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Topics - tfaal

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DF Gameplay Questions / A dwarf has been missing for a week. Now what?
« on: April 21, 2013, 01:34:02 pm »
I got an announcement a while ago that a dwarf has been missing for a week. I'm not a complete stranger to this feature, so I know it means that my poor woodburner is dead, but I don't know how or where to find them. I'm not sure if I have a vampire in my fortress, if they fell into the river, if they somehow got past the locked door into the caverns, or got locked underground last time I raided them, or what else could have happened. I don't want a ghost to start haunting me, and I can't even engrave a slab until I know he's dead. And furthermore, if there's a vampire in my fortress, I want to execute it ASAP. How should I start investigating?

2
DF Wiki Discussion / Night Creatures?
« on: November 16, 2010, 06:31:54 pm »
If there's any coverage of night creatures on the wiki, I can't find it. Is there any reason for this? If not, would everyone be fine with me creating a stub article about them?

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DF Gameplay Questions / Nethercap magmawheels
« on: October 20, 2010, 05:32:50 pm »
Title pretty much says it; if I make a waterwheel out of nethercap logs and run magma past it, can I be confident that it will generate power and not be incinerated?

4
DF Suggestions / The role of the fortress
« on: July 16, 2010, 04:22:19 pm »
Before I start rattling off my various suggestions, I'd like to highlight a few points from the development page I found particularly exciting:
  • Entity populations surrounding your fortress in appropriate environments, both above and below ground
  • Ability to move dwarves in and out of surroundings
  • Relationship with surrounding dwarves
  • Ability to trade/demand food in depot or similar place with surrounding dwarves
In my opinion, these are some of the most interesting ideas on the list, because they will give a grand objective to each new fortress; becoming an absolute nucleus of dwarven society. With this goal in mind, here are some of my ideas on how dwarf mode could come to support it.

When you start a new fortress, especially in 40d, you may notice that your migrants tend to be completely useless. Let's Plays in particular have picked up on this, with a common speculation being that the absolute dregs of society have thrown themselves at your fortress, like some sort of cultural waste bin. This idea, fanciful and dorfy as it is, isn't too far from realism.

Let's face facts here; getting in on the ground floor of a new settlement is a potentially profitable but very risky proposition. Throughout history, those who partook of it have been those with nothing to lose; the broke, the convicted, and the batshit insane. When the settlement in question is run by a bunch of bipolar midgets who can't tie who their own shoes, this tendency is bound to be exacerbated. This little bit of dwarfonomics brings me to my first real suggestion; when your fortress wealth is low, you should get useless migrants. It makes sense, and it's Fun with a capital "F".

While the new arrivals at your fortress may be initially unseemly, this trend will cease once your site loses it's "get rich quick" appeal. As your fortress begins exporting goods, you'll start to see farms popping up in the map tiles around it. With these settlements sucking up the influx of peasant farmers and their related professions, those coming to your fortress will now be dwarves of higher status; miners, masons, metalsmiths -- people you might actually want in your fortress.

Those of you who've played around with DF's farming might notice a problem with this model. Namely, there's no need for farming settlements if a 200-dwarf fortress can feed itself from a tiny garden. In order to give these farms a reason to exist, we'll have to make farming harder. This does mean taking up more space, but it also means taking up more dwarves. At the start of the game, having one half of the population working the fields is probably reasonable, and will make your first satellite farm a big relief.

Once your fortress is a major producer, nobility will start trickling in. This is not a bad thing, because if the economics get modeled right, nobles will be a massive money injection. With the arrival of nobility, your fortress enters into it's third era, as a sizable number of highly skilled migrants come down the pike, hoping to make it big in your now sparkling city. But wealth and talent aren't the only things the nobles bring with them. They will also make your fortress a place of great political importance. As the pettier threats to your survival are steadily erased, your view must expand to deal with the unwanted attention your wealth has created.

Sadly, the empire building possibilities of fortress mode have been discussed at length, and I don't believe I have anything of interest to contribute on the subject. So for now, I'll just leave this little ramble as it stands, and let you lot voice your thoughts on it.

EDIT: Egads. I thought I proofread this.

5
DF General Discussion / The "Walk it Off" School of Dwarven Medicine
« on: January 12, 2010, 10:13:48 am »
There is something rather odd I've noticed about the way bed rest works in this game; Namely, it requires a bed. This may not sound to surprising, but the implications could be quite promising for those wishing to survive on waterless maps. Dwarves who can't find a bed won't rest in one, and dwarves who aren't resting won't need to be brought food and water. Dehydration, either by neglect or lack or lack of potable water, is the number one cause of death among resting dwarves.[1] Taking advantage of this would require locking your wounded out of your bedrooms until they were healed, or simply not building any beds. The latter method might also allow dwarves with nervous injuries to live productive lives, albeit with the occasional spell of narcolepsy.

I freely admit that all of this is completely untested. The only reason I noticed this was because a miner in one of my forts got a minor injury and never went to rest, because I hadn't built any beds yet. Some things remain to be tested:
  • Will "walking wounded" eat or drink?
  • Are there any negative thoughts associated with not being allowed to rest?
  • Will "walking wounded" heal at the same rate?
  • Will they even heal at all?
Now, I care to much about my dwarves to deliberately injure them, then deny them bed rest. But if I remember correctly a few of you lot were breeding mermaids to make trinkets out of their bones a while back, so I figure y'all would be more up to the task. What do you say? For Science?

[1] Statistic from a study by the University of Making Stuff Up.

6
DF Gameplay Questions / Missing aquifer
« on: June 04, 2009, 02:56:46 pm »
Hi. I've been playing Dwarf Fortress off-and-on for a few months now, and today I decided that I wanted to start a flashier fort than the ones I had made previously, with a well, some more traps, fancy wind powered screw-pumps, and perhaps a waterfall. I picked a site with two biomes, one a mountain, one a red sand desert with an aquifer. After I embarked, I started digging my well immediately, like so:
Code: [Select]
####X_####
####X_####
####X_####
####X_####
##########
#=ground, X=stairs, _=channel
I hit the bottom of the desert biome without striking water. Figuring I had simply misread the biome screen, I tried to dig my well in the mountain biome; no dice. I'm in a bit of a bind now, as the aquifer was my only source of water, and while dwarves can subsist on alcohol alone, one cannot make a waterfall with booze. Any idea what I'm doing wrong here?

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