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Windstirred: A Dwarf Fortress AAR and Tutorial

Thermos Wrote:Strange, my magma forges work without removing the ramps under them?



Coal is only present in sedimentary layers (layers types may be identified by the stones you encounter), and not very common at that. Volcanoes are always igneous extrusive, so yeah, I don't think we'll have coal on this map lol

Another thing to keep in mind is that sedimentary layers usually equals aquifers. bang

Oh, and I'll be a dwarf please!

I had an issue with magma forges and ramps because it would show up purple with ramps in the open spaces. It has about 4 biomes and large sedimentary beds so maybe. I won't really like the idea of massive logging campaigns for reasons you'll see in the next update.
In Soviet Russia, Civilization Micros You!

"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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Err, oops. I automatically assumed that volcano = great sea of rhyolite, didn't notice we had other biomes. smoke I need to remember to check the embark screen before posting next time...

Looking forward to the next update!
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Ch. 5 - Events of Year 251 Part 3 - Meeting the Local Wildlife

The Dwarf fortress world is filled with many dangerous forms of creatures. There are the forgotten beasts that lurk in caverns deep beneath the earth, waiting for a fool hardy or brave drunk dwarf to unleash them. There are legendary beasts who wander the realms and appear as uninvited guests for time to time. Mighty bronze colossus, giant cave spiders, and hydras are just some of the examples.

Of course there are more mundane things that endanger man, elf, dwarf, and goblin such as the might elephants, the old carps, badger swarms, and the odd ornery giant capybara. They aren't that bad to deal with usually but... this isn't a usual biome. Its fricking evil.

Like really fricking evil.
[Image: evil-spouse.jpg]

The first encounters were from late Autumn in 251 with the standard 'Cancel Drink' job spam. lol I play with sound sense which basically adds sound effects to DF so the job spam was quickly followed up by a crunch/splat/scream sound. I zoomed to the area and found the first casualty of the fort:

[Image: 0004-rhinos.png]

Someone's guinea-fowl got deadified by a Skeletal Rhino. You can see the rest of the herd in the western clearing. Apparently something finally wandered onto the map from the north. hammer Luckily they weren't the zombie variety with infectious undeath so we didn't have to worry about it turning into something like Left Fort Dwarf. lol

I looked around and wondered why the bird had wandered so far. Apparently what had happened was that the dwarves didn't like drinking from the pond and instead were wandering down to the brook to drink - them and their pets. I didn't think this would be a problem because there was a clearing near the river but apparently there was a wall of dirt between the clearing and the brook so the dwarves ended up pathing have way across the map to drink. I suppose that's why it took them a year to dig out the whole fort. banghead

...Well and the fact that I ran out of booze and a sober dwarf is a unproductive dwarf.

Anyway, I forbid the bird corpse so no one will run the Rhino gauntlet again and dig out the wall next to the river so they can get direct access (forgot to take a picture). Apparently though one of the butchers was curious about what happened to everyone's favorite guinea-fowl and found out first hand what had happened.

[Image: 0005-canceldrink.png]

Swoosh/splat/scream, cancel drink due to skeletal rhino spam... I always find it kinda annoying when animals sneak up on drinking dwarves. Glad I built all those coffins early.

So the first casualty that we care about is:
-Butch, ambushed by Skeletal Rhino due to being too sober to notice.

Tutorial Point - If you run out of booze, your dwarves will become unhappy and sluggish. Its not fatal usually unless a ton of your dwarves die to something at the same time and everyone goes insane.

Tutorial Point - You might think a temperance fort might be fun but be warned, it is not. You will not get Kobold Rum Runners and illegal stills being built in the dark recesses of the map. Neither will you get any burly migrant dwarves with Chicago accents or elk bird ridding marksdwarves ride-bys. All you get is a slow, disappointing fort that no one will want to immigrate to because it is no fun.

Anyway, due to having our first death, I designate a shelter area using the burrow option. You can go to the military alert menu and double hit 'right-arrow' to toggle alerts on an off. All they do is force your dwarves to congregate in a single area. You usually just do your meeting room:

[Image: 0006-burrow.png]

... but you will probably want to in the end include an area with a hospital, spare beds, and food stockpiles. In addition, you'll also want your levers in this area. Since levers are placed in your meeting/dining room, this is another reason to choose that particular area.

Luckily we didn't have anymore close calls. The Rhinos didn't really wander around much. I'm not sure if that's how the AI works but I guess I'll just assume that for them until later.

The elephants on the other hand were a different matter:
[Image: 0009-elephants-deaddwarfs.png]

In the Winter of 251, a herd of Elephants once again raised the alert of 'Cancel Drink.' This time, however, I managed to set the alert and try and gather my dwarves. The dwarves responded with the traditional 'Cancels X: Forbidden Area.' However, this didn't seem to do much since they were all running about trying to move trade goods and three of them got run down by elephants which are apparently faster than Rhinos.

The good Dr. McLuvin was flung off a cliff. Woody the woodcutter was caught out whilst logging (this happens often so either trade with elves, grow trees underground, or use expendables with no useful skills), and Wade was kicked into a pond and drowned:

[Image: 0018-wade.png]

It really does pay to have some coffins early so the dwarves don't get too depressed when their friends get horribly murdered by wildlife and unfortunate accidents like cave-ins and carps... rolleye

I was honestly hoping that the dwarven caravan would be murdered by the elephants and I could collect the loot but one of the guards single handedly defeated most of the herd. lol

So much for that. I hope goblins have more trouble. All the more reason to get a military up and running and fortifications build. Incidentally it seems like the elephants migrate through this area like real elephants except alive and tastier. They entered from the north and left to the south.

To be continued.
In Soviet Russia, Civilization Micros You!

"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
Reply

antisocialmunky Wrote:Also, who wants a dwarf named after them. We're going to start going through plenty of them given the casualty rate for year 1...

Me, me, me! If you need rationalisations for which dwarf to name what, remember I like destruction, particularly involving fire :fireball:
...wounding her only makes her more dangerous! nono -- haphazard1
It's More Fun to be Jack of All Trades than Master of One.
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I'll find a mechanic since I'm going to build magma defense systems smile
In Soviet Russia, Civilization Micros You!

"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
Reply

In the depths of Winter 251, BookDwarf - leader of the expedition sent to the unforgiving wastes of the north by Adil Litastzon, Goblin King of Dwarves - sat pondering in the dark recesses of his study. Current events dominated his thoughts and escaped his mind as a low rumble.

Quote:"The Doctor is dead and that insufferable Goblin mocks us by sending only ill-equipped incompetents to the fort. This is just a game to them, a game with our lives and beards. It won't be long before they get bored and forget about us and leave us to our fates out here."

The stone door opened behind him and in the dim wavering light and the captain of the guard, MostlyDrunk, entered to report on the situation outside.

Quote:"The undead elephants have been dispatched by the merchants. We can go outside again but I recommend against it until our smiths start production on weapons. We are no match for this evil and forsaken land."

BookDwarf sighed, stroking his beard. His chap lips moved.

Quote:"I've overseen many-a-fort in my day, my father, and his father before me as well. Will this be the last one?"

MostlyDrunk stood silent for a moment and then began.

Quote:"By the beard of my mother sir, you mustn't give up hope. I overheard you as I came in and I may have a remedy to our situation:

I have heard stories of dwarves - adventurers who are world savy and wise - who fled into the wilds when the Goblins came. Their hearts rejoice at good challenges and impossible situations. They have fought great demons in the depths of the earth and built great nations in the frozen wastes where even fool-hardy dwarves would fear to tread. They are drawn to places like these like moths to a flame. They lurk in the Realms Beyond the fringes of civilization and if they knew of our plight, they would come in droves to this land filled with evil and death and call it fun. I have a brother, mostly-harmless, who frequents their company. I can send word for him with the merchants."

BookDwarf was quiet for a moment before his mouth twisted into a smile hidden under his beard and he spoke:

Quote:"LET IT BE DONE."

***So I got all the dwarves in the latest migration wave named after the forumites. I have some free time next week so I'll start forging stuff, building wells, and trying to get at mineral deposits without risking going outside***
In Soviet Russia, Civilization Micros You!

"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
Reply

<pokes thread to keep it on the first page>

Hey guys, i'm watching with interest (hoping to figure out a way to stop all my dwarves from dying in really silly ways... in a "calm" embark zone smoke)

On a somewhat related note (but also not :neenernee), i was messing around with the raw files the other day, and managed to transfer the "dragon" creature to a playable character in adventurer mode. fun stuff. Four claw weapons and a bite attack. each of which one-shotted a wolf from a wolf pack. and no damge from any of the wolves, except a small scar. And it was a starting character! yikes

Only problem with my little dragon "mod" is that my dragon can't fly...

...or breathe fire for that matter. I presume it's because there are no assigned keys for those abilities. Anyone know a way around this? (or of assigning keys for such? i have no modding experience lol)

Feel free to Dwarf me if you run out of names. Don't feel compelled though, because knowing my luck in DF, the dwarf named after me would die as soon as he appeared on the map lol

Keep up the good work thumbsup


Edit: hmm...

Having looked up special abilities such as fire breath, apparently player controlled use of such is not currently implemented, so feel free to disregard my question. 'course, if you can think of a way to get it work, let me know. My offer of dwarfing still stands regardless smile
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