BlowMonkey
Shared on Mon, 01/28/2013 - 08:52So I've been lost in the Matrix for the last few days. I'm like a god Neo - trying ot build and protect my dwarf kingdom in a sea of deadly ascii.
Historically I think I've been a graphics whore. Not to the point where Graphics > Gameplay but certainly to the point where I thought it was a very important thing in modern gaming. In the last year or so I think I've changed that stance and really game play / mechanics / story are 90% of what is important to me. I think once I immersed my self in FTL earlier in the year I realized that I can be totally engrossed in a game despite AAA graphics. I'm kind of back in that place where I was when I first started playing video games on ICON's and Apple IIe computers. I can get lost in the text and the adventure and my mind is can fill in the gaps - and it is rewarding to do so. It's a lot like reading versus watching a movie. I typically dislike movies - given the choice I'd rather read a book. I don't need you to show me every detail - I like my mind and creativity to be involved in the experience. I actually crave that.
Anywho - on to Dwarf Fortress. Obviously it's an ASCII game. There is no "end game" per say so I guess it's rogue like in that you are just trying to survive and make the most of it. There are a couple of game modes in DF but the most popular and the one the game was really designed around is Dwarf Fortress mode and that is the only one I have played so far. The world is dynamically generated (think Minecraft - Notch was very inspired by DF). So everytime you play the world is different. There is a history also generated everytime you start a new game. The default is that 250 years of history are created - this includes wars, relationships, heroes, gods, etc. all this will play into how your world plays out. It's very interesting and to be honest - I haven't been around in game long enough to encounter much of the history or relationships with others in the game to know much about it.
After the dynamic map is created you get to choose a location to start your little civilization. You can search for a spot on the map that meets certain criteria (temperature, wild life, minerals, water etc.) or you can just poke around the map and look for something that looks like a good spot to start. I try and find a spot that has clay, soil, some metal ore, and flux, with a normal temperature some woodland and wildlife but nothin too crazy. I think that is a typical best starting type area but I think as you become more experienced a player you can search for starting areas that are a little different :)
Once you arrive at your starting position you get to show up with 7 dwarves and some supplies. You can pick a "pre-made" dwarf / supplies load out or you can choose to pick what you are bringing and what skils your dwarves have. I usually do the later as I like to pick it all.
You basically get "points" which you can use to add skill points to dwarves and to purchase supplies. Typically I've been setting up dwarves with the following.
Dwarf 1 - mining level 10; building designer level 10
Dwarf 2 - mining level 10
Dwarf 3 - wood cutter level 10; herbalist level 10
Dwarf 4 - carpenter level 10
Dwarf 5 - mason level 10
Dwarf 6 - grower level 10; brewer level 10
Dwarf 7 - wound dresser level 6; diagnostician level 6; surgeon level 6; bone doctor level 6; suturer level 6; appraiser level 8; leader level 7
The level of proficincy only affects how well / fast they can do the job. Overtime they can can proficincey just through doing. But starting off with some dwarves that have skills helps to get things up and running a little smoother and a little faster. Level 10 in a skill means they are "proficient" in that skill. Skills go up as they do that task more. Skills that aren't used can become "rusty" or even "very rusty" and you can lose skill points in that skill overtime. The following is a list of the skill levels.
- Dabbling
- Novice
- Adequate
- Competent
- Skilled
- Proficient
- Talented
- Adept
- Expert
- Professional
- Accomplished
- Great
- Master
- High Master
- Grand Master
- Legendary
In addition to the skils I bring lots of booze (dwarfs need and love booze - they tolerate water - but love booze), food, seeds, livestock, cats to hunt vermin, wardogs for defence as when you start out you don't have weapons / military etc. so they are your only real defence., pick-axes, an anvil etc.
Now I'm ready to embark. My boys set out and we are ready to put in some serious work to setup a beginning fortress. Once we arrive at camp with our wagon full of supplies I like to start the miners right away. I plan out an entrance and begin setting up some corridors and rooms. I like to have a "trap" entrance. Goblins will take the shortest path possible - so given the choice of a winding hallway or a straight hallway they will take a straight hallway so I setup a safe winding hallway with a straight hallway section that has traps in it.
I setup a room that is 5x5 in size close to the entrance - this will be the trading depot for when caravans come to trade goods with my gang.
I setup a couple of small rooms (~10) that will be workshop rooms (carpentar, mason, mechanic, crafters etc.).
I setup some storage rooms which are biggera and are used to hold stuff (food, crafts that I build, furniture I make etc.) I like these rooms to be close and accessible to the trading depot so I can move my goods over to the trading depot quickly when needed.
I setup sleeping quarters, a kitchen and dining room in the same room as the sleeping quarters (initially) because if a vampire comes in and attacks one of your dwarves you need someone to have seen it so you can track the bastard down.....so I like to keep people around to keep an eye on each other.
I setup a food storage area.
I start setting up an underground farm and get a well to feed water into my fortress (so they dont' have to go outside to get water and food - your fortress should be able to sustain life wihtout really leaving - leaving becomes dangerous).
I'll talk more about my DF and maybe make a video. Oh I use a tileset which does "enhance" the graphics somewhat (really it just makes it easier for me to what's what because my Neo vision is quite there yet lol). I use Ironhand which gives you a look more like this.
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Comments
Submitted by BlowMonkey on Tue, 01/29/2013 - 10:20
Just an update (still on the blog roll at the top so didn't want to post a new blog).
If you are the type of person that likes when "weird shit" happens in games (Skyrim, FTL, DayZ - any of the types of games where weird shit just happens or cool stuff happens) you might like DF.
Last night I had a well that needed some more work (connecting another small pond/lake to the well) so I instructed one of my Dwarfs to go work on the well. Now this Dwarf had been knocking boots with some other Dwarf (married actually) and now she was lugging around a baby as she did her jobs (no problems - they do that). However when she went to work on the well she fell down it with her baby......she died and the baby was alive in the well. I had to (and have not successfully yet) try and remove the dead dwarf and the still living baby (so the decaying body wouldn't poison my well....and so the baby could live). Like I'm off just trying to keep everyone happy and keep the fort progress moving forward and this little incident is happing on some little side job that I assigned without giving it much thought. Just crazy.
I heard another story that I'm going to relay to you. This didn't happen to me but I read about it. Apparently when Goblin's attack your fortress - they will take the children. Over the years it is entirely possible that a "goblin invasion" may not even be made up of Goblin's but it could be an army of the babies they've taken over the years and trained. So i guess during the goblin invasion the player noticed that one of the "human child" goblins had his eyes ripped out during the battle ( the game text can be very violent) and then went running off. I guess the player staved off the attack and sometime later (years) was again attacked by a Goblin army - including an adult human with scarred eyes.
Crazy stuff happening in DF :)
Currently installing a mod called Soundsense which is something someone created for DF that adds sounds cues based on activity. So if it is raining in the game you will hear rain - (which usually you will see a text message about and then depending on your tileset you will see some blue blinking dots around the map). It looks to be very comprehensive - i.e. it's about 300 meg+ worth of hundreds sound files (compare to the entire DF game which weighs in at about 20 meg).
Submitted by Biznass on Wed, 01/30/2013 - 00:02
That baby will now be known as Baby Jessica.
Submitted by BlowMonkey on Wed, 01/30/2013 - 05:46
lol well maybe not ..... my dwarf baby died....if only I had a crane to resuce that damn baby.