Re: [Roguelike] Dwarf Fortress
Posted: Mon Mar 18, 2019 10:40 am
That is not dead which can eternal lie, and with strange aeons bring us some web forums whereupon we can gather
http://www.octopusoverlords.com/forum/
I don't use tile sets (I know, I know...), but the first step after unzipping the game is to go into Data\Init and read through two text files ("d_init.txt" and "init.txt"), changing whatever settings seem good to you. They're helpfully commented so you can see what everything does.LordMortis wrote: ↑Fri Jun 19, 2020 5:32 pm Time is still subjective and I'm getting the itch. Anyone play recently have a recommendation for tile sets and setting the game up?
I need a good tileset. My mind can't handle the rougelike ASCII in such a cluttered fashion.Holman wrote: ↑Sat Jun 20, 2020 8:53 am I don't use tile sets (I know, I know...), but the first step after unzipping the game is to go into Data\Init and read through two text files ("d_init.txt" and "init.txt"), changing whatever settings seem good to you. They're helpfully commented so you can see what everything does.
When last I played the was the difference between enjoying the game and setting it down from micromanagement issues.The only outside program I use is "Dwarf Therapist." This runs a real-time spreadsheet of all kinds of stats for all of your dwarves, so you can easily see who is best at what, whom you should draft for your military, who's unhappy for whatever reason, etc. It's way easier than trying to parse your dwarves from the game interface, and it's especially useful when migrants arrive. Hopefully something like this might make it into the Steam version.
I seem to set it down for years on end and then come back to it because the other colony building games never seem to catch the lightning in a bottle. I'm really looking forward to the Steam version and actually putting money in the Adams' pocket. Assuming I get notification, it will be a day 1 purchase.Anyway, DF is a pain in the ass and you'll probably get a headache and shouldn't play it. I always quit for months after having a good fortress turn into a mess, and I'm not even a very ambitious player. But the game is just so good at making stories.
It's been a while since I last played but Mike Mayday's Graphical Edition, who's now working on the official graphics set for Dwarf Fortress Premium, is a completely graphical tileset that looks vastly superior compared to most ASCII tilesets. Spacefox is another terrific graphical tileset, and is also included with PeridexisErrant's DF Starter Pack (which does indeed make for a great way for beginners to dive into the game).LordMortis wrote: ↑Fri Jun 19, 2020 5:32 pm Time is still subjective and I'm getting the itch. Anyone play recently have a recommendation for tile sets and setting the game up?
Z levels are mapped to "Move/view cursor up (z)" and "Move/view cursor down (z)"LordMortis wrote: ↑Sun Jun 21, 2020 7:11 am Tried the spacefox. The font is way batter than pheob...
I have totally forgotten the keyboard bindings since last I played and no WASD is killing me. And no matter what every tututorial says, the keybinding display does not tell you every thing. Like how to switch Z Levels or what the function keys do.
Also the game crashed three times yesterday. That never happened to me a few years ago or a few years before that or...
So, for me, generating new worlds has avoided the crashes. Something in some worlds seems to be causing my crashes (this is the least exact sentience possible, I fear). So I kind of play casually until a year or two in so I'm not invested until I learn if I need a new world generation. DF is still best bang for the buck of any game I have ever played.LordMortis wrote: ↑Sun Jun 21, 2020 7:11 am Tried the spacefox. The font is way batter than pheob...
I have totally forgotten the keyboard bindings since last I played and no WASD is killing me. And no matter what every tututorial says, the keybinding display does not tell you every thing. Like how to switch Z Levels or what the function keys do.
Also the game crashed three times yesterday. That never happened to me a few years ago or a few years before that or...
I browsed the forums last night. It was suggested that I should shrink the active window and so far that has fixed the problem. Especially when it came hitting e for embark crashes.Yojimbo wrote: ↑Mon Jun 22, 2020 1:50 pmSo, for me, generating new worlds has avoided the crashes. Something in some worlds seems to be causing my crashes (this is the least exact sentience possible, I fear). So I kind of play casually until a year or two in so I'm not invested until I learn if I need a new world generation. DF is still best bang for the buck of any game I have ever played.LordMortis wrote: ↑Sun Jun 21, 2020 7:11 am Tried the spacefox. The font is way batter than pheob...
I have totally forgotten the keyboard bindings since last I played and no WASD is killing me. And no matter what every tututorial says, the keybinding display does not tell you every thing. Like how to switch Z Levels or what the function keys do.
Also the game crashed three times yesterday. That never happened to me a few years ago or a few years before that or...
it is literally Tarn's salary, entirely donation fundedLordMortis wrote: ↑Mon Jun 22, 2020 2:18 pm
... I really should just paypay bay12 $10 at the very least. (I have no patreon)... You talked me in to it... And sent...
I was waiting for the Steam version to put money in his pocket but I figured if I'm picking it up again now, I should throw him at least something.hitbyambulance wrote: ↑Tue Jun 23, 2020 6:43 pmit is literally Tarn's salary, entirely donation fundedLordMortis wrote: ↑Mon Jun 22, 2020 2:18 pm
... I really should just paypay bay12 $10 at the very least. (I have no patreon)... You talked me in to it... And sent...
It'll be amazing to just be able to... click on stuff.This is an in-progress view of the menus from Kitfox’s upcoming Steam re-release of Dwarf Fortress, which aims to make the game accessible with a good tileset and a set of menu improvements. What you’re seeing above hasn’t had an art pass yet, according to the Steam blog post about it, but it represents an attempt to bring important information and actions together in one place when the player is inspecting a particular tile and the creatures upon it.
It looks like the hyperlink is only valid for people with a Twitch account - bro. But if I take the link in your post and go to it - it shows. So yeah - I don't know what to say... Your link is fine - but for me it was a big blank white square telling me "player.twitch.tv refused to connect"
OK, it totally works on my iPhone and totally doesn't work on my Microsoft EdgeMax Peck wrote: ↑Mon Sep 05, 2022 8:48 pm The forum embed for the Twitch link works for me even if I view it in a private mode window without logging into Twitch, so I don't believe the issue you're describing is related to whether or not the viewer has a Twitch account. What you describe sounds a little like what I see when a post includes an embedded Twitter link, and in that case it is caused by the adblocker I use not allowing the Twitter embed to be displayed.
Or for me in firefox but I have ad blocker on and a AV program that is sometimes too aggressive.Unagi wrote: ↑Mon Sep 05, 2022 9:02 pmOK, it totally works on my iPhone and totally doesn't work on my Microsoft EdgeMax Peck wrote: ↑Mon Sep 05, 2022 8:48 pm The forum embed for the Twitch link works for me even if I view it in a private mode window without logging into Twitch, so I don't believe the issue you're describing is related to whether or not the viewer has a Twitch account. What you describe sounds a little like what I see when a post includes an embedded Twitter link, and in that case it is caused by the adblocker I use not allowing the Twitter embed to be displayed.
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The embed works fine for me in Firefox with uBlock Origin and NoScript, as well as in Edge and Chrome with no plugins installed.LordMortis wrote: ↑Wed Sep 07, 2022 10:25 am Or for me in firefox but I have ad blocker on and a AV program that is sometimes too aggressive.
I wonder if the new Steam release will still be labeled "Early Access."
From the chatter I've seen, I expect that a lot of existing players won't consider it feature-complete (relative to the existing version) until everything up to Adventure mode is included.CURRENTLY
We're implementing a few last creature and building graphics and fixing more bugs. We already know for sure that launch will include Legends mode.
We're not totally sure whether we'll have Arena mode or Steam Workshop integration or Classic mode at launch, but we do know all are very very close and already partially working. So those three things might end up in the launch or they might end up being patched in in the weeks after.
SOONISH
For the months following launch, we have more graphics we want to add. We'd like specific graphics for more plants (evergreens, real world plants, etc), for example, and we'd also love to put in images for baby animals instead of just scaling down the adult versions. Kittens and red panda cubs and giant eaglets!
We're also not able to approach Mac and Linux by ourselves, since we've never notarized a Mac build or managed Linux libraries, and will need to get help with that to do it properly. But obviously we'd love to get that whole pipeline working so people can play on non-Windows computers.
And of course we'll do whatever necessary work there is to stabilize the release post-launch.
EVENTUALLY
It will take a lot of effort and tons of special menus and interface, but Adventure mode is the biggest thing on the horizon that's missing from launch.
Around the same time as Adventure mode, maybe a bit before or after, we'll probably also put in Steam Achievements. We'll complete the work on villain systems and armies and sieges we were pondering before premium DF work began.
After that, we'll probably enter a lengthier development cycle, designing and coordinating work around the next big improvements to the map system, preparing the game for the addition of procedurally generated myths and magic systems. Some of these additions will take months by themselves, or longer, but we'll see how all that is shaping up when we get there.
Rimworld is a beautiful and basic version of Dwarf Fortress that limits you to three or ten citizens on a flat single plane of building, farming and crafting. It's a lot of fun and includes some very interesting science-fiction tropes.
Over 13 years playing Dwarf Fortress, I've seen my share of legends. I've witnessed one-armed dwarven generals strangle dragons as old as time. I've watched in horror as an artisan emerged from months trapped in the caves below my fortress halls, clinging to life just long enough to craft one last work: a puzzlebox of obsidian and bone. Now, I get to see Dwarf Fortress arrive on Steam, the colony sim's emergent storytelling more approachable than it's ever been—but only just.
Leaving that delicate balancing act of fortress management aside, the Steam release's most obvious changes are visual. Until now, Dwarf Fortress has been an ASCII-based enterprise, requiring mods for any imagery more engaging than a letter "D" facing you in martial combat.
Dwarf Fortress now boasts its own lovely tile-based graphics. They're charming enough to look at, your dwarves' physical features realized in sprites. The visual overhaul joins an expanded soundtrack, which moves between the gruff warmth of dwarven work songs, plaintive acoustic plucking, and haunting atmospherics. It nails the vibe—sometimes whimsical, sometimes punishing, often doomed.
In terms of playability, the biggest changes involve the interface and controls. Limited before to keyboard input, Dwarf Fortress now has native mouse support. Clicking to designate/interact with/inspect things is a much-needed and welcome change, but the new UI struggles to accommodate every aspect of this bottomless game.
Thanks to the modernization of Dwarf Fortress's Steam release, we'll hopefully see a new generation of players swapping fortress stories. Overall, it's a success. But Dwarf Fortress doesn't enter its new era without some stumbling.
For me, something was lost in the UI translation. Once you were acclimatized, the classic version's keyboard-driven interface followed a reliable logic, keeping the visual playspace cleanly delineated from menu information.
The new interface feels scattered in comparison. More things are clickable and accessible, but without any real logic regarding where they're placed. Even after a few dozen hours with it, the level of visual noise can get overwhelming, especially in a busier fortress. All told, I found it a price well worth paying, though—I can’t imagine I'd go back.