki ===
 +
* Simulate social networking sites' "Like" buttons without spamming/vandalizing categories all over the place.
 +
* Rewrite [[Dwarven physics]] in the in-character voice of a dwarven physicist explaining it to us backward humans, attributing the "discrepancies" not to differences in ''physics'', but to the advanced state of dwarven knowledge. Superior dwarven science has unlocked the secret of explosion-less item annihilation and perpetual motion machines (maybe they're related!).
 +
* Animation template
 +
** <nowiki>{{anim|%|÷}}{{anim|%|÷}}</nowiki> for an active [[screw pump]]
 +
** <nowiki>{{anim|*|☼}}</nowiki> for an active [[gear assembly]]
 +
** <nowiki>{{anim|o|○}}</nowiki> for an active [[millstone]]
 +
*: <span><span id="test_0" style="font-family:monospace;">a</span><span id="test_1" style="display:none;font-family:monospace;">b</span></span>
 +
Things that belong toward the top of [[Special:WantedPages|WantedPages]] (good content could live there) and will appear there by virtue of being linked here:
 +
* [[World map]]
 +
* [[Decoration Industry]]
 +
* [[Arms Industry]]
 +
* [[Keep]]
 +
 +
=== In-game ===
 
There are several canonical Dwarf Fortress scenarios that I have yet to try or achieve.
 
There are several canonical Dwarf Fortress scenarios that I have yet to try or achieve.
* Find a [[magma pipe]]
 
 
* Find "[[Hidden Fun Stuff]]" and avoid spoilers until I do
 
* Find "[[Hidden Fun Stuff]]" and avoid spoilers until I do
* Defeat an [[aquifer]]
 
 
* Kill, rather than capture, a [[megabeast]]
 
* Kill, rather than capture, a [[megabeast]]
 
* Tame a [[Giant eagle]]
 
* Tame a [[Giant eagle]]
* Ocean shore or island site
 
 
* Provoke war with the [[Elf|Elves]]
 
* Provoke war with the [[Elf|Elves]]
 
* Lose to invaders, then reclaim
 
* Lose to invaders, then reclaim
 
* Abandon, then visit as adventurer
 
* Abandon, then visit as adventurer
 +
 +
==== Streamlined bait-based drowning chamber with looting tray ====
 +
Inspired by [http://mkv25.net/dfma/movie-1093-drowningchamber3 Lumpy McUglyFace's drowning chamber] and [http://mkv25.net/dfma/movie-1782-automaticobsidianfactory Quietust's obsidian factory].
 +
 +
Side view:
 +
        _______
 +
        ░.§D.¢░    [[Trap design#Bait animals|Bait animal]], [[hatch cover]] at stairs
 +
    ___┼____<%%  [[Pressure plate]] (not shown), entrance [[door]], [[bridge]], [[stairs]] up, [[screw pump]] (right to left)
 +
.g.▲░░  _____%%≈░ [[Floor grate]]s, internal access, [[screw pump]] (left to right)
 +
░░░░░ ▲░≈≈≈≈≈░░░░ River
 +
When a goblin enters to attack the animal, a pressure plate sets the trap in motion.
 +
# Entrance door sealed shut.
 +
# Hatch cover to upper floor sealed shut.
 +
# Pumps activate, water fills the chamber.
 +
# Time passes.
 +
# Pumps shut off.
 +
# Bridge retracts.
 +
## Water falls through grate to river.
 +
## Corpses and loot land on top of grate.
 +
# Bridge re-extends.
 +
# Hatch cover opens.
 +
# Door opens.
 +
Advantages:
 +
* Bait animal is safe and therefore doesn't need to be replaced.
 +
* Looting tray allows safe retrieval of narrow giant cave spider silk items, at your haulers' leisure.
 +
* No important items in the chamber means dwarves won't get in the way.
 +
* No way for invaders to get into your fortress.
 +
* No manual intervention required.
 +
* Bridge over river affords quick and easy drainage.
 +
Challenges and risks:
 +
* Pressure plate placement; should go outside to allow entire interior to be bridge, but then the timing is very delicate.
 +
** May need to put the plate just outside the door and add a delay.
 +
* Automation is hard.
  
 
== Ideas for [[Challenges]] ==
 
== Ideas for [[Challenges]] ==
 +
 
=== Simulate 9/11 ===
 
=== Simulate 9/11 ===
 
Build a pair of very tall, identical towers, using supports, and collapse them both. Two variants:
 
Build a pair of very tall, identical towers, using supports, and collapse them both. Two variants:
Line 32: Line 81:
 
# Controlled demolition with thermite.
 
# Controlled demolition with thermite.
 
* BONUS: Fill the towers with goblin cages and release them all just in time to be crushed.
 
* BONUS: Fill the towers with goblin cages and release them all just in time to be crushed.
 +
 
=== Megaplumbing ===
 
=== Megaplumbing ===
 
Sanitation is one of the primary concerns of city planners, yet most dwarves have no place to use the restroom. Yours will!
 
Sanitation is one of the primary concerns of city planners, yet most dwarves have no place to use the restroom. Yours will!
  
 
Build a giant white stone toilet that flushes, including bowl, tank, handle, and seat. Deviate from realism as little as possible. Use it to dispose of hostile captives.
 
Build a giant white stone toilet that flushes, including bowl, tank, handle, and seat. Deviate from realism as little as possible. Use it to dispose of hostile captives.
 +
 +
[http://mkv25.net/dfma/movie-245-flushingtoilet GauHelldragon already did this]! Further suggestions:
 +
* Don't flood the whole map.
 +
* Emulate real toilets' mechanism for stopping flow and refilling the tank automatically.
 +
 +
=== Turnover ===
 +
A mysterious poltergeist in your region takes an unorthodox approach to avoiding overcrowding.
 +
# Construct a large suicide chamber or many small ones, capable of liquidating a whole fortress's population.
 +
# At the start of each migration wave, execute all of your residents and let the migrants take over a vacant fortress.
 +
 +
* Since your population is always new, there is not enough time to build up high levels of skill.
 +
* On the other hand, relationships would also remain relatively shallow.
 +
* Special care must be taken to protect incoming migrants since wiping them out now causes the whole fortress to fail.
 +
* Keeping the fortress secure while it's empty has to be balanced against allowing the migrants to enter. Bridges controlled by indoor and outdoor levers may be one approach.
 +
 +
* BONUS: Try to time it well enough to reduce your population briefly to 1 incoming migrant!
  
 
= Fortresses =
 
= Fortresses =
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== Region 1 (Name lost to the mists of time) ==
 
== Region 1 (Name lost to the mists of time) ==
{| class="wikitable" border="1" cellspacing="0" cellpadding="2"
+
{| class="wikitable" style="float:right;margin-left:2em;" border="1" cellspacing="0" cellpadding="2"
 
! Population
 
! Population
 
| 7 [[dwarves]], probably; can't imagine this one getting [[immigrants]]
 
| 7 [[dwarves]], probably; can't imagine this one getting [[immigrants]]
Line 51: Line 117:
 
* Fortress layout was partly [[Light|outdoors]], partly wide-open non-defensible underground area.
 
* Fortress layout was partly [[Light|outdoors]], partly wide-open non-defensible underground area.
 
* Ran out of [[trees]]. Then found a bunch more after discovering the existence of [[Z-axis|Z-levels]]!
 
* Ran out of [[trees]]. Then found a bunch more after discovering the existence of [[Z-axis|Z-levels]]!
 
+
{{:User:HebaruSan/Roughnessclasp}}
== Region 2, Dumatdodók, "Roughnessclasp" ==
+
{{:User:HebaruSan/Perplexedrag}}
{| class="wikitable" border="1" cellspacing="0" cellpadding="2"
+
{{:User:HebaruSan/Machinehall}}
! Created [[wealth]]
 
| 452,441☼
 
|-
 
! Population
 
| 94 [[dwarves]]
 
156 [[animals]]
 
|-
 
! Deaths
 
| 18 dwarves
 
6 dogs
 
|-
 
! [[Artifacts]]
 
|
 
* [[Cabinet]]
 
* [[Throne]]
 
* Leather [[Clothing|vest]]
 
* [[Braies]]
 
* [[Ring]]
 
* [[Bracelet]]
 
* Leather [[Clothing|skirt]]
 
|-
 
! [[Nobles]]
 
| [[Dungeon Master]] ([[River#Surface Rivers|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 [[Losing#Starvation|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 [[Init.txt#Seasonal autosave|crash]].
 
=== Features ===
 
* Captive-[[Water|drowning chamber]], extensively used
 
* Elaborate [[Defense design#Flooded entrance|invader-drowning entrance]], never tested
 
* [[Design Strategies#3D Layout|Flat layout]] (most things on 2 Z-levels)
 
* [[Defense design#Simple 5x5 Archer's Tower|Marksdwarf towers]] with [[Archery target]]s and [[Bedroom|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]]
 
* [[Elf|Elven]] caravan stopped coming after one was lost to an [[ambush]]
 
 
 
== Region 3, Sherikunib, "Perplexedrag" ==
 
{| class="wikitable" border="1" cellspacing="0" cellpadding="2"
 
! Settled by
 
| The Scholarly Salves
 
|-
 
! Created [[wealth]]
 
| 318,379☼
 
|-
 
! Population
 
| 71 [[dwarves]]
 
46 [[animals]]
 
|-
 
! Deaths
 
| 20 dwarves
 
7 dogs
 
|-
 
! [[Artifacts]]
 
|
 
* [[Mace]]
 
* [[Barrel]]
 
* [[Mug]]
 
* [[Floodgate]]
 
* [[Spear]]
 
|-
 
! [[Nobles]]
 
| [[Dungeon Master]] ([[River#Surface Rivers|surface river]])
 
|-
 
! [[Military]]
 
| 8 [[Marksdwarves]]
 
1 [[Macedwarf]]
 
|}
 
=== Celebrities ===
 
* Bomrek Thobdolush, Macedwarf and [[Captain of the guard]]
 
=== Features ===
 
* Thick forest, two aboveground rivers
 
* [[Design Strategies#3D Layout|Flat layout]], everything on 1 Z-level
 
* Very rigid grid of 7x7 rooms
 
** 3x3 workshops in each corner
 
** Attempted to site [[Workshop design|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 [[Defense guide#Walls|castle]]
 
** Archer platforms atop walls
 
** 3 [[Siege engine|ballistae]]
 
** 2 [[Siege engine|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" ==
 
{| class="wikitable" border="1" cellspacing="0" cellpadding="2"
 
! 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]]
 
|
 
* [[Trade good#Instruments|Piccolo]]
 
* 6 [[Trade good#Crafts|Bracelets]]
 
* 2 [[Mechanisms]]
 
* [[Trade good#Toys|Toy axe]]
 
* [[Blowgun]]
 
* Leather [[Clothes|shirt]]
 
* [[Trade good#Instruments|Harp]]
 
* Right [[gauntlet]]
 
* [[Animal trap]]
 
* [[Clothes|Trousers]]
 
* [[Crossbow]]
 
* [[Trade good#Crafts|Idol]]
 
* Leather [[Clothes|face veil]]
 
* [[Bed]]
 
* Left [[gauntlet]]
 
|-
 
! [[Nobles]]
 
|
 
* [[Dungeon Master]] ([[River#Surface Rivers|surface river]])
 
* [[Duke/Duchess]]
 
* [[Duke/Duchess Consort]]
 
* [[Philosopher]]
 
* [[Tax Collector]]
 
* [[Hammerer]]
 
* [[King Consort]]
 
* [[Queen]] (deceased)
 
|-
 
! [[Military]]
 
|
 
* 2 [[Champions]]
 
* 14 [[Marksdwarves]] (3 Elite)
 
* 1 [[Speardwarf]]
 
* 1 [[Hammerdwarf]]
 
* 1 [[Axedwarf]]
 
* 1 [[Swordsdwarf]]
 
* 2 [[Macedwarf|Macedwarves]]
 
* 11 [[Fortress guard#The Royal Guards|Royal Guards]]
 
|}
 
I got ambitious and carefully customized the fortress and party [[Name]]s before [[embark]].
 
 
 
Machinehall was built in two phases:
 
# Complex I: Single 32x32 room
 
#* [[Workshops]] along the walls
 
#* [[Stockpiles]] in the middle
 
#* [[Defense design#Goblin detour|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
 
#* 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 [[Traffic|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 [[Road|drawbridge]], Queen Lorbam Äkiltosid arrived and proclaimed her [[Noble#Room Requirements|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 [[Thought#Unhappy thoughts|indignity of her condition weighed upon the noble monarch]], until finally one day [[Insanity|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 [[Tantrum|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]] [[Mandate]]d items made from unavailable [[materials]].
 
** Innocent craftdwarf was [[Justice|blamed, charged, and executed]]!
 
** Some time later, the Tax Collector was found starved to death in his [[Door#Door settings|locked]] quarters.
 
* First production of [[glass]] and [[soap]].
 
* Dug out most of bottom Z-level without finding [[magma pipe]].
 
 
 
=== Celebrities ===
 
* Mayor Ïteb Zasurrïth
 
** Legendary Record Keeper
 
** Legendary Appraiser
 
** Legendary Organizer
 
** Undefeated in all [[Leader#Mayor|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
 
** Creator of many excellent [[native gold]] [[mugs]]
 
* Legendary Bone Carver, Led Tizötdodók
 
** Creator of a continuous stream of [[Item quality#Masterpiece|masterpieces]]
 
 
 
=== Features ===
 
* Champions [[Defense design#Defending the edge|patrolling edges of map]]
 
* Wall around roughly 100x100 area above ground for [[Wood cutter|safe forestry]]
 
* Museum containing [[artifacts]] and two [[Cage trap|captured]] [[Megabeast]]s
 
* 5-target archery practice hall with captive-release area near targets
 
* [[Dwarven economy|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 [[Bedroom design|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.║.╔┼═╦┼═╦┼═╦┼═╦┼═╦
 
 
 
 
== Adventure ==
 
== Adventure ==
Sometime between Machinehall and Blockedbridge, I created a world in which to try [[Adventure Mode]]. The framerate was very slow and I was unable to find anything to do. I wandered through an [[Elf|Elven]] settlement talking to its residents, but none of them seemed to be the quest boss I wanted to meet, and I had no way to locate him. I decided that if I wanted a single-character questing experience, I could go play Nethack or Crawl instead, whereas [[Dwarf fortress mode]] is far more novel and interesting. Perma-saved.
+
Sometime between Machinehall and Blockedbridge, I created a world in which to try [[Adventurer mode]]. The framerate was very slow and I was unable to find anything to do. I wandered through an [[Elf|Elven]] settlement talking to its residents, but none of them seemed to be the quest boss I wanted to meet, and I had no way to locate him. I decided that if I wanted a single-character questing experience, I could go play Nethack or Crawl instead, whereas [[Dwarf fortress mode]] is far more novel and interesting. Perma-saved.
 
+
{{:User:HebaruSan/Blockedbridge}}
== Region 5, Rifotsazir, "Blockedbridge" ==
 
{| class="wikitable" border="1" cellspacing="0" cellpadding="2"
 
! Settled by
 
| The Merchants of Closing
 
|-
 
! House Rules
 
| [[Dwarven Economy|[ZERO_RENT:YES] ]]
 
|-
 
! Created [[wealth]]
 
| 8,435,373☼
 
|-
 
! Population
 
| 214 [[dwarves]]
 
126 [[animals]]
 
|-
 
! Deaths
 
| 5 dwarves
 
7 dogs
 
|-
 
! [[Artifacts]]
 
|
 
* Leather [[Clothes|thong]]
 
* Tower-cap [[armor stand]]
 
* 3 [[Trade good#Crafts|Scepters]]
 
* [[Mace]]
 
* [[Chain mail]]
 
* [[Trade good#Instruments|Flute]]
 
* Red flash opal [[table]]
 
* [[Trade good#Instruments|Harp]]
 
* [[Door]]
 
* [[Bracelet]]
 
* [[Coffer]]
 
* [[Weapon rack]]
 
* [[Earring]]
 
* [[Braies]]
 
* [[Chain]]
 
* [[Idol]]
 
|-
 
! [[Nobles]]
 
|
 
* [[Dungeon Master]] ([[underground river]])
 
* [[Duke/Duchess|Duchess]]
 
* [[Duke/Duchess Consort|Duke Consort]]
 
* [[Philosopher]]
 
* [[Tax Collector]]
 
* [[Hammerer]]
 
|-
 
! [[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-axis|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 [[Dwarven economy|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 mood]]s; virtually all artifacts were made from [[native platinum]], raw [[demantoid]], [[aluminum]] bars, [[platinum]] bars, giant cave spider [[silk]], sasquatch [[leather]], giant cave spider [[chitin]], [[Gem|star sapphires]], and [[Gem|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.
 
 
 
=== [[Aquifer]] Prequel ===
 
My initial plan was to dig this fortress under a [[human]] town, so I selected a site with one. The [[site finder]] courteously warned me in the strongest possible terms that there was an [[aquifer]] at this location, which could seriously hinder my progress. This warning fully indemnified the [[site finder]] as far as I was concerned; however, I had never seen an aquifer before and succumbed to my curiosity.
 
 
 
We arrived in the town and began digging at its center. Five levels of ramp and side-passages were designated in a fit of optimism. Two levels down, the dirt gave way to water, and the remaining designations became a cruel joke, taunting their creators. After a brief attempt to pump out enough liquid to allow further descent, we returned to the surface, re-packed the wagon, wished the [[human]] townsfolk well, and set off for the mountains, where dwarvenkind belongs.
 
 
 
=== 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. They were ''very'' careful to designate a substantial drinks-only stockpile. 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
 
** Exterior [[Soldier|patrolled]] by [[Champions]]
 
** [[Ramp]] under wall to tunnel for [[Wagon]]s
 
* 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║
 
...┼..╤╥.┼..θ..║
 
...║√....║....π║
 
...╠═════╬═════╣
 
...║√....║....π║
 
...┼..╤╥.┼..θ..║
 
...║♫....║....Æ║
 
...╠═════╬═════╣
 
...║♫....║....Æ║
 
...┼..╤╥.┼..θ..║
 
...║√....║....π║
 
...╠═════╬═════╣
 

Latest revision as of 14:47, 11 January 2011

Preferred Tileset Kein for its blend of tradition and innovation
Playing Version v0.31.04
Platform Mac

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[edit]

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

Future Goals and Aspirations[edit]

Wiki[edit]

  • Simulate social networking sites' "Like" buttons without spamming/vandalizing categories all over the place.
  • Rewrite Dwarven physics in the in-character voice of a dwarven physicist explaining it to us backward humans, attributing the "discrepancies" not to differences in physics, but to the advanced state of dwarven knowledge. Superior dwarven science has unlocked the secret of explosion-less item annihilation and perpetual motion machines (maybe they're related!).
  • Animation template
    a

Things that belong toward the top of WantedPages (good content could live there) and will appear there by virtue of being linked here:

In-game[edit]

There are several canonical Dwarf Fortress scenarios that I have yet to try or achieve.

Streamlined bait-based drowning chamber with looting tray[edit]

Inspired by Lumpy McUglyFace's drowning chamber and Quietust's obsidian factory.

Side view:

       _______
       ░.§D.¢░    Bait animal, hatch cover at stairs
    ___┼____<%%   Pressure plate (not shown), entrance door, bridge, stairs up, screw pump (right to left)
.g.▲░░  _____%%≈░ Floor grates, internal access, screw pump (left to right)
░░░░░ ▲░≈≈≈≈≈░░░░ River

When a goblin enters to attack the animal, a pressure plate sets the trap in motion.

  1. Entrance door sealed shut.
  2. Hatch cover to upper floor sealed shut.
  3. Pumps activate, water fills the chamber.
  4. Time passes.
  5. Pumps shut off.
  6. Bridge retracts.
    1. Water falls through grate to river.
    2. Corpses and loot land on top of grate.
  7. Bridge re-extends.
  8. Hatch cover opens.
  9. Door opens.

Advantages:

  • Bait animal is safe and therefore doesn't need to be replaced.
  • Looting tray allows safe retrieval of narrow giant cave spider silk items, at your haulers' leisure.
  • No important items in the chamber means dwarves won't get in the way.
  • No way for invaders to get into your fortress.
  • No manual intervention required.
  • Bridge over river affords quick and easy drainage.

Challenges and risks:

  • Pressure plate placement; should go outside to allow entire interior to be bridge, but then the timing is very delicate.
    • May need to put the plate just outside the door and add a delay.
  • Automation is hard.

Ideas for Challenges[edit]

Simulate 9/11[edit]

Build a pair of very tall, identical towers, using supports, and collapse them both. Two variants:

  1. Make the links between the walls and the floors tenuous, and simulate "pancaking" as magma ("jet fuel") causes them to weaken and give way.
  2. Controlled demolition with thermite.
  • BONUS: Fill the towers with goblin cages and release them all just in time to be crushed.

Megaplumbing[edit]

Sanitation is one of the primary concerns of city planners, yet most dwarves have no place to use the restroom. Yours will!

Build a giant white stone toilet that flushes, including bowl, tank, handle, and seat. Deviate from realism as little as possible. Use it to dispose of hostile captives.

GauHelldragon already did this! Further suggestions:

  • Don't flood the whole map.
  • Emulate real toilets' mechanism for stopping flow and refilling the tank automatically.

Turnover[edit]

A mysterious poltergeist in your region takes an unorthodox approach to avoiding overcrowding.

  1. Construct a large suicide chamber or many small ones, capable of liquidating a whole fortress's population.
  2. At the start of each migration wave, execute all of your residents and let the migrants take over a vacant fortress.
  • Since your population is always new, there is not enough time to build up high levels of skill.
  • On the other hand, relationships would also remain relatively shallow.
  • Special care must be taken to protect incoming migrants since wiping them out now causes the whole fortress to fail.
  • Keeping the fortress secure while it's empty has to be balanced against allowing the migrants to enter. Bridges controlled by indoor and outdoor levers may be one approach.
  • BONUS: Try to time it well enough to reduce your population briefly to 1 incoming migrant!

Fortresses[edit]

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

Region 1 (Name lost to the mists of time)[edit]

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[edit]

  • 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!




Adventure[edit]

Sometime between Machinehall and Blockedbridge, I created a world in which to try Adventurer mode. The framerate was very slow and I was unable to find anything to do. I wandered through an Elven settlement talking to its residents, but none of them seemed to be the quest boss I wanted to meet, and I had no way to locate him. I decided that if I wanted a single-character questing experience, I could go play Nethack or Crawl instead, whereas Dwarf fortress mode is far more novel and interesting. Perma-saved.