An Error Has Occurred!
Can i say, nethack at a macro level?
is dwarf fortress still a work in progress?
i looked into it years ago but it required a numpad and the former laptop did not has.
I think DF will still be a work in progress in 40 years. i should take another look at it now that it's SDL based (and thus much faster).
Quote from: Regret on January 20, 2010, 04:38:01 PM
is dwarf fortress still a work in progress?
i looked into it years ago but it required a numpad and the former laptop did not has.
It is a functioning work in progress. Like science, or Wikipedia.
Neat, I have to try that out. I just started playing nethack again yesterday as it happens.
Also, GoblinHack (http://goblinhack.sourceforge.net/) - a smooth scrolling ascii nethack-inspired game is lots of fun too, although I sort of prefer the turn-based limitless-time nature of nethack since I my reaction times aren't terribly fantastic.
The next version of DF is likely to come out before March is through. I'd recommend waiting till then if you want to try it - a lot of stuff is getting streamlined, and a lot of stuff is getting more Fun. (in DF terminology, "Losing is Fun.", aka, more ways lose an entire fortress of dwarves.)
Right now the major problem is that the size of your fortress is basically limited by your processor. As in, the game drops to 9-10 fps if you mine out a significant fraction of your mountain, or attempt to do any kind of hydro-engineering. Apparently the game tries to keep every single object on the map in memory, so if you have 100 000 chunks of rock laying around, it keeps all of those loaded, and checks through the entire list when a dwarf needs something. And if designate a large area to be deforested, or mined out, or what-have-you, it keeps every job in memory (which can easily be several thousand jobs, as it considers mining out a 50x50 area to be 2500 separate "mine this 1x1 tile" jobs) and apparently the computational complexity of "which tile should the dwarf mine next" is worse than O(n) or something.
But on the other hand, it has a thermodynamics engine. As in, one day I was tired of all the random granite boulders laying around my fort (as it was choking up CPU time), so I opened up the clear-text data files, changed the boiling point of granite to 0K, and reloaded the game. Every chunk of granite turned into "Vaporized Granite" or something, as I expected. What I didn't expect was that every dwarf who was underground at the time would freeze solid, as the granite presumably lowered the ambient temperature into the lower Kelvins.
Oh, and it includes the rogue-like as a sub game.
You can build a fortress, or you can wander around as an adventurer (using the same game mechanics). As an adventurer, you can explore abandoned fortresses (such as your own) and even bump into stuff like trade caravans hauling stuff away from one of your old fortresses.
Quote from: GA on January 21, 2010, 08:48:27 PM
But on the other hand, it has a thermodynamics engine. As in, one day I was tired of all the random granite boulders laying around my fort (as it was choking up CPU time), so I opened up the clear-text data files, changed the boiling point of granite to 0K, and reloaded the game. Every chunk of granite turned into "Vaporized Granite" or something, as I expected. What I didn't expect was that every dwarf who was underground at the time would freeze solid, as the granite presumably lowered the ambient temperature into the lower Kelvins.
:lulz: Oh that is rich. I may get a numpad for this laptop (fuck yuo, Apple! :argh!:) and try it out again.
Holy crap, thats alot of programming
Quote from: Cainad on January 21, 2010, 09:34:47 PM
Quote from: GA on January 21, 2010, 08:48:27 PM
But on the other hand, it has a thermodynamics engine. As in, one day I was tired of all the random granite boulders laying around my fort (as it was choking up CPU time), so I opened up the clear-text data files, changed the boiling point of granite to 0K, and reloaded the game. Every chunk of granite turned into "Vaporized Granite" or something, as I expected. What I didn't expect was that every dwarf who was underground at the time would freeze solid, as the granite presumably lowered the ambient temperature into the lower Kelvins.
:lulz: Oh that is rich. I may get a numpad for this laptop (fuck yuo, Apple! :argh!:) and try it out again.
You can change all the key settings to avoid needing a numpad.
Quote from: GA on January 21, 2010, 08:48:27 PM
The next version of DF is likely to come out before March is through. I'd recommend waiting till then if you want to try it - a lot of stuff is getting streamlined, and a lot of stuff is getting more Fun. (in DF terminology, "Losing is Fun.", aka, more ways lose an entire fortress of dwarves.)
Right now the major problem is that the size of your fortress is basically limited by your processor. As in, the game drops to 9-10 fps if you mine out a significant fraction of your mountain, or attempt to do any kind of hydro-engineering. Apparently the game tries to keep every single object on the map in memory, so if you have 100 000 chunks of rock laying around, it keeps all of those loaded, and checks through the entire list when a dwarf needs something. And if designate a large area to be deforested, or mined out, or what-have-you, it keeps every job in memory (which can easily be several thousand jobs, as it considers mining out a 50x50 area to be 2500 separate "mine this 1x1 tile" jobs) and apparently the computational complexity of "which tile should the dwarf mine next" is worse than O(n) or something.
But on the other hand, it has a thermodynamics engine. As in, one day I was tired of all the random granite boulders laying around my fort (as it was choking up CPU time), so I opened up the clear-text data files, changed the boiling point of granite to 0K, and reloaded the game. Every chunk of granite turned into "Vaporized Granite" or something, as I expected. What I didn't expect was that every dwarf who was underground at the time would freeze solid, as the granite presumably lowered the ambient temperature into the lower Kelvins.
Things like this make me happy that I have 4 gigs of ram.
So um what is this for sort of game? Sounds like SimNetHack Tycoon or something?
Quote from: Triple Zero on January 25, 2010, 07:11:51 PM
So um what is this for sort of game? Sounds like SimNetHack Tycoon or something?
pretty much.
I am officially addicted. I love that all the parts that sell a game are complete shit (the graphics, the interface, the learning curve) and that it is so very complex underneath those ascii graphics.
Maybe I'm just dumb, but my trend has been toward games that are simpler, but not necessarily easier.
That, or games that are so plot intensive/graphically stunning that they amount to art, more or less.
Mass Effect was a very pretty game, but it was also a very "kill the endless mooks" game.
Protip: A sniper with lots of levels in pistol is fucking unstoppable.
It's been a while since I've stayed up at night playing a game. Today I'm tired and grumpy and have only myself to blame. That, and those stupid fucking dwarfes, why the hell does my mason keep going off hunting, and my carpenter plant seeds while job queues build up at their respective workshops and the supply chains break and everyone starts eating kittens?
Anyway, I found this silly tutorial was great for getting me actually playing the game rather than giving up in disgust, which I almost did:
http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/
And this is indispensable too:
http://dwarffortresswiki.net
"...and the supply chains break and everyone starts eating kittens"
Newsfeed. :D
Obviously, you need to disable hunting on your mason, and disable farming on your carpenter. The dwarves have a kind of bizarre job priority system - if you set one dwarf to do both "catch fish" and "clean fish", he'll just keep fishing and never stop to clean any of the fish, resulting in a huge pile of rotting fish and no actual food. In general, you want each dwarf to do only one job, and that includes hauling labors.
Quote from: Felix on January 27, 2010, 06:50:16 PM
"...and the supply chains break and everyone starts eating kittens"
Newsfeed. :D
I don't think they eat kittens unless you expressly order the kittens to be butchered first. Which can be a problem, because you can't order dwarves' pets to be butchered. Normally, you just don't mark animals as "adopt meee" unless you know you don't want to eat them later, but cats have the survival advantage of being able to force dwarves to adopt them, whether you like it or not. Many a fortress has crumbled into dust because they've been overwhelmed by eternally breeding cats that they can't bring themselves to kill.
http://dwarffortresswiki.net/index.php/Catsplosion
Note the "thermonuclear catsplosion" option, where you
literally have exploding cats by the magic of messing around with core body temperatures.
I'm speechless.
Quote from: GA on January 27, 2010, 06:52:28 PM
Obviously, you need to disable hunting on your mason, and disable farming on your carpenter. The dwarves have a kind of bizarre job priority system - if you set one dwarf to do both "catch fish" and "clean fish", he'll just keep fishing and never stop to clean any of the fish, resulting in a huge pile of rotting fish and no actual food. In general, you want each dwarf to do only one job, and that includes hauling labors.
Ah - that helped, thanks. Yup, it is a bit bizarre.. gets easier with more dwarves though - is it even possible to specialise at the start with only 7 dwarves? I find myself constantly updating the labor preferences just to get anything done.
I hate this game for addicting me into staying up till the large hours playing it.
:lulz: :lulz: 3x hotter than the sun's surface .. poor Cats
That was almost the whole island...
I played Sid Meier's Civilisation ... I had fun playing #1 and #2 :oops:
Alpha centauri is the best in the series in my opinion.
civilization is cool, ever single one of 'em :P
Have you played Colonization?
either the original or the one based on Civ4.
Also very enjoyable.
Quote from: FP on February 01, 2010, 02:08:14 AM
Quote from: GA on January 27, 2010, 06:52:28 PM
Obviously, you need to disable hunting on your mason, and disable farming on your carpenter. The dwarves have a kind of bizarre job priority system - if you set one dwarf to do both "catch fish" and "clean fish", he'll just keep fishing and never stop to clean any of the fish, resulting in a huge pile of rotting fish and no actual food. In general, you want each dwarf to do only one job, and that includes hauling labors.
Ah - that helped, thanks. Yup, it is a bit bizarre.. gets easier with more dwarves though - is it even possible to specialise at the start with only 7 dwarves? I find myself constantly updating the labor preferences just to get anything done.
I hate this game for addicting me into staying up till the large hours playing it.
You can specialize with seven dwarves, you just won't be able to do everything yet. Which isn't a problem, as the more advanced things that require a bunch of dwarves can wait until the first immigrant wave. One formula that I stuck with for a while was 1 planter, 1 woodcutter, 1 carpenter, 4 miners. Lately I've been trying 6 miners + 1 carpenter, and just starting with enough food and booze to last me through the first year (selling the anvil at embark helps.)
Tried DF today. It is my kryptonite.
question, hoe do you keep the second wave of settlers from starving? cause the fuckers bring no food with them for me, best I can come up with is to try something with 4 or so farmers in it.
just downloaded DF, having a bit of trouble figuring out anything :( Going to try hit up the wiki ... I feel like being god.
I miss Black & White :( But cbf playing that
I can't get fullscreen mode to work with the RantingGrodent Tileset :(
But fullscreen mode works with the unmodded DF
edit : nvm fixed it - fullscreen was just in a weird resolution, changed it to 1280 x 800 anyhow
The mayday tileset in the first post works great for me (flawlessly under wine, too!):
http://mayday.w.staszic.waw.pl/~mayday/upload/DFG21.zip
Also, these links were more than enough to get me started - there may be better tutorials out there, but I can't imagine figuring it out without one:
http://www.principiadiscordia.com/forum/index.php?topic=23826.msg817290#msg817290
Quote from: Horrendous Foreign Love Stoat on February 02, 2010, 09:19:07 AM
I dunno man. Mine keep dying off in the second winter. My theory is, that I should have to kill off about 2/3 of em, for the good of the fortress. hopefully.
I;ve downloaded alpha centuri, but not bothered playing it yet. I'm alternating between mass effect, dwarf fortress, silent hill 2 & pokemon emerald.
Yeah. too much time on my hands.
I switch the labor preferences for my trader to help with the gardening/planting, and the peasants and even kids are quite competent at harvesting/food hauling. I dunno, I'm heading into my second winter, population rose to 38 with two waves of migrants, I haven't done anything more special than grow plump helmets all year round on a small (I'm in a hot climate) 3*8 farm plot, and my food stores are ~700.
I do also have a fairly competent plant gatherer - I don't have many plants growing in this climate, but I think skilled gatherers extract more per bush -- so that gets you more food overall than multiple unskilled workers.
Quote from: Regret on February 02, 2010, 12:54:27 AM
Have you played Colonization?
either the original or the one based on Civ4.
Also very enjoyable.
I loved Colonization on the Amiga, that was an awesome game. I had a lot of fun with Anno 1701, too - up until I started playing DF about a week ago that was the most complex exploration game in terms of supply chain management that I'd seen.
Quote from: Requia ☣ on February 02, 2010, 08:15:10 AM
question, hoe do you keep the second wave of settlers from starving? cause the fuckers bring no food with them for me, best I can come up with is to try something with 4 or so farmers in it.
You build up a food stockpile before the second wave comes, or if didn't, set the new guys to "gather plants" and have them harvest stuff from shrubs (there are shrubs on your map, right? Playing on a desert makes the game a little trickier.)
Are you starting with the "prepare carefully" option? Starting a planter at the Proficient level means he'll be growing 2-4 (maybe even 3-4, don't remember exactly) plants per seed. Starting with 15 plump helmet seeds and just continuously replanting them can easily give you several hundred food units of surplus. If you need seeds faster than they're provided just by dwarves eating the plants (shrooms, in this case), you can brew the plump helmets, which gives you the seeds as a byproduct.
You do know about the above ground / underground farming distinction, right? When I first played, that messed me up - the seeds that you can start with from embark can all only be planted on underground soil, whereas the seeds from food you gather above ground (wild strawberries, fisher berries, prickle berries, etc) can only be grown above ground.
Also, remember that you can buy food from the traders that come. If you have a trade depot built before the traders arrive, they'll bring wagons with them and therefore be able to carry more stuff (and more food.)
They ate the food from the traders, all of it
I didn't know I could harvest shrubs though.
Anyone up for a succession game?
It's where someone starts a game, plays for a year, posts updates of significant or interesting events, and then sends the save files to the next person on the list, who does the same. E.g.
http://lparchive.org/LetsPlay/Boatmurdered/
Quote from: FP on February 22, 2010, 03:28:07 AM
It's where someone starts a game, plays for a year, posts updates of significant or interesting events, and then sends the save files to the next person on the list, who does the same. E.g.
http://lparchive.org/LetsPlay/Boatmurdered/
I am up for it, but would not like to be the one who starts.
I have a game in progress which may be suitable, it's about 2 years old, pretty small/compact, but I'm not sure what to do next with it.
* Magma pipe leading to central workshops, currently outfitted with magma workshops (smelter,glass,kiln).
* Magma/obsidian farm.
* Proper floodgates for the above to allow for future expansion/rerouting for lava traps
* Lots of food/drink/wood/stone!
* All dwarfs ecstatic
* Has a mist generator in the main hall, powered by four windmills - showers down over four obsidian statues in the bottom-right corner
* No exploratory mining performed apart from one gold seam I struck on the way down, and some minor mining on the bottom layer to find the magma pipe
* Serene landscape - dwarfs don't get molested outside.
This is pretty much it:
(http://i1008.photobucket.com/albums/af205/spiff_bucket/atiros.jpg)
The workshops and bedrooms are virtually mirrored on the lower level, and above it is a small farm and barracks/weapon storage.
looks like fun.
By the way, how do I get a cool tileset like that? I hadn't messed around with that in the fear that it would break things.
Yup - the mayday tileset is the one I'm using - just unzip the zip file and click, as it includes the exe. Apparently it merges the "best" tiles from other sets. The official version didn't run in wine/linux, but this one does. It's based on a slightly older version, but it's been stable for me, and that's the main thing I'm concerned about.
Quote from: Horrendous Foreign Liam Stoat on February 22, 2010, 09:29:14 AM
oh god yeah. when I get this figured out a bit more, put me down :D they'd all end up dead atm see. lol
I meant to say, this is a perfectly acceptable outcome as long as it's funny :)
It'd be pretty difficult though, as the fortress is pretty much self-sustaining at this point.
So should I send you my e-mail address so you can send me the save file? Or is there another way to do it?
Or are we taking turns with it and it is not my turn next?
Quote from: BabylonHoruv on February 22, 2010, 09:05:04 PM
So should I send you my e-mail address so you can send me the save file? Or is there another way to do it?
Or are we taking turns with it and it is not my turn next?
I'm going to write up a little intro, post some pics of dwarf-glory, then figure out how to transfer the save file. I think it may be too big for email, if so I'll just put it up online somewhere (rapidshare, etc). I'll play out the winter and pass it over on the first of spring, if you like? Right now I'm just making sure that the labor prefs are sane, and doing a little bit of tidying up.. I also want to document what the levers do, else I can let you find out by trial and error? :evil:
Here is a little animated intro showing the region of Dyecertain. It has sadly failed to live up to its ominous name.
(http://i1008.photobucket.com/albums/af205/spiff_bucket/Dyecertain-overview.gif)
The first thing you see when you come in the main (and only) entrance is the shiny gold trade depot. The main living quarters and work areas are relatively low down, to avoid the ponds. There are only 38 dwarfs so far, and a pretty simple layout. Dwarfs are stupid enough without confounding them with confusing layouts! Gotta go, will write more later.
Quote from: FP on February 22, 2010, 09:48:45 PM
Quote from: BabylonHoruv on February 22, 2010, 09:05:04 PM
So should I send you my e-mail address so you can send me the save file? Or is there another way to do it?
Or are we taking turns with it and it is not my turn next?
I'm going to write up a little intro, post some pics of dwarf-glory, then figure out how to transfer the save file. I think it may be too big for email, if so I'll just put it up online somewhere (rapidshare, etc). I'll play out the winter and pass it over on the first of spring, if you like? Right now I'm just making sure that the labor prefs are sane, and doing a little bit of tidying up.. I also want to document what the levers do, else I can let you find out by trial and error? :evil:
Sounds good to me. And yes, do please tell me what the levers do
4th Timer, 203, Late Autumn
So I received word from the King today, that my tenure as ruler of Dyecertain will be coming to an end as of this coming Spring. Apparently Mountainhome feels that I have not being exporting enough "lulz". Though what class of gem that is, I do not know, maybe some lie in the barely touched rock below? What follows is a simple recount of our status and the first few uneventful years.
The lands I chose to settle are serene, quite flat and heavily forested. There are no rivers, although there may be one underground, and the only source of water are the numerous small ponds. The rain has been lighter than I expected, and drained ponds refill slowly. The topmost sedimentary layer is red sand, and underneath that brown siltstone. Despite all the trees, the trade depot is accessible, and we maintain good relations with our tall neighbours, the elves and humans.
The main entrance is on top of the largest hill in the region. For defense purposes, it is located in a natural channel, and two smaller hills just to the north could provide an opportunity to trap an enemy in crossfire. That is, should we ever face an enemy more formidable than a mildly irritated squirrel. The areas closest to the main entrance are almost entirely deforested - there are a few saplings, but many have perished under a careless peasant haulers boot.
The first year was spent digging out the topmost workshop area and living quarters. I selected a craftsdwarf to pump out siltstone kitsch, and he successfully gained several levels while creating bins full of crafts which has been our main trading staple ever since.
During the second year, we gained 7 migrants. At this point I was too busy digging around the lowest layer, trying to find the source of the hot air vent I correctly supposed was the result of a magma pipe, so I set the new folk to smooth some stone, and promptly forgot about them.
(http://i1008.photobucket.com/albums/af205/spiff_bucket/Dyecertain-0-region6-203-27336.gif)
At the bottom left you can see a grid where I was looking for kimberlite, mistakenly thinking that it occurs in olivine. Diamonds, of course, only occur in kimberlite, and I really wanted to find some diamonds. When the magma pipe was discovered, it was a simple matter of digging up and across until the top of the pipe was discovered. The miner quickly walled up the entrance that had been breached, in order to prevent nasty fire creatures pouring through. But in doing so, walled himself into the magma chamber. Stupid dwarf. A few more attempts of reconstructing walls and we were now safe from fire imps and magma men!
The second year also saw our first kobold thief. He promptly ran off with the only steel axe in the fortress. Which pissed off the woodcutter at a time when we were low on lumber. So some dwarfs had to sacrifice their beds to create a wood furnace, a smelter and a metal forge in order to create a new axe. They grumbled into their beards a little but I'm sure they understood.
Then we completed our first major project - the magma workshops and obsidian farm! Here is how it connects to the magma pipe:
(http://i1008.photobucket.com/albums/af205/spiff_bucket/lavafarm.gif)
The first lever should never need to be pulled again. The magma contained fuels the workshops, and is at a level of 4/7. The second level is used to control flow into a pit, and the third lever is used to control flow coming from the pipe. The magma behind that floodgate fills up to 7/7 pretty quickly.
To use the obsidian farm, you use the second and third levers to fill the pit to between 1/7 and 2/7 with magma. This can be tricky, and there is a door above which can be locked so that the dwarf you tell to pull the levers does so promptly, and doesn't wander off to look at a fine cabinet or something.
The next three levers control the flow of water. The left-most water lever will flood the magma chamber with approximately the right amount of water which comes from a small cistern above. This cistern may need to be resized, but the math to do it properly is a little tedious. The middle lever controls flow into the cistern, and can be used to refill it. The third lever controls the floodgate at the mouth of the water source - three ponds which drain when this system is used. It works, but since the water source is finite, it is far from perfect -- those source ponds are emptying too quickly.
We also had a birth this year, so I gave the mother (Cog Ceroltosid) a nice desk job as clerk, and assigned her a war dog in case any goblins get any bright ideas about stealing the child.
I formed a military around the same time, but made the mistake of making the squad leader out of the spouse of Cog Ceroltosid. She is in for some drama one way or another, as I haven't figured out how to properly train a military yet - I have them wrestling, and assigned them swords, but they refuse to pick them up and continue to wrestle. :?
We got an influx of 24 new immigrants. Luckily I had started carving out the second layer of bedrooms, and they waited patiently while I created the work orders for their beds. The stone smoothing team had finished so I set them to engrave. There are a few masterpiece engravings in there I think, but I haven't found them.
I don't think there's much more to add to bring the new expedition leader up to speed. The grand hall/meeting area has a large food stockpile, and the kitchens/still/fishery are nearby for easy access. The mist generator is a slight modification on [http://df.magmawiki.com/index.php/Mist]this design[/url], but shouldn't require refilling and is perpetually powered by windmills contributing 20 power each.
Some of the dwarves are starting to become cave adapted. I have a special project in mind for that, and if I'm lucky, just enough time to do it in.
26th Timber, 203, Late Autumn
Winter is nearly upon us, and with the it end of my second year managing this uneventful fortress. I'm starting to think that perhaps it was a mistake to create a large team of engravers, because they are running out of subject matter:
(http://i1008.photobucket.com/albums/af205/spiff_bucket/eng-the_insensitive_planter.png)
Yes, it is so dull in Dyecertain that we have to find excitement by making engravings about engravings. I'm not sure what "The Insensitive Planter" business is all about, so I walk the halls in search of this masterful engraving which has apparently enthralled my fellow dwarves.
Found it!
(http://i1008.photobucket.com/albums/af205/spiff_bucket/eng-the_hoof_of_perishing.png)
"Unnos Shithath"?! One shit? WTF! I'll be glad to see the back of this place :argh!:
In more pleasant news, my last project is on track, and I should finish it before spring/this evening.
Nvm - mispost. Sorry!
Only two years, feels like more. Unzip this into your data/save/ directory and it'll show up with the same name in the "Continue Playing" menu:
http://thedeviousplot.com/random/dyecertain-spr-204.zip
So, I finished my "secret project", I was so proud.
(http://i1008.photobucket.com/albums/af205/spiff_bucket/prj-5x5-meetinghallroof.png)
It's a 5x5 glass floor/ceiling over the main eating area/meeting hall. And see that green glob on the top-right corner? Vomit. From the dwarf constructing it. I feel more sorry for the poor dwarves who were sitting below happily eating their lunch. Hopefully this will help with the cave adaptation which is starting to kick in.
I ended up doing another 3x3 one for a small indoor farm, as I heard a few guys grumbling about being bored of their booze.
Two kobold theives, I managed to activate my military for the second but the pace was matched and the soldier never caught up with the kobold, though he chased one square behind him until he left the map. Remember that previous kobold thief that stole the battle axe? These guys do:
(http://i1008.photobucket.com/albums/af205/spiff_bucket/eng-the_mob_of_meditating.png)
Speaking of engraving, we're one step away from getting an engraving about an engraving about an engraving:
(http://i1008.photobucket.com/albums/af205/spiff_bucket/eng-the_butcher_of_harvesting.png)
These dwaves are
bored.
A few minor things:
- There's a small patch of bauxite to the northwest should you want to play with magma, or just search for gems
- The obsidian farm is still cooling - there's magma at the entrance, and you'll want to channel just the top layer to ensure you get the rocks
- There's a stray dog left untrained - I don't do hunting yet, but you have the choice. There are also six puppies, and five wardogs. The latter are mostly assigned to the mothers of infants - I haven't seen any goblins yet but I'm paranoid
- The mist generator is still working!
- Two new births in the last month, three infants in total now.
- Our stone crafts dwarf and engravers create so many masterpieces now, I don't really bother to check.
We got a useful artifact "Ilromkosak", by Besmar Tekkudmogshum. He became possessed and wandered into a masons workshop carrying only two chunks of platinum ore, and somehow made a native platinum throne valued at 144000. The total fortress worth was less than 100k at the time. It's now just a sliver over 300k, but I expect you will probably see more action as a result - migrants/enemies?
This is what the status looks like now:
(http://i1008.photobucket.com/albums/af205/spiff_bucket/status-1-gra-204.png)
Oh, and one thing I was keeping quiet about, there is a slight problem with horses.. I'm not cold-hearted enough to wipe them out:
(http://i1008.photobucket.com/albums/af205/spiff_bucket/bah-toomanypets.png)
Good Luck!
I played it and loved it. But I never go beyond a few years because when the number of dwarves increase it become too confusing and you still need to micromanage too much.
I didn't know there was a dev version, I should look into it since it seems to add interesting things to manage better (military screen? infirmary? cool).
Quote from: FP on February 25, 2010, 07:39:23 AM
So, I finished my "secret project", I was so proud.
(http://i1008.photobucket.com/albums/af205/spiff_bucket/prj-5x5-meetinghallroof.png)
It's a 5x5 glass floor/ceiling over the main eating area/meeting hall. And see that green glob on the top-right corner? Vomit. From the dwarf constructing it. I feel more sorry for the poor dwarves who were sitting below happily eating their lunch. Hopefully this will help with the cave adaptation which is starting to kick in.
I ended up doing another 3x3 one for a small indoor farm, as I heard a few guys grumbling about being bored of their booze.
For future reference, ordinary floors and ceilings work just as well for this. The game treats anything not directly below natural earth as "above ground" (which is what is important for cave adaption and what kind of crops you can grow) - light doesn't factor into it, which is fortunate because glass stuff isn't transparent according to the game anyway.
I don't remember if you can actually cure cave adaption - you might just have all your cave-adapted dwarves vomit every time they go into your dining room.
The meeting hall underneath is Inside, Light/Above ground - apparently the latter is a single check. But I read that although glass will allow plants to grow, it doesn't treat/prevent cave adaptation. I knew about the regular constructed stone floor passing light quirk, but I wanted to do it "properly", even though mass production of clear glass is a pain in the ass.. especially with small stockpiles/workshops.
Are you interested in playing a year? It could really use an experienced hand, I only started playing when I saw this thread!
And here's why we're lucky the game functions at all:
Quote from: Toady One, the sole DF developer
QuoteHey Toady, out of curiosity, do you write unit tests for any of your code?
Anything I'd think of to do there seems like it would be too annoying to maintain and prone to introduce bugs in the unit test when I try to maintain it, when it comes to setting up the objects etc necessary for the test. I don't have any experience with it.
Hopefully he'll learn the value of things like unit testing before version 1.0 happens.
Quote from: Satzanfang on March 16, 2010, 07:02:41 AM
And here's why we're lucky the game functions at all:
Quote from: Toady One, the sole DF developer
QuoteHey Toady, out of curiosity, do you write unit tests for any of your code?
Anything I'd think of to do there seems like it would be too annoying to maintain and prone to introduce bugs in the unit test when I try to maintain it, when it comes to setting up the objects etc necessary for the test. I don't have any experience with it.
Hopefully he'll learn the value of things like unit testing before version 1.0 happens.
See, shit like that is why TDWTF exists.
Also, Nethack > DwarfFortress. Very different games, but Nethack is the best computer game ever.
Except of course for Tetris, which is the best computer game ever.
Hey guys. Anyone played Armored Core: For Answer yet? Shit is so Ca$h.