AleDrinkers - Zombies, Dragons, Ghosts... and maybe Vampires! Dwarf Fortress Game version 47.05

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Wagonlitz

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You should try a game once where you only have the 7 you start with and whatever they birth. You should try that after this.
I agree.
Would be fun to see, and would mean Emu would have to for once actually care about the survival of his dwarves. :p

Our Militia is very (VERY) slowly replacing their Iron equipment with the superior Steel equipment.

The first to be re-equipped is Iche Bins (naturally), who now wears a Steel Helmet, Breastplate and Greaves.

View attachment 740087
Those three lines next to the name, what level of craftsmanship do thgey symbolise?
 

blue emu

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How is the crypt floor a place of honour...?


Will it be tame?

Will you plug up that access tunnel, or will it be blocked off by the solid parts of the pumps?
1) A "place of honor" is wherever I designate it to be. It could be the toilet, if I so chose.

2) Yes. Creatures born to tame parents are tame.

3) I could plug it up. But there are only two ways in and out (at the very top and at the very bottom) both sealed by drawbridges. I'll probably leave it like that in case I need to create a magma tap valve off the pump-stack (eg: for flooding a cavern with magma).

I meant things like plants and trees.
Yes. They grow back in a few seasons.
 

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What's teh highest level and what level is legendary?

Will it start back up if you lose too many dwarves?


Now is that not cheating. :p
You roll with what you're given.
Legendary is level 15 or higher. As far as I know, Legendary+5 is functionally the highest level... "functionally" meaning that the game engine treats higher levels as if they were Legendary+5.

Immigration? Yes. If we take enough casualties to drop below the 200 dwarf cap, immigration will start back up.

There is no way to win the game... no "You won!" screen, no victory conditions. Carried on long enough, all forts end in disaster eventually. Then you start a new game.
 
Last edited:

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I agree.
Would be fun to see, and would mean Emu would have to for once actually care about the survival of his dwarves. :p
I think that will be our next fort, yes.
 
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AD_406.jpg


This never gets old.

Intruder Alert sounded: check!
South gate closed: check!
Outer Depot gate closed: check!
Inner Maze gate closed: delayed, pending all dwarves getting inside.
Bottom DET gate closed: check!

Militia mobilized: not quite yet. I want to see what he does, and whether he's trap-immune.
 
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Wagonlitz

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Does anyone find those technical reports useful, like "How to build a pump-stack"?

Or should I just omit the construction details?
I like those technical reports.
 

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OK, looks like all my dwarves have made it into the compound, so we'll lock down everything except the Outer DET DB.
 

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We're going to have to call a temporary halt to the Magmaduct construction, because we are running out of Stone Blocks... despite having four workshops producing them.

Current situation:

View attachment 740289
Why are there stairs in the part leading to the trade area? And why narrow it to one block wide, when the approach to the trade area is two blocks wide.
 

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There's a Human Hammerman out there... probably a visitor who hasn't reached the gate and registered yet.

AD_407.jpg


Let's see how he does! Pass the popcorn...
 

Wagonlitz

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3) I could plug it up. But there are only two ways in and out (at the very top and at the very bottom) both sealed by drawbridges. I'll probably leave it like that in case I need to create a magma tap valve off the pump-stack (eg: for flooding a cavern with magma).
Speaking of drawbridges, how do you then connect them to the levers? Do you run wires along the walls?

Carried on long enough, all forts end in disaster eventually. Then you start a new game.
You can't build a fort so great that it can defend against any single attacker?

@Wagonlitz

Try reading this:

http://dwarffortresswiki.org/index.php/Main_Page

It will answer most of your questions.

For instance... "What do those three lines signify?"

Search "DF2014: Quality"

Thanks.
 

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Why are there stairs in the part leading to the trade area? And why narrow it to one block wide, when the approach to the trade area is two blocks wide.
@Wagonlitz

Trade area? You mean the East Magmaduct branch?

The pump stack itself is two tiles wide. The magma comes out of the pump stack in a stream two tiles wide. It then can be routed in four different directions... north (toward the DET), east (toward the Depot), south (toward the south gate) or down (into the holding tank). The path narrows after the 4-way split.

Why am I using stairs to send the magma down, instead of using a hole in the floor? ACCESS. As I mentioned before, everything you see must be BUILT. It's easier to build the holding tank if I can walk downstairs to it, carrying the blocks.
 

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Speaking of drawbridges, how do you then connect them to the levers? Do you run wires along the walls?

You can't build a fort so great that it can defend against any single attacker?


Thanks.
@Wagonlitz

I just build a Lever in the control room : (b)uild - (T)rap component - (l)ever

When it's finished, I link it to a bridge with : (q)uery - (a)dd function - link to a draw(b)ridge

Then I tell the Mechanic which mechanisms to use. The first one designated always gets installed in the object being linked (so THIS ONE needs to be magma-safe). The second one gets installed in the lever.

Then I wait for him to actually complete the task.

- You can't build a fort so great that it can defend against any single attacker?

I can defend my dwarves against anything except my own dwarves, yes.

Dwarves have emotions. When they are under too much stress, they can go mad. When they go mad, they sometimes go on killing sprees. This often sets off a "Loyalty Cascade" where A kills B, then B's friends kill A, then A's friends kill B's friends, then... the circle widens, involving more and more dwarves.

The longer dwarves are cooped up together, the more attachments they form and the more likely a loyalty cascade becomes.

Also, there are other ways for dwarves to die... Dwarven judicial beatings. Accident. Old age. Vampires infiltrating the fort in the guise of immigrants or visitors. Ghosts. Any of these things can place those dwarves who knew the victim under enough stress to crack them.

Forts are not intended to last forever. The slogan of Dwarf Fortress is "Losing is Fun!"
 

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The Human Hammerman does tremendously well against the Cyclops...

AD_408.jpg


... until...

AD_409.jpg


Oooops.
 

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Having torn the Human Hammerman to pieces, the Cyclops heads toward the invitingly open Dodge-Em Trap.

AD_410.jpg
 
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Wagonlitz

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Trade area? You mean the East Magmaduct branch?
I meant the trade depot. So the eastern magmaduct, yes.
The access ramp tot he trade depot is two blocks wide, hence wouldn't you need a two block wide magmaduct to have a constant flow of magma over the entire width of the ramp?
 

hyme

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Wagonlitz

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hyme

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Legendary is level 15 or higher. As far as I know, Legendary+5 is functionally the highest level... "functionally" meaning that the game engine treats higher levels as if they were Legendary+5.

Immigration? Yes. If we take enough casualties to drop below the 200 dwarf cap, immigration will start back up.

There is no way to win the game... no "You won!" screen, no victory conditions. Carried on long enough, all forts end in disaster eventually. Then you start a new game.

Well isn't there FPS and bug death.
 

hyme

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  • Europa Universalis IV
  • Hearts of Iron II: Armageddon
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Lost Empire - Immortals
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
Can the magma cool off and solidify if left in the open for too long, or do you want to have the pan full at all times in case surprise visitors arrive?


What is that item?
Think it was a left sock artifact.