[ / / / / / / / / ] [ b / news+ / boards ] [ operate / meta ] [ ]

/svidya/ - Strict /v/

The fun stops here.

Catalog

Email
Comment *
File
* = required field[▶ Show post options & limits]
Confused? See the FAQ.
Embed
(replaces files and can be used instead)
Oekaki
Show oekaki applet
(replaces files and can be used instead)
Options
dicesidesmodifier
Password (For file and post deletion.)

Allowed file types: jpg, jpeg, gif, png, webm, mp4, swf, pdf
Max filesize is 8 MB.
Max image dimensions are 10000 x 10000.
You may upload 5 per post.


/svidya/ is a strict /v/ alternative for moderated vidya discussion. This Board wasn't intended to replace /v/ but to aid Anon's in having vidya discussions with zero shitposters. Thanks for adding /svidya/ to /v/'s recommended boards, Mark.

File: 1425054380290.jpg (7.05 KB, 211x228, 211:228, Manly Dorf.jpg)

9b0ee9 No.311

Strict /v/. "Fun stops here"
> No Dorf Fortress thread.
Are you even trying?

Current Version: 40.24

>What is Dwarf Fortress?

A virtual ant farm but instead of ants you get dwarves. There are endless possibilities with this ant farm.

>Where do I get it?

http://www.bay12games.com/dwarves/ Download the SDL versions.

>How do I play?

Use the wiki: http://dwarffortresswiki.org/index.php/Main_Page
Follow the tutorial: http://dwarffortresswiki.org/index.php/DF2014:Quickstart_guide
Or watch some jewtube tutorials.

>I don't understand what I'm looking at, it's all symbols!

If you don't know what the symbol means, use K to look over it and also use the wiki for status on your dwarves http://dwarffortresswiki.org/index.php/DF2014:Status_icon
Otherwise use a friendly tileset to make the graphics easier on you.

The lazy new pack
http://dffd.bay12games.com/file.php?id=7622

IRC
http://dwarffortresswiki.org/index.php/IRC
Post last edited at

00abaa No.313

>>311
How is that game? I've considered trying it but never really started.

9b0ee9 No.314

File: 1425056357680.jpg (83.66 KB, 500x486, 250:243, fun.jpg)

>>313
It's something like thi, pic related.
However really enjoyable once you get the hang of it, Untill you fuckup and all your dorfs die. horribly. with MIASMA.

12197a No.348

I've played a bit, it's alright. Didn't draw me in long enough to build anything that impressed me. I'll probably get into it again some time later.

4a5294 No.3501

>Doesn't even use the proper title for the thread
>Search "Dwarf Fortress"
>0 results
Kill yourself

3ff0cf No.3840

>>311
Finally decided to check out DF, the quickstart guide is pretty good but the game is still very counter intuitive. One of my dworfs broke her foot god knows how and is now stuck at the edge of the map, and I only noticed it over a season later because other dwarfs went outside to bring her water.

A yeti shown up near my mine but so far he's too busy scarring the cat to give a shit about attacking my mine.
I have some basic defenses up but am still struggling with forming a proper military.
I have this constant feeling of impending doom, I'm pretty sure some mobs will soon show up deliver a hard dose of fun to my fortress.

7515df No.4252

File: 1426811172635.png (339.97 KB, 500x486, 250:243, Untitled.png)

>>314
you didn't finish your graph

347f90 No.4437

>>4252
How fitting. The fact that the graph doesn't progress on the X axis is an accurate way to describe how Visual Basic will corrupt the database and stop you from playing before you learn to play.

Would I be hung for saying that actually really, REALLY like aurora's interface and gameplay? It's about managing a space epire, it SHOULD be all database interaction forms and plots. I want to feel like an accountant or a business analysis. Not a gook with an aaron's clicker.

7515df No.4459

File: 1426864381359.jpg (174.16 KB, 600x300, 2:1, _1405575331.jpg)

>>4437
>Would I be hung for saying
Not at all, ever since I read the book The Forever War, I had imagined how a space based RTS game might function if it went for menus and minimal graphics. It's super cozy.

347f90 No.5625

>>4459
Fuck that was one ace book. Thanks anon.

8e5c4b No.5920

Behold the fair music of the elves

https://soundcloud.com/nethodsod/the-grasping-oaks

7515df No.5980

File: 1427068396341.jpg (65 KB, 437x437, 1:1, 1407635241072.jpg)

>>5625
You're welcome anon, I'm glad you liked it. It's one of my favorites. It's not in the same sub-genre as The Forever War, but you might also enjoy The Martian by Andy Weir.

:3

347f90 No.10780

>>5980
Anon this is even better.
Who are you? Where are you? Why do you recommend me such good books?

7515df No.10941

File: 1428113347668.jpg (58.5 KB, 603x453, 201:151, morphine administered.jpg)

>>10780
I'm your fairy godbrother, anon :)

Now go read Tau Zero by Poul Anderson

347f90 No.11321

>>10941
Is this meant to read like left wing propoganda? I'm liking it but so far there's a heavy bias in how it paints Reymont's authoritarian measures verse the squalor that the rest of the crew prefer. Like the author is making Reymont a strawman to prove that forcing peoples' hands just sows discontent. I don't know, maybe I'm missing something.
There's also this disgusting tone that implies nobody is trustworthy. I don't understand, I'd presume that even in space, educated and intelligent scientists/engineers would at least have the dignity to hold themselves to moral standards they've upheld for their entire lives. Much less be able to think in a calm and collected manner when something goes wrong. If they weren't capable of at least that much why were they picked for the expidition? Is it to point out that an overly civilized society is so beurocratic that it gets wound up and unable to quantify the values of people for a specific job? Is this what this whole book is meant to point out? That as a civilization gets more and more complex it becomes less and less efficient?
Then there's this whole sweden stronk stuff. Of all the nations the author picked as an international police force why and how on earth would it be sweden?

The whole book is pretty decently written but I hate the author's philosophy, perspective of people, and ideas on how they should and would act in given circumstances. And the idea that people with rigid morals are a rarity.

fbaf34 No.11322

>tfw I'll probably get banned here for asking…

is it a game yet?

347f90 No.11327

>>11322
While fort mode is a horrendous mess adventure mode is getting closer and closer to the ideal RPG. It's enough that you could have fun with it given you can use a bit of imagination. I'd be quatered for saying this but I honestly think that toady should just gut fort mode entirely and concentrate on adventure mode, it's clearly what he wants to do, with adv mode being a much better way to interact with the world he's building.
Taking a stroll through a town while my undead minions stampede into homes and savage the population in my wake before I throw open the castle doors and shout my claim on the land is about the best I've gotten from the game. I especially liked how I'd kill everyone in the castle, demand that the lord yield and have him steadfastly refuse in the face of certain death, a final show of courage and defiance before I lop off his head. I wish I could figure out how to get a lord to cede without actually killing him or even do anything with the land itself. Maybe enslave the population or demand ridiculous tributes.
Visualizing the combat turns can be exhilirating when you imagine carefully removing a sleeping guard's mantle in the black of night and slitting his throat so you can raise him as an undead. Or throwing a dagger at a fleeing enemy and having him fall to the ground, clutching his leg and screaming in agony when it tears through his dress and chips the bone.
The big issue right now, cumbersome interface aside, is that this gets old fast because there's really no direction. You can give yourself a goal like "usurp the king" but there's no metric or ingame recognition of your acts so you do all this and then it's just "well now what?". Your legends entry will just show a whole bunch of murders and a site claim. Not some "In the season of 266 Basolt MurderBlood begun his reign over the blighted lands" accompanied by an age name like "the age of terror"

What I'm really REALLY looking forward to is the day that toady eventually implements NPC adventurers. I know there's similar stuff in already with travelling groups but having some lad with a strong sense of justice run up to me screaming bloody mercy because I killed his sister a decade ago, that's what I'm really looking forward to. I'm yet to have the world make any long term response to my vile deeds.

TL;DFR
The game part still needs a lot of work. But as is it's the best fantasy RPG in the wild.

347f90 No.11375

>>11321
That ending is bullshit but reading something of that scale made me feel weirdly serene. Like all my problems pale in comparison.

What's next, anon?

7515df No.11426

File: 1428258056749.jpg (126.37 KB, 964x618, 482:309, 1410360351436.jpg)

>>11375
Sorry anon, I didn't pay as much attention to the author's tone or politics (I guess he overplayed the social aspect of the ship and the people having to work together for so long), but I am glad you had a good time of it.

Next up is The Descent of Anansi by Larry Niven and Steven Barnes

e08091 No.11534

God I want the new version

29d201 No.11539

Friendly reminder that V. 34.11 is the superior version for fortress mode.

347f90 No.11623

I like how accurately dwarf fort portrays fights. Once you're in a full set of armour you're basically untouchable. And against armoured targets I've taken to wrestling off their helms and then busting their faces up.

d342a9 No.11841

>>11322
Why do you thing it's not a game? It is a great game, just without a winning condition. It has good depth for a building sim or roguelike.

>>11327

I think you are "visualizing" stuff a bit too much.
Claiming the land gives you just a fancy title without any control.
Raising undead turns you into enemy of all living beings, you cant play evil overlord here yet.
>The big issue right now, cumbersome interface aside, is that this gets old fast because there's really no direction.
So why is it better then fortress mode? Unlike fortress mode, which has very solid gameplay, adventure mode is nothing but killing stuff. Which, as you said, gets boring very fast.

751d7b No.11966

>>4252
>Install Aurora4x
>What the fuck
>Finally get how the windows work
>This gon be gud
>Why can't I see half the screen
Oh, fixed resolution
See V2 plans:
>add fullscreen/scalable windows so laptop users can play too
Fuck that.

21dee2 No.11983

Is it real time or turn based? If it's real time, I honestly can't imagine how little ascii characters would fight.

b486a9 No.12076

>>11983
Its RTWP. The games operates in cycles - "ticks". Each tick is like a turn, dwarves move, critters move, temperature changes, water and magma flow. Each tick usually takes a small fraction of a second. Fights are simulated by characters performing attack or defence action each tick. All these actions are displayed on separate combat logs, on screen you see only basic movement. Its pretty similar to any other roguelike.

7515df No.12120

>>11966
>Install Aurora4x
>What the fuck

This is the best single sentence review for the game I've ever seen.

347f90 No.12132

>>11841
Fort mode gameplay is far from solid. It's full of bugs and built from cobbled together parts of worldgen.
Adventure mode is giving you control over a single actor and thrusting you into this entire world to do whatever the hell you want. Right now it allows you to see more, experience more, and do more in the world. In a decade or so once things start really coming together maybe being a lord wont just be a title change.

42df33 No.12339

>>12338
was getting caught part of your plan?

42df33 No.12344

>>12340

42df33 No.12351

>>12345

d0fd91 No.13059

>>12132
>Fort mode gameplay is far from solid.

What? How? How is fort mode not solid? What the hell does 'solid' even mean?
And the notable bugs have all been patched out by either Toady or DFHack, lacking that there are always solutions available (like a simple hex edit for 0.34 to stop military dorfs removing all their jobs once they become Legendary in a combat profession)

So yeah I have no idea what you're talking about

347f90 No.13270

>>13059
Ask that anon what solid gameplay means. I presume it would mean stable and well thought out in a very general, blanket term kind of way.

The last time I played dwarf fort I had issues with marksdwarves/hunter profession fuckups messing up their training and equipment, constant pathing fuckups with dwarves trying to pick shit up in the caverns and not being able to path there because I hadn't scouted out the whole thing, dwarves not taking the job for constructing walls because they couldn't find a suitable place to stand while building, of course while there was an open space right next to it. Dwarves cancelling/stalling construction of chests because there was a rock sitting in the way and while they could move the rock off the tile it was only if there was an open tile immediately next to the building being constructed. Dwarves only using wheelbarrows for very select few jobs. Then we could get into things like dwarves preferring to travel 300 spaces to grab a rock directly beneath them, rather than grab a rock three spaces to their right but I think going into design oversight rather than actual real bugs would be cheating, wouldn't it?

d342a9 No.13393

>>13270
We are talking about dwarf fortress, gameplay is very far from stable and sheer amount of content stops it being well thought out for now.

There are a lot of bugs and design oversights, but honestly, you posted about the most minor bugs.

>marksdwarves/hunter profession fuckups messing up their training and equipment

Civilian uniforms (miners,woodcutters,hunters) interfere with military uniforms. And this causes constant fuck ups. Using hunters at all is a very bad idea, because they can try to hunt extremely dangerous prey, do it very slowly, and can be only be stopped by turning their job off.

>onstant pathing fuckups with dwarves trying to pick shit up in the caverns and not being able to path there because I hadn't scouted out the whole thing

Autocollect webs causes this, it's not a bug but a design oversight.

> dwarves not taking the job for constructing walls because they couldn't find a suitable place to stand while building of course while there was an open space right next to it

It could be blocked for various reasons, either way several bugs dedicated to that were fixed in current version.

>Dwarves cancelling/stalling construction of chests because there was a rock sitting in the way and while they could move the rock off the tile it was only if there was an open tile immediately next to the building being constructed.

That is just poor design decision. Besides, if you make 1x3 rooms and get this result, I think it is a reasonable design for me.

> Dwarves only using wheelbarrows for very select few jobs.

Dwarves use wheelbarows for stones mostly because stones are much more heavy then anything else. Wheelbarows are simply not implemented fully yet.

>Then we could get into things like dwarves preferring to travel 300 spaces to grab a rock directly beneath them, rather than grab a rock three spaces to their right

Dwarves travel vertically much faster for some reason, so it could be reasonable. However it could also be your fault for forbidding that nearest rock type for masonry.

>going into design oversight rather than actual real bugs would be cheating, wouldn't it?

No, it wouldn't. Design oversights and bugs dont change a thing because the game is far from finished, it is not even reach 50% of planned features. Bugs and oversights are to be expected, and there will be lots of them.

When I said "solid gameplay" I meant unique features that separate dwarf fortress mode from other similar games, like dungeon keeper.
These features are: 1. Unique challenge. Simply surviving takes skill and there is great variety of enemies for any kind of player. And then there are megaprojects.
2. Dwarven personality. Thoughts, moods and tantrum spirals are a big part of the game. Thoughts in particular give dwarves much more personality then any other game does.
3. Combat, health, healthcare. Dwarf fortress combat and health system is one of the most realistic ones.
4. Advanced mechanics, minecarts. These allow extremely complex machines.
All these features are either rudimentary or non-existant in adventure mode. Only combat is there. You can't fight demons and megabeasts(at least not as easily as in fortress mode). You dont have a pesonality. Any wound can be fatal, or permanently crippling. All other wounds are healed by resting. Crafting is non-existant.
Every other roguelike is better than current adventure mode. The amount of grinding you have to do just to survive is staggering and you still will be killed by a random arrow. Its realistic but not fun at all.
So that's why you story about becoming lord necromancer sounds very boring to me. When you grind enough you remove all challenge, when you don't grind you die like a bitch to easiest enemies. And you die easily either way.
Fortress mode is different. Every fortress is unique. And all features described guarantee different experience every time, as long as you are willing to experiment yourself. Even some bugs give this game flavour. Deadly carp and 2cat can be only in fortress mode too. So thats what solid gameplay is and design oversights in this case don't matter at all.

347f90 No.13781

>>13393
All I asked from dwarf fortress was an interaction with world gen and an extensive and immersive world to build a story in. With fort mode only covering a single site in a very abstract way, that doesn't allow me much freedom to interact with the world. I'll concede every argument outside of that.

69a75c No.14117

How long does an average game last? Because I keep seeing people say that you lose a lot in this.

01a027 No.14124

>>14117
It depends a lot on how prepared you are and where your fort is located. Don't have any way dealing with a goblin invasion? Then the game lasts until the first goblin invasion, but when that happens depends on how rich and populous the fort is. Of course, you can just wall off the outside world if you have enough underground food production happening.

d342a9 No.14462

>>13781
>With fort mode only covering a single site in a very abstract way, that doesn't allow me much freedom to interact with the world.
You are right about that. Dwarf fortress mode is very isolated and does not allow you to interact with the world properly. So if that interaction is what you are looking for, than adventure mode is perfectly fine. I can suggest Fear the Night mod. And maybe Dwarven Chocolate mod (for version 34.11). These mods give better monsters to fight and present better challenge. You can also play as wizard in Dwarven Chocolate.
Honestly, last time I have played fortress mode, it was pretty boring and your story about your adventurer was pretty good.
But I really enjoyed reading about these two forts on Bay12. These two forts really show what fortress mode is about.
http://www.bay12forums.com/smf/index.php?topic=139393.0
http://www.bay12forums.com/smf/index.php?topic=143405.0
Which is why I wanted to explain why fortress mode is good.

>>14117
It depends on your skill and starting location.
When you learn basic survival skills, game lasts pretty long. Id take a guess and say that most forts last about 15-20 real life hours. Maybe longer. People lose, get bored, or the game slows down to a crawl from to much generated content (fps death).



Delete Post [ ]
[]
[Return][Go to top][Catalog]
[ / / / / / / / / ] [ b / news+ / boards ] [ operate / meta ] [ ]