Let's Play Dwarf Fortress: Syndrome Conundrum

(name here)

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Actually, it's pretty useful. You can build a restraint in a room with it to make a tiny box with a bed in it into suitable quarters for a mayor.
 

Engarde

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Maybe make some kind of spiky noose trap? Hahah, you have such luck with artifacts. Oh, and exciting news, my first real fight!

My axedwarf destroyed a zombie mountain goat, yay!

Step two, set the Dwarven Atom Smasher on the inevitable goblin siege!

On a different note, how on earth does one get past an aquifier? I have tried a few things, and I am not quite sure how.
 

Spacewolf

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have you had any problems with setting bones my doctor keeps getting stuck at the well with the gypsum plaster
 

(name here)

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Eh, you don't really need plaster. Splints have served me fine, not a death to infection yet unless you count the ~20 cases of bleeding gas inhalation and everyone without nerve damage made a full recovery from all types of normal stabbing.
 

Internet Kraken

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(name here) said:
Eh, you don't really need plaster. Splints have served me fine, not a death to infection yet unless you count the ~20 cases of bleeding gas inhalation and everyone without nerve damage made a full recovery from all types of normal stabbing.
Yeah I'm not using plaster either, so I can't help you there.
Engarde said:
On a different note, how on earth does one get past an aquifier? I have tried a few things, and I am not quite sure how.
I get past aquifers by removing them from the game through basic modding. I do not find them fun to deal with, they take way to long to get past, and overall I feel like I enjoy the game more without them.
 

(name here)

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There are a few tricks to getting through them. The easiest one is to find a chunk of non-aquifer ore in the aquifer and dig down through it. If you've got a one-layer aquifer, you can also punch through it by channeling out a large section then dropping a huge block of rock onto it, then digging through that. In the unlikely event that you have any BEFORE the aquifer, you can dump magma into it. The only remaining option is increasingly elaborate pump arrangements and smoothing the walls or building new ones while the pumps keep the area dry.

Oh, and the obsidian around a volcano isn't part of any aquifer, so you can dig down through that.
 

Internet Kraken

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(name here) said:
There are a few tricks to getting through them. The easiest one is to find a chunk of non-aquifer ore in the aquifer and dig down through it. If you've got a one-layer aquifer, you can also punch through it by channeling out a large section then dropping a huge block of rock onto it, then digging through that. In the unlikely event that you have any BEFORE the aquifer, you can dump magma into it. The only remaining option is increasingly elaborate pump arrangements and smoothing the walls or building new ones while the pumps keep the area dry.

Oh, and the obsidian around a volcano isn't part of any aquifer, so you can dig down through that.
See I pretty much embark exclusively on ocean maps, which always have multiple layer aquifers. And since I like building my forts above ground out of stone, having to deal with multiple aquifers is a nightmare.
 

Internet Kraken

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Chapter 37: From the journal of Stinthad Kekimtobul

__________________________________________________

6th Malachite, 1053, Mid-Summer


I think I might need to relocate the well to a different area.



It seems that a large number of dwarves are using it to wash all the grime off their clothes and bodies, which wouldn't be a problem if said grime didn't then splatter across the ground. Everyone heading to the production center has to cross through a vile pool of blood and mud. It's not exactly pleasant, to say the least.

9th Malachite, 1053, Mid-Summer

I've been bothered by something recently. I felt like Reveredtour was missing something, but I couldn't figure out what it was. Today I finally realized what I have desired all along.



Stinthad: "Rovod! Come over here! I need to tell you something!"
Rovod: "Uh, okay. What exactly do want?"
Stinthad: "I feel like Reveredtour is missing something. Something that you can provide it with."
Rovod: "And what might that be?"
Stinthad: "Bucklers!"



Rovod: "Bucklers?"
Stinthad: "Yes, bucklers."
Rovod: "...why do you want those?"
Stinthad: "I don't know."
Rovod: "..."
Stinthad: "You can make them though, right?"
Rovod: "Yeah, sure."



Stinthad: "Excellent! Also, if you don't mind me asking, what are you making for dinner tonight?"
Rovod: "Roasted cow spleen with a side of mussel."



That sounds delightful!

14th Malachite, 1053, Mid-Summer



The diggers have almost finished with the moat, which means it will soon be time to flood it. All the floodgates are properly linked up, so all that remains is to dig out the last few tiles separating the river from the empty moat.

16th Malachite, 1053, Mid-Summer

Well the diggers removed the last pieces of land separating the moat and the river. A torrent of water is now rushing up against the floodgates. This is exactly what I wanted, but what I didn't want is a river of blood!



How is everyone in this fort so filthy that the second they touch water it becomes tainted with the blood of dozens of foul beasts?



Well I suppose it ultimately doesn't matter. PULL THE LEVER!!!

18th Malachite, 1053, Mid-Summer

I was very happy to hear that Rovod and her cooks finished making the bucklers I wanted.



But this made me realize something. Reveredtour needs even MORE bucklers!



I DEMAND THEY BE MADE NOW!!!

22nd Malachite, 1053, Mid-Summer



Goden was once again proclaiming her greatness, as she made an engraving she was particularly proud of. I came to look at the engraving, fully expecting it to be another image of her ascending to some position of power.



Instead, it was some nightmare creature that according to legend lives in the wilderness surrounding Reveredtour. Isn't that lovely?

25th Malachite, 1053, Mid-Summer


Stonesense Version [http://img171.imageshack.us/img171/5280/floodsense.png]

Well the moat is starting to fill up, albeit at a much slower rate than I expected. I guess I overestimated the amount of water flowing through the river. Maybe it would have been better to just use the ocean as the main water source. Oh well, too late to change it now.

Also the cooks finished making the new bucklers I demanded. I feel that Reveredtour has enough of them for now.

1st Galena, 1053, Late Summer



I had a new well-constructed down in the refuse stockpile, figuring that it wouldn't matter if the bones and skulls lying down there got covered in blood. I had that dumb rope that hauler made used to create the well. Since it's operated by crank the only person who had to actually touch the rope was the one who installed it, so it shouldn't be a problem.

Speaking of which, one of the mechanics now needs to be treated for several cuts on their hands. I suppose this was to be expected.

__________________________________________________


Somehow these updates keep getting shorter yet are taking longer to make.
 

Internet Kraken

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Aidinthel said:
Does the mechanic actually have cut hands or is that just fluff?

Nah, just fluff. The possible harm once could take from handling an object covered in spikes isn't accounted for by Dwarf Fortress. At least, not at the moment.
 

Chal

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Hello again! I just got back from my own Christmas break and it's good to see this fortress is still up and running, albeit coated in blood with a side of horrible seafood.

Also in the Christmas spirit, I just donated to Toady's animal adoption fundraiser. At first I was thinking of sponsoring geckos (a favorite animal and adorable pet), but then I realized they'd probably be classified as vermin and death by cats would be my only real sighting of them. So, instead I'll sponsor one of the nautical beasties off of the bottom of this list in honor of Reveredtour.

Any suggestions from fellow Escapist overseers? I'm partial to picking the humble squid just because I can more easily imagine them acting as an entertaining threat for ocean-side fortresses, assuming Toady is including giant squid and not some pissy little specimen that will serve to distract workers and nothing more.
 

Aidinthel

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Internet Kraken said:
Aidinthel said:
Does the mechanic actually have cut hands or is that just fluff?

Nah, just fluff. The possible harm once could take from handling an object covered in spikes isn't accounted for by Dwarf Fortress. At least, not at the moment.
I thought so, but considering what the game already tracks I couldn't be sure. No doubt they'll get to it eventually.
 

Double A

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Chal said:
Hello again! I just got back from my own Christmas break and it's good to see this fortress is still up and running, albeit coated in blood with a side of horrible seafood.

Also in the Christmas spirit, I just donated to Toady's animal adoption fundraiser. At first I was thinking of sponsoring geckos (a favorite animal and adorable pet), but then I realized they'd probably be classified as vermin and death by cats would be my only real sighting of them. So, instead I'll sponsor one of the nautical beasties off of the bottom of this list in honor of Reveredtour.

Any suggestions from fellow Escapist overseers? I'm partial to picking the humble squid just because I can more easily imagine them acting as an entertaining threat for ocean-side fortresses, assuming Toady is including giant squid and not some pissy little specimen that will serve to distract workers and nothing more.
Toucans would be so awesome!
 

Internet Kraken

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Chal said:
Hello again! I just got back from my own Christmas break and it's good to see this fortress is still up and running, albeit coated in blood with a side of horrible seafood.

Also in the Christmas spirit, I just donated to Toady's animal adoption fundraiser. At first I was thinking of sponsoring geckos (a favorite animal and adorable pet), but then I realized they'd probably be classified as vermin and death by cats would be my only real sighting of them. So, instead I'll sponsor one of the nautical beasties off of the bottom of this list in honor of Reveredtour.

Any suggestions from fellow Escapist overseers? I'm partial to picking the humble squid just because I can more easily imagine them acting as an entertaining threat for ocean-side fortresses, assuming Toady is including giant squid and not some pissy little specimen that will serve to distract workers and nothing more.
SQUID!!!!!!
 

vallorn

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Internet Kraken said:
Chal said:
Hello again! I just got back from my own Christmas break and it's good to see this fortress is still up and running, albeit coated in blood with a side of horrible seafood.

Also in the Christmas spirit, I just donated to Toady's animal adoption fundraiser. At first I was thinking of sponsoring geckos (a favorite animal and adorable pet), but then I realized they'd probably be classified as vermin and death by cats would be my only real sighting of them. So, instead I'll sponsor one of the nautical beasties off of the bottom of this list in honor of Reveredtour.

Any suggestions from fellow Escapist overseers? I'm partial to picking the humble squid just because I can more easily imagine them acting as an entertaining threat for ocean-side fortresses, assuming Toady is including giant squid and not some pissy little specimen that will serve to distract workers and nothing more.
SQUID!!!!!!
AND GIANT DEATH SQUID THAT CAN EAT WHOLE FORTRESSES!!!!
 

Internet Kraken

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(name here) said:
It's due to FPS.

Yeah, my only ocean fort ever depended on the volcano trick.
It's not really due to FPS since the game spends the majority of the time paused. God forbid Reveredtour ever drops into the single digits. If I had to guess it would be because of all the distractions. No big deal though.
 

AlternatePFG

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While I don't think I could get into this game myself, this LP is very interesting.

I gave it a shot a few days ago, but the UI seems to complex for me to wrap my head around it. Can you directly control dwarves?
 

(name here)

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AlternatePFG said:
While I don't think I could get into this game myself, this LP is very interesting.

I gave it a shot a few days ago, but the UI seems to complex for me to wrap my head around it. Can you directly control dwarves?
No. You designate certain tasks and order jobs at buildings, and you can give loose orders to squads, but what dwarves actually do depends on a complex and computationally expensive prioritization algorithm. You can adjust their professions to, eg. have your chief medical dwarf do only healthcare jobs and nothing else.

The prioritization is a lot better than it used to be; dwarves used to override their existing job when mildly hungry, but now they will keep at it until they hit "starving" or "dehydrated".
 

Chal

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AlternatePFG said:
While I don't think I could get into this game myself, this LP is very interesting.

I gave it a shot a few days ago, but the UI seems to complex for me to wrap my head around it. Can you directly control dwarves?
Only for military purposes. All the player does is assign tasks and control which dwarves are allowed to do what. However, if you recruit dwarves into the army, you select the tile for them to station themselves at or give them kill orders on specific creatures.

On another note, it looks like the votes are (unsurprisingly) favoring the squid. Does anyone have any idea for a [PREFSTRING] to suggest? It might not make it into the actual game, but I might as well figure one out before I receive Toady's confirmation. For those who don't know, a [PREFSTRING] is a short description of why dwarves would have a particular creature be their favorite animal, e.g. Dwarves like cows for their "haunting moos".