Author Topic: Dwarf Fortress  (Read 64634 times)

That guide is really easy.

It's the 80% of the content that it DOESN'T MENTION that will end up bothering you.

It does have a rather steep learning curve, however experimenting with all the menus and keys got me to where I am.
If we are going to have a bloodline fortress, we simply must have three additional cave plants/foods. Cave melons, watermelons and carrots, both melons having a syrup extract used in cooking and all being able to be brewed into drinks

Add the code below to the raw/objects/matgloss_plant.txt
Code: [Select]
[MATGLOSS_PLANT:CARROT_CAVE]
[TILE:'?'][COLOR:5:0:0]
[NAME:cave carrot][NAME_PLURAL:cave carrots]
[GROWDUR:300][VALUE:2]
[SEEDNAME:cave carrot seed][SEED:4:0:1]
[GENPOWER:2]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[PREFSTRING:rounded tops]
[WET][DRY][BIOME:SUBTERRANEAN_WATER]

[MATGLOSS_PLANT:MELON_CAVE]
[TILE:177][COLOR:5:0:0]
[NAME:cave melon][NAME_PLURAL:cave melons]
[GROWDUR:200][VALUE:5]
[DRINK:dwarven brandy:5:0:0]
[DRINKVALUE:4]
[SEEDNAME:cave melon seeds][SEED:4:0:1]
[GENPOWER:100]
[SPRING][SUMMER][AUTUMN][WINTER]
[EXTRACT:melon syrup:6:0:0]
[EXTRACTVALUE:10]
[EXTRACT_BARREL]
[EXTRACT_COOKABLE]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[PREFSTRING:deliciousness]
[PREFSTRING:round fruityness]
[WET][DRY][BIOME:SUBTERRANEAN_WATER]

[MATGLOSS_PLANT:MELON_WATER_CAVE]
[TILE:177][COLOR:5:0:0]
[NAME:cave watermelon][NAME_PLURAL:cave watermelons]
[GROWDUR:400][VALUE:10]
[DRINK:watermelon brandy:5:0:0]
[DRINKVALUE:4]
[SEEDNAME:cave watermelon seeds][SEED:4:0:1]
[GENPOWER:2]
[EXTRACT:watermelon syrup:6:0:0]
[EXTRACTVALUE:10]
[EXTRACT_BARREL]
[EXTRACT_COOKABLE]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[PREFSTRING:deliciousness]
[PREFSTRING:round fruityness]
[WET][DRY][BIOME:SUBTERRANEAN_WATER]
« Last Edit: May 27, 2008, 04:02:10 PM by Monty »

Count me in for the bloodline story ;)

So what size map are we planning on generating?

I don't really want mods because they might unbalance the game.
Also if you want us to be posting pictures I am using the standard ASCII right now.

Map size should probably be Small, Smaller, or even pocket.  Although what really matters for lag issues is the size of the embark area.

I don't want to go below 3x3, and I think that we should be able to play on up to 5x5 without massive lag, but I don't know what sort of machines you guys are running on.

I can handle most maps, I pefer smalls due to their quick generation.

My embark size is currently something like 5x10 :)
It had a huge ass Goblin place D;

Zûza Xestsu, "The Domain Of Enchanting"- A small 64x64 map

The save file

Give the map a go, settle in numerous places and generally get a feel for it. If it wasn't quite what you were expecting, we can always generate another.


I feel stupid, but, where do I put the file again? :D

<dwarf fortress folder>/data/save for the region folder.

I played around with it. However, we have to decide who goes first, as they pick where we start. I don't want to be first, but not last either );

Alright, I want in and will start it as soon as you'll let me. I've read guides and other stories so I think I'll do well.

And a question, will invaders/creatures ignore forbidden doors? I'd like to create a trap for them and prohibit my dwarves from walking into it.

Invaders will of course get through doors, unless they are locked of course.


Also I think we should just let dUMBELLS start this.
« Last Edit: May 27, 2008, 07:42:30 PM by Anti-Cop »


wow... that boatmurdered story was awesome! :D

now I'm inspired to learn how to play this dang game