Let's Play Dwarf Fortress: Syndrome Conundrum

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Though dangerous as animals, the buck maggot serves as an excellent pet if domesticated. They have a high pet value, and their body materials are worth 3 more than the average animal. They can also be milked, unlike most wild creatures.
Just...eugh.


I'll tell you who has feelings. Blokes that bludgeon their wives to death with a golf trophy.
 

Internet Kraken

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The_root_of_all_evil said:
Though dangerous as animals, the buck maggot serves as an excellent pet if domesticated. They have a high pet value, and their body materials are worth 3 more than the average animal. They can also be milked, unlike most wild creatures.
Just...eugh.
Hey, I'm not the one that came up with milkable maggots in the first place. [http://df.magmawiki.com/index.php/Purring_maggot]

Interestingly enough, purring maggots used to be the sole source of milk in Dwarf Fortress. Even when cows were in the game, they couldn't actually be milked until DF 2010 was released.
 

(name here)

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Soap: The one true cure for infection.

Also, here's a quote on infections from the bay12 forums:

"Picture a dwarf, warrior, mechanic, or some other incredibly useful profession. Now picture him dead. That's what infections do."
 

Internet Kraken

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OhJohnNo said:
Well, so long as I can capture and tame big enough beasties to tear holes through Goblins I'm fine.
Well you can find creatures like that regardless of where you embark, provided you're willing to dig deep enough to find them. An army of war dogs isn't good far anything other than being meat shields, but jabberers [http://df.magmawiki.com/index.php/Jabberer] will fuck any foe up.

What about Ooze Pods? I quite like the idea of a legion of disposable cannon-fodder troops that can shoot things into the bargain.
Well like I mentioned in the first post with them, ooze pods are a mod so they don't show up in vanilla DF. I don't think they are particularly effective as soldiers either, as they spit a very weak inorganic blob of ooze. Their usefulness would depend entirely on whether or not your foe of the moment has access to ranged attacks or flying units. Being first layer cavern dweller, I didn't want ooze pods to be death incarnate.

In vanilla DF, the only creature I know of that can spit inorganic blobs are magma crabs [http://df.magmawiki.com/index.php/Magma_crab]. I imagine they have all the same flaws as ooze pods due to their small size, but I wouldn't know since they are about a hundred times harder to catch as they live in magma.



The_root_of_all_evil said:
How do you go about modding? Is it just looking through the data files and altering specific variables? or is there a tool for mucking about?
It depends on the type of modding your doing. Though as far as I know, unless you're making a utility for DF, all modding is done by altering variables in the data files. Which is both simple and stupidly complex in a lot of ways. My modding is mainly limited to creatures, and even then I don't know everything about that. I've only just recently figured out how to properly create new tissue materials.
 

Engarde

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Could you possibly release the creatures you have modded as a pack? I love the idea of cute little war octopi. Which reminds me, I need to train a soldier in my current game....
 

repeating integers

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Internet Kraken said:
What about Ooze Pods? I quite like the idea of a legion of disposable cannon-fodder troops that can shoot things into the bargain.
Well like I mentioned in the first post with them, ooze pods are a mod so they don't show up in vanilla DF. I don't think they are particularly effective as soldiers either, as they spit a very weak inorganic blob of ooze. Their usefulness would depend entirely on whether or not your foe of the moment has access to ranged attacks or flying units. Being first layer cavern dweller, I didn't want ooze pods to be death incarnate.

In vanilla DF, the only creature I know of that can spit inorganic blobs are magma crabs [http://df.magmawiki.com/index.php/Magma_crab]. I imagine they have all the same flaws as ooze pods due to their small size, but I wouldn't know since they are about a hundred times harder to catch as they live in magma.
Oh... crud. I missed that bit, I thought Oozies (Uzis? :p) were in vanilla as well. Ah well, I guess I could build some magma-resistant cages if I tried hard enough. This is Dwarven engineering after all :p.

Engarde said:
Could you possibly release the creatures you have modded as a pack? I love the idea of cute little war octopi. Which reminds me, I need to train a soldier in my current game....
I agree with this guy.
 

Internet Kraken

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Engarde said:
Could you possibly release the creatures you have modded as a pack? I love the idea of cute little war octopi. Which reminds me, I need to train a soldier in my current game....
Well if people actually want me to I could put them in a mod at some point and put it up for download. Just be warned that while I test each creature to ensure that they are functional, I haven't actually been able to see how all of the work in fortreess/adventure mode due to biomes and spawning limits. So don't blame me if you embark in a forest and suddenly a giant slug eats everyone. Though most of my modding is limited to savage biomes and caverns, so you'd be asking for danger in the first place.

I'll get that done sometime today/tomorrow.
 

Spacewolf

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well my fortress has breached the second cavern level, and a dragon showed up and got killed with 0 injuries, not really sure what to do now excavation continues and has currently reached Z-level -111
 

Internet Kraken

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The Madman said:
...

You actually inspired me to start a new fortress awhile back myself, and I just noticed the... the strangest and possibly creepiest thing I've ever seen in Dwarf Fortress. I thought I'd seen it all, but now I have to wonder how many other quirky little possibilities I've missed.

Ever seen that 90' romantic flick called Ghost with Patrick Swayze, the one with the dead guys ghost trying to protect his still living girlfriend? Yeah... I got that going on in my fortress. Seriously. There's this little chubby goth-dwarf, low self esteem but tons of enthusiasm, who's job is as a bone carver (Go figure!). Anyway...


Yeah, she sleeps with her dead husbands ghost who occasionally pops up to haunt my fortress lower levels. I didn't even know that was possible. Creepiest part? She's happier than ever, and the daughter is cheery that she sees her father every once and awhile.

God I love this little game. Anyway, sorry to interrupt, back to the main story!
Somehow I only just now noticed this post. The fact that your dwarf sleeps with the ghost of her deceased husband is quite amusing. The most logical explanation behind it is that the game still treats ghosts as citizens in some ways. For example, the pets of a deceased dwarf will still attempt to follow the ghost of said dwarf around. It's actually kind of sad, and I'm guessing some of these things were intentional on Toady's part, as he could have easily made it so that ghosts were considered nothing more than monsters.

However, obviously there were unintended side effects. I seriously doubt Toady meant for ghosts to be able to organize parties from beyond the grave.
 

Internet Kraken

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Chapter 23: From the journal of Stinthad Kekimtobul

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1st Malachite, 1052, Mid-Summer

A thought just occurred to me; if the elves sent a caravan, perhaps the humans will send one as well? It isn't that unlikely, as we were already conducting trade missions with the local human civilization before Reveredtour was settled, due to their dominance over the northern region. Humans actually make some decent equipment, so maybe I could purchase some from them to better equip the military. They may not rival dwarven works, but then again nothing really does! Better than having the military run around punching zombies out of existence, I suppose. However, Alath seemed less than thrilled with the idea of getting new gear.

Alath: "Keep your fancy weapons. I have all I need."
Stinthad: "What? I mean, normally I wouldn't second guess the decisions of trained soldiers, but all you have is that dagger."
Alath: "And?"



Stinthad: "Well, uh, it kind of sucks. You looted it off a kobold after all."

I hadn't anticipated how offended he would be by this. He told me to leave him alone, and I didn't hesitate to do so. He may just have a rusty dagger, but I still wouldn't want it in my face. Especially not after seeing what he did to the frogmen. Speaking of which, one of the dwarves found out what happened to the frogman that supposedly escaped whilst tending to the war beasts.



Apparently it took them 2 hours to get all the chunks of bone out of the elephant's foot.

5th Malachite, 1052, Mid-Summer

I heard that the cage traps I had installed in one of the deep roads had caught some invaders. I was very pleased with this, as my brilliance may have saved the lives of dwarves that would have been ambush and killed by the vicious cavern beasts. I rushed to see what vile fiend was now at our mercy and found...mole dogs.



Not even zombies ones, just regular mole dogs. Apparently their sensitive noses picked up the scent of food wafting from Reveredtour, and they blundered into the cage traps in search of a meal.



But you know, when their flesh isn't rotting off and they aren't trying to tear your limbs off, these mole dogs are actually kind of cute! I wanted to keep one as a pet, but apparently they have tragically short life spans. I guess there's only one sensible thing to do.



I hope they at least taste good...



Whoa, maybe not. I don't know why, but when I thought about eating those mole dogs I felt a cold chill run down my spine and a horrifying scream echo through my ears. I must have eaten something bad to have such a bizarre hallucination.

8th Malachite, 1052, Mid-Summer

I finally managed to pin down Goden, but I didn't learn much. All she told me was that the project had been discontinued and that I had no need to dwell on it. I was tempted to ask more, but when she pulls out the hammer my curiosity fades away. Apparently Monom was the only one who knew anything about it, and she doesn't remember anything. I guess Goden will just keep this as her little secret for now.

You know what's weird? I can't find Dashy the gazelle anywhere. Normally you see him sitting near the entrance, chewing on little clumps of grass. But now he's nowhere to be found.



I hope he didn't wander somewhere dangerous.



13th Malachite, 1052, Mid-Summer

I've finally begun the process of setting up the H.F.S. Obviously, one of our first goals should be to capture as many of the local hippos as possible. Technically all we need is one breeding pair, but the more the merrier! I have designed an ingenious trap to do so.


Stonesense Version [http://img641.imageshack.us/img641/5858/hfssense.png]

It's rather simple; we fill the dugout corridor with several rows of cage traps. Once this is done, the final wall is torn down granting access to the river. Hopefully, the local hippo population will investigate the new passage out of curiosity and enter the traps on their own. If not, one of the dwarves can use a crossbow to "encourage" the hippos to enter the trap corridor. I've heard concerns about this being dangerous, but I've assured everyone that this is perfectly safe. After all, there's no way weak little wooden bolts could significantly harm those wonderful hippos!

15th Malachite, 1052, Mid-Summer

I don't think I'm going to be able to sleep tonight. Not after what I saw.

A gazelle had been roaming near Reveredtour for the past few days. I was hoping it was Dashy, but sadly this wasn't the case. It wasn't bothering anyone, but at some point Goden decided it would be best to kill it. However, Momuz said that stopping training just to take down one gazelle was a waste of time. So to my surprise, Goden set out to kill the gazelle by herself.



I went to watch her from across the ditch, and many other dwarves did as well. They were amused to see an engraver trying to harm anything. I guess Goden was right, the other dwarves really don't respect her. Well right after exiting the fort, she almost tripped over a small creature crawling through the grass. The creature, surprised to have been seen, suddenly bolted upright and revealed itself to be a kobold thief.



Goden, upon viewing the pathetic kobold, was filled with an enormous amount of rage. The mere idea of it trying to steal from Reveredtour seemed to offend her deeply. She raised her hammer to strike down the terrified kobold. The other dwarves were laughing at this point, as Momuz told everyone that while her hammer looks intimidating it's actually harmless. It apparently weighs less than a pound, and even a legendary hammerer couldn't hurt someone with it. So we all assumed she would spend the rest of the day chasing the kobold around Reveredtour, beating it with the hammer in futility as it does little more than tickle the thief.



Instead she reduced the poor little kobold to a shattered mess with a single blow. Somehow the "harmless hammer" had torn up parts of the kobolds spine, rendering it incapable of running properly. The kobold let out a number of wretched sounds which disturb me to even think about them.



Momuz was only half-right. While the hammer couldn't kill you easily, that didn't stop it from turning you into a bloody mess. As the kobold tried to crawl away, Goden simply beat it over and over again with the hammer. The whole time kobold howled in pain, hacking up blood bile as it sustained both internal and external injuries. It was a grim thing to watch, but we just couldn't turn away.



Eventually, Goden ended the poor kobold's life by smearing its skull and its contents across the sunbaked soil. Yeah, that sure is a harmless hammer! Apparently not content with mutilating the thief, Goden then turned her attention to the gazelle she had originally set out to kill.



Nobody was laughing now.



Goden casually strolled back into the fort, clearly pleased with her ability to crush tiny kobolds and defenseless grassland critters.



Still, nobody was mocking her now, because they were all worried about being on the receiving end of that hammer. I don't like that everyone is so nervous now, but I can't really blame Goden for killing a thief, even it was done in an incredibly horrific manner. I just hope she doesn't get any bad ideas from this.

25th, 1052, Mid-Summer

I was working in the masons shop today, figuring I could help the other dwarves out with some of the more menial tasks. Suddenly, one of the diggers burst the door open. Apparently her name is Aban Kekimzulgar. I don't know much about her, other than that she was the dwarf that was attacked by the frogmen. I figured this might be a chance to make a new friend, but instead she threw me out of the masons workshop and demanded isolation, claiming she had a "brilliant idea".



Well she didn't have to be so rude! I told Goden about this, hoping she could persuade Kekimzulgar to obey the workshop protocols for custom projects rather than throw people out during the middle of work. However, she said it was best to let her be, as I would be "interfering with the will of the gods", whatever that means. I don't get Goden some times. What do gods have to do with a complete lack of manners?



26th Malachite, 1052, Mid-Summer

I was talking to some others, and they said that Kekimzulgar is experiencing a "fey mood". I don't recall actually seeing one of these in years, so I just assumed she was being rude. I suppose it's not her fault, though I still don't get why every dwarf who gets an idea for an artifact has to lose all manners. Anyways she's been scurrying across the fort grabbing all sorts of things, so who knows what she is making. I hope it's something all of us can enjoy though.

Say, who's that off in the distance?



__________________________________________________
 

Engarde

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More migrants? Oh, blasted migrants. I got some recently....a freaking armoror (I have no soldiers) and a dyer. I was slightly saddened.
 

Internet Kraken

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Engarde said:
More migrants? Oh, blasted migrants. I got some recently....a freaking armoror (I have no soldiers) and a dyer. I was slightly saddened.
Armorers are actually considered to be one of the more useful professions, as when you get into equipment production you want skilled dwarves making gear for your military rather than novices.

The thing with migrants is that they can have points in every skill in the game. However, many skills are incredibly minor when compared to others. A legendary miner is great because they tear through stone in seconds. A legendary soap maker on the other hand....well, how useful does that sound? Your legendary at soap making. What a way to spend your life.

You can even get dwarves that are skilled blowgunners, a weapon which can only be utilized by tribals. Utterly useless.
 

Engarde

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Internet Kraken said:
Engarde said:
More migrants? Oh, blasted migrants. I got some recently....a freaking armoror (I have no soldiers) and a dyer. I was slightly saddened.
Armorers are actually considered to be one of the more useful professions, as when you get into equipment production you want skilled dwarves making gear for your military rather than novices.

The thing with migrants is that they can have points in every skill in the game. However, many skills are incredibly minor when compared to others. A legendary miner is great because they tear through stone in seconds. A legendary soap maker on the other hand....well, how useful does that sound? Your legendary at soap making. What a way to spend your life.

You can even get dwarves that are skilled blowgunners, a weapon which can only be utilized by tribals. Utterly useless.
Hahah, I like that. Legendary Soap maker. Though I will hold onto that armorer for when I get a military going...
 

Aidinthel

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Internet Kraken said:
A legendary soap maker on the other hand....well, how useful does that sound?
More useful than a novice soap maker, for one thing.
 

ynotgriff

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This LP made me get DF, but like some others I really want your mod pack, My trained legion of war occupi awaits. Keep up the great work.
 

Internet Kraken

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Aidinthel said:
Internet Kraken said:
A legendary soap maker on the other hand....well, how useful does that sound?
More useful than a novice soap maker, for one thing.
Well both the novice and the legend end up as haulers/masons/suicide squad members in my forts, so it doesn't really matter. A dwarf that's a soap maker might as well label himself as "disposable".
 

Internet Kraken

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Chapter 24: From the journal of Stinthad Kekimtobul

__________________________________________________

27th Malachite, 1052, Mid-Summer



Oh boy! More migrants have come to Reveredtour! I'm so happy; we're finally getting some recognition! It looks like there are at least 9 of them coming in. We need help speeding up construction, so most of them will have to work as masons until the production center is set up.


Stonesense Version [http://img526.imageshack.us/img526/5250/workshopsense.png]

Speaking of which, construction of the first parts of production center is complete. Once a few more masonry jobs are finished, we can extend these platforms to accommodate for a variety of workshops. I don't mean to boost my own ego, but I think it's a brilliant idea! Putting all the workshops and stockpiles in one area over multiple Z-levels will be quite efficient. And to think the other dwarves thought this ocean fort would never work!

1st Galena, 1052, Late Summer

Construction of various parts of the H.F.S continues. I've ordered the moat to be dug around Reveredtour to ensure its protection from outside forces.


Stonesense Version [http://img87.imageshack.us/img87/1686/moatsense.png]

Of course, we need to construct a drawbridge to span across the moat. Originally, I was going to have this bridge just be built out of more microline, but you know what I just realized looks really pretty?

Tunnel tube logs!


Stonesense Version [http://img574.imageshack.us/img574/5552/pinkashellsense.png]

Gosh, a bridge built out of those would just look fantastic! Unfortunately, we have barely any tunnel tube logs currently available, so I've ordered the woodcutters to search the crypt for any mature tunnel tubes so that we may acquire enough to build some pretty bridges! Some of the dwarves raised concerns about this being "dangerous", and that I'm delaying the construction of an important defensive structure just because I want to make it look nice. They worry too much.

Also I decided to check on how Kekmizulgar's construction we progressing. However, when I went to talk to her she was sitting in the masons workshop, doing absolutely nothing. I inquired as to why, and she said she needed cut gems. I informed her that we have no cut gems, but rough gems would work just fine. She screamed at me, saying that she NEEDS cut gems, and only cut gems. She won't listen to reason, so I'll just have to make her some.



I told Solon to cut a few gems for Kekimzulgar, but she lamented that she has no skill in gem cutting. I told her this didn't matter, as nobody in Reveredtour does. So she should just hit some gems with a chisel a few times, claim that they are cut, and then give them to Kekmizulgar. It's not like she will be able to tell the difference.

2nd Galena, 1052, Mid-Summer


Stonesense Version [http://img820.imageshack.us/img820/8311/hfsdonesense.png]

Construction of the trap corridor is finished. Now we just need a digger to come channel out the wall, creating a passage into the river. Hopefully, this will be all we need to do to get some caged hippos. If not, I'll have to go over to Plan B.

4th Galena, 1052, Late Summer

Oh god no, disaster has struck!



I don't know how, but when the diggers were making the moat they somehow collapsed part of the ground with themselves still standing on it! They plummeted down several feet before being knocked out due to the impact. I rushed over to see what had happened, but it was hard to see through all the dust. Goden was standing nearby for some reason. I asked her what had happened, and she said it was just an accident. For some reason she didn't seem to concerned with helping the poor diggers, tough maybe she was just stunned by the horror of it all. When the dust cleared, I was able to see that two diggers had been caught in the cave in, among them Atir!



I really hope that they are okay.

6th Galena, 1052, Late Summber

Well, things could be worse. The diggers are injured, but they don't appear to have sustained any life-threatening wounds. Nobody would have been able to help them if they had. We really need to get a hospital constructed. And a graveyard, now that I think about it.

On a more positive note, Kekimzulgar was satisfied with Solon's crummy cut gems and has finally begun working on her construction.



I wonder what it could be!

10th Galena, 1052, Late Summer

Kekimzulgar finally finished her artifact.



It's a, um, cabinet.



Well, okay, it's a very nice cabinet. Still, not sure why she made a cabinet. Or why she put images of that creepy hammer and that cabinet itself on it. Speaking of weird images, Goden's engravings certainly haven't gotten any better.



I'm not even sure what the heck that thing is, but she made a picture of it moving through the wastes surrounding Reveredtour. The idea that someone saw something like that anywhere near here doesn't bode well.

16th Galena, 1052, Late Summer



Rats, the hippos have completely ignored the trap corridor and remained firmly in the river. I'll have to do something provoke them into entering the cages. Here's the plan; fire harmless wooden bolts at the hippos and then lead the enraged hippos into the trap corridor. I believe this plan poses no risk to the hippos or the dwarf acting as bait, though I understand why others might hesitate to volunteer. I'm sure I'll find someone who will do it.

18th Galena, 1052, Late Summer



Oh hey, look who's here!

__________________________________________________
 

(name here)

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Internet Kraken said:
Aidinthel said:
Internet Kraken said:
A legendary soap maker on the other hand....well, how useful does that sound?
More useful than a novice soap maker, for one thing.
Well both the novice and the legend end up as haulers/masons/suicide squad members in my forts, so it doesn't really matter. A dwarf that's a soap maker might as well label himself as "disposable".
I think I know why you have infection problems.

The artifact hammer gets a stupidly high 500%ish damage bonus, or at least did back in 40d. I'm not sure if that still holds. I guess it does.

Also, a cabinet makes a fine weapon, though sadly using one in fortress mode doesn't happen any more.
 

Internet Kraken

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(name here) said:
I think I know why you have infection problems.
It's not that I never make soap. I just find the idea of dedicating one dwarf to soap making pretty pointless, especially when skill doesn't factor to much into the process of making soap other than how fast your churn out bars. Which is useful for something like stone crafting when you want as many crafts as possible, but that's not the case with soap.
 

Engarde

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An artifact....cabinet. I will admit, I was a bit disapointed too. Though it is not just a cabinet! It is a cabinet...with a cabinet carved on it!