Let's Play! Dwarf Fortress

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Nikolaz72

This place still alive?
Apr 23, 2009
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Maybe add a charactersheet with looks backstory and name. They do have it in DwarvenFortress. Checked it out yesterday, couldnt figure out how to play.. (awesome time to get on)
 

Zacharine

New member
Apr 17, 2009
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Nikolaz72 said:
Maybe add a charactersheet with looks backstory and name. They do have it in DwarvenFortress. Checked it out yesterday, couldnt figure out how to play.. (awesome time to get on)
Each Dwarf has one. They also have relationships , preferences for materials etc.

Unfortunately, none of that can be accessed until after selecting starting loadout and heading off.
 

Zacharine

New member
Apr 17, 2009
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And while we wait and hope for more participants:

Some historical records from fellow Dwarf Fortress players. Lotsa big pictures.

 

Zacharine

New member
Apr 17, 2009
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Well, after an underwhelming opening response, I think I'm going to start things off.

Nikolaz and ravensshade, dictate terms for two more dwarfs each. You each get a total of three dwarves and I'll get to pick one.
 

Nikolaz72

This place still alive?
Apr 23, 2009
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Well i have a Hunter/Animal trainer.
I guess i'll have a Woodcutter/Carpenter
And an Miner/Mason
 

Zacharine

New member
Apr 17, 2009
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Okay. We shall be off then. Update momentarily, once we have arrived at the location and our dwarves are getting busy.
 

Zacharine

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Apr 17, 2009
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ForeDorfs log, expedition day 1.

After little deliberation and an empty barrel of rum, we started off towards the location mentioned in the olden scrpts: the lower hillands of the Beak Of Conjunctions, at the western en of Chaospeek and by the Swamps of Faith. The site seems promising, as the swamps drain water and reduce the change of hitting an aquifier in our home-to-be, while the Chaospeek mountain range in known for hard stone and gems. Nearby mountainstreams should provide water if we ever become desperate.

Unfortunetaly the Elves have a history in the area: all that heavy forestation seems to attract them, and their closest actual settlement being quite a ways on the other side of the Swamps. But humans also habit their settlements a few weeks jorney away and Mountainhome is sure the send a good Dwarven caravan every now and then.

Log, day 54.

Winter has broken, and that damnable cold is finally gone! On the coldest days I could even see my breath!

I shall be glad when we reach our destination and can dig down to the warm bosom of Land. It shouldn't be long now, according to the few Humans called 'rangers' we met, a few days in the Forest of Jades after this swamp. They warned us that the area we are heading to can be dangerous. Bah! Flimsy surfacers, scared of a few wolfpaks, alligators, bears and somesuch. 'Untamed' they call it. I call it good wrestling opportinities. Nothing like spilling a little blood every now and then to get the blood flowing for wine and rum.

Day 62, Fortress day 1.

We are here. A river near, a forest good for lumbering down and bare bones of the land for us to see - clay and sand are available and all marks point to a good chance of hitting granite with a little digging.

Time to get busy, chuck down a bit of ale and start organizing these bretheren of mine. VerseBulwark shall rise here!

Dwarfs:
Dishmab Stigazavus, a crossbowdwarf and animal trainer.
Mosus Artoblikot, a woodcutter and carpenter.
Ilral Aralkubuk, mason/miner
Kumil Imushvucar, Axedwarf
Kumil Adilshameb, Brewer
Vabok Kubukbetan, Weaponsmith
Udil Kibedos, Leader/organizer/miner.

Items:
A few barrels fill of wine, rum and ale. Mind you, we don't actually have barrels.
Seeds and prepared meat.
Some bags, buckets. A few lenghts of rope.
Two picks. Two battleaxes. an iron anvil.
Two bars of iron and fuel to craft them into something.
2 dogs, 2 cats. A donkey pulling the wagons.
A copper crossbow and 25 copper bolts.
Clothes on our back.

On the upper left, a few levels down, is a stream/shallow river. Closer to us and visible right now, a few small ponds. A few levels up and down on the hill, we have lots of trees just like in the picture. Unseen, a bit up and to the right from out starting wagon, the hillside turns into a fullblown mountain wall: steep and rocky.

 

Zacharine

New member
Apr 17, 2009
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^marked: food stores and dining hall.

Fortress day 10-ish.

We have dug out a small dining room that also acts as a meeting hall, right next to our main food stores. The barrels crafted by Mosus Artoblikot have proven a godsend; less spoiling, less rotting, less rats and other pests. The furniture is poor and crude, but serviceable. The dormitory downstairs is equally serviceable, but nothing more.

A few fast stores were built to get our precious few items out of the rain and next to the main enterance we have small piles for wood and rock. As it stands, we are swimming in rocks. What at first seemed like a gravel wall has proven to be a mere covering for a multitude of low-quality rock veins, mainly Chert. Some poor gemstones and bitumious coal was also struck upon, Vabok Kubukbetan seemed extatic: while the bitumious coal is not serviceable as fuel directly, we can use wooden charcoal to melt the bitumen away and create high-quality coke that burns hot enough to melt even steel with ease. This will require plenty of wood and time to act as basis for our industry however, and at the moment we are just digging the space for a proper forge.

What we do have up and running however, is the kennel for the dogs. A quick refresher training was enough to fully qualify one as a hunter and the other as a wardog. The mason's and carpenter's workshops will see lots of use in the near future, despite the emergency setting.

Butcher's workspace was completed very soon at the main enterance (all that blood is untidy and those carcasses are smelly), as it became apparent that Dishmab Stigazavus has attempted a new record in killing a herd of deer. So far the count stands in six and we worked hard to preserve even part of the meat. The leather was lost to rotting before it could be save at proper tannery. What makes this amazing is that Dishmab is yet to use even a single bolt. He carries them with him, he has a crossbow and almost professional-archer level competency, yet he prefers wrestling them down and clubbing them with the crossbow. Even better, he has yet to take even a single serious wound from them fighting back! Makes me wonder if these deer have any survival sense; they could have run ayway, but instead prefer to engage in melee with a dwarf who is almost frothing at the mouth.

Dishmab was immediately drafted into militia (commandeered by Kumil Imushvucar, our only member with actual soldiering experience) and given guard duty by the main enterance until he either calms down or we manage to expand our food stores for all the meat he brings in.

On that note, beer is running out. We still have plenty of rum and wine, but we are a bit worried. A still is soon to be operational however and as soon as we get some good plants growing, we can make our own booze. A farm was created nearby by flooding a rainpond from a few levels up to down here to create mud and soil, and then the water was channeled into a small pit right next to the farming area. We did have to construct a floodgate at the top of the small channel to prevent further flooding; we've had nonstop rain for over a week now.

Marked: the still (almost finished), our brewer and the four fields waiting farming.


What shall we plant and grow? Basic mushrooms (used for eating and one type for brewing), plants that need processing but produce fiber and cloths and flour, or plain food plants? As I said, we have four fields, two of which are smaller. During winter, we can only grow mushrooms, but it is currently spring, almost summer.

Also, what shall be our next order of business? Fresh water source, metalsmithing industry, crafting industry, individual bedrooms, defences or something else? What we currently have is basically enough in stores to survive until season changes, ability to futher farm and hunt for food and to keep our dwarves from rioting.
 

ravensshade

resident shadow
Mar 18, 2009
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metalsmithing industry, basic mushrooms for 3 of the fields (the 2 smaller ones and the big one) and the last field for plants that needed processing for farming
 

Zacharine

New member
Apr 17, 2009
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Nikolaz72 decided to drop this Let's play.

As it would be just me and Ravensshade, there isn't much point in continuing this Let's Play.

I'm going for a second try: Dwarf Fortress the RP, with a similar but not quite the same objective and gameplay.

http://www.escapistmagazine.com/forums/read/362.192057-Dwarf-Fortress-The-RP
 

Dzil

New member
May 20, 2009
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I forget, can you rename dwarves? Make me a mechanic if you can, or when immigrants show up if you don't already have a mechanic in your starting 7 (if you have an abundance of stone, stonefall traps are a great and simple use for them.)

nvm, here it seems on page two this idea went on to something a little different. I'm not sure I follow the new thread... is everyone working from the same fort or their own?
 

Kingsman

New member
Feb 5, 2009
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Okay, I'm having trouble with downloading this thing for myself.

Every time I do, it asks me what program to open it with, and I'm clueless.

Anyone know what program it's supposed to open with?
 

Zacharine

New member
Apr 17, 2009
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Kingsman said:
Okay, I'm having trouble with downloading this thing for myself.

Every time I do, it asks me what program to open it with, and I'm clueless.

Anyone know what program it's supposed to open with?
You mean the ZIP-file you got from bay12games.com/dwarves/?

You open it with winzip, or 7-zip or stuff like that. extract all files and subfolders to a new folder (I named the folder DwarfFortress). Run dwarffort.exe in that folder.

If you are using a graphics pack, they usually come with instructions on how to install, and if they include the actual game or not.