Let's Play Dwarf Fortress: Syndrome Conundrum

Recommended Videos

Catface Meowmers

Bless My Nippers!
Aug 29, 2010
96
0
0
Fr said:
anc[is]Bring turkeys. Lots of turkeys. 5 or more hens and a rooster is good, they are really cheap. Build nest boxes ASAP at a craftsdwarf workshop. They don't need anything else. And there's no shame embarking somewhere easy at first.
see i didn't even know about nest boxes. I'm basically following along with one specific tutorial on youtube, so I set up things pretty much how he did to try to make things easier on me. and i picked a calm spot with no aquifer and some flux stone.

I think it'll be just a matter of reading and watching a bunch of stuff and then taking extensive notes. I predict I'll have at least 5x as much as my old Eve Online notes. my main problem now is stone being all over the place, I need to make a room with a bunch of storage chests like in Minecraft.
 

Hamrobo

New member
Mar 16, 2011
18
0
0
Y'know i've been holding back on making a fort because the updates have been coming so fast. But i think it's time to start again. But first, I have a question. What animals should i bring along? Should i bring any?
 

Internet Kraken

Animalia Mollusca Cephalopada
Mar 18, 2009
6,915
0
0
Hamrobo said:
Y'know i've been holding back on making a fort because the updates have been coming so fast. But i think it's time to start again. But first, I have a question. What animals should i bring along? Should i bring any?
Animals are always useful to bring. Dogs are pretty much standard for most embarks. They breed quickly, provide decent food, and can be used as war beasts. You should bring along at least one breeding pair of them. As for other animals it depends on where you mebark. Many of the large animals like cows actually cost of a ton of points so you might be better off waiting for migrants to bring them rather than take some from the start.

Though my experience with animals on embark differs from the norm since I use a lot of modded ones. For example if I'm embarking in a tough area I'll usually invest in several earth golems, an option not avaliable to players of the vanilla game.

But yeah, bring some dogs at least.
 
Feb 13, 2008
19,429
0
0
Catface Meowmers said:
my main problem now is stone being all over the place, I need to make a room with a bunch of storage chests like in Minecraft.
D - B - D [http://df.magmawiki.com/index.php/DF2010:Quickstart_guide]
 

Internet Kraken

Animalia Mollusca Cephalopada
Mar 18, 2009
6,915
0
0
Well, it seems that I spoke to soon. After getting some more help from the DF forums (thanks to everyone who pitched suggestions in that thread), I actually found a way to work around the mood problem. It was deceptively simple really. Of course that didn't fix the issue of my save being fucked, but after fucking around with folder options for a bit I managed to revert to a previous version that I hadn't messed up.

So everything is fine actually and the LP will continue as normal. Sorry for the lack of updates this week but that raw issue really screwed things up.
 

Hamrobo

New member
Mar 16, 2011
18
0
0
Internet Kraken said:
Hamrobo said:
Y'know i've been holding back on making a fort because the updates have been coming so fast. But i think it's time to start again. But first, I have a question. What animals should i bring along? Should i bring any?
Animals are always useful to bring. Dogs are pretty much standard for most embarks. They breed quickly, provide decent food, and can be used as war beasts. You should bring along at least one breeding pair of them. As for other animals it depends on where you mebark. Many of the large animals like cows actually cost of a ton of points so you might be better off waiting for migrants to bring them rather than take some from the start.

Though my experience with animals on embark differs from the norm since I use a lot of modded ones. For example if I'm embarking in a tough area I'll usually invest in several earth golems, an option not avaliable to players of the vanilla game.

But yeah, bring some dogs at least.
Ooops too late. Well i'll keep that in mind next time then. And i know you posted your mods somewhere. Will they work in the new version?
 

Fr]anc[is

New member
May 13, 2010
1,892
0
0
Hamrobo said:
What animals should i bring along? Should i bring any?
Turkeys turkeys turkeys. Any of the other chicken variants work good too, but turkeys are the best. Build one little craft and the eggs might as well just roll themselves into your barrels. Forbid one clutch from being collected and it'll turn into ~12 more turkeys. And a pair of dogs of course
 
Feb 12, 2011
20
0
0
Internet Kraken said:
Well, it seems that I spoke to soon. After getting some more help from the DF forums (thanks to everyone who pitched suggestions in that thread), I actually found a way to work around the mood problem. It was deceptively simple really. Of course that didn't fix the issue of my save being fucked, but after fucking around with folder options for a bit I managed to revert to a previous version that I hadn't messed up.

So everything is fine actually and the LP will continue as normal. Sorry for the lack of updates this week but that raw issue really screwed things up.
Excellent! Very glad a solution was unearthed. At least you had data you could go back to.
 

vallorn

Tunnel Open, Communication Open.
Nov 18, 2009
2,308
2
43
YAY! More of this LP!

(when your FUN level overloads will you do another?)
 

General-Veok

New member
Dec 2, 2010
51
0
0
Double A said:
What about dogs and cats?
Dogs and Cats don't lay eggs. Egg laying means baby bird meat each season (most animals take about 3 seasons or more to give birth), often times *many* baby bird meats. Crocs are the highest volume egg layers, possibly getting up to 60 (cave croc) or 70 (reg. croc) eggs per clutch.
 

Double A

New member
Jul 29, 2009
2,270
0
0
Do dragons lay eggs?

Internet Kraken said:
Double A said:
Internet Kraken said:
Double A said:
What about dogs and cats?
Having not played the new version I'm not the best source of information about it, but from what I do know pretty much all the new domestic animals are made primary for livestock purposes. They all need to graze on grass to survive, which means they're a lot less reliable than dogs when it comes to war animals. So you'd still want to bring dogs along for training purposes.

As for cats, you should never intentionally take them with you. Ever.
I take one male and one female cat. I then proceed to cage every single goddamn kitten as soon as it's born. They make good eats a year later. Not as good as mermaid, but what're you gonna do?

And, Armok forbid, if they actually adopt a dwarf... it's time to play Cave Explorer.
Thing is though dogs are just as good as cats for meat without running the risk of adoption. Besides, killing a cat owned by a dwarf can cause a tantrum spiral. Kittens really can bring down entire forts. There's just no reason to bring them along. their only perk is that they hunt vermin, but this isn't neccesary. Besides some migrant is bound to bring a cat that does this anyways. I didn't bring any cats to Reveredtour but there's already a breeding pair.
I primarily just brought them for meat, but I see your point. I'm going to bring a single male from now on, because vermin can spoil food faster.
 
Feb 13, 2008
19,429
0
0
I've always enjoyed having cats around. They make good vermin patrol, and as long as you keep an eye on the announcements - you can use them efficiently.

Equally, my guys tend to have opulent surroundings, so temper tantrums are buffed against.
 

Double A

New member
Jul 29, 2009
2,270
0
0
Internet Kraken said:
Double A said:
Do dragons lay eggs?
According to the wiki they do.
DOWNLOADING NEW VERSION TIME

I haven't played since .18, reading up on all of the awesome updates Toady has made. He said he redistributed minerals. What the carnivorous carp does that mean?

Capatcha: social adtatera
 

Internet Kraken

Animalia Mollusca Cephalopada
Mar 18, 2009
6,915
0
0
Chapter 79: From the journal of Goden Ducimtathtak

__________________________________________________

12 Timber, 1056, Late Autumn

Oh the gods truly have looked upon us with great favor. Even my constant dedication to their cause is not payment enough for what they have done. For it is through their blessings that the cripples of Reveredtour have once again been able to leave their beds and walk through the fort. I can not thank them enough for this. Hopefully they will be pleased with me teaching the young children of Reveredtour about their greatness.

To make matters even better, the gods have reached out and touched the mind of Stinthad. No doubt this will lead to her earning greater understanding of their splendor. Frustratingly she has never seemed to understand them before now.



Still, even though this is a wonderful blessing, it does represent complications for management of Reveredtour. Stinthad is in no state to lead, and even after completing her artifact she will need some time to recover. As usual, I shall take it upon myself to guide the fort in her absence. Our conquest of the abyss shall continue.

15th Timber, 1056, Late Autumn



Hm, this is somewhat frustrating. Despite a path being opened into the abyss for days now, Yara has not attempted to march into the fort. It seems that we may have underestimated him. He is no doubt aware of our actions, yet he still remains in the abyss. He may be trying to ambush the military. Waiting for us to get impatient and then attacking the soldiers as they blunder through unfamiliar terrain.



But we will not allow ourselves to be outwitted by primordial waste. The military will remain stationed in the tunnel and wait for Yara to come to us.

17th Timber, 1056, Late Autumn

It seems I made the right choice, as I had suspected. Yara's hunger and bloodlust got the best of him and he soon began charging towards the fort, unaware of the danger the awaited him inside.



He burst into the deep road in a frenzy, eagerly seeking out a worker to sink his mandibles into. However, he instead found himself set upon by our proud soldiers. Having dealt with several of these foul creatures before, they knew exactly what to do; surround and overwhelm it.



Yara never stood a chance. It only took a few short moments for the military to have him surrounded on all sides. The onslaught of spears and axes piercing his chitin created to much pain for the beast to maintain its focus. It fell to the ground and broke into a fit of rage, wildly flailing in random directions but unable to harm the soldiers.



The battle lasted quite some time simply due to the immense size of the beast. But as soon as one of the soldiers was able to tear apart Yara's brain with a simple punch, they knew that it was over. Yara had been slain without a single injury being sustained. A glorious victory for Reveredtour.



The competence of our military has greatly improved. There was a time when I would hardly trust them to slay a goblin thief, but now they can tear down these behemoths without incident. I don't give them enough credit.

Well the important thing is that the abyss is now under our control. As far as we can tell it is now safe to send workers to gather resources down there. No doubt there will be attacks from unknown horrors at some point in the future, but the military should be able to handle them. For now, we shall reap the rewards of our victory over Yara.

20th Timber, 1056, Late Autumn

It seems that whilst monitoring the battle against Yara the goblin forces retreated. I don't know why they would leave again having made no progress. It is incredibly fortunate that they did so, as just days after them leaving a dwarven caravan was seen approaching. Along with the caravan was a liaison. We hadn't had a proper discussion with a liaison for years now, so I was thankful for this opportunity. Though my thanks declined when I realized that they had once again sent that drunken fool Ushrir Ikudzul.



She was the last liaison I wanted to see, but I suppose I had no choice but to meet with her. It immediately became apparent that she was not happy to be here either.

Ikudzul: "Oh look it's the local psycho. Shove off Goden, I don't want to talk to you. Just show me where Mayor Kekimtobul is so I can get this crap over with."
Goden: "I see your still as charming as ever. Well you're just going to have to wait a bit as Stinthad is dealing with something of incredible importance."
Ikudzul: "Wait? Fucking wait? You're going to make me spend even more time in this shit hole?!?! Fucking hell, look at this place! There's even more corpses and blood everywhere! You somehow managed to make this place even more disgusting! I bet there's even more horrors this place churns out!
Goden: "I'll have you know that Reveredtour is a perfectly stable and in no way-"
Woots: "Miss Goden? I keep seeing mommies ghost again. She keeps yelling at me and telling me bad things. What am I supposed to do now?"
Ikudzul: "Oh god what the fuck is wrong with this place. You know what? Fuck it. I don't care what punishment I get. I am NOT spending any more time in this hell hole! Fuck you all!"



And with that she just left. Not even a day after arriving she storms off alone into the wastes. What a piece of work she is. I hope a beak dog plucks her eyes out.

22nd Timber, 1056, Late Autumn

It seems I spoke to soon about the siege being over.



Another goblin army has been seen approaching Reveredtour. They have merely swapped their old troops out with a fresh batch. Not much we can do but continue the lockdown. Citizens are used to living like this, though there is some growing discontent about it. However everyone understands that to open the fort means certain doom, so it's nothing to be concerned about.

25th Timber, 1056, Late Autumn

Stinthad was seen running into her office, dazed and confused. She had finally completed the artifact the gods tasked her with creating.



It is a masterfully designed armorstand, with no images depicting anything that would be considered abnormal by most dwarves. Though I would never question the will of the gods, I am thankful they decided to make this artifact something even profligates can appreciate. Had it been something more...exotic, Stinthad might have been terrified but what she had created.



She has a lot on her mind now, and I'll leave her to think about what she has learned. I am more than capable of handling the fort at the moment anyways.

__________________________________________________

You might be wondering exactly what happened with the liaison in the actual game. Well, the liaison showed up, then a second afterwards left. I got the message that she had left unhappy. Between this and the glitched liaison from last year, I can only assume that there is something wrong with Reveredtour's diplomats. It may be a problem with all imported saves from old versions or just this one. It's a bit frustrating, but not a huge loss overall.
 

Aidinthel

Occasional Gentleman
Apr 3, 2010
1,743
0
0
Why is it that every artifact has to menace with spikes? I just hope nobody trips in Reveredtour, what with all the furniture being pointy enough to put an eye out.
 

Internet Kraken

Animalia Mollusca Cephalopada
Mar 18, 2009
6,915
0
0
Fr said:
anc[is]Shouldn't it be the journal of Goden?
Derp, Fixed.

Aidinthel said:
Why is it that every artifact has to menace with spikes? I just hope nobody trips in Reveredtour, what with all the furniture being pointy enough to put an eye out.
There are various decorations that can be applied to an item, and in a civilization's entity file it is defined how often they use a specific decoration. For some reason Toady made it so that dwarves love spikes. They put them on basically everything, including the fucking ropes as shown several times in this LP.




Double A said:
I haven't played since .18, reading up on all of the awesome updates Toady has made. He said he redistributed minerals. What the carnivorous carp does that mean?
He changed the frequency of many of the minerals so that you don't come across them as often. Many people had pointed out that you could basically get every metal regardless of where you embarked since minerals were so common. Toady changed it so that minerals weren't as rare and thus you can't get basically every mineral on a single embark. Some people have complained that the minerals are to scarce now though. Haven't tried it myself so I wouldn't know.
 

Double A

New member
Jul 29, 2009
2,270
0
0
Internet Kraken said:
Fr said:
anc[is]Shouldn't it be the journal of Goden?
Derp, Fixed.

Aidinthel said:
Why is it that every artifact has to menace with spikes? I just hope nobody trips in Reveredtour, what with all the furniture being pointy enough to put an eye out.
There are various decorations that can be applied to an item, and in a civilization's entity file it is defined how often they use a specific decoration. For some reason Toady made it so that dwarves love spikes. They put them on basically everything, including the fucking ropes as shown several times in this LP.




Double A said:
I haven't played since .18, reading up on all of the awesome updates Toady has made. He said he redistributed minerals. What the carnivorous carp does that mean?
He changed the frequency of many of the minerals so that you don't come across them as often. Many people had pointed out that you could basically get every metal regardless of where you embarked since minerals were so common. Toady changed it so that minerals weren't as rare and thus you can't get basically every mineral on a single embark. Some people have complained that the minerals are to scarce now though. Haven't tried it myself so I wouldn't know.
Spikes and elves getting eaten by alligators. On the two occasions I hosted a succession game, almost EVERY FUCKING STATUE was an elf getting eaten by an alligator.

And I've checked .25 out. Pretty much every map I played on had iron ore and coal on the first few levels. However, I couldn't find any bees, so I immediately abandoned. I want bees, dammit!