It's Fortress Friday! Today we wait for Me to finish my turn and for control of the game to pass on to @Moonworm@hexbear.net (please confirm), with the following players waiting for a chance to leave their mark on
Dwarven history.
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(Beginning Feb. 6) @Doubledee@hexbear.net
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(Beginning Feb. 13)
@gay_king_prince_charles@hexbear.net
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(Beginning Feb. 20) @booty@hexbear.net
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(Beginning Feb. 27) @Oreb@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
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You play for one year in-game time. Turns should begin and end on 1st Granite.
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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.
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Try not to save-scum (Do save though. Crashes happen, and named "save and continue" saves won't
clutter the main save).
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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.
Beardrenched: Episode 7
Granite
As the calendar ticks over to 207, Beardrenched finds itself in a state of bedlam. Undead creatures drag their endtrails through the taverns, and the dwarven economy seems to rest unsteadily on the outlook of the mortuary and stone coffin industries. Some dwarven scholars speculate that this might indicate an economic bubble.
Mayor Udib Abantat looms over a shale desk littered with codices. Her head rests on her right palm as she nervously coils her brown hair around her index finger. She flips through the pages of various fortress ledgers with her left. She would ordinarily be sleeping at this hour, but the coming and going of unsettled spirits makes this an impossibility. The residents of the fortress are to modest to speak it out loud, but she gets the sense people are losing confidence. Not only in her leadership, but in Beardrenched itsef. Hell, things aren't looking to great for The Emerald Rag itself.
"We need to get our shit together," she mutters, "or we won't last another year." She works through the night, taking stock of inventory, of survivors. Scribbling plans, to-do lists. The next day, she calls a combined meeting of the fortress nobility, clergy, and guild leaders.
A number of immediate tasks are agreed upon. Something must be done about the gore pile. The Necromancers are to be placed under house arrest. And the militia needs some goddamn armor.
A few days later, the Bookkeeper Zuntir Gusgashlikot emerges from the caverns covered in blood. "Another blind cave ogre. He's dead, but Solon didn't make it." The gate is hastily sealed behind her, silencing the cacophony of an approaching crundle herd.
A week later, the Elves arrive to trade. We sell them as much tattered socks and underwear as they can carry in return for a bounty of fruits and nuts. Then they started complaining about all the trees we've been cutting down. Or something like that, I stopped paying attention.
Slate
The odor of miasma becomes overwhelming. We have a big pile of coffins which haven't been placed in tombs yet. They are lined up and many of them are filled. At least one ghost has been released to the afterlife.
A pair of kobold thieves are spotted by a goblin on the service. They're scared off.
The tavern is closed indefinitely. There is to much work to do in the fortress.
Some 20 or so migrants have arrived, "despite the danger."
Felsite
Tun Kilisash is taken by a fey mood
Three months into the year, the manager has not approved a single work order
Tun created llama wool trousers. wow.
Hematite
Turns out the "office" I assigned to the manager was furnished with a bed.
After three months of training, the reconstituted Copper Claw is deployed to explore the third cavern layer. The cavern is fairly open and sprawling, with walls of marble. There is a considerable amount of quartzite and malochite down here as well.
The Copper Claw discovers two unusual volcanic columns studded with gems, as well as another subterranean pond.
No magma
A human caravan bypasses our inaccessable trade depot. We still manage to speak with their diplomat, who compliments our digs.
That ramp is a clusterfuck
A herd of rutherers enters the fortresss from the second cavern level. The Copper Claw begins hacking them up before they can cause any trouble.
Malachite
The farmers want a grand guildhall. We'll see about that...
The fortress is attacked by Ithithe Torchgleamed the Venerable, a giant humanoid monster with two heads. The Copper Claws dispose of her before she even reaches the fortress. The children thank the gods that there will be no need for them to drag this hulking pile of gore to the pit.
Limestone
The dwarven trade caravan and mountainhome lliason arrive. Followed by a Goblin ambush!
The ambush is defeated, a weaponsmith is dead.
Whatever I did back in Hematite allowed the wagons in, but there is no way to seal the enterance.
We give them several tons of tattered clothing and carved bone doohickeys.
Sandstone
Lolor Bornmirror inherits the position of baron. Alas, we still have not found any magma, so we resign ourselves to preparing luxurious quarters.
We are visited by Ovus Ingtaksethal, a forgotten beast taking the form of a enourmous hairy scorpion with wings. It has poisonous gas, and it appears those wings are not ornamental. Commander Oreb takes two squads and establishes a defensive position near the chasm. The hammerlords and marksdwarves wait for the beast to fly up the chasm.
Mistem Olongutid withdraws from society (a kind of strange mood)
Context falls in battle, but not before wounding a number of the beasts limbs and cutting one of its wings. Ultimately the beast is slain, but the fortress mourns the loss of its most legendary miner. A true working class hero.
Commander Oreb's survivor's guilt sinks to new depths, but they have proven themselves an adept military leader, and importantly, hard to kill.
Mistem Olongutid crafts an iron buckler. wow. (legendary armor is actually pretty cool though)
More migrants arrive
The baron prohibits the export of war hammers. We can live with this. We like war hammers.
Another forgotten beast. Adag. A huge quadruped composed of vomit. At least this is a meme beast. Not worth our time. We decide to wait for it to trip over a crundle and splash onto the cavern floor.
Timber
An ambush! (a cat stumbled into a kobold. The kobold flees in terror)
A number of kobolds are cut down in the halls.
Apparently we don't have a hospital
Oh well, the guy died
Moonstone
Obi has become a lord.
Opal
A Minotaur arrives. The marksdwarves outrun the hammerdwarves and it is turned into a stinking pincushion without even being given the chance to land a blow.
A theif has stolen "Understanding the Tree."
Now the herbalists want a guildhall
Onesh Risel has been stolen
Obsidian
Besmar Lorbelal withdraws from society
Pings
Players: @Moonworm@hexbear.net, @Doubledee@hexbear.net, @gay_king_prince_charles@hexbear.net, @booty@hexbear.net, @context@hexbear.net, @Oreb@hexbear.net, @Infamousblt@hexbear.netMods: @jack@hexbear.net, @RiotDoll@hexbear.net
Afterword:
I didn't get much done as far as construction goes. Explored the third cavern layer, and that's about it. This fortress is completely labrynthian and I only began understanding what is located where by the end of the year. I tried to get as much steel armor production done as possible, but it is slow-going. The Baron's rooms are nearly good enough. There are ghosts fucking everywhere lmao. Good luck.
The save file also seems to be corrupted. DFHack gives me a warning about "missing nemisis records." I guess we'll play it until it breaks, though I do get the feeling this fortress is beginning to stagnate.
Ooo wee, what a year! Regarding the nemesis files, these ‘disappeared’ during my save when the 50.10 update happened. Depending on who those files belonged too, if we send them somewhere they might just not come back. Fingers crossed that the corrupt save issue doesn’t pop up though!
I'll have to take a peek at the map, I'm really confused what happened to all our stuff! I thought the entrances were clear and we had stuff like hospitals and burials accounted for. It's been a busy couple of weeks and I've not been super keyed in but I didn't realize the fort had lost infrastructure. FUN! times.
As regards the gore pile, do we not have a method for disposing of refuse? Was magma the plan for that maybe? In my last fort I finally developed an indoor disposal that I was happy with using QSPs and water.
I'm worried about the save file going. I wonder if we did something to cause that?
As far as I can tell, there are skeletons and empty coffins, so these dwarves need to get off their asses and put the bones in the boxes already. Also, defenses can be perfectly impenetrable until somebody decides to send a miner to dig a shortcut between two places. I think the cheif medical dwarf died at some point (it was Doubledee in the beginning) because none was assigned, but I'm still not sure where the zone is. I put two beds down next to the workshop and called it a hospital.
If I remember correctly the hospital is next to the first apartments in the caverns.
There was a hospital next to the nightmare tavern. After Tavernmania I put extra beds in it to account for all the injured.