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Difference between revisions of "User:Kidinnu"

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=Scouting reports:=
 
=Scouting reports:=
  
 +
In brief:
  
== 8998 ==
+
* Slozgo Udo (1066): 285 rejects! Southern hemisphere, seas peripheral, deserts mostly good.
 +
* Thadar Kajeth (20130): Southern hemisphere, mid-sized seas central and south/east.
 +
* Mon Ebno (50105): Northern hemisphere, dominated by an evil desert in the east, small seas in the west.
  
Ushul Num
+
=Active Fortresses=
  
There's something wrong here: only two dwarven civilizations, and a huge expanse of haunted mountains stretching from the south pole northwestward, almost to the equator. The equatorial dwarves are hemmed in: to the south is a sea and generally inhospitable habitats; to the east a mountain range densely infested with goblins. The southeastern dwarves have great expansion prospects northwards, however, and the southern end of the next mountain range up has some impressive cliffs and chasms.
+
Using version 27.176.38c.
 +
 
 +
Kidinnu stops playing Dwarf Fortress; interrupted by work.
 +
Kidinnu is bored; stops working to play Dwarf Fortress.
 +
Kidinnu stops playing Dwarf Fortress; interrupted by work.
 +
...
  
Only 5 rejects, all early; < 2 minutes on fast desktop, < 10 minutes on slow laptop.
 
  
===Major Volcanoes===
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 +
! Region
 +
! Seed
 +
! Fortess Name
 
! Location
 
! Location
! Notes
+
! Game Date
! Nearby vents and other features
+
! Last Played
|-
+
! Concept
| (0,4)
+
|- valign="top"
| calm scorching tropical shrubland; aquifer; 2s from brook
+
| w3
| ne on brook
+
| Mon Ebno (50105)
|-
+
| Koladiger (Ghoulriver); 7x5
| (7,1)
+
| 256, 108: Near the northmost point of the Crest of Sadness (haunted warm mountain; shale/quartzite/gabbro), where it ends in the Dune of Mesh (warm sand desert wilderness; yellow sand aquifer/...). Just within the malign influence of Amxueb.
| calm scorching tropical savanna; 11s from brook; loamy sand/rhyolite/obsidian/granite
+
| Autumn 1052
| se next to goblin fortress; s in mountains near sandy savanna, 3s from brook; *w in wild tropical savanna 4s from brook, moderate cliffs, white sand/rhyolite/granite/diorite; nw 3s from brook, nearly flat; 2e 5s from brook; ssw far from brook; wnw far from brook
+
| 21 May 2008
|-
+
| Storytelling: desert dwarves digging in to find long underground river, clear it out, & establish large farms off of it
| (7,1)
 
| mountains, 11s from brook, 10s from calm scorching tropical grassland
 
| ne in mountains near sandy wild savanna, 1s from brook, high cliffs; *ese along stream
 
|-
 
| (1,2)
 
| mirthful moist brdlf forest / wilderness savanna; aquifer; 6s to brook
 
|
 
|-
 
| (13,2)
 
| wild tropical savanna; aquifer; 2s from brook
 
| sw far from brook; 2sw, double aquifer, 5s from brook; wsw, no brook
 
|-
 
| *(0,4)
 
| warm temperate savanna/sinister mountain; 1s from brook; (silty clay loam)/andesite/gabbro/granite; basalt/phyllite/gabbro; high cliffs
 
| ne far from brook; likely waterfall ese
 
|-
 
|(1,4)
 
| tropical freshwater marsh/mountain; on brook; felsite/granite/diorite; red sand/gabbro/slate/diorite; medium cliffs (higher further east in conifer forest)
 
| s2sw on swamp/broadleaf forest boundar, far from brook, flat
 
 
|-
 
|-
| (0,7)
 
| haunted mountains/rocky wasteland, extreme cliffs, 5s from brook
 
 
|
 
|
 +
| colspan="6" | '''Current State''': 56 dwarves, thriving w. uppermost (longest) segment of river clear; there's a Giant cave on site, and one of the Trolls just wandered out to chase my haulers. Next digging task: canal south of upper river, with closeable drain to lower river, and treefarm chambers off of it. Bethabara is well-established, but main fortress is really completely unplanned.
 +
|- valign="top"
 +
| w4
 +
| Thadar Kajeth (20130)
 +
| Zikeldolek (Fiercecomet); 6x4
 +
| 80, 40: Along the Guardedstruck in the Mire of Sun (warm/hot temperate freswater swamp; silty clay loam/basalt/marble/gabbro, clay loam/chalk/phyllite/gabbro) at the base of the Fingers of Clasping (rhyolite/gneiss/granite). Signs of lava nearby.
 +
| Summer 1053
 +
| 22 May 2008
 +
| Educational: get steel industry going, learn to exploit magma
 
|-
 
|-
| (3,7)
 
| inaccessibly remote
 
 
|
 
|
 +
| colspan="6" | '''Current State''': 76 dwarves, my first Dungeon Master. Core industry - food, metal - is thriving, but need to get secondaries (clothing) going. Cleared imps out of the magma pool, once apprentice miners finish digging upper bedrooms should be cutting channels to place magma smelters & forges on. Immigrant armorer stepped on the map, immediately had successful mood, so high-quality steel chainmail is easy to get. Fort was built into mountains, while all the iron & flux are across the river under the hills, so mining has come relatively late to my fortress.
 +
|- valign="top"
 +
| w7
 +
| Slozgo Slospu (The Universe of Omen: 1667825290)
 +
| Tobulrithzam (Canyonbulwark); 6x7. An outpost of Nadakzulban (the Defended Banners), founded by Gusilrigoth (the Copper Craft).
 +
| 154, 103: Where Leafhushed the Lazy League comes down out of the Allied Towers (warm untamed mountain; dolomite/granite/gabbro, claystone/schist/granite) into the Hills of Evil (terrifying warm savanna; red sand/claystone/schist/granite). Leafhushed leads most of the way through the range towards Keskalmomuz, and needs to be interdicted.
 +
| Winter 1054
 +
| 25 June 2008
 +
|
 
|-
 
|-
| (14,8)
 
| temperate grassland island, aquifer
 
 
|
 
|
|-
+
| colspan="6" | '''Current State''': 65 dwarves and ready to grow. Excellent industry, too much food, 8 champion marksdwarves busy wrestling to pass the time. Have just started receiving goblin ambushes, sometimes several times per month, but most of map is inside defenses and accesses are guarded by dogs, so at worst we lose a hauler. Design successful, if a bit overly-orderly. Quite a lot of fun, but frame rate crashed to 30; turning off weather & temperature got it back up to 50, but it intermittently drops back down. What's left to do? Improve defenses, penetrate the pit in the SW & start harvesting cave spider silk, prepare for more noble arrivals and eventual sieges, ...? Managed without a Bethabara.
| (14,11)
 
| untamed temperate shrubland; double aquifer, no brook, flat
 
| sw, ssw
 
|-
 
| (9,12)
 
| haunted conifer forest; aquifer; 3s from brook
 
| 3 4s from brook
 
 
|}
 
|}
  
===Other Known Vents===
 
{| class="wikitable"
 
|-
 
! Location
 
! Notes
 
|-
 
| (7,3)
 
| adjacent to goblin fort at sw corner of mountain range
 
|}
 
  
==9001==
+
=Fortress Ideas and Philosophy=
 +
 
 +
I wrote the first versions of [[Challenges#Hunting_Party]] and [[Challenges#Immigration_and_Customs_Enforcement]], and still find myself drawn to variants on those for my roleplay attempts (i.e. just about all my forts).
 +
 
 +
I've historically taken a "Bethabara" (18th century Moravian German term for "House of Passage" - they literally built a small village where they lived comunally in order to have a place to live while they were building a well-organized city) approach since DF moved to 3d: build a tiny fort of 6-8 6x6 rooms, get food, masonry, carpentry, and crafting going there, and then dig the "main fort". However, I tend to find that (1) I end up with main fort layouts that I don't like or that have something ill-considered/rushed about them, and (2) moving from the Bethabara to the main fort is often awkward.
 +
 
 +
I avoid traps, and rely on marksdwarves behind fortifications. I start slow. I get frustrated by the (high) rate of immigration. I take extensive notes as I play, but haven't yet written them up in story form.
 +
 
 +
==Starting Builds==
 +
 
 +
My generic starting build is:
 +
 
 +
* Proficient Miner / Proficient Weaponsmith
 +
* Proficient Miner / Proficient Armorsmith
 +
* Proficient Carpenter / Proficient tradeskill (woodcrafter or stonecrafter)
 +
* Skilled Woodcutter / Novice Persuader / N Negotiator / N Judge of Intent / N Appraiser / N Consoler / N Pacifier
 +
* Proficient Mason / Competent Building Designer / Mechanic
 +
* Proficient Brewer / Proficient Cook
 +
* Proficient Grower / Proficient tradeskill (metalcrafter)
  
Gebbisorid Alu, The Momentous Universe of Wind
+
I don't like pairing woodcutter with most other starting skills because I tend to clear-cut. I used to use Herbalism heavily, but have move away from it in the current version. I don't understand builds like [Starting_builds#Rapid_expansion], since one skilled grower is so much more efficient than several unskilled growers (the broad-sets-of-skills in that build don't make sense to me either).
  
A generally placid realm.
+
==To try more of==
  
28 rejects, all early; < 4 minutes on fast desktop.
+
* Underwater river/chasm-centric construction. Dwarven Venice? Seems tougher in 3D, where both terrains are infested with creatures.
  
===Major Volcanoes===
+
=Previous Versions=
{| class="wikitable"
 
|-
 
! Location
 
! Notes
 
! Nearby vents and other features
 
|-
 
| (6,3)
 
| deep in mountains, far from brook
 
| 2ne in calm hot grassland 6s from brook; nnw in calm hot savanna/grassland with no brook; s 2sw on calm hot savanna 4s from brook; 3nw in shrubland/savanna 6s from brook
 
|-
 
| (10,5)
 
| on edge of mountains, far from brook
 
|-
 
| *(5,5)
 
| edge of mountains, 3s from brook; temperate mountain wilderness, untamed temperate broadleaf forest, temperate grassland wilderness: (black sand)/basalt/gneiss/diorite; river in canyon; moderate to high cliffs
 
| 3n on low ridge in middle of marsh wilderness - no brook; n 2ne similarly; n 2nw similarly; possible waterfall 2se; generally nice river basin southwards
 
|-
 
| *(4,6)
 
| solitary volcano 4s from brook; wild temperate freshwater swamp: yellow sand/rhyolite/felsite/granite
 
| s in swamp 4s from brook; nne in swamp wilderness far from brook; *2s in flat calm swamp along brook (silt loam)/yellow sand/rhyolite/felsite/granite; 2n ne in wild flat swamp 3s from brook; w 2nw in flat swamp far from brook
 
|-
 
| (5,7)
 
| inaccessible
 
|-
 
| (5,7)
 
| inaccessible
 
|-
 
| (14,9)
 
| volcanic island; temperate broadleaf forest w. aquifer + vent
 
|-
 
| (5,9)
 
| inaccessible
 
| 1e mountains 4s from sand desert (only 2s from brook! aquifer only under desert) with high cliffs; 1s in sand desert at foot of mountains - (black sand + aquifer)/basalt/basalt/diorite; 2e ne in sand desert with aquifer, 4s from brook
 
|-
 
| (5,9)
 
| solitary, temperate grassland / sand desert, no brook
 
| n sand desert with aquifer, 2s from brook; w sand desert with aquifer 7s from brook; nw sand desert with aquifer 9s from brook; 2n in featureless sand desert (likewise 2e + ese + 2s); nne in sand desert with aquifer 3s from brook; 3n on grassland/desert edge (no brook)
 
|-
 
| (3,12)
 
| far back in mountains
 
| ne in joyous marsh 4s from stream; 2ne in wild shrubland 5s from stream; 2sw in untamed cold savanna 3s from stream; 2w in untamed savanna 4s from stream; s 2sw far from stream; w 2sw in savanna far from stream;
 
|-
 
| (3,12)
 
| on freezing grassland, 6s from brook
 
| ne in sand desert with aquifer 7s from brook (likewise nne, nnw); s in freezing grassland 6s from brook (likewise sw); ene in cold wild savanna 6s from brook; 2e between cold grassland, cold savanna, freezing sand desert 4s from stream; ese on edge between desert and savanna far from stream; 2se in cold savanna along stream, nearly flat, clay loam/basalt/gabbro/granite; ssw in cold untamed temperate grassland 4s from stream; 2w in dull untamed grassland 5s from brook
 
|-
 
| (3,13)
 
| 1s from brook but nothing habitable nearby
 
|-
 
| (11,14)
 
| volcanic island, isolated in freezing taiga
 
|-
 
| (10,15)
 
| tundra island
 
|-
 
| (10,15)
 
| tundra island
 
|}
 
  
===Other Known Vents===
+
[[User:Kidinnu/old]]
{| class="wikitable"
 
|-
 
! Location
 
! Notes
 
|-
 
| *(5,6)
 
| just north of lake: untamed temperate mountain, temperate freshwater swamp wilderness; (sandy loam)/siltstone/gabbro/granite x obsidian/felsite/diorite; moderate cliffs
 
|-
 
| (5,10)
 
| middle of east-west river, interface between grassland and rocky waste, entirely flat
 
|}
 

Latest revision as of 04:54, 25 November 2008

Scouting reports:[edit]

In brief:

  • Slozgo Udo (1066): 285 rejects! Southern hemisphere, seas peripheral, deserts mostly good.
  • Thadar Kajeth (20130): Southern hemisphere, mid-sized seas central and south/east.
  • Mon Ebno (50105): Northern hemisphere, dominated by an evil desert in the east, small seas in the west.

Active Fortresses[edit]

Using version 27.176.38c.

Kidinnu stops playing Dwarf Fortress; interrupted by work. Kidinnu is bored; stops working to play Dwarf Fortress. Kidinnu stops playing Dwarf Fortress; interrupted by work. ...


Region Seed Fortess Name Location Game Date Last Played Concept
w3 Mon Ebno (50105) Koladiger (Ghoulriver); 7x5 256, 108: Near the northmost point of the Crest of Sadness (haunted warm mountain; shale/quartzite/gabbro), where it ends in the Dune of Mesh (warm sand desert wilderness; yellow sand aquifer/...). Just within the malign influence of Amxueb. Autumn 1052 21 May 2008 Storytelling: desert dwarves digging in to find long underground river, clear it out, & establish large farms off of it
Current State: 56 dwarves, thriving w. uppermost (longest) segment of river clear; there's a Giant cave on site, and one of the Trolls just wandered out to chase my haulers. Next digging task: canal south of upper river, with closeable drain to lower river, and treefarm chambers off of it. Bethabara is well-established, but main fortress is really completely unplanned.
w4 Thadar Kajeth (20130) Zikeldolek (Fiercecomet); 6x4 80, 40: Along the Guardedstruck in the Mire of Sun (warm/hot temperate freswater swamp; silty clay loam/basalt/marble/gabbro, clay loam/chalk/phyllite/gabbro) at the base of the Fingers of Clasping (rhyolite/gneiss/granite). Signs of lava nearby. Summer 1053 22 May 2008 Educational: get steel industry going, learn to exploit magma
Current State: 76 dwarves, my first Dungeon Master. Core industry - food, metal - is thriving, but need to get secondaries (clothing) going. Cleared imps out of the magma pool, once apprentice miners finish digging upper bedrooms should be cutting channels to place magma smelters & forges on. Immigrant armorer stepped on the map, immediately had successful mood, so high-quality steel chainmail is easy to get. Fort was built into mountains, while all the iron & flux are across the river under the hills, so mining has come relatively late to my fortress.
w7 Slozgo Slospu (The Universe of Omen: 1667825290) Tobulrithzam (Canyonbulwark); 6x7. An outpost of Nadakzulban (the Defended Banners), founded by Gusilrigoth (the Copper Craft). 154, 103: Where Leafhushed the Lazy League comes down out of the Allied Towers (warm untamed mountain; dolomite/granite/gabbro, claystone/schist/granite) into the Hills of Evil (terrifying warm savanna; red sand/claystone/schist/granite). Leafhushed leads most of the way through the range towards Keskalmomuz, and needs to be interdicted. Winter 1054 25 June 2008
Current State: 65 dwarves and ready to grow. Excellent industry, too much food, 8 champion marksdwarves busy wrestling to pass the time. Have just started receiving goblin ambushes, sometimes several times per month, but most of map is inside defenses and accesses are guarded by dogs, so at worst we lose a hauler. Design successful, if a bit overly-orderly. Quite a lot of fun, but frame rate crashed to 30; turning off weather & temperature got it back up to 50, but it intermittently drops back down. What's left to do? Improve defenses, penetrate the pit in the SW & start harvesting cave spider silk, prepare for more noble arrivals and eventual sieges, ...? Managed without a Bethabara.


Fortress Ideas and Philosophy[edit]

I wrote the first versions of Challenges#Hunting_Party and Challenges#Immigration_and_Customs_Enforcement, and still find myself drawn to variants on those for my roleplay attempts (i.e. just about all my forts).

I've historically taken a "Bethabara" (18th century Moravian German term for "House of Passage" - they literally built a small village where they lived comunally in order to have a place to live while they were building a well-organized city) approach since DF moved to 3d: build a tiny fort of 6-8 6x6 rooms, get food, masonry, carpentry, and crafting going there, and then dig the "main fort". However, I tend to find that (1) I end up with main fort layouts that I don't like or that have something ill-considered/rushed about them, and (2) moving from the Bethabara to the main fort is often awkward.

I avoid traps, and rely on marksdwarves behind fortifications. I start slow. I get frustrated by the (high) rate of immigration. I take extensive notes as I play, but haven't yet written them up in story form.

Starting Builds[edit]

My generic starting build is:

  • Proficient Miner / Proficient Weaponsmith
  • Proficient Miner / Proficient Armorsmith
  • Proficient Carpenter / Proficient tradeskill (woodcrafter or stonecrafter)
  • Skilled Woodcutter / Novice Persuader / N Negotiator / N Judge of Intent / N Appraiser / N Consoler / N Pacifier
  • Proficient Mason / Competent Building Designer / Mechanic
  • Proficient Brewer / Proficient Cook
  • Proficient Grower / Proficient tradeskill (metalcrafter)

I don't like pairing woodcutter with most other starting skills because I tend to clear-cut. I used to use Herbalism heavily, but have move away from it in the current version. I don't understand builds like [Starting_builds#Rapid_expansion], since one skilled grower is so much more efficient than several unskilled growers (the broad-sets-of-skills in that build don't make sense to me either).

To try more of[edit]

  • Underwater river/chasm-centric construction. Dwarven Venice? Seems tougher in 3D, where both terrains are infested with creatures.

Previous Versions[edit]

User:Kidinnu/old