Hello Escapists!
After a while, I find myself in the mood for a little Dwarf Fortress, a game I put on the shelf (so to speak) for a year or so. But it's time to reinstall it and try again. New version, new changes, new mechanics and new challenges, for some of which I'll be poorly prepared for. But hey, it'll be ride!
And I'm calling you to accompany me. This will be done it the semi-interactive Let's play format: You each get to adopt one dwarf. You get to select their profession, you get to choose some major desicions regarding construtions, what we trade and in what manner we panic if a Balor comes calling. I'll do the playing/constructing/micromanagering according to your wishes and periodically post results with pictures over here, describing the events and asking for further input based on the situation.
For the uninitiated, Dwarf Fortress is a freeware game, set in high fantasy universe that combines aspects of roguelike and city-building games. We begin with a small group of 7 dwarves, one wagon of items and a wish to create the greatest Dwarven Fortress. We get a trading caravan about once a year (if we have friendly neighbours that is) and if we do well, Immigrants! If we do poorly... we flood the world, we drown in magma, we get crushed in landslides, eaten by demons, killed by goblins, starve after our food stores are robbed by wolves, you know... all the fun stuff.
The version I'm playing with will be 0.31.03, the Slaves To Armok: God Of Blood Chapter II: Dwarf Fortress 'Histories of Gluttony and Tenacity', with a graphics pack installed for better screenshots.
So, we start right at the beginning. I have a random world generating right now.
The first seven person to post here are the seven dwarves we start with. They get to name some features for the location we start our fortress at (like overall temperature, vegetation aboveground, geological features etc), they get to choose up to 10 ability points for themselves and one item/animal they want to bring with them. Do note that the ability points and items all cost (stuff like a iron breastplate is worth a fortune, whereas a kitten is not.) and we have a highly limited amount of money to start things off with.
If your profession requires an item (a miner needs a pick for example) you'll get that one without questions. We wouldn't want you to be useless now would we.
Miner and mason: Both are professions I seriously recommend we start with.
Those Escapists who do not make the first 7 to post here, do not despair! you each get a dwarf after we gain some immigrants. Downside: their abilities upon arrival are set by the game, as are the items they carry. They can be made to branch off into whatever profession you want, but their skill at first may be a little iffy.
Main professions to choose from for those seven who start first (you can choose more than one, but that might and likely will reduce your talent in the fields, as well as cost more ability points. Max ability points in any single skill is 5, but certain professions may require more than one skill):
Woodcutter
Carpenter
Miner
Mason
Leader
Soldier (choose weapontype: mace, axe, crossbow etc, + shield or no)
Blacksmith: weaponsmith/armorer
Blacksmith: metalsmith
Furnace Operator
Architect (required to design each individual furnace, trading depot, bridge, fortresses etc, until they can be built by masons/carpenters)
Engravers (stone, wood, bone) (architects and stone engravers are the difference between living in something that looks like Khazad Dum [yay] or like the Shire[boo])
Medic/doctor
Farmer
Fisher
Hunter
Mechanic
Appraiser/trader
Butcher
Animal Trainer
Tanner
Clothier
Cook
Brewer (Dwarven philosophy: water is for Elves, the sick and those dying of thirst. For the rest of us, beer and rum!)
Gem crafter
Some of these professions are more useful than others right in the beginning, but sooner or later we will need someone on every job. Every dwarf has some innitiate ability in every skill, but results vary greatly in both speed and quality between a trained/talented dwarf and a laydwarf.
So, what say you Escapists? Care to join the DoomedBattle Clan in building our monumentous fortress?
So far we have with us:
Nikolaz72, a hunter/animal trainer. Bow & arrows and a trained hunting dog as a pet.
ravensshade, a weaponsmith. An anvil + steel/iron bars and coal.
After a while, I find myself in the mood for a little Dwarf Fortress, a game I put on the shelf (so to speak) for a year or so. But it's time to reinstall it and try again. New version, new changes, new mechanics and new challenges, for some of which I'll be poorly prepared for. But hey, it'll be ride!
And I'm calling you to accompany me. This will be done it the semi-interactive Let's play format: You each get to adopt one dwarf. You get to select their profession, you get to choose some major desicions regarding construtions, what we trade and in what manner we panic if a Balor comes calling. I'll do the playing/constructing/micromanagering according to your wishes and periodically post results with pictures over here, describing the events and asking for further input based on the situation.
For the uninitiated, Dwarf Fortress is a freeware game, set in high fantasy universe that combines aspects of roguelike and city-building games. We begin with a small group of 7 dwarves, one wagon of items and a wish to create the greatest Dwarven Fortress. We get a trading caravan about once a year (if we have friendly neighbours that is) and if we do well, Immigrants! If we do poorly... we flood the world, we drown in magma, we get crushed in landslides, eaten by demons, killed by goblins, starve after our food stores are robbed by wolves, you know... all the fun stuff.
The version I'm playing with will be 0.31.03, the Slaves To Armok: God Of Blood Chapter II: Dwarf Fortress 'Histories of Gluttony and Tenacity', with a graphics pack installed for better screenshots.
So, we start right at the beginning. I have a random world generating right now.
The first seven person to post here are the seven dwarves we start with. They get to name some features for the location we start our fortress at (like overall temperature, vegetation aboveground, geological features etc), they get to choose up to 10 ability points for themselves and one item/animal they want to bring with them. Do note that the ability points and items all cost (stuff like a iron breastplate is worth a fortune, whereas a kitten is not.) and we have a highly limited amount of money to start things off with.
If your profession requires an item (a miner needs a pick for example) you'll get that one without questions. We wouldn't want you to be useless now would we.
Miner and mason: Both are professions I seriously recommend we start with.
Those Escapists who do not make the first 7 to post here, do not despair! you each get a dwarf after we gain some immigrants. Downside: their abilities upon arrival are set by the game, as are the items they carry. They can be made to branch off into whatever profession you want, but their skill at first may be a little iffy.
Main professions to choose from for those seven who start first (you can choose more than one, but that might and likely will reduce your talent in the fields, as well as cost more ability points. Max ability points in any single skill is 5, but certain professions may require more than one skill):
Woodcutter
Carpenter
Miner
Mason
Leader
Soldier (choose weapontype: mace, axe, crossbow etc, + shield or no)
Blacksmith: weaponsmith/armorer
Blacksmith: metalsmith
Furnace Operator
Architect (required to design each individual furnace, trading depot, bridge, fortresses etc, until they can be built by masons/carpenters)
Engravers (stone, wood, bone) (architects and stone engravers are the difference between living in something that looks like Khazad Dum [yay] or like the Shire[boo])
Medic/doctor
Farmer
Fisher
Hunter
Mechanic
Appraiser/trader
Butcher
Animal Trainer
Tanner
Clothier
Cook
Brewer (Dwarven philosophy: water is for Elves, the sick and those dying of thirst. For the rest of us, beer and rum!)
Gem crafter
Some of these professions are more useful than others right in the beginning, but sooner or later we will need someone on every job. Every dwarf has some innitiate ability in every skill, but results vary greatly in both speed and quality between a trained/talented dwarf and a laydwarf.
So, what say you Escapists? Care to join the DoomedBattle Clan in building our monumentous fortress?
So far we have with us:
Nikolaz72, a hunter/animal trainer. Bow & arrows and a trained hunting dog as a pet.
ravensshade, a weaponsmith. An anvil + steel/iron bars and coal.