Dwarf Fortress: CWCKi Forum Succession Game

Uzumaki

Just bein' ahwnist
kiwifarms.net
Joined
Feb 4, 2013
When the new version of DF came out it got me thinking about starting one of these, and then someone suggested it in the new DF thread so therefore it is now mandatory. So I'm going to attempt to get a succession game going, ala Boatmurdered.

We'll be using the latest version of Dwarf Fortress, which is a tad buggy. If a more stable version of the game comes out that invalidates saves we can discuss whether to switch (I don't think this is a serious concern). We will pass the entire program, not just the save, because I'm going to install a graphics pack. It's a small enough game that this should not be an issue at all.

How it works: Since forts can now be retired without being abandoned we can do things differently from a traditional succession game. Once it's your turn, you can do whatever you want: continue with the current fort, retire it and start a new one, play an adventurer, anything but abandon a fort. In this way it will be more of a succession world than a succession fort. Hopefully we'll get to the point where the engravings and what-have-you on any given fort will be referencing events from other forts/adventurers.

Turns: Once it's your turn you get the game for up to a week to do with as you will. You should document anything interesting that happens. After the week is over the game is passed to the next person, regardless of how much or little you played. If you are "finished" before the week is up you are encouraged to submit early so we can move on to the next person.

Since I started the thread I'll get us started. I'm going to gen a small region (the larger worlds seem to be more crashy in the new version) and set up a first fortress. I'll only keep the game for a little while, long enough to get things set up and for at least one other person to sign up (hopefully less than a week) before passing it on.

So, who's interested in signing up for a turn?
 
Welcome to the Cyclopean Dimension. It is 150 A.C., the age of myth, and the year when the gods went mad.

Two beings of peerless might still walk the dimension: A dragon and a roc.

Many aptly named night creatures, such as Men of Evil (whose brides are titled "Female Man Wife of Evil"), Wicked Monsters, Bleak Horrors, and Blizzard Men, stalk the darkness.

There was also once a badass polar bear who had regular non-lethal fights with goblins until he died of old age. His name was Peaceserpent, because that's how he rolls. Or rolled, rather. Historically he rolled.

He had a leopard friend called Zabgasm (or Peacefuldissolved, I can't decide which I like more). He also liked to have non-lethal wrestling matches with goblins, but just before he retired he made sure to eat an entire troll.

Also: yetis. Yetis everywhere.

It's time the build the greatest settlement this shit-heap has ever known.
 
14th of Granite, 150 A.C., permission is granted by the Roughness of Wines, who have no leaders apparently, for the settlement of a new fiefdom in the Lavender Spines. In keeping with the customs of the Dwarves only 7 initial settlers shall be sent. Things must always be done in sevens or the Mountainhome will be destroyed by fire. Destroyed by fire. Destroyed by fire. Destroyed by fire. Destroyed by fire. Destroyed by fire. Destroyed by fire.

Although the chosen site is within known Goblin territory, it's outside of known Elf territory so it pretty much evens out.

The seven settlers shall consist of an Engraver, a Woodcutter, a Metalsmith, a Weaponsmith, A Mason, A Jewler, and a Farmer. Whoever isn't making themselves useful will be sent to the mines. They have named themselves the Misty Armor, which sounds cool enough, but they're calling the place Wallsearchers. Apparently it sounds better in Dwarf.

So let's do this. Strike the earth!

I have given the Dwarves new names to symbolize their new lives. Any use of the old names is considered treason and punishable by death.

I have designated a large area to serve as a courtyard. Once it has been dug up and secured I'll look into making an interior. Workshops will be outside and Dwarves will sleep in the mud until we have a courtyard and a drawbridge. You'll thank me when the Goblins come.

Apparently the only stone around here in any abundance is chalk, so it looks like we're making this thing out of chalk. The miners insist that it works just as well, but they're two idiots who only just today touched a pick for the first time. One of them is a Jeweler by trade.

There's supposed to be shallow metal around here somewhere, so I hope we run into some of that soon. I need to make a hundred statues and then melt 99 of them.

To be continued...
 
I commissioned to chalk gargoyles for the entrance to the courtyard. One is of a Bronze Colossus killing a human, and another of a human killing that same Colossus. I'm sure there's some deep allegory here that I'm missing.

The outer wall is almost finished, which is good because a bunch of stinking freeloaders have shown up. I deliberately avoided setting up bedrooms to avoid this very scenario but these vermin can smell free booze. I have assigned them all to masonry work so that they can at least help speed up construction of the Great Wall of Dwarf.

I have managed to cobble together enough iron for one statue. If it sucks I can melt it down and make another, but not a third time. I don't want to waste the iron doing that though, so this one better be good.

The statue is of a penguin man, and is of so-so quality. I guess I can live with that. I'm going to bejewel the living fuck out of this penguin as soon as I find some jewels.

I guess I missed some of the filthy immigrants, because I keep seeing useless fucks like glazers and shearers wandering around without any labors enabled. I'm going to make double sure everyone has masonry enabled. Unless you're useful, no one is exempt from toiling on the wall.

The courtyard is fully excavated, so I'm moving on to the interior. I have designated a nice lobby, which I think we can all agree adds a nice touch of class, and four multi-purpose rooms that will become food storage areas when the fortress is complete.

There was some iron ore in the lobby, so I'm going to make a second statue.

So it turns out that the exterior wall is too close to the edge of our territory, so it's going to have to just be open I guess. This could be a problem.

The new statue is of the Bronze colossus, which I approve of. He is not officially the mascot of the fortress.

Some merchants arrived without an outpost liaison, because we're anarchist Dwarves and we don't do hierarchy. Deal with it, drone. Also someone has to be the broker so I guess it's this Rimtar guy because he was first on the list. A bunch more immigrants came with the merchants. I can't wait until I'm finished my wall.

Apparently I've been having the carpenter make spikes on repeat since virtually the start of the fortress, so I'm trading some of the less well made ones for booze and food.

One of the bone carvers has been taken by a mood and claimed a craftsdwarf workshop. Awesome, I was afraid he might have made a useful artifact. He wants bones. I'm not super motivated to help him but I've designated a butchery and some animals for slaughter.

I guess he doesn't like those bones though, so I'm just going to let him go insane. That'll teach him to not make furniture.

The butcher just kept on killing every animal in sight, and I guess eventually he found exactly the right bones for this moody jerk so let's see what he comes up with.

Even after all my abuse, the bone carver went ahead and made a Horse Bone Throne, which totally rules. It'll serve as a warning to all the other horses. Time to set up the greatest office in the dimension.

Then the game crashed, and all of this disappeared.
 
Yeah, I'd wait until Toady issues a bug-fix before trying anything of value in that game. My legendary hammerdwarves ran in fear from a Coatiman, pummeled 10 goblins who came to siege, and then a lowly mason somehow became the King before the second winter hit. Not to mention I keep seeing notifications for bugbats giving birth in the unexplored caverns, clowns keep dying going missing.

Too many bugs so far. 2/3 of my games crash about 5 minutes into it.
 
I'm in when the inevitable bugfix updates are done and Dwarf Therapist is working for it.
 
I'm willing to do this when I come back from vacation in two weeks.
 
Whenever we get this going, make sure to apply the Elven Diplomat fix so that the elves actually send a liaison with the caravans. That way they can bitch at us for cutting down too many trees, and we can wind up going to war with them, and possibly peace once we murder a few siege waves. This update didn't include that, even though we've known the fix (a simple RAW edit) since at the 2010 version when it first broke. Assuming it isn't miraculously fixed in the patch cycle.

Also the latest LNP/Starter Pack has the updated Dwarf Therapist, but I'd still wait as the bug fix cycle probably isn't nearly done yet.
 
So its like a rpg strategy game hmm?

The easiest way (as in the way most neck beards and grognards do it because fuck effort) to describe Dwarf Fortress is to link the Boatmurdered LP, the most famous DF Story. It should be noted the LP is a billion versions old, the most noticable difference being we actually have a Z axis now (still ASCII/Modded 8-bitesque tilesets for graphics though), but that's the tip of the iceberg of differences.

I guess you could say it's a city-builder game at it's most distilled sense, with individual citizens being tracked, and dealing with invasions and whatnot from neighboring civs. But it's also, amazingly (and at times needlessly) complex. The combat system, for instance, will track individual fingers and the damage they have. A dwarf with no fingers but a palm could still bludgeon a man to death for instance. You know, assuming the thing that got his fingers doesnt kill him first. Anyway, LP is linked below.

http://lparchive.org/Dwarf-Fortress-Boatmurdered/
 
Version 0.40.03 is a tad more stable than the previous ones, so this might be able to work now. I'd certainly be interested.
 
Version 0.40.03 is a tad more stable than the previous ones, so this might be able to work now. I'd certainly be interested.
I'd wait until at least .04, supposedly it's a few days away and will include some more stability/perfomance fixes. Although supposedly we're at save compatibility now, so we could start. Just whoever goes first needs to make sure to apply the Elven Diplomat fix before generating the world, or else they won't send liaisons to bitch at us.

But even then, we should start discussing what we want to do if we're gonna do this? Worldgen settings, Tileset, that sorta thing.

Tileset probably would come down to either the base ASCII, Phoebus's tileset, which is sorta an 8bit style, but can be hard to tell at a glance what's what if it goes by quickly, or my personal favorite, CLA, which is a slightly modified ASCII that stylizes the letter graphics after what animal it represents for quicker identification, I've put examples of both below, stolen from their respective threads.

KnjBV.png

KiMvX.gif

So with that in mind, hopefully we can get this going. The idea of a persistent world Succession fort is a really nice on tbh.
 
I personally cannot stand tile-sets. I'm simply too used to the look of the ASCII that I actually cannot even tell what is going on in games of Dwarf Fortress with graphics. That said, I could probably manage with a more ASCII-based set, and I'm pretty sure that graphics can be removed or added to games as the individual players see fit, should we decide on going that way. I can understand, though, if we want uniformity we'll need to make a solid choice.
 
I personally cannot stand tile-sets. I'm simply too used to the look of the ASCII that I actually cannot even tell what is going on in games of Dwarf Fortress with graphics. That said, I could probably manage with a more ASCII-based set, and I'm pretty sure that graphics can be removed or added to games as the individual players see fit, should we decide on going that way. I can understand, though, if we want uniformity we'll need to make a solid choice.

Yeah. Really I want to wait for DF Hack more than anything, as it has a few things in it that fix the FPS Death problem, such as the temperate jitter bug (items warming up are supposed to reach their temperate and stop updating, but instead stop 1 degree lower than the ambient temperature of their room, forcing an update every frame). Dwarf Therapist finally updated too, which was sorta needed once you get beyond maybe 20 dwarfs. But ASCII, Graphics, Stone sense, don't really care one way or the other, as long as it's square, the default rectangle ASCII annoys me because it always throws off my planning because I forget Y is longer than X graphics wise.

Course if OP or whoever decides to go first can deal with the FPS issues, more power to them.
 
I'm interested in DF. So, I'm willing to try this out. Most likely I'll fail spectacularly in the first 15 minutes.
 
Well 40.04 just dropped, and the LazyPack with all the (up to date) subprograms included for it is compiled as well here.

So since Dwarf Therapist now functions as well, I'd say we're at the level where it's playable now. Hasn't crashed on me yet either, which is good.
 
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