Gaming Anybody up for a Dwarf Fortress bloodline fort?

Then wood doesn't really matter. What kind of biome would everybody like? We could always try something insane like a haunted glacier a la Nist Akath.

Something not too hard, I would say. No aquifer, but abundant water, enough wild life for hunting, no goblin tower on it. Maybe with magma and indigenous rock for having rare metals. Sand for making glass items is a good idea. Steep cliffs make access by caravans harder, but allow some nice fortress building.

While challenging biomes are fun to play (losing is fun), they are also excluding beginners and can be annoyingly short. I'd say, the fortress should at least run for 20 years before being overrun by a Bronze Colossus.
 
Yeah, I wouldn't hold up too well in an impossible biome like that. I agree about the aquifer, hunting, and all that. The map should have a flux stone that ISN'T marble (or if it is marble, it needs to have some iron-bearing stone). Magma would be fun (fire imps are a good way to lose half of your early fortress), and it would significantly lower the need for wood. I'm all for it.

So right now, we have

Code:
-No exploits/cheating
-No aquifer
-Water source
-Huntable animals
-Flux stone
-Embark with anvil

Keep suggesting, people!

---------- Post added 02-02-10 at 08:25 AM ---------- Previous post was 02-01-10 at 07:40 PM ----------

Actually, we'd probably be better off skipping the anvil and trading for one later. I usually don't do that, but in my forts the anvil usually sits in a furniture stockpile for a while anyway before I get my smelting operation started.
 
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Actually, we'd probably be better off skipping the anvil and trading for one later. I usually don't do that, but in my forts the anvil usually sits in a furniture stockpile for a while anyway before I get my smelting operation started.

I personally don't do this, but I also have the forge set up early in the fortress, even if I don't yet have ore or smelter. I just had too many games where waiting for a caravan took too long.
 
Yeah, I guess we might run into a vein of hematite or something in our first year. So we start with an anvil, I'll add that to the list.
 
Yeah, I guess we might run into a vein of hematite or something in our first year. So we start with an anvil, I'll add that to the list.

Yeah. And don't forget the fisherdwarfs. I can do without a jeweler for the first year, but not without food.
 
Hmm, I usually forgo the fisherdwarves for farmers and get a huge plump helmet farm going. However, I also usually don't have a river on my embarks, so if we go with a river then fisherdwarves are probably a smart option.

Speaking of rivers, how do we deal with the possibility of carp?
 
Right, and we'll want some water for the inevitable massive injuries. My current fort got the hell sieiged out of it and is now suffering because we have no water supply :c
 
Right, and we'll want some water for the inevitable massive injuries. My current fort got the hell sieiged out of it and is now suffering because we have no water supply :c

I just got the regular goblin siege on Thakolon, which ended very quickly.

Causalities: One Baby (I should throw female dwarfs out of the regular army when having babies,despite these being experienced fighters and despite the unhappy thought of being relieved from army duty) and one child that got kidnapped during the evacuation.

About 20 goblins dead, no prisoners. Could have been more, but after the only charge of my spear dwarf phalanx and heavy fire from my marksdwarfs, the bulk of the goblin army decided to run for their lives.

198 dwarfs left in my fortress...
 
Uuuuugh, my dorfs are CONSTANTLY partying now. I don't have anything for most of them to do ;o;

Anyway, I think this bloodline should have some interesting backstory that'll provide direction for the fort and the writeups. Should it be something simple like a royal mine, or something more uncommon?
 
If you already have started the bloodline fort ignore this but here is my suggestion:

Use Site finder:
Magma Pipe:Yes
Underground River:Yes
Chasm:No
Other Features:Yes

The Chasm/Other Features mashup is for something....special. You should get a nonspecific warning when you try to embark.

Oh, for the backstory, make something up related to the Fortress Group name and Fortress Name. There are two theories on stories, one is to make the story good, the other is to make the story entertaining. We'll roll with whatever you want.
 
Don't worry, I know about HFS (never encountered them myself, though). Generating a new world now, The Everseeing Planets (appropriate, I guess, for an O-F bloodline).

EDIT: That one didn't work out. Genning a new one.

---------- Post added at 12:15 PM ---------- Previous post was at 11:46 AM ----------

Okay, got a 5x5 will everything we need. I'll post screens of the biome info:

dorf1.png


dorf2.png


Everyone satisfied?

---------- Post added at 12:18 PM ---------- Previous post was at 12:15 PM ----------

Oh wait, whoops. It's gonna need to be 6x6 to fit in the HFS and river. I had forgotten that you can see enable those things on the map in embark:

dorf3.png


So this flux is in the woodland squares, and the magma/HFS/river are at the bottom. A bit spread out but I'm willing to take it if you all are.
 
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So this flux is in the woodland squares, and the magma/HFS/river are at the bottom. A bit spread out but I'm willing to take it if you all are.
Looks good. Personalty I keep underground items off so I don't know exactly what region tile has what, but no worries. Aquaduct/Magmaducts will bring fluids where we need them.

Lets do this!

EDIT: Please bring along a Proficient Mechanic. The Mechanic-Mason combination works well, but mix it up how you like it.
 
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I usually have it off as well, but I was trying to trim down on the size of the region for FPS reasons without cutting off any of the important elements. I'm glad I did, cause my original size would've omitted the river and HFS. Anyway, time to move onto dwarves!

My typical loadout is two miners, two farmer/brewers, a mechanic/leader (with some helpful social classes), a weaponsmith and a mason/stonecrafter. However, I usually get metalsmiths pretty fast in migrant waves, so we can shave that one off and replace it with something else if we'd like. Any suggestions/modifications?
 
Nope, sounds good. I'll see you at year 2.
 
K, I'm bringing two pickaxes, a battleaxe for woodcutting, an anvil, some booze, plump helmets and a few turtles for shells. Sound good?

---------- Post added at 07:34 PM ---------- Previous post was at 03:33 PM ----------

Oh, I forgot: I'm going to take a few (maybe 10) rocks of bauxite along, in the likely event that we don't encounter it naturally.

---------- Post added at 08:43 PM ---------- Previous post was at 07:34 PM ----------

Just found a pretty accurate quote:

And then it hits me, DF is like a puzzle game where you have to solve the problems... that you've created for yourself.

Also, I'm thinking I'm gonna make a general DF discussion topic on here so people can discuss lulzy dorf happenings and stuff. Would that get any posts from you all?

---------- Post added 02-03-10 at 09:14 AM ---------- Previous post was 02-02-10 at 08:43 PM ----------

K, one last bump to say I'm starting on the fortress now. As soon as it's all ready, I'll make a dedicated topic for it.

---------- Post added at 10:33 PM ---------- Previous post was at 09:14 AM ----------

Played through my first year! Went VERY smooth. The fort is moving towards being wholly internalized as far as stockpiles and workshops go. I'm going to go post the official topic, including my writeup and screenshots.

EDIT: UGH. I wrote up the whole topic and was uploading the map when Chrome crashed. Now I've got to write it all again ;o;
 
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