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Tabletop, DnD, board games, and minecraft. Also Animal Crossing.

Rules

founded 5 years ago
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Hello everyone. Hope you all have had a good weekend. This week something is wrong with my PC so I have had to put finishing Morrowind on hold until I get word from the repair shop. In the meantime I started a new playthrough of Persona 5 Royal, ive been sick all week and so have had nothing to do except longue around and grind away. Hope you all have had a good week

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It's Fortress Friday! Today we wait for me to finish my turn and for control of the game to pass on to @gay_king_prince_charles@hexbear.net (please confirm), with the following players waiting for a chance to leave their mark on Dwarven history.

  1. (Beginning Feb. 20) @gay_king_prince_charles@hexbear.net

  2. (Beginning Feb. 27) @booty@hexbear.net

  3. (Beginning Mar. 6) @Oreb@hexbear.net

  4. (Beginning Mar. 13) @PorkrollPosadist@hexbear.net

New players are encouraged to apply in this thread. All players and spectators are welcome to load up the save and see what's going on first hand.

Lore

How to play

Importing the save

Dwarf Fortress saves are not stored in a single file. They are stored as named directories containing over a thousand individual data files. In order to load the game, you need to download a zipped archive of the save and place it in your Dwarf Fortress save directory. This directory can be located in a number of places depending on which OS you are using and what settings you have enabled.

If Portable mode is enabled (not default), the save directory will be located in the same directory as dwarfort / dwarfort.exe. If you are using Steam with the default locations, these are:

On Linux: ~/.local/share/Steam/steamapps/common/Dwarf Fortress/save

On Windows: C:\Program Files (x86)\Steam\steamapps\common\Dwarf Fortress\save

This directory might exist, even if Portable mode is turned off (default), but in that case it will be ignored by the game. Instead, save files are stored somewhere in your user directory.

On Linux: ~/.local/share/Bay 12 Games/Dwarf Fortress/save

On Windows: %AppData%\Roaming\Bay 12 Games\Dwarf Fortress\save

Extract the FFSeason1 directory from the archive and place it inside of the appropriate save directory, then you should see it after starting the game.

Stopping the clock

By using a combination of the "Autosave Frequency" (any setting as long as it is not "Off") and "Pause after every autosave" options, you can cause the game to pause at the exact moment the calendar ticks over to 1st Granite (the first day of the year).

After the game pauses, you still have the opportunity to do a couple minor things, like designating blueprint tiles to label hazards, noteworthy sources of material, or leaving graffiti. You can also rename stockpiles and rooms, etc. before writing the final save. You should avoid doing anything that will substantially change the behavior of the fort or generate labor tasks (like creating / removing stockpiles, changing which items are allowed to be stored in stockpiles, enabling / disabling standing orders, creating new work orders, or designating new rooms / meeting areas). Military schedules often change at the start of a season (e.g. the "staggered training" preset). This is fine.

Any blueprints left are merely suggestions. The next player is free to ignore them. If you wanted something built there, you should have microed your miners better :P

Exporting the save

When Dwarf Fortress creates auto-saves, or if you use the "save and continue playing" feature, Dwarf Fortress will write these saves to an alternate directory (e.g. autosave1 or pull the lever). When you finish your turn, you need to use the "Save and return to title menu" option and choose "Save to this timeline." You need to do this even though the game just created an auto-save. This will write the save back to the FFSeason1 directory, which you can then place in a zip archive and submit.

Making your submission.

Save files can be e-mailed to fortress-friday@matapacos.dog ahead of time. Some e-mail services (like Gmail) prohibit sending large enough attachments, but if it works on your end, it should work on mine. Otherwise, the file may need to be hosted using a third-party service. Dwarf Fortress File Depot is the canonical service for this (they have a category specifically for community games), but any service which doesn't require me to create an account or jump through flaming hoops is acceptable. Currently (as of Episode 3), the compressed save is about 58MB. It won't get any smaller with time.

Alternately, submissions can be made as a reply to the following week's Fortress Friday post, which will be posted in anticipation of a submission. This thread will be posted and used to coordinate the game and get the proper files into the hands of the next player regardless of if the anticipated turn was completed.

Whether or not the file was transferred in advance, The player who just completed their turn should make a top-level comment in this thread describing noteworthy events of their turn. You are encouraged (but not required) to roleplay and continue to spin a fantasy narrative out of it, but you don't need to write us a Tolkien novel - especially if you are pressed for time and have other shit to worry about. This shouldn't feel like a homework assignment.

My initial submission will be excessive because I am also covering the results of world-generation, the historical circumstances of the civilization we chose, and the embark. Subsequent posts will mostly be focused on chronicling events in Fortress Mode. You are absolutely not expected to export the world history and spend hours dicking around in Legends Viewer spinning up backstories for every minor goblin who gets turned into dog food.

What if a turn is not completed / running late?

If you anticipate not being able to complete your turn, just let us know (the sooner, the better) so we can make adjustments. Shit pops up. There are more important things in life than a stupid game. We won't be mad at you.

In case Fortress Friday rolls around and there is no submission, Tentatively, I think we give the player 24 hours to actually make their post before we start openly contemplating passing to the next player, followed by another 24 hours to find out which of the next players is actually available. So if there is no update by mid-Saturday, we find another candidate, and if there is no word by mid-Sunday, they are given the green light to play.

What if a turn is completed early?

You can tease us (it's reassuring to know progress is being made), but hold on to your spoilers until Fortress Friday. I think keeping this thing on a regular schedule will do a lot to keep everybody looking forward to updates and keeping things organized. If anticipation is eating away at you, try to fill in some lore and backstory.

Rules

There are not many hard rules, but generally

  • You play for one year in-game time. Turns should begin and end on 1st Granite.

  • Avoid using blatant exploits (the game is built of cheese, so this is sort of like the pornography rule, "you know it when you see it.") Things like perpetual motion machines or material duplication schemes should be shunned. Some things classified as exploits, like "atom smashers" should be fine as long as their applications aren't egregious.

  • Try not to save-scum (Do save though. Crashes happen, and named "save and continue" saves won't clutter the main save).

  • You are free to use DFHack, but do not use any of it's "Armok" (god-mode) features. Also, try to keep it modest. The fort shouldn't fail catastrophically if the next player doesn't have DFHack installed.

EDIT: Sorry for the ping @Moonworm@hexbear.net although you're still welcome to rejoin.

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What kind of neurodivergence is this? Youtube has brainrotted my brain. She does look like a Grace Randolph though.

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Two blog posts in less than a month? They're spoiling us!

This is a real humdinger of a progress report, too. High-level summary:

  • (link) Massive performance improvements to the two Rogue Squadron games through a combination of emulation improvements and settings changes, which now allow for it to run at full speed on high-end hardware (and very playable speeds on low-end hardware)
  • (link) Further improvements to the newly-added Triforce arcade emulation (check out the previous blog post for more info about Triforce)
  • (link) Core emulation improvement to an edge case of floating-point arithmetic that fixes a desync in Mario Strikers Charged; now, Dolphin can play online with real Wiis in that game. I think this was my favorite bit in the post—a real team effort with perseverance over many years!
  • (link) Rough timings implemented for Wii NAND management to allow for better performance on that menu
  • (link) The ability to preload entire games into RAM, a long-requested feature. The reason it hadn't been implemented earlier is that it's completely unnecessary with any modern storage, since even a crappy USB stick is faster than disc access on a GC/Wii, but this is apparently helpful for people who have their games stored on a NAS where disks might actually spin down, causing lag spikes.
  • (link) New GUI settings for SDL controller tweaks, specifically SDL hinting (apparently helpful for using Joycons as separate Nunchuck + Wiimote as well as fixing DS4 connectivity issues).
  • (link) Performance patches for a half dozen games, most notably Need For Speed: Hot Pursuit 2 (my beloved) and 007: Quantum of Solace. For those not in the know, there's a relatively new feature in Dolphin which allows for games to be patched on-the-fly to fix issues like uncapped framerates and complex idle loops that can bring the emulator to its knees even though it can otherwise run the games fine.

Aside from the interesting technical details, reading these progress reports always gives me the warm fuzzies. I love hearing about how all these different people come together and use their unique talents to improve emulation for everyone.

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In this video, I explore why older games often feel easier to enjoy — especially as adults living in a world full of notifications, responsibilities, and endless content. Modern games are bigger, deeper, and more complex than ever before… but depth comes at a cost.

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Fourteen Years of Flames (store.steampowered.com)
submitted 1 day ago* (last edited 1 day ago) by SnakeEyes@hexbear.net to c/games@hexbear.net
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Two days ago SAG-AFTRA ordered its voice actors not to work on Mega Man: Dual Override, a new game slated for release in 2027, because Capcom had no contract signed with them. Shortly after, the VA for Mega Man in Mega Man 11 said that he was offered to reprise the role but only under a non-union contract, so he turned it down.

From what I've heard Capcom goes back and forth on hiring union actors for its games, and classic Mega Man has never had English VAs last more than one game, so it's possible Capcom will look to Vancouver, where historically most Mega Man dubbings were done. The main exception is the Star Force anime, yet their voices return in the upcoming Legacy Collection that releases in two weeks.

The subreddit-logo started alright but now you have users spamming the same anti-union, "right to work" propaganda about SAG-AFTRA being corrupt or scummy or mean to non-union actors or whatever, seems like whinging that they don't act on unanimity and have a spine to me. The sudden rush feels very astroturfed. Both sides also made comparisons to a clash between the union and MiHoYo, don't know what that's about.

There was also an anti-union Argentinian who talked in the cadence of "I lived under communism, fuck tankies" lol ancaptain

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title.

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Lenin the Driller:

Kropotkin the Engineer:

Stalin the Gunner:

And of course, Marx the Scout:

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submitted 3 days ago* (last edited 3 days ago) by Dort_Owl@hexbear.net to c/games@hexbear.net
 
 

(I think the person who made it intended for it to be funny so don't take it too seriously lol)

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Edward Gibbon is an asshole


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Truly bizarre story—still completely unclear what the copyright troll's motive is—but it's cool that an organization like the VGHF fought back and won as well as detailed the process to help others facing similar issues.

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