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Post by aka Cthulhu on Jun 13, 2021 1:06:50 GMT -5
Started playing Dwarf Fortress again, and so far it looks like it's gonna eat up my free time once more.
Before I kinda had a hiatus on the game due to my old laptop not really performing well enough for the game, visitors can visit your fortress and it's possible that they can join said fortress as a citizen. You can get a variety of races which include animal men.
Now, game has intelligent undead. Necromancers sometimes revive corpses and said corpse can now possibly retain their thoughts. So now some of the migrants are undead dwarves.
Don't need to drink, don't need to sleep, doesn't really get unhappy and has enhanced strength and does not feel pain. ...sounds like the perfect choice for a squad of undead super soldiers.
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Post by aka Cthulhu on Jun 14, 2021 1:04:19 GMT -5
So, as it turns out, intelligent undead has some flaws. For starters, as they don't feel anything and do not eat or drink, they don't get happy thoughts. No sad thoughts either, but that means they don't get to do anything that helps them gain focus. Eventually they get the distracted status effect, which slows them down.
Still, they're super strong, so they can still pull their weight in a squad.
That said, intelligent undead may have magic abilities they can use in combat, which may affect living members of the squad, so I should probably keep them in an undead-only squad.
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Post by aka Cthulhu on Jun 14, 2021 7:44:32 GMT -5
Oof. Now there's a vampire.
The problem with vampires is their tendency to drink blood. And that means they want some of that dwarf blood. Which kills a dwarf, which is not good.
There's such a thing as dwarven justice, with witnesses. Now I gotta appoint a sheriff to deal with this.
Bit of a shame, since vampires have good stats, and unlike some of the intelligent zombies I got can be fulfilled... due to drinking blood, but good stats are good stats. Still gotta jail him or kill him, otherwise I'll end up having a valuable dwarf dead on account of severe blood loss.
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Post by aka Cthulhu on Jun 14, 2021 9:03:29 GMT -5
Vampire convicted. Looking at his stats, he got close to legendary skills in wrestling and throwing, and high stats on several conversational skills, so highly likely that he's a vampire.
'course, there's also the fact that there are several witnesses.
That said, his punishment is 225 days in prison. Won't be an issue for him.
So, either once his sentence is done, he might encounter an accident via unfortunate bridge accident. Or I could wall him in a solitary room where he can do some sort of labor and set up the means to get it dumped into a hole for other dwarves to pick up.
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Push R Truth
Patti Mayonnaise
Unique and Special Snowflake, and a pants-less heathen.
Perpetually Constipated
Posts: 39,269
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Post by Push R Truth on Jun 14, 2021 11:55:09 GMT -5
So I gotta know... what's the Dwarf Fortress rule on Vampire's biting zombies and vice versa?
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Post by aka Cthulhu on Jun 14, 2021 12:07:43 GMT -5
So I gotta know... what's the Dwarf Fortress rule on Vampire's biting zombies and vice versa? Becoming a vampire is a curse for most part, so you can't get vampires from a vampire biting non-vampires. Vampires can't kill zombies through bites, basically, since there's no blood to drain from them, or the zombies don't really need blood. Now, werecreatures are a more interesting beast. See, if a werecreature bites a dwarf or an elf, then they'll be infected. They turn into whatever werespecies the werecreature was. Bite from a werewolf they'll turn into a werewolf. Bite from a weremammoth they become a weremammoth. Happens on the full moon, and the werecreature also heals all their wounds during a full moon. If a werecreature happens to get body parts sliced off... when the full moon happens... there's gonna be some surprised and very berserk werebeasts.
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Post by aka Cthulhu on Jun 14, 2021 14:00:32 GMT -5
In any case, one thing I'd like to do is to dig a bit deeper into the ground and set up an actual organized looking base. Not the massive vomit of building design I usually end up doing.
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Post by aka Cthulhu on Jun 14, 2021 14:20:01 GMT -5
At the moment, I think I'm ready for it. Food and drink are taken care of even if I get a wave of migrants for several seasons. Also got enough goods to trade. I think now's the best time to set up a better fort a bit deeper underground. That said, main issue is farming and a possible glassmaking industry. From the looks of it, sand's only in one or two floors below ground. Set up an above ground farm on the same floor by opening up the surface ground then sealed it up, but if I want it deeper I think I need to dump water on the stone, or it's just impossible so I'll have to settle for my farmers to have long trips to reach the farm.
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Post by aka Cthulhu on Jun 14, 2021 14:40:24 GMT -5
Also, two in-game years in. 50 plus dwarves, weather and temperature on. So far, game speed is as it was on embark, unless I tax it by having several programs running. So far so good.
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Post by aka Cthulhu on Jun 14, 2021 14:49:49 GMT -5
Also, so far, this place has two ores. Garnierite, which produces generally worthless except magma safe nickel, and a bit deeper tetrahedrite, which produces copper with a chance of silver. Limestone for a flux stone, but not really useful without an abundance of iron to make steel.
So, army so far is decked in copper armor and weapons and some silver blunt weapons. Have to rely on human caravans for iron stuff to smelt, and dwarven caravans for the same and some steel. Nickel I guess for trade goods, but the abundance of copper makes it easier to make copper trap components to trade.
I figure I keep the nickel to make pretty stuff for the planned fort I wanna make.
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Post by aka Cthulhu on Jun 15, 2021 2:06:47 GMT -5
So I think I can do the farm deeper underground. Just gonna be a matter of having dwarves haul buckets of water to the new farm site to essentially muddy the ground. Also building several copper picks to start mining out the new area the dwarves will be living in.
For now, aside from a few stuff, I'll have to halt most industries. One thing I need to learn is not to create to much stuff. For supplies, even a big population won't need a great deal. And for trade, it can be easy enough to buy out a caravan once you got skilled dwarves creating high quality goods for trade. Too much just clutters up the fort. And too much too fast can get the attention of dangerous stuff.
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Post by aka Cthulhu on Jun 15, 2021 12:09:23 GMT -5
Plan so far.
Got some miners dedicated to the task, got some peasants. Arm peasants with copper picks to quickly mine out the new fort deeper underground. Peasants are dwarves with no skills in any industry, so having them mine will give them something to do. Aside from that, mining helps train physical attributes, so once things are done they'll be fit and be able to fit into the roles of a militia squad. To top it off, if I don't train them in other weapons, the mining skill doubles as the combat skill in using a pick.
Until the new base is carved out, I can continue having the other dwarves do work in their respective industries. Once the moving in part is done, work will be halted in favor of moving the stuff from the old fort area into the new one. By that time I should have enough food, drink, and clothing to keep everyone sustained.
Finally set up a few stuff so I can trade with caravans. Mostly important are the human and dwarven caravans, as they have stuff made from iron and steel - only the dwarves have steel, but iron from both can be made into steel. At this point, I doubt I'll find a vein of iron on the area I got, so I gotta rely on traded iron and steel to melt into bars which I can use to produce higher quality steel weapons and armor. I'll have a few steel equipment, but it won't be enough unless I trade more.
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Post by aka Cthulhu on Jun 17, 2021 10:57:11 GMT -5
I'm changing forts. Creating a new world.
While I've made progress into my current fort, especially making a deeper fort, it does irk me having to look at the future old fort and what a mess it is. Plus, I ended up wasting a lot of my dwarves. Pretty much more than half of them does nothing. Just didn't set up enough, and had forgotten a few things so many spent months doing absolutely nothing.
So, new world. On the bright side, the run I just did helped me relearn pretty much everything I forgot, so my next run is a lot more polished.
Plus, chose the wrong ecology. Non-savage biome, which means no giant creatures to capture.
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Post by aka Cthulhu on Jun 17, 2021 11:15:05 GMT -5
Like, I wanna try savage tropical wetland. It's got giant crocodiles. Super dangerous, but if a breeding pair is captured, said pair can create a massive amount of eggs that can be tamed and be trained for war.
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Post by aka Cthulhu on Jun 17, 2021 12:49:16 GMT -5
Right. So far, just a bit of exploratory digging.
Good room for the the first few underground levels. Should be enough for a base that won't be too deep. Can make it organized looking enough that I won't be annoyed if I ever make a deeper fort.
A few more levels down. So far... no flux stone. No iron ore either, so making steel equipment will be very difficult (last time there was at least a flux stone so it's a matter of getting iron from the caravan; now I gotta either trade steel, or iron plus flux stone for steel stuff).
Tetrahedrite veins found, so that's copper with a chance for silver. Gold as well which has high value in trade. Even better for trade, gold and silver bars can make electrum. Combining those bars don't really increase value, but with ores native gold and tetrahedrite (which has a low chance of having silver) also guarantees electrum when smelted together, which means it takes less resources to make compared to mixing bars, and due to abundance of tetrahedrite means electrum can be smelted easily thus more value.
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Post by aka Cthulhu on Jun 18, 2021 12:59:49 GMT -5
Honestly, made a new world.
As I began making plans on the previous one, I realized a thing; there's no river. No river, probably no potential for either saltwater or giant saltwater crocs. I want them. So, new world, made sure to set it on a map with a river.
Seems to work out well for me. Did a bit of exploratory digging, and found a wall of limestone covering a vein of magnetite. Limestone is flux stone, while magnetite is an ore of iron. Combine the two, and you have steel.
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Post by aka Cthulhu on Jun 18, 2021 14:41:34 GMT -5
First caravan. Good trade. Since there's iron ore, smelting iron and forging them into traps is a good move for trade stuff. Mine out iron ore, chop wood, burn wood into charcoal, smelt iron from ore and charcoal, then forge iron into traps. Even low quality iron traps has high value.
Of course, set aside some iron to make steel. Use steel to make weapons and armor.
So far, surface animals have been giant kestrels and also giant monarch butterflies. Very hard to capture in cage traps. At the very least, there's no non-flying animals that would bother the fort. Hoping for giant crocodiles still.
Don't know how deep the iron ore is. Maybe I'll only have one level or two of magnetite, but the thing about magnetite is that it's abundant compared to other iron ores, so that'll keep the fort up and abundant in iron for a few years even if it's one level. And limestone is even more abundant so I can convert iron into steel.
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Post by El Cokehead del Knife Fight on Jun 18, 2021 19:52:28 GMT -5
Send the vampire to conquer a necromancers tower
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Post by aka Cthulhu on Jun 19, 2021 1:44:32 GMT -5
Send the vampire to conquer a necromancers tower Vampire was killed. Somehow he just happened to be standing over this tower I made with a retracting bridge. First drop wounded him, no bones broken... then for some reason, he just happened to go back to said tower, which I made even higher for no particular reason, and dropped. Alas, this time for him I just decided to make the drop point be floored with gold ore. That did him in. That said, on that same fort, a necromancer did join the fort as a citizen. He was popular enough that he got elected mayor. Then he got somewhat unpopular because he began demanding shell crafts via way of mandate. On a biome that has no creatures with shells.
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Post by El Cokehead del Knife Fight on Jun 19, 2021 1:48:06 GMT -5
That's why unfortunate accidents are a thing.
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