Let's Play Dwarf Fortress: Syndrome Conundrum

Engarde

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Internet Kraken said:
Engarde said:
You mean there are things the military can do other than stab kobolds in the face? Wow, you learn something new every day....

If you're talking about training, then yes. In order to get a decent military, you have to have them train at a barracks. You can use the schedule system to give them breaks, but I just make them train year round.
Hahah, it was a joke, but it is good to know about military training anyway.
 

Internet Kraken

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(name here) said:
Also, how many and what kinds of ghost do you have?


There's also one ghostly hauler but she keeps phasing in and out existence so fuck trying to get a screenshot of her.
 

Internet Kraken

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Strangething said:
Bentgirder is saved as a .7z file. For some reason I assumed everyone used 7-zip now. Remind me to change that.
Is that why someone was having so much trouble with it earlier in the thread?
 

Internet Kraken

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Since I doubt this will be fully explained in the LP, I suppose I should mention something about how ghosts work. Ghosts are the result of a dead dwarf not being properly buried or not having a memorial made for them. However, just because a ghost is not buried does not mean they will become a ghost. The current mood of a dwarf upon dead influences the chance of them rising from the dead. An unhappy dwarf is far more likely to become a restless haunt than a happy one.

You may also have noticed there are different types of ghosts. The circumstances surrounding a dwarves death will also influence the type of ghost they become. Different ghosts do different things, ranging from minor annoyances (spooking) to incredibly dangerous (murdering the living). Also, ghosts are not restricted to residents of your fort. Foreign dwarves, such as merchants, can also become ghosts upon death.

If the body of a dwarf isn't available to be buried (fell in magma), you can use a memorial slab instead. Memorial slabs are engraved with the dwarves name, along with some info about them based on their personality ("Here lies Urist, lover of oysters"). However, the names of nondwarves can be engraved as well. Even legendary creatures can be receive engraved slabs, suggesting that Toady planned for ghosts to go beyond dwarves at one point.
 

Aidinthel

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Apr 3, 2010
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Can the murderous ghosts be defeated? 'Cause it seems to me that having an unstoppable killer roaming around would have pretty disastrous consequences.
 

(name here)

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Oct 8, 2010
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You just need to memoralize the ghost and they'll dissipate. Also, the murderous ghosts don't tend to attack often; I think they hang out near the site of their death most of the time and occasionally go to wreak havoc in the fort.
 

Double A

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Jul 29, 2009
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Internet Kraken said:
Since I doubt this will be fully explained in the LP, I suppose I should mention something about how ghosts work. Ghosts are the result of a dead dwarf not being properly buried or not having a memorial made for them. However, just because a ghost is not buried does not mean they will become a ghost. The current mood of a dwarf upon dead influences the chance of them rising from the dead. An unhappy dwarf is far more likely to become a restless haunt than a happy one.

You may also have noticed there are different types of ghosts. The circumstances surrounding a dwarves death will also influence the type of ghost they become. Different ghosts do different things, ranging from minor annoyances (spooking) to incredibly dangerous (murdering the living). Also, ghosts are not restricted to residents of your fort. Foreign dwarves, such as merchants, can also become ghosts upon death.

If the body of a dwarf isn't available to be buried (fell in magma), you can use a memorial slab instead. Memorial slabs are engraved with the dwarves name, along with some info about them based on their personality ("Here lies Urist, lover of oysters"). However, the names of nondwarves can be engraved as well. Even legendary creatures can be receive engraved slabs, suggesting that Toady planned for ghosts to go beyond dwarves at one point.
Irretrievable? So, like if, and this is just an example, a dwarf jumped into an ocean to fight a pair of zombie bluefish?

(Maybe you should memorialize someone before you get a murderous ghost. Those are very Fun in my experience, and I kind of like this LP. Fun of that magnitude would crush it.)
 

Internet Kraken

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Double A said:
Irretrievable? So, like if, and this is just an example, a dwarf jumped into an ocean to fight a pair of zombie bluefish?

(Maybe you should memorialize someone before you get a murderous ghost. Those are very Fun in my experience, and I kind of like this LP. Fun of that magnitude would crush it.)
I'm going to be getting rid of all the ghosts soon as a proper graveyard has almost been made. However, if any of the current ghosts were more than minor annoyances, I would have buried them long ago.

Unfortunately I wasn't really into my writing today so I decided to call off the update. Quality would have suffered ever more than the previous episodes if I hadn't.
 

Double A

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Internet Kraken said:
Double A said:
Irretrievable? So, like if, and this is just an example, a dwarf jumped into an ocean to fight a pair of zombie bluefish?

(Maybe you should memorialize someone before you get a murderous ghost. Those are very Fun in my experience, and I kind of like this LP. Fun of that magnitude would crush it.)
I'm going to be getting rid of all the ghosts soon as a proper graveyard has almost been made. However, if any of the current ghosts were more than minor annoyances, I would have buried them long ago.

Unfortunately I wasn't really into my writing today so I decided to call off the update. Quality would have suffered ever more than the previous episodes if I hadn't.
Oh, well, I was just bringing it up because all you need is 3 memorials and 7 coffins and a small room, but hey, that's fine.

Also... you embarked at an ocean. Did you mod aquifers out or just get lucky?
 

theSovietConnection

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Jan 14, 2009
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Internet Kraken said:
*Snip of BIBLICAL PROPORTIONS*
I know this is an old quote, but you have no idea how thankful I am you brought up Stonesense. Makes Dwarf Fortress that much more playable/rewarding for me. The Let's Play is also well done, presently on chapter 6.
 

Internet Kraken

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theSovietConnection said:
Internet Kraken said:
*Snip of BIBLICAL PROPORTIONS*
I know this is an old quote, but you have no idea how thankful I am you brought up Stonesense. Makes Dwarf Fortress that much more playable/rewarding for me. The Let's Play is also well done, presently on chapter 6.
Thanks. While I mentioned earlier in the thread that I dislike tilesets and don't believe they improve the game, I feel that Stonsense is different. Mainly because it's not a tileset, but rather a visualizer program. It's useful because it shows the game in a way you can't get in normal Dwarf Fortress due to it's multi z level view. I just wish it fully worked with the current version, but it's better than nothing I suppose.

Speaking of versions, the next version of Dwarf Fortress will probably be released soon. It's adding a lot to the game, most of which will most likely not be compatible with Reveredtour due to the version it was made in. As a result, I shall not immediately upgrade to the newest version. This is pretty much an inevitable part of any DF LP, as the game will typically have a major update before your LP is even close to finished.
 

Double A

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So... this isn't going to be an update of DF2010, but something completely different?

Hm... if that's true... should I keep my under-a-waterfall fort, or move on...
 

Internet Kraken

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Double A said:
So... this isn't going to be an update of DF2010, but something completely different?

Hm... if that's true... should I keep my under-a-waterfall fort, or move on...
No, it will be a DF2010 update for sure, but it's going to be a significant one that changes quite a bit. You can carry over saves from old versions, but many new features won't work. For example, you could carry an old fort into version .16, but the ghosts added to the game in that version wouldn't be able to appear.
 

Double A

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Internet Kraken said:
Double A said:
So... this isn't going to be an update of DF2010, but something completely different?

Hm... if that's true... should I keep my under-a-waterfall fort, or move on...
No, it will be a DF2010 update for sure, but it's going to be a significant one that changes quite a bit. You can carry over saves from old versions, but many new features won't work. For example, you could carry an old fort into version .16, but the ghosts added to the game in that version wouldn't be able to appear.
Oh, so I'll still be able to play a .18 fort, but won't be able to get wagons. Got it.

What about already genned worlds?
 

Internet Kraken

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Double A said:
Oh, so I'll still be able to play a .18 fort, but won't be able to get wagons. Got it.

What about already genned worlds?
Basic rule of thumb with new updates is that you will need to generate a new world to see the major changes. Any world is essentialy stuck in the version you generate it in. In some cases there can be glitches that only occur when an old fort is put into a new version, but those don't usually occur.
 

Internet Kraken

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Death_Korps_Kommissar said:
Internet Kraken said:
Death_Korps_Kommissar said:
What am I looking at here?
What is this?
I'm not entirely sure how to respond to this.
Sorry for wreaking your thread man. I was just curious cause I've never heard of this.
Don't worry about it. I'm just confused as to why you posted that. I can understand not knowing what Dwarf Fortress is, but the OP is supposed to address this issue. Suffice to say, this is Dwarf Fortress [http://www.bay12games.com/dwarves/].