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Difference between revisions of "User:Kidinnu"

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m (Updating with another fortress I'm toying with.)
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Using version 27.176.38c.
 
Using version 27.176.38c.
These are all parked as of 23 May 2008 because they were eating into work time way too much.
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Kidinnu is bored; stops working to play Dwarf Fortress.
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| 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.
 
| 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.
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| w5
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| (1066)
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| Tobullilar (Canyonpattern); 7x8. An outpost of Goden Bokbon (the Ropes of Heather), monitoring and containing the Blind Hills; founded by Ritholonshen (the Noble Chant).
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| 236, 71: Where Dikechirped the Wretch of Corruption spills out of the Common Fingers (warm-hot untamed mountain; limestone/schist/granite) into the Blind Hills (terrifying tropical shrubland; sandy clay/limestone/schist/granite).
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| Spring 1054
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| 29 May 2008
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| colspan="6" | '''Current State''': 44 dwarves (after heavy immigration control). Food, metal, cloth are thriving, despite loss of our legendary grower to a goblin ambush, and bedrooms are adequately established. Continuous slow drain of troops injured or killed either by zombie elephants or goblin ambushes. Defenses are coming together, limiting access to the fort, but there's too much uncontrolled space on the eastern plateau where we've lumbered and keep sending haulers to get the wood. Legendaries: 3 miners, 1 engraver, 1 woodcutter/record keeper, 1 stonecarver, 2 bonecarvers. Tried for a vertical design, with bedrooms at + elevations (in limestone), storerooms at -2/-3, and workshops at -4, but then started building fort in too tight a peninsula of land, so bedrooms are still significantly offset horizontally from the rest of the infrastructure.
 
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Revision as of 12:20, 30 May 2008

Scouting reports:

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

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.
w5 (1066) Tobullilar (Canyonpattern); 7x8. An outpost of Goden Bokbon (the Ropes of Heather), monitoring and containing the Blind Hills; founded by Ritholonshen (the Noble Chant). 236, 71: Where Dikechirped the Wretch of Corruption spills out of the Common Fingers (warm-hot untamed mountain; limestone/schist/granite) into the Blind Hills (terrifying tropical shrubland; sandy clay/limestone/schist/granite). Spring 1054 29 May 2008
Current State: 44 dwarves (after heavy immigration control). Food, metal, cloth are thriving, despite loss of our legendary grower to a goblin ambush, and bedrooms are adequately established. Continuous slow drain of troops injured or killed either by zombie elephants or goblin ambushes. Defenses are coming together, limiting access to the fort, but there's too much uncontrolled space on the eastern plateau where we've lumbered and keep sending haulers to get the wood. Legendaries: 3 miners, 1 engraver, 1 woodcutter/record keeper, 1 stonecarver, 2 bonecarvers. Tried for a vertical design, with bedrooms at + elevations (in limestone), storerooms at -2/-3, and workshops at -4, but then started building fort in too tight a peninsula of land, so bedrooms are still significantly offset horizontally from the rest of the infrastructure.


Fortress Ideas and Philosophy

I wrote the first versions of Challenge_Builds#Hunting_Party and Challenge_Builds#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.

To try more of

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

Previous Versions

User:Kidinnu/old