Dwarf Fortress is hard to master.
2006: Dwarf Fortress
11–20 of 99 posts
Re: 2006: Dwarf Fortress
#12These are the ones that always get mentioned, but over the game's whole history there are too many great bugs to name. One infamous one that I recall from the early days had to do with the lethality of carp. You see, Dwarf Fortress features character progression. Your dwarves have not just skills (armorsmith, record keeper, surgeon, conversationalist, cheese maker, etc.), but also basic stats: strength, agility, toughness. The way that you increase your stats is by exercising your skills. And of course every entity in the world is simulated in the same way, because why wouldn't it be? So what made carp so dangerous? Well, every game tick every carp on the map had to make a swim check to stay afloat... and swimming is a skill! So shortly after loading a map for the first time, your carp will have leveled up into legendarily tough, fast, and strong terrors. And because world generation often populates maps with tiny disconnected pools, and then places carp in those pools, the carp AI considered itself perpetually cornered, making them extremely aggressive! Thus the result is that any dwarf walking adjacent to a pool (which they often will of their own accord, to drink or (ironically) fish) will find themselves being bitten by a hulking super-carp and wrestled beneath the surface of the water to drown.
So what do you do against this existential threat? Well, you wait for the first winter, at which point the map freezes over and all the carp asphyxiate. Fun!
Re: 2006: Dwarf Fortress
#13> The heights to which that complexity has now reached are evidenced by two famous bugs: one involved too low a melting point for the fat layer of dwarven skin, and the other saw cats getting wildly drunk from licking their paws after walking over tavern floors sticky with spilled beer. These are the ones that always get mentioned, but over the game's whole history there are too many great bugs to name. One infamous…
"No, that's the beautiful part. When wintertime rolls around, the gorillas simply freeze to death."
Re: 2006: Dwarf Fortress
#14The fact that dwarf fortress generates lores and story, makes me feel like I need to try out this game. But it always seems hard to get into
You can go through and read the lore of a world without having to play.
Re: 2006: Dwarf Fortress
#15It is important, when contemplating Dwarf Fortress, to realise a couple of things. Firstly, and most obviously, the game is clearly some sort of work of art. The exact nature of the art is a bit difficult to pin down - certainly isn't an exercise in graphics and the plot is inconsistent between playthroughs - but nevertheless. The second thing to observe is it appears to be a life's work. A lifetime has not actually…
On the other hand, digital cathedrals are theoretically vulnerable to operating systems changes in a way physical cathedrals don't have to wrestle with as much (I guess maybe changing building code could be the closest analog?)
Re: 2006: Dwarf Fortress
#16I sure would like to give it a try!
Re: 2006: Dwarf Fortress
#17Re: 2006: Dwarf Fortress
#18> The heights to which that complexity has now reached are evidenced by two famous bugs: one involved too low a melting point for the fat layer of dwarven skin, and the other saw cats getting wildly drunk from licking their paws after walking over tavern floors sticky with spilled beer. These are the ones that always get mentioned, but over the game's whole history there are too many great bugs to name. One infamous…
Re: 2006: Dwarf Fortress
#19It is important, when contemplating Dwarf Fortress, to realise a couple of things. Firstly, and most obviously, the game is clearly some sort of work of art. The exact nature of the art is a bit difficult to pin down - certainly isn't an exercise in graphics and the plot is inconsistent between playthroughs - but nevertheless. The second thing to observe is it appears to be a life's work. A lifetime has not actually…
Re: 2006: Dwarf Fortress
#20It is important, when contemplating Dwarf Fortress, to realise a couple of things. Firstly, and most obviously, the game is clearly some sort of work of art. The exact nature of the art is a bit difficult to pin down - certainly isn't an exercise in graphics and the plot is inconsistent between playthroughs - but nevertheless. The second thing to observe is it appears to be a life's work. A lifetime has not actually…
Although I'm usually a bazaar man when it comes to talking about the Cathedral and Bazaar, in theory there can be some awesome cathedrals, too. A digital equivalent to La Sagrada Familia, if you will. On the other hand, digital cathedrals are theoretically vulnerable to operating systems changes in a way physical cathedrals don't have to wrestle with as much (I guess maybe changing building code could be the closest…
I showed him the demo 8088MPH, which took seven years to complete. He said, "Okay, that's the software equivalent of La Sagrada Familia".