Lells

joined 1 year ago
[–] Lells@kbin.social 5 points 10 months ago (2 children)

@DarkFox That's good to hear, it wasn't shitty enough as it was.

@Powderhorn @StenSaksTapir

 

Plus a FAQ!

[–] Lells@kbin.social 1 points 1 year ago* (last edited 1 year ago)

I remember following this back on the Bay12 forums, this is one of the most epic fortresses ever. Props to @BlindiRL for the video! Great work!

[–] Lells@kbin.social 2 points 1 year ago

It's definitely a lot to remember! That said though the more you play, the more a lot of it becomes second nature. If you ever have questions, don't hesitate to ask! I personally have been playing for .. holy crap, 15 years now. There's so much that's just second nature to me now, but I also learned from others over time. I'm happy to help others learn as well.

 

Future of the Fortress - August 2023

 

The Bay 12 Games Report, August 8th 2023

[–] Lells@kbin.social 2 points 1 year ago (2 children)

Ahhh sounds like either you don't have a Trade Depot built, or they can't find a way to it. Trade wagons for example are 3 tiles wide, so need an entrance that is at least 3 tiles wide for them to navigate through. Wagons also can not go up or down stairs. They can however travel up/down ramps.

I usually do what you're suggesting, have a massive sprawling underground fortress, but also a smaller walled enclosure on the surface that protects the underground, as well as housing a trade depot and barracks (so that my military is nearby to any potential action).

[–] Lells@kbin.social 1 points 1 year ago* (last edited 1 year ago) (4 children)

I have an underground area here, mostly stockpiles and offices, but also a proper great hall for whoever the eventual baron will be, and a cathedral for the religion. I'm trying to build up in this one though for the living quarters and day to day stuff, should be an interesting change of pace.

ETA: The sieges are usually dependent on how much wealth you export from your fortress, so if you don't get traders, then that makes sense. If you DO get traders and want to get attacked, trade a bunch of lavishly prepared meals.

[–] Lells@kbin.social 1 points 1 year ago* (last edited 1 year ago)

OOC: This fort was started when a friend who is new to DF confessed to having some confusion on how they should embark. What to look for, what the stuff on the screen meant, etc. While I used my "Small Volcanic Island" world-gen, I wasn't able to find a great volcano + river start, so opted for this one bordering on a glacier instead. So far I really like this map, and the only real accident we've had so far was our ONLY artifact creator, a child, got himself encased in ice when the moat started being dug. Since that time, at least THREE different agents have showed up at our fort, intent on stealing that artifact. Only one has escaped, the rest can be seen in the refuse stockpile on the bottom left.

[–] Lells@kbin.social 3 points 1 year ago (1 children)

The games that best compare to DF were almost all inspired by DF in the first place, but that said, I usually sell it as "Rimworld, but with hundreds of people, and even more detail".

I used to use Dwarf Therapist all the time, but after a while there was a manager option in DFHack starting in like, .40 or .44, and now in the Steam era (.50) I haven't bothered at all. A lot of things default to "everybody does this", and you can set categories of work and fairly easily pick and choose if everybody does them, or if certain specific people do. When choosing specific people, it shows you who has relevant skills, usually sorted by best at the top. Hope this helps.

 

Lordwall sits at the foot of a giant glacier in a high mountain valley. The small microclimate this location enjoys has proven to be stimulating to all dwarves spirituality. Lordwall has just established an organized religion, devoted to the worship of Rîsen, the Goddess of mountains and caverns. Thikut Blowgirder has assumed the role of Sacred Shadow, Rîsen's earthly prophet. While many of our dwarves worship this deity, not everybody subscribes to Thikut's teachings. Time will tell if Lordwall's inhabitants heed the prophecies being foretold, or if division will threaten our fledgling civilization.

[–] Lells@kbin.social 3 points 1 year ago

Strong think this is the milk of ~~human~~ kangarooman kindness. Mack Beth say milk make dwarves strong. Strong find milk, drink milk!

[–] Lells@kbin.social 2 points 1 year ago (1 children)

Loving the style and the simple palette!

[–] Lells@kbin.social 3 points 1 year ago (1 children)

Despite playing since 2008, I've only accessed the hidden fun stuff once, and mostly because I set out to do it. I too tend to keep creating new forts over and over to try to get things perfect. Then I save, and when I come back I never remember what I was doing, so I just start over again. :) Doing that for all these years, my early game is down to a science now (in terms of setting up manager, work orders, quantum stockpiles, etc. The only thing that really changes from play to play is how I design the fortress. Surprisingly still not tired of doing it after all these years.

[–] Lells@kbin.social 1 points 1 year ago (3 children)

It's as active as anybody feels to make it, feel free to post your fortresses, and welcome!

 

Saw this link on our sibling magazine, thought I'd share it here for anybody that hadn't seen it. Originally posted by @plule

 

Release notes for 50.09 (June 28, 2023):

In this release, we're updating the engine from SDL to SDL2, and there are many optimizations to go along with it. Aside from the optimizations, SDL2 is also the stepping stone to ports. We have Linux compiling and playable; it just needs some testing.

Moreover, there is now a(n experimental) multithreading option in the game settings that makes the game even faster!

We also have some new individual tree graphics, and an update to grass ramps as well.

This has been mostly the hard work of Putnam! Meanwhile I've started up on adventure mode - the long work of updating menus and adding audio has begun! Hopefully we'll have some progress to show their soon, as we continue updating fortress mode as well.

New stuff

  • Updated to SDL2 and made many surrounding changes. Various performance gains!
  • Experimental multithreading is available from game settings.

Graphics additions/changes

  • Some more trees now have individual graphics (maple, willow, cedar, larch, kapok, papaya, macademia.)
  • Updated some ramp images.
 

This year the Dwarf Fortress Gladiator Tournament is being run over on the Bay 12 Forum. Come join and have fun reading about your poor gladiator and their struggles. Signups are open until July 5th, 15:00 GMT, but please sign up as soon as you can, since it can take a little while to get on the forum even if I'm monitoring it consistently.

 

In 1999, America Online's volunteer chat room monitors sued the company for back wages. Do today's hot Internet companies risk the same fate?

 

Dwarf Fortress can be daunting at times. Thankfully, there are many knowledgeable people out there that can help! Do you have questions about how something works in game? Post here! We'll do our best to help you out.

 

I currently run a magazine, and have auto-federate tags set up to help bring in relevant content. However, a lot of content I would like to federate is not using hashtags in any capacity. Is there a way I can set the magazine up to federate based on a fediverse link instead?

Specifics:

I run @DwarfFortress
I want to auto-federate in anything from @dwarffortress regardless of if a hashtag is included.

Thanks!

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