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returntothepit >> discuss >> Dwarf Fortress: Ruining your life with ASCII graphics by DestroyYouAlot on Nov 16,2007 3:33pm
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toggletoggle post by DestroyYouAlot  at Nov 16,2007 3:33pm edited Nov 16,2007 3:34pm
Arillius and I are both hooked on this dumb game. Literally the most complex game I've ever come across, hands down; developed by two brothers with a LOT of time on their hands. It's 1 part RTS, 1 part Roguelike RPG, and 1 part The Sims, only with dwarves. The idea is that you're in charge of a group of dwarves setting out to found a new dwarf fortress (hence the name).

First the game generates a world. Literally, a WORLD, first fractal terrain (with actual geologic epochs and erosion and volcanic activity and such), then it seeds civilizations and they fight for dominance over a thousand years or so, and then you come in. You pick an area to found your hold in - preferably with a good mix of terrain types, and several neighboring civilizations to trade with - and you're off.

The game starts you off with 7 dwarves (har har); you need to buy them skills (things like carpentry, masonry, mining, craft skills like stonecrafting and weaponsmithing, and people skills like negotiation, comedian, and appraisal) and equipment (you need food, alcohol - the dorfs don't like to drink water, and work slows down without alcohol - picks to mine with, an anvil for building a forge, weapons and armor, livestock, and seeds to grow crops).

They appear on the mountain (or wherever you put them) with a wagon full of stuff, and from there you can only control them by a) selecting which type of work each individual dwarf will or won't do, and b) queuing up jobs by mapping out where to have them mine, where to stockpile food and lumber and such, and what to build. The dwarves decide for themselves what jobs to tackle in what order, and will take their own time to eat, sleep, drink, have parties, whatever. Once they all have their job preferences set up, you can just queue up a bunch of jobs and leave them to it; the ones that get done with whatever they're doing will just take on any open hauling jobs available.

The terrain is all top-down view, and you only see one "slice" of the land at a time, but it all exists in 3d for the game logic - water flows downhill, objects dropped off cliffs end up at the bottom, etc. The whole mountain is there for you to crack open, with realistic geology, so you'll find sedimentary stones near the surface, metamorphic way down deep, etc. There are veins of different metal ores, gems, and other useful stones in among the "junk" stone (which you also use for construction). (If you go deep enough, you can find adamantine threads - and balrogs. Kind of a double-edged sword.)

You have to have trees to cut down, both to build with and for making charcoal to run the furnaces and ash for fertilizer, unless you brought some along with and are prepared to trade for it later on. You need water to fish in and for power (water wheels make more power than windmills), so you want a square with a stream or river in it. You want plants to gather (for food and for seeds to plant with.) Animals roam around the map; you can hunt these for meat, skins, bones, etc., or catch them live and train them as pets and guards. Monsters wander around, too, whether just passing by or living in the area. (I had a real problem with a chasm full of troglodytes and giant spiders in one game.)

The dwarves all have likes, dislikes, and moods, assigned randomly at creation, and if you look at their preference screen, you can see a) how happy they are, and b) why. Good working conditions, a leader with social skills, friends, pets, marriages, possessions and surroundings can make a dwarf happy, while deaths, bad smells, lack of places to sleep and eat, and lack of alcohol make them unhappy. They'll marry, have kids, adopt pets, make friends, and all of that. Once in a while, one goes into a "strange mood," takes over a workshop, and starts demanding materials. If you provide them, he'll produce a special artifact, and gain legendary skill in his trade. If not, he'll eventually give up, go insane, and either a) throw himself off a cliff, b) starve himself, or c) go berserk and start attacking other dorfs. (Artists are so temperamental.)

You arrive in the spring, and you need to have trade goods ready for the first fall - that's when the first dwarven caravan shows up to trade. You can make trade agreements - the things you request with a high priority will have a better chance of being on the next caravan, albeit at a higher price - and they'll let you know what things they're looking to buy. The dwarf and elf caravans will show up regardless, but the humans don't come until you build a paved road (wussies). After the first caravan, you'll usually get a wave of migrant dwarves come to join you, and then you're off and running.

Once you have the basic needs taken care of in your excavation (sleeping places, meeting halls, carpenter and mason workshops, food stockpiles, etc.) you can start getting creative. If water isn't easily at hand, you can build machines to transport it; you can build traps and hook levers or pressure plates to different mechanisms, all kinds of craziness. I had a huge aqueduct system set to fill up a cistern with screw pumps powered by a water wheel. Traps are necessary, because you get kobold thieves and goblin child snatchers coming by once in a while (ususally with a caravan). But the only real assurance is to assign dwarves to a military squad; you can give this waypoints for a patrol, station them in one place, or just let them wander. Off-duty dwarves will drill in a barracks, although there's a chance of injuries occurring when this happens.

And, yeah - the entire game's in ASCII. There are graphical tilesets available, but it's still pretty much NetHack on crack. Friggin' amazing. Try it out, get hooked - I recommend it highly.



toggletoggle post by DestroyYouAlot  at Nov 16,2007 3:39pm
Oh, I forgot to mention: You can only have one fortress active at a time, and you have to abandon your current one to try another, but they can inhabit the same world. After you're done with fortress mode, you can wander around the world in adventurer mode, killing monsters, getting quests from towns, and exploring your old abandoned holds (with the requisite monsters having moved in). Pretty much hack-and-slash fare, but pretty cool all the same.



toggletoggle post by aril at Nov 16,2007 3:43pm
You forgot the link.



toggletoggle post by DreamingInExile   at Nov 16,2007 3:47pm
no link = FAIL!



toggletoggle post by DestroyYouAlot  at Nov 16,2007 3:48pm



toggletoggle post by sigh at Nov 16,2007 3:50pm
Shouldn't you be securing TJX's network or something right about now?



toggletoggle post by aril at Nov 16,2007 3:55pm
hahaha.



toggletoggle post by the_reverend   at Nov 16,2007 3:55pm
enter the matrix



toggletoggle post by DestroyYouAlot  at Nov 16,2007 3:58pm
sigh said:
Shouldn't you be securing TJX's network or something right about now?


Pipe down, there, ma'am.



toggletoggle post by aril at Nov 16,2007 4:01pm
Yea so I tried to go to a Dwarf Fortress site on my work's computer and this is what it said: Access Denied (content_filter_denied)


Your request was denied because of its content categorization: "Tasteless"

Is that an insult??



toggletoggle post by sigh at Nov 16,2007 4:09pm
It probably thought you were trying to view dwarf porn.



toggletoggle post by DestroyYouAlot  at Nov 16,2007 4:34pm
I'm starting a new fortress tonight (the game crashed after playing for about five hours without saving last night, and I have neither the heart nor the desire to go back and redo all that work). This time, I'm getting farming started right away, and metal forging running as soon as possible. I want to plan ahead with my excavations a little more, as well - I ended up getting in my own way with the last one, and spent way too much manpower (dwarfpower?) just getting water to the hold. Also need a map with more trees to cut - making charcoal takes a lot of wood, and I don't want to count on striking coal.



toggletoggle post by DestroyYouAlot  at Nov 19,2007 4:22pm
Started a new fortress after that last one crashed five hours after my last save. This time I'm off to a good start, albeit with some snags here and there. I had a hunter try and hunt mountain goat with a crossbow - no bolts, just a crossbow; she tried to club the goat to death with it. She was in bed recuperating from a broken arm for three seasons (when I still only had 7 dwarves, which really f$#%ed production), after which she promptly went out and got herself killed by a wolf. Then a kobold thief stole our only battleaxe, which meant I have to figure out a way to survive without chopping wood until I can either a) trade for one, or b) smelt one myself. I figured I'd have to go the trade route, since you need charcoal to run the smelter, and that's made from wood (catch 22, makes you wonder how the hell we ever got out of the stone age), but luckily the first elf caravan showed up loaded with logs ("Hey, we heard there was a tiny dwarf outpost up in these here mountains, so we figured we'd haul an asston of logs up here, on the off chance that you needed them - and here's a grillion bolts of cloth, too!"). So now I'm getting space cleared for the smelter and forge; hopefully I can get enough iron ore smelted to make an axe before the wood runs out, or I'll have to start dismantling workshops for the logs. I've been pretty much diverting all my efforts to getting the aqueducts up and running - the beer ran out, and I only have seeds for underground crops, so it's imperative I get farming operations going on a large scale; we've had two large waves of migrants already, and I think they're getting sick of fish and water at every meal.



toggletoggle post by sigh at Nov 19,2007 5:01pm
Can't you go steal the axe back or kill someone else and take what they have?



toggletoggle post by DestroyYouAlot  at Nov 20,2007 2:57am
Not unless someone with an axe happens to wander through the map - the kobold got away (i.e., off the edge of the map), and if a caravan came through with an axe, I could just buy it (although, admittedly, I could also "appropriate" it, except that I'd need soldiers to take on the caravan's axedwarves - again, a catch-22).

Update: I got one forged. More to come, tomorrow.



toggletoggle post by DestroyYouAlot  at Nov 20,2007 10:27am edited Nov 20,2007 10:54am
Screenshots? Screenshots. (Ok, exported images. Shut up.)



Here we have the "main level" of my little abode. What you see here is a cross-section of the entire (local) terrain; this is the area I chose when I placed my fortress. Keep in mind, this is only one "Z-level"; there are probably 15-20 between the bottom of the canyon and the peak of that mountain (and who knows how many below that, at least before I start hitting magma and demons).

To the left, in solid black, you can see the mountain I'm digging into - actually, only the foot of one, but if you go too high, you don't have trees or aboveground water. The white borders are stone, while the brown are soil, sandy clay, etc. The "messy" black areas are level ground; the areas in green have vegetation. In the open areas, you can see the Z-level below the one we're looking at as well as the one we're on. The blue areas are open space - there's ground down there, but it's 2 Z-levels down (or more). Also, in the upper-left hand corner, you can see some water (blue spots) - these are, IIRC, the underground level of several above-ground ponds.



toggletoggle post by DestroyYouAlot  at Nov 20,2007 10:32am edited Nov 20,2007 10:55am


Here we're one level down from the last. As we get closer to sea level, you can see a) more soil, and b) more vegetation. Vegetation is important for gathering plants (for food, dye, thread, etc.) and chopping trees (for lumber) (duh). Soil is faster to dig through, and can support aboveground agriculture, but rock is where you find ore, gems, and "economic stone" (stone that can be made into fuel).



toggletoggle post by DestroyYouAlot  at Nov 20,2007 10:36am edited Nov 20,2007 10:55am


One more level down, and we have the bottom of the canyon, with the river (very important - besides water for agriculture, this provides power from water wheels and food from fishing). Again, you can go down as far as you like, and if you want to find adamantite you'll need to. (And, let's face it, who doesn't?)



toggletoggle post by DestroyYouAlot  at Nov 20,2007 10:45am edited Nov 20,2007 10:56am


The "ground floor" (kind of a subjective concept when you're digging down as well as building up). You can see the beginnings of a road (important so the wussy human traders will come) leading to a trade depot, and several stockpiles (currently wood, refuse, and unprocessed fsh) outside the front gate.

The "down arrows" you see in the upper-right are passable slopes - otherwise, when you see a border, it's a sheer cliff.



toggletoggle post by the_reverend   at Nov 20,2007 11:12am
am i doing it right?



toggletoggle post by DestroyYouAlot  at Nov 20,2007 11:45am


Going in, here's what we have:

1) Barracks / archery range. Dwarves without a bedroom will sleep here. Also, dwarves assigned to military squads, when not on duty, will either spar with each other (if assigned to hand weapons or wrestling), or have target practice (if assigned to a crossbow). Notice the stone in the hallway to the north is a nice double line instead of a big ugly square. That's because I had my engravers smooth the stone, there. This serves two purposes: First, it improves the value of the room - dwarves who spend times in improved rooms think happy thoughts, and work harder. Second, once you've smoothed a 1-tile thick wall, you can carve fortifications, which your marksdwarves (or siege engine operators, once you build ballistae) can shoot through.

2) The main lobby, so to speak. All paths lead here. The "omega" sign in the middle is a statue - once you've placed a statue, you can select it and designate the surrounding area a "statue garden"; dwarves will use this as a meeting area, spend their breaks here, and have parties here as well. I've smoothed the stone here, too, as it's another place dwarves will be spending time.

3) Workshops and warehouse. On the right is the warehouse - just a large room with several stockpiles set up; in this case, furniture to the left, finished goods to the right, gems to the north, and refuse to the south. The refuse stockpile is set to only accept bone and shell, which my craftsdwarves can turn into bolts, armor, trade goods, and other things. In the three rooms to the left, we have six workshops (two to a room - totally arbitrary, you can toss them in tiny cells or open spaces, as long as they have a 3x3 tile space). IIRC, we have a mason's workshop (stone furniture), carpenter's workshop (wood furniture), mechanic's workshop ("mechanisms", the base component for any machinery, like traps), jeweler's workshop (cut rough gems, set cut gems), and two craftsdwarf workshops (trade goods - stone, bone, shell and wood - as well as bolts, obsidian swords, and other miscellany). One dwarf at a time, with the correct job enabled, can work each of these shops at any time, which is why I have two craftdwarf shops - I have a bone carver and a woodcrafter, no sense in having one wait for the other to finish. To queue up jobs, you select the workshop, and choose from a list of possible jobs, selecting the materials to be used if necessary.

4) Here we have a noble's quarter. You usually start the game with just one, all-purpose noble, filling all four of the initial jobs (leader, bookkeeper, broker, and organizer, IIRC); new ones will show up once you start getting immigrants. The leader motivates and mollifies your dwarves (with skills like pacify, comedian, etc.) and deals with foreign diplomats, the bookkeeper takes inventory and updates your stock records (otherwise you don't know what you have), the broker deals with caravans, and the organizer hands out the jobs you queue up. The bookkeeper bears noting here, because he's the first noble to start making demands of you - he needs an office (designated from a chair and then assigned to the bookkeeper) to update the records; this is the middle room. This is also the throne room, which is where the leader meets with his subjects, as well as any diplomats that show up; this is designated from the chair as well. For some reason the image cut it off, but there's a bedroom to the right, defined from the bed and then assigned to the dwarf in question. Dwarves get happy thoughts from owning rooms; cranky nobles cause you headaches.

5) Common dwarf quarters. Most workers don't need too much; a bed to sleep in, a door for privacy, and (once you start minting coins and the economy starts) a chest to keep stuff in. In fact, if you make the rooms too nice, regular (non-skilled) workers won't be able to afford the rent once the economy starts, and they'll end up on the floor or in a barracks! Dwarves that marry will share a bed, and any children that come along will as well, until they grow up. You need to designate these as bedrooms from the beds, but don't bother assigning them; dwarves will claim them by themselves.

6) This yellow area is just a designation for future mining; as of yet, it's just solid stone, but eventually a miner will come along and put this hallway through.

7) Dining hall. I made it big, so there's plenty of room to grow. A dining room, again, is designated from a table, but you need to refrain from assigning it to anyone, so it remains a public space. (You only need to designate the room from one table; dwarves will use any table in the room once it's designated as such.) You need one table for each chair; dwarves apparently like to spread out. You can also designate this as a meeting hall, so dwarves will congregate here when they're feeling social.




toggletoggle post by DestroyYouAlot  at Nov 20,2007 11:46am
the_reverend said:
am i doing it right?


Totally.



toggletoggle post by DestroyYouAlot  at Nov 20,2007 12:41pm


Next floor down.

1) Just more workshops and warehouse. I copied the design from the floor above for symmetry. IIRC, here we have a bowyer's shop (crossbows), a loom (weave thread into cloth), a clothier (sew cloth into clothes), a dyer's shop (dye cloth), a smelter (smelt ore into metal bars, needs coal for fuel) and a forge (forge metal bars into metal items).

2) Farm plots / aqueduct. You can just build a farm plot on aboveground soil, but the best crops only grow underground. However, you need to water an underground tile (so it shows as "muddy") before you can make a farm plot there. Hence the aqueduct. The "X" tiles here are floodgates; the little "ò" tiles above there are levers that I linked to the gates. Pull one lever, it opens the irrigation chamber to the aqueduct, pull it again, it closes. Pull the other lever, it releases the water into the room, preparing it for a season of growing. The "#" tiles are grates set into the floor, in case the dorfs screw up and pull the wrong lever or something. (Sometimes insane dwarves will just go around pulling levers; very inconvenient once you've set up all kinds of horrible deathtraps everywhere.) The grates lead down to an overflow chamber on the floor below. Once the plot is prepared, you can select it and choose which crop to seed there; crops take one season to grow, and any available dorfs with "food hauling" turned on will harvest them. Right now, my fisherdwarf and hunter are catching plenty of food for everyone; my main concern is brewable plants - I'm really low on alcohol, and the dorfs start slacking off without it.

3) Pumping station. The detail here shows what I've got set up; basically, it's a screw pump to pump water from the floor below (where I've got a cistern that fills from the river) to the channel. Up until this point, I had a dwarf standing there working the pump (fun job, eh?), but just before I took this shot, I installed the gear assembly you see here, and built a windmill on the surface to power it. (I don't know if it works, yet; I haven't gotten the hang of power transmission, yet.) The door there is set to "forbidden", which means no dwarf will open it, resulting in an inconvenient and messy flood. Doors are automatically watertight; I guess they invested heavily in weatherstripping.

Off to the right, you can make out (on the level below) the river, and the tops of the walls I've built down there to keep out invaders and varmints.



toggletoggle post by DestroyYouAlot  at Nov 20,2007 1:08pm edited Nov 20,2007 1:10pm


Aaand, another level down.

1) This is the communal tomb chamber. The alcove to the north is the tomb of the hunter that thought it was a good idea to take on mountain goats with an unloaded crossbow; surprisingly enough, it was a wolf that got her. I've got the main chamber set up as a "graveyard" stockpile, so anyone with the "burial" job will dump bodies here, but they get upset if the bodies aren't eventually interred, so you need to build coffins. You can assign them to dwarves (designating the room as a tomb) while they're still alive, and they'll be buried there once they die, or just toss the coffins in, first come, first serve. Dwarves with a designated tomb will have their belongings loaded in with them. You'll notice that the main chamber is just smoothed stone, but in the top chamber I've had my engravers detail the stone. Engravers set to stone detailing will actually carve images from the history of the fortress; you can view them to read the description. If you've had a goblin siege, you'll see images of dwarves fighting goblins, if you have master craftsdwarves, they'll be pictured with their masterpieces, that kind of thing. Sometimes images carved in an owned chamber (bedroom, throne room, tomb, etc.) will actually be from the life of the owner; I haven't checked, yet, but I expect to see an image of the hunter being struck down by a wolf here.

2) Cistern. You can't see it, but one level down there's a channel connecting this to the river. I'd just pump straight from the river, but it tends to freeze over in the winter, so it's nice to have a water reserve. (One might almost call it a "reservoir.") (Frenchy.) You can see the pumping channel to the south.

3) Pumping station. This doesn't really work right, yet. The idea is that this room has 3 water channels; 1 to feed the cistern, and two with water wheels in them, which power the axles you see here ("*======*"), which in turn should power the screw pump that fills the aqueduct. The cistern fills fine, but I can't seem to get the water wheels active, yet. So right now it's a big display of faulty machinery - I'm sure the dwarf gods are thrilled. I've got one bridge going to that hollowed out path you see there; that's going to get carved as fortifications to fend off sieges. The little "up arrow" at the end is a ramp up to the next level; I'm going to build a roof over the whole thing eventually. The bridge to the north is to the only external access; that's walled off on either side because the stupid dorfs kept wading through the river to get to the door, and it pissed me off. I had this area set as a water source, but once I connected the water wheel channels, it apparently contaminated the supply, so they wouldn't drink from there anymore. (Stirred up mud and silt, I guess? I don't know.)

4) This is where the hunter had her original encounter with the not-so-easily-clubbed-to-death mountain goat, which kept her out of action for three whole seasons with a broken arm. (She sure as fuck ate and drank the whole time, though.) Unless it's an internal tile, dwarves won't automatically clean up bloodstains; I figure I'll leave it as a reminder to other dorfs that crossbows don't make great melee weapons.



toggletoggle post by aril at Nov 20,2007 1:25pm
steve, are you doing this at work?



toggletoggle post by DestroyYouAlot  at Nov 20,2007 1:31pm
aril said:
steve, are you doing this at work?


Haha, no. (I wish.) Well, the commentary, yes - I'm on the phones, today.



toggletoggle post by aril at Nov 20,2007 1:33pm
Too bad you can't assign a dwarf to answer your phones of your fortress.
Oh wait, by the sounds of this game, you just may be able to do that...



toggletoggle post by MikePile at Nov 20,2007 4:34pm
can i assign a dwarf to play this game for me while i go assign a beer into my mouth and not play this dwarf related game



toggletoggle post by DestroyYouAlot  at Nov 20,2007 4:44pm edited Nov 20,2007 4:45pm
Pfft - you can't do that. That'd be like dividing by zero, and everybody knows you can't do that. Look, when I press this buOSHI-



toggletoggle post by Kinslayer at Nov 20,2007 5:31pm
I have a Mac so I'm shit out of luck...

I sill play Warriors II at work all the time.

http://www.warriors2.com/



toggletoggle post by DestroyYouAlot  at Nov 21,2007 9:44am
Kinslayer said:
I have a Mac so I'm shit out of luck...

I sill play Warriors II at work all the time.

http://www.warriors2.com/


Wine.



toggletoggle post by sigh at Nov 21,2007 2:31pm
www.winehq.com



toggletoggle post by DYA / NLI at Aug 14,2008 1:03am
Update: They have it for Mac, now.

Other update: My dwarves keep walling themselves in when I try to build irrigation tunnels. Retards.



toggletoggle post by aril at Aug 14,2008 8:45am
Damn you DYA. I started this up the other night.
I'm back to playing Age of Wonders, though. Shadow Magic. Game's awesome



toggletoggle post by xmikex at Aug 14,2008 10:46am
This looks awesome, so I wanted to try it.

I started up a game, and I have noooooooooo idea what I'm doing. Set sail for fail.



toggletoggle post by DYA / NLI at Aug 14,2008 1:22pm
xmikex said[orig][quote]
This looks awesome, so I wanted to try it.

I started up a game, and I have noooooooooo idea what I'm doing. Set sail for fail.


There's a DF wiki with a "your first fortress guide." That'll get you started.

Sooo... who wants to do a co-op game? One person starts it off, plays it through one year, then zips the whole thing up and RS's it to the next person. You take screenshots and narrate, everything breaks, and hilarity ensues. Who's down?



toggletoggle post by DYA / NLI at Aug 14,2008 1:23pm
Case in point: FUCKING BOATMURDERED.

fromearth.net/LetsPlay/Boatmurdered/

PULL THE LEVER.



toggletoggle post by aril at Aug 14,2008 1:35pm
i wanna do e2e online tourney of aow1 with the 12 races



toggletoggle post by DYA / NLI at Aug 14,2008 2:47pm
BTW, if the epic saga of Boatmurdered starts to drag a bit, skip to starkravingmad's chapter (11) - that's where it starts to get fully out of control.



toggletoggle post by DestroyYouAlot  at Aug 19,2008 11:26pm
This is the kind of shit that actually happens in this game:



So, it's right around trading time, in Autumn of my second year. It's been an uncommonly uneventful and prosperous few years - other than a few kittens succumbing to cave spider bites, the worst injuries anybody has suffered are a few bruises on the wrestlers from sparring. The dwarven caravan is here, and we've met their requests from last year and more. Bins overflowing with spider silk cloth, idols and toys, all at close to double the going rate, are stacked about the Depot, while the traders unload the meat and beer we need to get through the winter, along with a veritable fortune in weapons and armor - as we're hoping to have a military that can do more than suplex the ratmen and trogs when they finally decide to come up out of the chasm.

Speaking of my big tough wrestlers, they were nowhere to be found when the kobold thief popped in the front door, vaulted over all the stonefall traps, and made a beeline for the trade depot. Oh, noes! So, I draft the two dwarves nearest to the thief - Zuntir, my Fisherdwarf (one of the original 7, Very Agile and Tough), and Zefon, a newly-arrived Lyemaker (about as useless as tits on a bull at this stage of the game). (Come to think of it, in DF they're pretty useless on a cow, too. Hmmm...) I figure the two will manhandle the intruder right to pieces with not so much as a scratch, as usually happens when a thief is caught.

Well, I was half right.

The three dodge and weave, trading blows for a few seconds, with the kobold taking by far the worst of it, when suddenly he lands a lucky haymaker on Zefon's jaw, momentarily stunning him Zefon shakes it off and goes completely nuts. He throws the kobold into the wall, getting kobold juice all over my nice engravings, and then stalks off looking for blood. He ignores Zuntir for some reason, and heads down the hall, looking to kill the next dwarf he meets, with Zuntir following worriedly a few paces behind.

Unfortunately for Zefon, the first dwarf he runs into, chatting animatedly with the Oupost Liason, is Kadol Sigunomrist, the Overseer. Kadol, who carved most of Temptedportals from the living rock with his own two hands and a bronze pick, before leaving the work to younger dwarfs and settling down to a desk. Kadol, who's Extremely Strong, Extremely Tough, and Perfectly Agile. Kadol, who believes in "hands-on leadership."

He sees the Lyemaker rushing towards him in a murderous rage, excuses himself from the conversation he's having with the Liason, and seizes Zefon by the neck, stopping him in his tracks.

He then strangles Zefon to death, drops him to the floor, and walks on down the hall, continuing his discussion with the Liason (who is, presumably, going to give Temptedportals some VERY favorable trading conditions this season).



Still have to clean the blood off the front hall, though.



toggletoggle post by Conservationist  at Aug 20,2008 1:52am
Fucking amazing.

I remember games like this for the AII.



toggletoggle post by demondave at Aug 20,2008 2:25am
all hail the net-hack god



toggletoggle post by DYA / NLI at Aug 20,2008 9:29am
demondave said[orig][quote]
all hail the net-hack god


Used to love when you'd find a scroll of genocide, genocide all the orcs, and just wander around picking up their crap. And then invariably get poisoned by a homuculous and die.



toggletoggle post by BILLY MAYS W/ DYA at Aug 30,2009 11:18am
HEY GAUYS BILLY MAYS HERE WITH DYA AND HIS FAVORITE PASTIME DWARF FORTRESS. BUY NOW AND GET AN ADDITIONAL DWARF FOR FREE. THEY CAN COOK. THEY CAN HARVEST RESOURCES. THEY CAN BRING THE SLAM. ACT IN THE NEXT 20 MINUTES AND GET AN ADDITIONAL DYA FOR FREE. WATCH THEIR ORGIES. PLAY WITH THEIR TOES. DO ANYTHING. THE POSSIBILITIES ARE ENDLESS. ACT NOW.



toggletoggle post by I_am_not_me   at Aug 30,2009 1:21pm
My little brother plays it constantly. I've never tried it for whatever reason.



toggletoggle post by douchebag_patrol at Aug 31,2009 2:23am



toggletoggle post by DestroyYouAlot  at Nov 5,2009 11:29pm
Yay for bum.

Started playing this shit again. Got 40 dorfs at the moment - had 42, but 1 went nuts when he couldn't finish some masterwork he wanted to make (he needed raw glass and there wasn't any), and he killed the leatherworker before my troops put him down; another had a similar situation but just stripped naked and wandered around the halls until he starved to death.



toggletoggle post by ArilliusBM  at Nov 5,2009 11:48pm
icewind dale or you're a pussy



toggletoggle post by mismanaged dwarf at Jan 26,2010 8:21am
is anyone out there?? hello? i had to sneak out of the fortress in hopes of delivering this message. mr eikenskald hasn't been around for a little while.. we are short on food and the weather conditions are horrendous. the fortress is delapidated and many of my good brothers have fallen. we are officially revolting against mr. eikenskald and are trying to set up a real ruler. his rule of a mis managed fortress are over. I hope this gets back to him.. someone relay it please. our fortress depends on it..



toggletoggle post by reimroc at Jan 26,2010 8:35am
DF is so complex it makes my brain hurt.



toggletoggle post by DestroyYouAlot  at Jan 26,2010 9:13am
Lol


Srsly, everybody go read the saga of Boatmurdered, it's comedy gold.



toggletoggle post by reimroc at Jan 26,2010 9:19am
no you've missed some comedy gold threads.



toggletoggle post by DwarfortressYouAlot at Mar 7,2011 7:20pm


DO IT

DO IT NOW



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