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DF Suggestions / Re: Earth demons
« on: December 31, 2015, 08:24:27 am »
Also, I'd suggest that such monsters be incapable of travelling through adamantine (obviously) and perhaps metals and/or as well.
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Here's my good old fort 'Bridgeesteems'. It has a some nice POI. My current fort is still a WIP, so I don't have that on the archive.That is rather nice, the mosaic and dome especially. I've been thinking of trying something like that myself.
http://mkv25.net/dfma/map-11435-bridgeesteems
Thank you! I long time ago I decided that circular workshops were more fun than square ones, and generated a bit more storage space. Since then, they've become very habit-forming. For the larger ones, I just draw them on microsoft paint and count the pixels.http://mkv25.net/dfma/map-12253-fountainnotch
Here's one I was kind of proud of. Go through the POIs in order and you'll get some tales as well.
Your circles are truly pleasing.
"Winning is boring!", I think that slogan reflects the mindset of current DF players quite well.Actually, I find it to be a powerful disincentive toward efficiency. Efficiency is easy and boring, to me.
I don't think the comparison with Sim City is fair. In that game, one can strive to reach the highest possible balance of the various indicators: health, education, traffic, pollution... and it's a difficult problem. In Dwarf Fortress, what do we get for designing the most efficient fortress? Well, we get more idle dwarves. That could mean a bigger military (maybe 80% of the population), and that does sound like a pretty good motivation to build an efficient fortress...
There is no "winning", as there a no goals given by the game.Yeah, and that's why the slogan isn't legitimate, I think, or at least dangerously easy to misinterpret, considering how often it's associated with the game.
Dwarf Fortress is not a survival game. It does exactly what it says on page:QuoteDwarf Fortress is a single-player fantasy game. You can control a dwarven outpost or an adventurer in a randomly generated, persistent world.
Therefore I never understood the expectation that DF should be difficult to play. Some updates ago it was harder to play, yes, but mostly because it's an unfinished game, so some behaviour can be interpreted as quite unintentional because features like a proper emotion system were missing.
DF is an authentic simulation of a fantasy world with its own regularities. But things like tantruming dwarves in an absurdly high amount and a high difficulty only for the purpose of legitimating a slogan like "losing is fun" doesnt really fit in such a game.
This is of course only my opinion.
There are no win conditions in this game.For the record, I'm speaking for a past self as identifying with the guy in the quote.
It's like simcity, you set your own conditions for "winning." It sounds like you and the guy in that quote both set the bar too low and are now disappointed in your own standards.