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Dwarf Fortress 0.42.01 released

bay12games.com

161–170 of 172 posts

Re: Dwarf Fortress 0.42.01 released

#161

If you'd like to learn to play the game, it's not easy. I've created a multipart video tutorial to help you sort of find your feet, learn a few of the keybinds, and get a checklist of things you need. It also talks about how to get better graphics and an isometric view. https://www.youtube.com/playlist?list=PLBrdUj1adIBD-vgUodaax... Enjoy all the fun. Dwarf Fortress is one of the only single player games that has hel…

If memory serves, there's even an O'Reilly Press book on this -- "Getting Started with Dwarf Fortress" or thereabouts. (And it's for two major releases ago!)

I have referred to this book, and very much enjoyed it. Some people prefer a video start just to hear the thought process out loud, so I made one available.

Re: Dwarf Fortress 0.42.01 released

#162

If you'd like to learn to play the game, it's not easy. I've created a multipart video tutorial to help you sort of find your feet, learn a few of the keybinds, and get a checklist of things you need. It also talks about how to get better graphics and an isometric view. https://www.youtube.com/playlist?list=PLBrdUj1adIBD-vgUodaax... Enjoy all the fun. Dwarf Fortress is one of the only single player games that has hel…

Just wanted to say I really enjoyed watching this and that you're very good at doing tutorials. Thanks!

I have some other DF content on that channel if you are interested.

Re: Dwarf Fortress 0.42.01 released

#163
post #155

Earlier quoted context omitted.

No, it's not exaggerated. It doesn't actually go so far as to call it a femur, but it does indeed keep track of the temperature of the left rear upper leg bone, as far as it is distinct from the temperature of the left rear upper leg's muscle, fat, skin or hair layers. After all, if the water buffalo were to stray into the path of a dragon's fiery breath, or a stream of molten lava, then it's vital that it be able to…

Pardon me while I pick my jaw off the floor. I had heard stories about the random instances of absolutely obsessive attention to detail when modeling the physics/chemistry of things in the game, but did not expect anything like that. Out of curiosity, how do details about these things become known if the code is not open sourced? Is it in official documentation somewhere? Is there any sort of list of these ridiculous…

This aspect of it is fairly easy to observe from inside the game; the Health screen goes on for three pages of possible symptoms, diagnoses, treatments, etc. This is just an overview, arranged like a spreadsheet with a row for each dwarf (and their pets and livestock) and a column for each symptom and so on.

It also tracks nerves and blood flow in a generalized way; any strike which penetrates or cuts the tissue layers has a chance of damaging the nerves in that body part. Nerve damage may or may not heal with the rest of the wound, and that will cause chronic infirmity or paralysis. Blood loss can cause dizziness or loss of consciousness, etc.

The combat logs are quite thorough, and after your first combat (which includes hunting and sparring) you'll quickly see how each actor is choosing from a "menu" of possibilities that varies from moment to moment. If one combatant loses a hand, they won't be able to strike with it, and nobody else will be able to target it with an attack.

If you then play the Adventurer mode, which is part of the same game but played as an individual character's perspective, you can see those menus reified as actual menus for you to choose from. Some of them are generic: you can swing your sword with or without targeting a specific body part. Others are much more specific. If your weapon gets stuck inside your opponent, you have the option of twisting it to cause pain (and probably more nerve damage).

In one game I played I fought a megabeast which had some kind of contaminated blood. My dwarves won the fight, but tracked the blood all over my fortress. I had them cleaning it up, but couldn't keep on top of it; eventually it was everywhere. A while later I noticed that a significant fraction of my dwarves and animals had rotting wounds on their feet...

The development log (http://www.bay12games.com/dwarves/index.html) and the game data files (which are all just text) also supply a lot of information, but they're not required reading; all of these details are pretty visible in the game. This is one of the things that makes the game so rewarding. Even when you lose a fort you can figure out what happened, and you can figure out how to avoid it or solve it next time.

Re: Dwarf Fortress 0.42.01 released

#164
post #132

What language is Dwarf Fortress written in? It is closed source, isn't it? I assume it is, like ADOM, to keep the secrets. Though there is an obvious solution: you could separate the game data from the engine, and open-source the engine, for public benefit and participation.

It's written in C++.

There are no secrets to keep; it's not like an RPG where the ending can be spoiled. Well, not really any secrets, anyway. Anyone who lives in a country where Tolkien ever published a book will have some ideas about what to expect.

It's really just about creative control. He has let people help in limited ways in the past though. There were some improvements to the way it uses the OpenGL API and to the way it renders fonts (it can now use TrueType fonts for most purely-textual elements) that were contributed by a fan. he later stated that although it was a good improvement to the game, it wasn't an unalloyed good. The changes _worked_, but he no longer understood that part of the code very well.

Re: Dwarf Fortress 0.42.01 released

#165

Summary of the maddening complexity of Dwarf Fortress: http://dwarffortresswiki.org/images/4/40/FunComic.png

Also, for those that aren't in on the joke: In Dwarf Fortress lingo, "Fun" is a euphemism for losing. As in, Dwarf Fortress is a lot of Fun.

I don't think so. Because at the end the Df guy has lots of fun. I think it is just intended that once you get over the many many deaths, you will find the fun.

Re: Dwarf Fortress 0.42.01 released

#166
post #60

Earlier quoted context omitted.

If you ever wanted to see what an ASCII game with framerate issues would be like, install a copy of DF and load up a big fortress.

This is misleading because in DF usually when talking about frame rates we refer to how fast the game's cycles are progressing (and this can get slow), while your reference to graphics implies frame rate in terms of graphical computation. The game could redraw at 60 fps all the time, it just wouldn't have anything to update until it was done calculations, and that is the bottleneck here.

Why is it misleading? Not every instance of slowdown in a 3d game is because the graphics are too intensive to maintain the framerate, there are instances of insufficient CPU time.

Re: Dwarf Fortress 0.42.01 released

#167

Earlier quoted context omitted.

Also, for those that aren't in on the joke: In Dwarf Fortress lingo, "Fun" is a euphemism for losing. As in, Dwarf Fortress is a lot of Fun.

I don't think so. Because at the end the Df guy has lots of fun. I think it is just intended that once you get over the many many deaths, you will find the fun.

This isn't something I made up.

http://dwarffortresswiki.org/index.php?title=DF2014:Fun&redi...

Re: Dwarf Fortress 0.42.01 released

#168

Earlier quoted context omitted.

I don't think so. Because at the end the Df guy has lots of fun. I think it is just intended that once you get over the many many deaths, you will find the fun.

This isn't something I made up. http://dwarffortresswiki.org/index.php?title=DF2014:Fun&redi...

I understand, I just don't think the comic was referring to that.

Re: Dwarf Fortress 0.42.01 released

#169

I tried to play this game, and I think that the interface is a complete bottleneck. Once you have more than 12 dwarves, which you are completely intended to do, it's tedious and difficult to access them, organize them, and generally, the interface to the simulator you have is like drinking through a straw. I think the fun would be massively improved with making it easier to interact with the simulator.

Check out Dwarf Therapist. It is what makes the game accessible IMHO.

I've heard this suggestion before, and I may have even attempted to install it at one point, but this is exactly my point. To really have a good gameplay experience one must turn to community-made tools. But the game is not open source, and really, it's kind of a fundamental user experience problem with the game. Seems like it might be worth putting into the actual game.

I'm hoping that in 10-20 years, the devs have a change of heart about the importance of the user interface, or they open source the code so the community can really step in, and then I'll give it another shot :-)

Re: Dwarf Fortress 0.42.01 released

#170
post #114
post #103

Earlier quoted context omitted.

The real problem is the creator's stubbornness in not including others in his effort. Even if he doesn't want to release the source he should put some effort into making components pluggable so that others can do the boring work of, say, refactoring the UI.

Its a conceptual continuity issue. Like claiming the Mona Lisa would have been a better painting if the painter abstracted the girl out so Bob Ross could paint the trees in the background.

:( though I can't quite prove you wrong this is a sad way of looking at things. I believe that the creators of DF could easily maintain the creative integrity of the project and at the same time include others in the more technical platform specific stuff.

Edit: Actually, my evidence is dwarf therapist. I don't think i could play the game without it and it is evidence of two things: 1) the default interface is broken in some serious ways, 2) the game is so good that people will go to really _insane_ lengths to mod it to make it playable.

The community is in fact participating, but the creators are making it more difficult than it needs to be with all the source closing.

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