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Messages - Stragus

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1
I played some Rimworld and the contrast in difficulty is astonishing. Rimworld has challenge-driven AI that throws events at you every time things start running smoothly and starvation is a major risk. There is really no comparison to Dwarf Fortress in terms of difficulty, and currently Rimworld better exemplifies "Losing is Fun". You can do your absolute best to build an unassailable settlement, but it will break down without active risk/reward decision making. I'll play Rimworld into the wee hours of the night like I once played Dwarf Fortress, there is no "I'll just fix this crisis" gameplay loop.

Dwarf Fortress needs to take a cue from other sandbox management games in the genre and introduce challenge-driven events. If fortress stress is consistently falling, thieves, invaders, diseases and wild animals need to be given a kick towards your fortress. So far my biggest fortress-killer is boredom, and I farm outdoors, shun traps, leave the drawbridge down and abscond from danger rooms. I should be facing deadly threats, instead I'm yawning to death.

That Rimworld game does look very interesting! Thanks for mentioning it.

I especially like the clear emphasis on a "Storytelling AI" as DM (Dungeon Master). It inevitably produces more interesting stories, a richer gaming experience centred on the player, than a raw simulation which can quickly become unbalanced.

2
Well... I get plenty of Forgotten Beasts and Titans visiting me. A Hydra just appeared and munched on my woefully underequipped military. Yeah, my own fault... but still, I somehow was getting lulled in, with the last Gobbo visit being a few years back. [...]

(since you do not write about FBs, you have not gotten any? Especially metal ones scare me...)
But yes, it is difficult to lose nowadays if you are not super daring - or plating fortress defense (which I really enjoy as well, but it is too badass for me, I prefer the simulation aspect over the combat most of the times). I like I can retire a fort now and move on to the next embark. Rebuilding a civilisation one fort at a time...

When playing the Fortress Defence mod (challenge+bonus), I did finally see 2 or 3 FBs... but frankly, when you already have a 100-strong military to face what that crazy mod is throwing at you, these Forgotten Beasts are a real joke. ;)

I really can't see any way to lose in the vanilla version, unless one is excessively careless.

3
The friendly badgermen drunks sound adorable! I did fear that my fixes to their lack of equipment had not taken; I'm going to have to do some more testing. Thanks for the confirmation!

As some of them turned less friendly (because a fight of drunks ended up in the death of a badgerman?), I can now confirm that badgermen don't arrive with any equipment either.

I too have found that Great Fiend Spiders and War Elephants are incredibly punishing.

Absolutely, never before have I found the capital letter 'E' so absolutely terrifying!
http://www.rayforce.net/df001.png

4
Your feedback is appreciated Stagus! I'm glad to see the invasions and challenge are functional. I'm actually a little surprised Ruthertaurs and Beakwolves still appear easy.

To put things in context, I'm maintaining a military of 90 dwarves (50 melee, 40 markmen), over half the size of my population, with the added challenge of not using traps and defending an outdoor open courtyard. And it's really challenging.

Still, I find myself fighting the stupidity of my dwarves just as much (can't order to stand ground, they charge anything that comes into sight, charge through intended tactical chokepoints, can't disengage/retreat, marksmen rushing to club enemies with their crossbows, etc.). I can't blame the mod for any of that though. :)

I need to know if any enemies that should be using equipment (Pandashi, Badgermen) are coming naked instead. From the sound of it, it seems the War Elephant Full Plate is doing its job :)

I inspected the save backups made before each battle, here's my observations:
Pandashis: Naked, no weapon, no armor in both sieges, they can still punch hard though
Naga: Equipped (weapon + shield + shirt + helm), they like bismuth bronze
Dingo men: Equipped (weapon + shield + shirt + helm), they like bronze and iron
Ruthertaurs: Equipped (weapon + shield + shirt + helm), they like bismuth bronze
Beak Wolves: No equipment, as intended I assume
Giant Fiend Spiders: No equipment, as intended I assume, they are incredibly dangerous
Jotunar: Equipped (weapon + shield + shirt + helm), they like steel and bronze. These guys burned down the whole map! Along with 8-10 dwarves. And one of them somehow "teleported" through the wall next to my marksmen (there was a roof, he couldn't have climbed over).
War Elephants: Equipped in full plate. They are terrifying.

I have never fought badgermen, they seem rather friendly and prefer to flood my tavern instead. The ones at the tavern have no equipment.

Perhaps the shoddy dwarf combat AI can be made up for by the waves of mercenary cannon fodder willing to die for the free drinks at the tavern? ;)

Eh, I'm counting on regular immigration waves to replace lost dwarves... :) A frontal fight against War Elephants or Giant Fiend Spiders can wipe out 60 dwarves easily. Only perfect execution of tactics with chokepoints can get that number down to 10 or so. It is brutal.

5
Do you play chess against yourself? That's what Dwarf Fortress has become. Single-player chess, all white pieces, no time limit.
Figured out how to build a lifelike dragon out a chessboard?
Yes, its called the Sicilian Dragon. The entertainment value is rather limited if nobody attacks it.
I don't have enough imagination to make that a lifelike dragon.

If you want a lifelike dragon, fire up Blender (3D modeling software). Or grab a box of Lego.

This. In a previous fort, my first 2 or 3 big sieges had goblins, beak dogs and trolls. The 2 or 3 after that only had goblins and beak dogs,  and after tht the sieges were smaller and only had goblins. Now, I'd observed that trolls and beakdogs took higher casualties than the goblins did, and were often wiped out entirely. I can only conclude that either I had destroyed their domestic populations completely or had reduced them so drastically that the goblins weren't going to risk losing the entire population by using them as warbeasts. Point is, now the enemy has resources of his own to manage as well, and sometimes that means he won't give you his all, or as much as he used to.

A good DM (Dungeon Master) should always have new challenges ready for his players. This new world simulation should never lead to :
"Congratulations on being so successful! The enemy is now too weak to present any threat forever. Grab the dice, roll a new character fortress, and start over."

And this can all be done while still acknowledging the player's success. Has the goblins threat really been eliminated? Fine, well done, congratulations. The immense wealth of your fortress has attracted the attention of greedy Dragons. Savage hordes pillaging the countryside arrive from another continent. Your earthly arrogance of building a tower that reaches the heavens has drawn the ire of deities. A creature from the underworld seeks your artifact X and is advancing with its armies. Extra-planar entities envious of your riches have opened a portal from their world. A tarrasque has awakened from its 8000 years slumber, for a new iteration of a cycle wiping out all civilizations.

I hope something is planned beyond that world simulation. It should never lead to getting the upper hand (perhaps totally independently from the player's own actions) and the fortress now being safe forever.

6
Stragus, I find it intriguing that you had so much trouble with Nethack, given your approach to gaming.

I found it... well, not a cakewalk exactly, but certainly a lot easier than I'd been led to believe, and I ascended my third character. Now, maybe I just got lucky. Maybe wizards are overpowered. But maybe it was because I read even single damn thing about it I could lay my hands on.

Eheh, the alt.org Nethack server tells me my last game was in 2004. Time flies, but let me tell you it sure felt like a lifetime achievement at the time! :D

I played a ranger. If I were to play again, I guess I might find Nethack easier than what I remember.

7
You ignore the context of the games creation when you suggest a "5 man corporate-led endeavor to recreate Dwarf Fortress." Even if you could convince some major game company to fund a money-sink like that(can you imagine how much money it costs to hire a single software dev for 5 years, much less 5+manager?), you would never convince them that the game could make a profit. Colony builders just aren't mainstream enough to garnish the money from those hordes of stinking teenagers (no offense) that make up the industries regular consumer base. And it would have to be corporate money, considering the salaries alone. If you cut the pay of the 5, good luck finding 5 skilled individuals interested in what amounts to a passion project paying peanuts.

That's correct, I'm unfortunately well aware of how the industry works. The cash investments must be safe in zero-risk releases, and there's nothing safer than slow incremental improvements over proven concepts. There's no room to explore new ideas, there's not even time for programmers to research and pursue new promising solutions! (One of many reasons why I diverged toward the defense industry, where innovative research is sought and encouraged)

So, yes, there's a perceived risk associated to any new idea, like Dwarf Fortress, but they can still be widely successful. I think this has potential to become another Minecraft, so a small, dedicated and adventurous team could pull that off.

Otherwise, I wonder if DF could offload some of the work to the community. For example, instead of the dfhack approach, a stable plug-in interface to build custom 3D graphic engines and UI. Heck, I could contribute to that (once they fix these darn AI bugs ;) ).

I'm not sure what pages Stragus is reading either, but on a whim I just checked:
Quote
There is no internal end point, single goal, final Easter egg or "You Win!" announcement in Dwarf Fortress. Therefore, eventually, almost every fortress will fall. The only ones that don't tend to be very conservative and very boring\u2014and what fun is that?

That's a good example, thank you. Let's read that again: "Therefore, eventually, almost every fortress will fall. The only ones that don't tend to be very conservative and very boring".

If almost every fortress will fall, what's a very conservative and very boring one? As a newcomer, I naively assumed it meant: embark in a calm biome surrounded by friendly dwarven fortresses, stay small, don't build up wealth, don't trade too much, don't be ambitious, stay hidden, turtle up, don't attract attention to yourself, don't attract visitors... and yes, no one will bother and you'll survive.

Even if my interpretation was way off, it's still difficult to agree with "almost every fortress will fall". As someone else said in this thread:
If you want to have "fun" at this game, after you've learned the mechanics and how the game works, you have to pretty much shoot yourself in the foot, and while you're at it, play blindfolded with your hands tied behind your back ecc ecc...

Stragus, you'll be back sooner than you think - nothing else is quite like Dwarf Fortress and whatever stories attracted you to it in the first place are not easily forgotten. I feel like I'm talking like some relationship counselor right now lol, but it's only fitting considering you've decided to "come back in twenty years, when you've stopped lying to me!"

Yes, you are probably right. :) The game is filled with good ideas, we can all see that.

8
The backlash you are getting isn't due to being frustrated with recent changes making things too easy -- a lot of DF fans share that frustration (hence the existence of mods like Fortress Defense). It's due to your looking at a(n early alpha) game that's in a constant state of flux at one point during it's development, and declaring "yer do'in it wrong," without seeming to understand the context of your complaints.

Right. Perhaps I haven't been explicit enough as several seemed to interpret my post(s) that way, but I really meant to criticize the documentation describing a very different experience from the game itself (in its current alpha state). When the "Losing is fun!" motto was coined, I understand that previous versions used to be very challenging, even if it's currently impossible to lose.

It's already happened (e.g. "Banished"), and the end result is bland at best, trying to catch some aspects of the game, but cutting away most of it as "needless complexity" or "not within budget" (but successfully succeeding in enhancing the stupidity of the "dwarves").

Fancy graphics would be it's own little hell hole to produce if you try to do that mid production. Would that game recover the money spent? Rather unlikely.

Hum yes, I can see how that Banished game would feel a little bland, and so agree the reviews! Well, I think it's a matter of striking a good balance, Banished may have tried to push graphics too far.

For example, I would keep Dwarves/units as 3D "floating blobs", players really don't need nice models with skeletal animations and physics feedback. The 3D terrain itself could be "cut" at the active layer (everything above not being visible), with the active layer being clearly identified, perhaps with brighter/sharper lighting. That approach limits artistic requirements to trivial stuff (textures, furniture, trees, etc.). Overall, perhaps 1-2 months for bland graphics, give it 4-5 months for detailed terrain, ambient occlusion, spherical harmonics, shadows? (that is not unrealistic; that thing I shared earlier was written in 2 months of spare time, but most of that was on the computational fluid dynamics ( http://www.rayforce.net/newproject024.png ) ).

Obviously, that's all just a suggestion.

I don't think there's real clone with all the features from DF , but there have been several Dwarf Fortress "inspired" games , i think the commercial one i heard the most about is Gnomoria, there was a thread about it :
http://www.bay12forums.com/smf/index.php?topic=111198.0
My favorite DF-inspired game was Goblin Camp, it was free (and open source) and there were some very good ideas for the game interface but there was a lot less features than in DF.

Well, these look like rather amateurish attempts. :) Nothing wrong with that, but it's not quite what I have in mind when I fear DF's ideas could be "reused" by a dedicated team to produce something. The Banished guy is visibly a professional programmer (his devblog shows so), with a strong interest for pretty graphics. But perhaps he could have used 2-3 extra programmers to focus on... the gameplay, depth, and such!

9
I assume it's all known but I'll mention a couple more:
- Dwarves will not follow a new squad order until the existing order is "complete"
- Some dwarves won't follow a new order until perhaps 5 minutes later, or whenever they feel like it
- Many military units will stand next to a creeping fire, refuse to move no matter what (see previous bugs), catch fire and die
- Dwarves caught in a fire will slow the game down to a crawl as they try pathing out... to get provisions and fill their waterskin
- Restricting dwarves to a burrow while they are performing refuse storage jobs for a stockpile located outside the burrow will slow the game down to a crawl while spamming 80 order cancellations per second
- And so on...

The Fortress Defense mod is a great attempt at making DF challenging. It's really unfortunate all these bugs and the bad AI make it more frustrating than challenging.

Well, I really would like to thank everybody for the tips to work around some of the issues! Even if I'm not going to put them to use, I'm sure other forum readers will benefit from them.

I guess I'll have a look at Dwarf Fortress again in 20 years, if that's what it takes. :)

Speaking of which, what I also find sad with that kind of time frame is that it would be very easy for a dedicated team to "borrow" a bunch of good ideas from Dwarf Fortress, and publish a nice polished game with fancy graphics, way before DF itself is ready. The author may not mind, but I wouldn't like seeing that happen. It's his vision, he deserves to be the first.

Take care everybody (even the guy posting gratuitous insults!), and thanks again.

10
Thank you darkflagrance! This is an excellent mod, it certainly brings the challenge back into DF. :)

I have embarked near 14 civilizations (using challenge+bonus), and the first 2 years seemed way too quiet... but it became brutally difficult after that.

The War Elephants and Great Fiend Spiders are especially deadly, and they just keep coming! In comparison, the Ruthertaurs, Pandashis and Beak Wolves seemed like target practice.

I'll mention a few things in case that's unexpected:
- My first siege was 9 Beak Wolves, they ran away immediately (I already had 30 dwarves in military, half of my population)
- In a battle between War Elephants and Great Fiend Spiders (two simultaneous sieges), I noticed the spiders weren't using their web attack against the elephants.
- My meager tavern is receiving a ton of Badgerman visitors. Not that I mind, but it's somewhat unexpected.
- I have received a War Elephant pikeman visitor, except he didn't survive on the way to the tavern (another siege...).
- The library has never received a scholar visitor, none of my dwarves initially had any skill in writing/reading, and the caravan isn't selling books/codices (is the world so harsh that no one has time for intellectual matters?).
- I haven't really seen any large siege of weaker enemies, probably a coincidence.

It's a great mod. I wish the dwarf battle AI would be a little better, it makes it difficult to use complex tactics necessary to meet that challenge... :)

11
Also, the game isn't even close to being finished yet.  I promise if you come back in twenty years, you'll probably like it more.
Twenty years, right. I maintain that Toady should perhaps consider seeking an extra programmer or two. ;)
That's like going up to a guy who's working on his project car and telling him he should take it to a mechanic. I'd described in great detail exactly the sort of stupid jackass you're making of yourself here, but this is much too nice a forum for that.

Each programmer has its strengths and fields of expertise. By having various programmers writing what they know best (under a strong leadership to avoid compromising the vision), development is not only faster, you end up with a superior final product. The guy who has been writing nothing but 3D engines for the past 20 years is pretty good at it (more so than a programmer who had to do a little of everything).

If, as you say, this isn't about the end product but the journey, if the guy working on his car project just doesn't want to call upon specialized mechanics to give him a hand, then I respect that. We don't often see that in the industry! Best of luck to him.

12
Regarding the dwarven battle mentality, on the other hand, don't think of it as a broken AI, think of them as battle-crazed berserkers. The moment they see an enemy, their vision turns red and they forget all discipline and CHARGE! KILL! KILL! KILL!. Now, if you realize that that's the sort of troops you're dealing with, you can design your defenses around them.
Eh, that's an interesting interpretation. So instead of struggling with a broken AI... we are managing bunches of completely dysfunctional idiots, trying to make them survive despite themselves. Okay, that works somewhat. :)

Thanks for the tip regarding burrows for military units. And I'll also be hoping that difficulty pendulum will swing back along with AI improvements.

but maybe try digging deeper. no spoilers, just... try digging deeper, that's all. however deep you've gotten, go deeper.
Indeed! Unfortunately, since one can wait as long as desired before facing this challenge, the logical course of action would be wait to get 200 legendary warriors (zero civilian, just a large stockpile of food and bolts), perhaps with a bunch of magma cannons, cave-in engines and whatever else.

I wonder if this could be even scarier than the sieges from the Fortress Defense mod (using challenge + bonus). It's brutal, there are sieges where a frontal assault would kill off 70 of my troops... and they just won't stop coming. That's also why I get frustrated at the stupidity of my dwarves, I need perfect tactics to barely survive this!

This game is intended to be a fantasy world simulator, not a war game. Fantasy, yes, has battles and fights in it, but in df for every soldier, you need a planter, an armorer, a furnace operator, a brewer, etc.  If you want a fantasy game with a primary emphasis on battles, there are plenty to choose from.
Agreed for the first part. The challenge of managing a living fortress of dwarves should extend far beyond the battles, but it's currently all way too easy...

For the second part, I think these ratios are a little off: you need just one legendary planter to feed everyone. Here's roughly my dwarf distribution while playing this crazy Fortress Defense mod:
50 melee dwarves
40 marksmen
30 wood haulers (just feeding the 3 workshops producing bolts non-stop to train the marksmen, no kidding)
4 wood crafters (just bolts)
15 miscellaneous (1 planter, 1 miller, 1 cook, 1 brewer, 1 armorsmith, 1 weaponsmith, 2 wood burners, 2 furnace operators, 1 leatherworker, etc.)
4 nobles/scholars (eh, role-playing flavor, even if I really could use extra military)

Also, the game isn't even close to being finished yet.  I promise if you come back in twenty years, you'll probably like it more.
Twenty years, right. I maintain that Toady should perhaps consider seeking an extra programmer or two. ;)

13
Your initial interpretation of "Losing is fun!" was true in the earlier versions. Not just because of differences in sieges but also due to very memorable bugs (at different points in history) such as OP carp, belligerant unicorns, unkillable undead (undead whales walked on land) and hundreds of giant mosquitos. It still is true if you dig to the bottom of the map, but that's not something intuitive a new player will try out - not when there's so much to do closer to the surface.

I'll be honest, that sounds absolutely awesome! It's hilarious, I would have loved being wiped out by an army of undead land-walking whales. :) Dwarf Fortress could have embraced the absurdity, with fortresses being threatened in the most unexpected manners, against all expectations.

Did you even consider setting up some civilian industries to keep yourself from getting bored while you wait for the next siege and to provide even more wealth to lure the goblins? I'll wager that you made your trapline entirely from cage traps, and if a siege had ever came it would've broke without your military having to lift a finger and you would've been left with the boring task of managing your trapped prisoners so you wouldn't have had fun anyways.

I had built traps because the quick start guide appeared to emphasize it was necessary for early survival. To answer your question: yes, I have explored most civilian industries... the benefits seemed mostly non-existent, except for clothing. The library was a nice touch though. I'm not sure if there's any tangible benefit, but it certainly adds flavor, and something to do for all the dwarves clearly not built for the military life. At the end, the wealth had reached 15 millions, which I assume should have been enough to become an interesting target?

My latest game with the Fortress Defense mod has no traps, no drawbridges (except as atom smasher), and an open outdoor courtyard. It is very challenging, and I'm pleased with that (these War Elephants in full steel plate armor are darn scary...). Unfortunately, I find myself fighting the atrociously bad battle AI of my own dwarves as much as the enemies.

But indirect contol of the dwarves, and the surprizing things the AI does, will always be a big part of the challenge and !FUN!. If you actively dislike that part of the game (rather than just being 'frustrated' by it -- hey, we all are!) this probably isn't the game for you.

I actually like indirect control of the dwarves, it is a good idea (in concept) and I appreciate that. If only they could somehow not be so ridiculously stupid on their own!...

In my experience (remember, you're not the first to point out these things), you'll grow bored and move on with your life, then somehow be alerted to an upcoming release and re-install the game. The game itself will remain problematic and ultimately dissapointing, and you'll become frustrated and uninstall. Rinse, repeat, perhaps a few cycles. . .

That sounds rather sad; a cycle of expectations and inevitable disappointments... But yes, I understand why it would happen: because there are many promising ideas in Dwarf Fortress, we all know that.

You know, everywhere I look in Dwarf Fortress, I see interesting ideas. The author clearly has plenty of good ideas, even if the implementation if generally terrible (sorry). It's also visible when something was left unfinished to quickly focus on the next interesting idea.

If I knew Toady, my recommendation would be: focus on the cool stuff and get help from an excellent programmer. Put that programmer on the "boring" and complicated tasks: job/work optimal management, clever battle AIs (for both sides!), true distance job assignment/targets, multithreading, performance, fast fluid dynamics, layered 3D graphics, and so on. Seriously, we enjoy the tough problems. ;)

Of course, an excellent programmer normally requires 5 digits per month, but there's surely a big fan of Dwarf Fortress truly believing in the project, willing to work for far less, perhaps with the promise of a bonus once the game gets more popular than Minecraft. I know putting such a programmer on the team would make a huge difference in a matter of months (and if anyone intends to misinterpret my words again: no, I do not refer to myself, I don't have time for that).

14
As far as I can tell, you are trolling. I hope you had fun completely twisting my statements!
Oh, I hate when people hide behind this defense whenever they encounter legitimate criticism of any kind.

Legitimate criticism? Have you even read gzoker's post? Fine! Here, I'll assume he wasn't trolling, and reply more in depth just for you.

"I heard this game [insert subjective opinion], but I feel the exact opposite way about it. So, clearly it must be broken and the developer should fix it according to my suggestions. Otherwise, I will not going to have fun playing the game, and then..."

This argument is always so amusing. Especially, when it's about a niche game for a small audience. Most of the time it ends with "you won't get my money.". But right now, I still don't know what will it mean for the world that the OP has been so thoroughly deceived by these lying cheats who would consider themselves the dwarf fortress community. What will be the end of this argument?

"...I'm not going to play?", "...You shouldn't play either?", "...I will complain more?", "...The world will end?", "I will END the world!", "I will write my own game! With blackjack, and hookers!", "...My Father will hear about this?"

None of that. If you read my posts again, I'm suggesting the documentation could rather describe the game as it is. The "Losing is fun" motto could be true if it were possible to lose. We can't lose in Dwarf Fortress (just wall up the entrance), so surely the fun must be elsewhere, yes?

Putting asides enemy attacks, where are the feared tantrum spirals? You can leave your dwarves an year outside in the rain, sleeping in the grass, eating raw plump helmets, drinking river water, and they don't seem to complain much. This game isn't about the fun of losing, about the challenge of overcoming difficulties. Rather, it's a game to be creative, to build, generating little stories in a procedural universe, where people don't play to "win". So what about describing that instead?

"I'm going to develop a game I would like to play, and I'm going to do it the way I want it."

Okay, where did you get that from? Because I posted a screenshot from my hydrographic simulation & engine written in spare time years ago? I'm not going to write a clone of Dwarf Fortress, I don't have time for that.

"...an interesting story requires adversity." Um, no, not necessarily. What is interesting varies by person to person - there were at least two examples refuting the former statement right in this thread. Even before it was posted! What a surprising turn of events?

You refer to the mentioned stories like the goblin escaping the onslaught by swimming downstream, dodging arrows into a canyon, and bled out/drowned? These are nice side anecdotes, it's extra flavor to give depth to an universe, that's always a good thing. Yet if that kind of anecdote is enthralling enough for you to play just for the story, I probably don't want to hear about the kind of book you read. Also, don't ever try D&D with a good DM, that'll be way too intense for you!

About "The myth of an extremely hard game" and the "Losing is fun" slogan: sorry, but you are in the minority. As long as the majority of potential players are going to give up playing after a few hours, it is going to be considered a hard game. It is not for you (or any one person) to decide.

I'm sure you know people give up playing after a few hours because it's practically impossible to play without reading a whole wiki. Who wants to do that? And if you don't read the wiki, you'll have much fun figuring out what "Process Plants", "Process Plants (Vial)", "Process Plants (Barrel)" and "Process plant to bag" actually do.

Overall, the game itself is probably as hard as The Sims, except with a terrible and undocumented interface.

"Losing is fun". As far as i have grasped it over the years, its meaning is more like "Losing can be fun too", rather than "Only losing is fun".  It's the mentality of the people who can actually enjoy the game for a long time. Telling them that they should give it up, just because you don't feel the same way, well... again, let's stop at "it not being your decision".

Did I tell anyone to give the game up? I thought I had just suggested adapting the documentation to describe reality: it's a building game to be creative, not a challenging game. Perhaps the game will become challenging later on, that would be nice for those who like that.

There is a lot more to this game other than never-ending struggle easy combat - if you can't accept it as it is, and you can't change it by reason or force, then what do you think would be a reasonable next step for you to do?

Nothing! Again, I'll see what they come up with, hoping the next versions are something I would like to play. Yet, once again, it would be nice if the documentation could describe the game in its actual state, so newcomers don't assume the game to be something it isn't.

15
Here's a follow-up to the various recommendations of trying the Fortress Defense mod. It's a great mod, thank you for recommending it. I also applaud the work put into it.

It gets fairly intense after 2 years (it seems the author can't really get DF to send early attacks). Although I must say it doesn't only make the game "challenging"... It also makes the game frustrating at the utter stupidity of one's dwarves!

- Military units will charge anything that moves and can't ever withdraw or retreat. I can't express how absurd that is. It makes any kind of tactical maneuvering absolutely impossible!

- While War Elephants were destroying Great Fiend Spiders (two simultaneous sieges), I would have liked my 40 markmen to shoot them safely from the other side of the river... But once the markmen run out of bolts, they all run through the river to club the war elephants with their crossbows, and die awfully. Very clever!

- With a large battle coming up, some dwarves will randomly leave their post to eat/sleep/fetch provisions... even if it means running through the courtyard, seeing the ennemy, charging them alone and getting killed instantly.

- One would like to use choke points against powerful enemies, to benefit from numerical superiority, but that requires awfully precise movement timing. Otherwise, as soon as they catch a glimpse of the enemy, the dwarves will run through the actual chokepoint and end up the ones surrounded by more numerous forces. Where's the "Stand your ground" order?

- I have had a dwarf (high master speardwarf) sleeping in the middle of the courtyard, impossible to wake him up. A large melee battle began right next to him. After a while, a War Elephant (in full steel plate armor) just trampled him. He never woke up.

- I have had my best dwarves too busy eating/sleeping/fetching provisions to help during important battles. It appears impossible to tell them to get into position... and if they later rejoin the squad, they might glance the enemy on the way, charge alone and die.

- Archers running out of bolts, but sitting on a stockpile of bolts, will prefer to climb over a wall and use their crossbows as clubs rather than pick up more bolts. The only way to prevent markmen from getting themselves killed is locking them down in a fully closed container with all doors flagged as forbidden.

- Archers positioned higher up in archery towers must be right next to the wall to obtain line of sight and shoot. That's fine, but they won't move next to the wall on their own and it's impossible to tell them to do so. Additionally, a move order actually means a random point 3 tiles from the given position, including on the other side of the wall.

- Military units will climb on the roof of towers/fortifications to reach an enemy, and if the battle ends when they are still up there, they remain stranded. They will die of hunger rather than climb back down, unless of course they see a new enemy in which case they'll suddenly remember how to climb back down.

Bottom line, it appears the entire battle AI of Dwarf Fortress is awfully buggy. I suspect the game's difficulty is kept low as, if it were more challenging, people would express intense frustration at the inaptitude of the dwarven battle AI (which could be okay if we could manually micro-manage, but we can't!).

"I heard this game [insert subjective opinion], but I feel the exact opposite way about it. So, clearly it must be broken and the developer should fix it according to my suggestions. Otherwise, I will not going to have fun playing the game, and then..."

As far as I can tell, you are trolling. I hope you had fun completely twisting my statements!

I'm sure you already know the game itself is awfully easy, it's the interface that is terrible and totally undocumented in-game. Having to read a whole wiki to figure out how things work doesn't make the game "hard". It doesn't make the game challenging either. But it does make the game very tedious.

In case you weren't trolling and really missed the point, my problem was with the Dwarf Fortress documentation promising a (very) challenging game. As already explained, that is false.

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