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Author Topic: Youthcastle - Playing DF2014  (Read 1807 times)

Kipi

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Youthcastle - Playing DF2014
« on: July 08, 2014, 03:26:56 am »

Hi everybody! I'm back!

I saw the news about the release of DF 0.40.01 in Facebook, and decided Ýt's time for me to make a comeback.

This fortress is my very first experience with the new release, as well as kind of reintroduction to the DF in general. Not sure how long has it been since I last played DF, though I know it has been long.

Youthcastle doesn't hold any background story, unlike all my previous community forts. It's more about recording events and, especially, bugs.

It's possible to claim a dwarf in this fortress, but at this point only a name and preferred profession is available. And the preferred profession is a bit more like a guideline, I may add other jobs to that dwarf as well. And since this fortress is played without any additional tools, it will be somewhat difficult to keep track of all the dwarves, so don't get mad if your dwarf hasn't been mentioned for some time.


Embark

The embark location is 3*3 area, on the edge between mountain and forest. There is also a volcano present, which should make it easier to get my metal industry going.



There is no aquifer present (Thank Armok!) and the forest should provide enough trees for experimenting with the changes regarding trees spanning to multiple tiles.

For the starting equipment, I took enough food and alcohol to survive for some time, a small stock of every raw material used by moods which may be a bit difficult to acquire during early stages; glass, silk and wool. I also have two war dogs, male and female, as well as two male cats. Finally, I also have some trap components to secure the entrance properly.



The starting seven are:
  • ╬ton Bomreknokzam; female Miner/Engraver
  • Minkot UnÔlkikrost; female Miner/Engraver
  • Stukos Dodˇktegir; male Mason/Mechanic/Architect
  • Lorbam Seh´rrimtar (Expedition Leader); male Appraiser/Organizer/Record Keeper/Negotiator/Judge of Intent
  • Oddom Egomral; male Butcher/Tanner/Brewer/Cook/Grower
  • Geshud Rodemlokum; male Gem Cutter/Gem Setter/Wood Crafter/Stone Crafter/Bone Crafter
  • Stinthńd Endokrab; female Wood Cutter/Carpenter


Strike the Earth!
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

10terrapin01

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Re: Youthcastle - Playing DF2014
« Reply #1 on: July 08, 2014, 10:01:58 am »

Did you up the embark points, because that is a lot of gray langur tripe right there.
Also I'll be dorfed as the Architect/Mason please.
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Kipi

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Re: Youthcastle - Playing DF2014
« Reply #2 on: July 08, 2014, 10:44:22 am »

Did you up the embark points, because that is a lot of gray langur tripe right there.
Also I'll be dorfed as the Architect/Mason please.

I did, but actually gray langur tripe is cheaper than plump helmets. I always go with increased embark points and with at least 300 units of food.

And dorfing accepted!
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Kipi

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Re: Youthcastle - Playing DF2014
« Reply #3 on: July 08, 2014, 11:15:26 am »

Year 100


So, the game starts in 15th Granite, year 100. The caravan has stopped right at the base of the mountain, which is on the western side of the map.



The mountain is over 40 levels high and the volcano is right in the middle of it in south-north axis. The magma is only few levels bellow the surface, so that I don't have to build pumps to get it closer the surface. Unfortunately, only a narrow section of the mountain is available in this embark, which means I don't have much room to build the entrance. On the positive side, looks like the soil is made from red sand, which means glass industry is doable.

Also, as I suspected, there are lots of trees around. And those trees are huge. It will be interesting to see how many logs one tree provides...

So, first I need to make a proper entrance for the fortress. Since I do want to get everything inside as quickly as possible, I embarked with two miners. I decided to mine the entrance south from the crater.



In the meanwhile, I ordered Endokrab to cut down one of the trees nearby. Of course, the tree was at a safe distance from rest of the dwarves since I had no clue what kind of havoc a falling tree may actually cause. Turns out nothing special happened, the tree was cut down and I have seven logs more than I had few moments ago. So, for now, it seems like cutting down trees is no more dangerous than it was before.



I decided to order more trees to be cut down and, almost immediately, this happened:



Yup, the good old CTD. This means I have to restart from the save right after embark. I did and this time I only ordered my dwarves to mine the entrance. Turns out the game crashed again. It also seems like the game crashes right after my miners discovered smoky quartz, so there might be some connection. But first I'm going try out if one of the changes I made to init files is causing this problem.



This time the game crashed but clearly after the discovery of smoky quartz, so that may not be the issue. The next attempt I made confirmed the that the crash was caused by something else, since the game crashed again even if my dwarves didn't do anything. The errorlog contains dozens lines of "camp order missing parent -- army will camp forever".

Fortunately, not everything is lost. Curiously when I tried to load the backup of the save, I have automatic backup on, the game did NOT crash! So, it seems like the save was corrupted somehow. Luckily I have the backup, right?

So, since the backup works, I took a backup of it and made it my main save. And now that the first issue (of the many) is solved, it's time to start carving the entrance again.

After waiting a bit the miners have started working with the second floor of the fortress, the first floor being the entrance. Next discovery I made is the roots of trees. Roots are formed under trees in soil layers. A tile with root is considered "open" as default, which means no mining is required discover the adjacent tiles. But, unlike normal layer of tile, the root must be removed before anything can be built on the tile. Surprisingly it requires mining task to remove roots, not cut tree task.



So, I ordered my miners to mine a medium room and clear the roots as well, when something happened:



Yep, the trees are falling down as my miners are removing the roots! Fortunately none of my dwarves were near those trees during the incident. This means I must go deeper as soon as possible to avoid any losses. The fun fact is that there seems to be no logs left behind when tree falls down due removal of roots...



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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

TalonisWolf

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Re: Youthcastle - Playing DF2014
« Reply #4 on: July 08, 2014, 12:18:23 pm »

  That tree root thing could be useful during a siege- make the trees collapse on the invaders. Ironic if the invaders are the tree-hugging elves.
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Kipi

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Re: Youthcastle - Playing DF2014
« Reply #5 on: July 08, 2014, 01:39:46 pm »

So, managed to clear small area for seed stockpiles and farm. For the record, I'm using the "dual-stockpile" trick for seeds. This trick contains two stockpiles for seeds, A and B. Stockpile B takes from accepts seeds from everywhere and can contain barrels. Stockpile A takes only from stockpile B and can't have barrels used to store seeds. This way I can minimize the problems of farmers unable to find seeds when someone picks up the barrel almost full of seeds to collect one seed from other side of the fortress.



My next goal was to have big stockpile for everything else, so that I could get everything inside to safety. Lots of trees had to fall down before the task was completed, but finally the dedicated room was finished and stockpile ready.



I think I have managed to make more trees to fall down due removal of roots than by cutting those down...

The following few months were quite uninteresting; my miners were expanding the fortress while everybody else were busy hauling everything inside.



The expansion includes proper dining hall for my dwarves (northwest), office for my expedition leader (small room west of dining room), furniture storage (southwest), wood storage (southeast) and workshop area (northeast). Also, the upper floor will contain storage for barrels and pots as well as workshop area, mainly for stills.

During the month of Malachite the first wave of migrants also arrived. The migrants were:
  • Bim Idenokir, female Grower/Herbalist/Furnace Operator/Dyer
  • Logem Akurműthkat, female child
  • Etur Astelzefon, female child
  • Vucar Kosothrag, male Engraver/Mason/Animal Caretaker/Fisher/Fish Dissector/Fish Cleaner/Miller/Metalsmith
  • Solon M÷rulÝkthag, female Butcher/Dyer/Presser
  • Stukos Arannish, male Cook/Dyer/Shearer

Idenokir was assigned to the job of brewer as well, fishing jobs were removed from Kosothrag and he was assigned to additional job of architect. M÷rulikthag was given tanning, farming and brewing as additional jobs and Arannish became brewer and farmer as well.

This means I should have food production covered pretty well, at least when it comes to workforce.

Autumn came and the fortress is starting to take shape. Autumn also means the arrival of dwarven merchants and the liaison. Unfortunately I had nothing to trade, even though I do have depot constructed, so I'm going to disregard the merchants this time.

The liaison started the meeting as before. The next screen was some kind of surprise to me:



This screen is prime example of one of the biggest changes in 0.40.01; the world actually moves on after world has been generated! And the liaison is bringing the news to my fortress!

Rest of the meeting progressed as before, so the only change, at least so far, was the news.

So, what does the fortress look like? Well, let's have a quick tour, shall we?

The Entrance Floor



The entrance is formed by tunnel that makes a u-turn. It's three tiles wide to give just enough room for several dwarves to walk through without hindering them while keeping it moderately easy to defend. There is also lone war dog chained right after the tunnel mouth. Outside we have refuse dump and trade depot.

The First Floor



From the previous picture of this floor I have added food/drink stockpile in the northwest corner, workshop area to northeast corner and barrel/pot storage directly south from the workshop area. So no big changes here.

The Second Floor



Actually, nothing has really changed in this room, except that all the mining has been completed and the stockpiles are set. This floor is still missing a stockpile for all the crafts my dwarves will produce, but that's a minor issue and not important right now.

So, back to the fortress. During the month of Sandstone another migrant wave arrived, and in it came following dwarves:
  • Deler Rig˛thkivish, female Dyer
  • Zon Mistŕmedtűl, male Fish Dissector/Fish Cleaner/Grower/Fisher
  • ╚rith Rifotvutok, male child
  • Stukos M˘rulrag, female child
  • EshtÔn Inkeransacks, female Fisher/Fish Dissector/Fish Cleaner

Is this game trying to tell me something? Something like "you must have fishing industry"? I think I'm going to make them just general haulers for the moment. That way I should be able to relieve some of the more important dwarves to other tasks, like furniture production.

Rest of the autumn was kinda boring, nothing special happened. Most of the dwarves were trying to move things from point A to point B, especially all the wood from outside to inside. Apparently the falling trees do leave logs behind, at least there were logs in places where my carpenter never cut down any trees.

At the beginning of winter the first kobold thief was spotted.



It managed to get away since my war dog was too efficient in spotting the thief. I think this is some kind of hint that I should finally start constructing traps in the entrance?

It took almost two months from my two mechanics to get the job done, but finally I had proper defense at the entrance:



Two rows of weapon traps, three giant copper axe blades in each. While this defense won't protect against ranged units, at least it gives a somewhat good protection against random wanderers.

Rest of the year was quiet, not a single thief spotted after the first one. The fortress grows slowly and all of the basic needs are more or less covered. I have even ordered the miners to start working with area for smiths to work in.

So far the 0.40.01 release has been surprisingly stable. After the crashing in the beginning I haven't had a single problem, or at least I haven't noticed anything. In fact, there has been nothing out of ordinary so far; no acid rains, no thousands of killer wasps appearing out of nowhere nor clowns walking on the surface. I'm pleasantly surprised by all of this.
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Skullsploder

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Re: Youthcastle - Playing DF2014
« Reply #6 on: July 08, 2014, 02:30:14 pm »

I have also just started a DF2014 fort, and something interesting I noticed is that if you cut down a tree on the surface, its roots disappear below ground. I noticed this because there was a root in one of the walls of my farming area just below the srurface, and after I cleared the trees from where I planned on building defenses, the root was gone.
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Kipi

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Re: Youthcastle - Playing DF2014
« Reply #7 on: July 09, 2014, 02:06:11 am »

  That tree root thing could be useful during a siege- make the trees collapse on the invaders. Ironic if the invaders are the tree-hugging elves.

Worth of checking out. I actually have a plan how to perform the research; place animals under tree, remove roots and see what happens. I would test this out with kobolds/goblins but I think it would be pretty difficult to get them stay under the tree while my dwarves are removing the roots...
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Kipi

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Re: Youthcastle - Playing DF2014
« Reply #8 on: July 09, 2014, 02:19:28 pm »

Okay, I have been plagued by crashes whole evening. It seems like the game is very unstable and prone to corrupt save files. These issues have been reported to bugtracker already, so now I just have to wait. I'll probably start this over when the game is a bit more stable...
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Quote from: zanchito
You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."