Let's Play Dwarf Fortress! [Succession game forming now]

Dooming us all is fun!

Yeah, I’d be surprised if there wasn’t marble down there somewhere.

I can’t find the mod source anymore either, though I know it’s included in Deon’s Genesis mod. I modded it further than the source, as well, and I can’t remember what I did and what the original maker did.

What (my version of) Ironworks does is make iron and steel smithing more difficult and in some ways more realistic than in vanilla DF. Generic iron has been removed from the game entirely. Iron ore is now smelted directly into pig iron at the smelter, using a piece of iron ore, a piece of flux, and a piece of fuel. Afterwards, pig iron is refined into either wrought iron at the finishing forge (new workshop) or steel at the crucible (new workshop). Wrought iron is identical to the iron in vanilla DF. In addition, there is a blast furnace workshop where ten pieces of iron ore can be made into pig iron for the cost of only six flux and fuel, and a charcoal furnace workshop where wood can be burned into two pieces of charcoal instead of one.
The finishing forge, crucible, and blast furnace all have magma versions as well.

If you want to try it out, I’ll email you the raws or post them somewhere.

Haven’t had time to play past mid-spring, should finish spring (at least) tonight. I’ll update you guys every season.

My friend who actually has played the new versions before told me elephants are no longer aggressive. Oh well, the wall works on goblins too.

Not actively, but they are mean little bastards if crossed, or if a dwarf ventures too close. I had an elephant – just one – destroy a fortress, just one or two versions ago. He followed a woodcutter home during the first year and the more kills he got, the more badass he became. Finally I managed to lock him in a bedroom with a dead miner. I tamed him, eventually, but (due to a blessed bug) elephants who have killed a dwarf never really become un-hostile, so he’d attack my guys, but they wouldn’t attack him back! He started rampaging through the halls, other tame elephants started frenzying, and eventually practically everyone was dead or incapacitated. He got killed eventually somehow – I think dwarves or animals would attack him back if actually engaged – but by the time the massacre was over, dozens of dwarves and countless animals had been killed, and the stragglers were killed off by a goblin raid since we couldn’t get to the drawbridge lever in time. I have never seen so much blood. It was everywhere.

Elephants should be treated with caution. That said, they are fun to tame, so I usually lay down some cage traps through their routes (laying down traps where you see animals is usually a good strategy). Just don’t tame any killer elephants. Bad, bad, bad.

Opps, I never linked the in-game thread, did I?

It’s here.

Halfway through Summer, immigrants just arrived. I sent my army dwarf after an elephant, I wanted to provoke him and then run into the fortress, caging the elephant. Didn’t work; the entire heard just stampeded away as soon as he came close. He never engaged them, though, so at least they shouldn’t be aggressive.

I’ll figure something out eventually.

hey i was looking for some lets play dwarf fortress threads because i was looking at some games and was wondering if i could join ? im completely new but know some basic controls :slight_smile: so if i could join that would be awesome :cool:

Well, I say we let you in. Just ply a bunch of DF untill then.

I started a smelting operation guys. But I’m running out of ideas. The fort is pretty much fully sustainable with no expansion, although I want to start making clothes, leather, and quivers. Is there anything I should get accomplished by fall?

Greetings, I would like to partake in this game, please add me to line up. For the comment above me: Clothes are not really worth it to make, Dwarves will not usually grab clothes unless an economy is going (need tax collector, nobles currently don’t arrive in this version) and they waste leather and clothe because of it. If you are going to make quivers i recommend backpacks and water-skins as well so the dwarves can last longer on patrol. Just a few ideas.

Skill Level: Hesitant to call an Advanced player but knows ingame mechanics pretty well and been playing for years.
Play time: Anytime is good

thanks il try out some forts and watch some tutorials
i dont mind where i go either :slight_smile:
oh and will the lazynewpack[0.31.16][v5.2] be able to work on this?

No, since you’re running .16 instead of .18 and even then the Lazy Newb Pack enables changes to the game that’re potentially incompatible, should they be enabled. If you got LNP .18 and ran stock settings, you’re probably be fine.

It’s cool that we’re drawing in some new people just to play with us! Welcome, fellas and/or ladies!

Oooh, I love DF! I’ve played in a succession game before and had a ridiculously good time, but honestly I get bored after a couple of years unless I’m in serious danger of TFK (total fortress kill, naturally). I’ll sit back and watch this one. :slight_smile:

Right, can we add the two new guys to the end of our playlist? (cough mod cough).

Quick question: the depot is currently inside the fort walls with a three tile wide bridge over a channel controlling traffic through the moat. Now, if I raise the bridge, the depot will be inaccesible when traders arrive. Will I be able to lower my bridge after they arrive, or does it have to be lowered before?

Just wondering since a 3 tile hole in the wall is a serious problem, even if I fan plug it.

In the current version, the traders will appear regardless of whether there is a path to your depot or not. However, if there is a 3 tile wide path to your depot, they will appear on it. If there is not a path to your depot, they will appear in a random location on the map edge, and then just hang out till a path is available. So having a path to your depot open at all times is not required, but is useful if you want to control where the traders appear.

Great, drawbridge it is.

Meanwhile, in Dwarven lands, fall has finally come. Update soon.

We have hit the motherlode as far as limonite is concerned. We have it on the ground floor and the floor bellow, with rather nice veins… I’ll have to look for more of those soon.

As I posted in the ingame thread, fall’s over without much of a thump. Even though we’re in the Untamed Wilds, there hasn’t been much Fun (not fun, Fun) yet. Just watch as the next season involves eight dragon attacks… :wink:

At this rate, someone isn’t going to play until March.

I think the version we are using does not have wagons or if it does only humans have them.

Nope. Wagons are broken in this version. The next update should fix this, being the foundation of the caravan arc.

It’s okay, for my part I’m pretty much going to play my year in one sitting. :slight_smile: