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What's your excuse for not playing the most complex and

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What's your excuse for not playing the most complex and innovative game of the decade right fucking now /v/?
>>
It's too complex and didn't innovative a good control scheme
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>>379574191
I'm already playing yakuza 0 rn
>>
Shitty interface.
>>
VVVVVV is a pretty good game I guess
>>
Looks like shit.
Nes tier graphics are a minimum for me
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>>379574191
Rimworld exists now.
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>>379574191
For this simple reason:

Half of the people that DO play Dwarf Fortress on a regular basis still don't understand it 100%

So what chance does someone who dips into the odd game here and there stand?
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>>379574841
You do realize you don't have to understand the whole thing just to have fun with it, now do you? There are loads of tutorials on youtube to help you get started and the huge wiki can explain you fucking everything about specific things in the game.
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Because you have to be literally autistic to enjoy it
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Because it's not Dungeon Keeper
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>>379574191
because Rimworld
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>>379574998
Dwarf Fortress is just the tip of the ice berg when it comes to autistic games anon.
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>>379574191
Recommend me a decent tileset and I'll give it a shot
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>>379575168
Autistic yes
Good no

I fell for the Aurora meme and regretted it. Its a great idea but lags in the first 6 hours
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>>379575253
Default Tileset with dark sands color scheme
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>>379575253
CLA is a nice ASCII-lite

Looks nice, still uses ASCII sometimes.
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>>379574191
The version documented in this namespace is v0.28.181.40d, released on September 8, 2008.
The game hasn't really gotten any better in 9 years.
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>implying siege weaponry is useless
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>>379575303
>>379575331
Thanks bruhs. I've been struggling with Cataclysm DDA for days now, just can't get past the initial day or two without getting fucked in the ass by zombie mutant squirrel or whatever. This might be a good change od pace
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>>379574191
because i enjoy casual games, where i get to sip drinks and lean back and ponder my next move.

like NetHack, ADOM, Elona. etc
pausing is not the actual way to play DF, and i want to play games the way they were meant to be played.
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>>379575469
Its definitely a lot easier than it used to be. Once you settle in, with the wiki open on a second monitor, its not so bad and its a very rich and rewarding agme.
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>>379575445
That design is shit though, your operators are gonna start running from those goblins from miles away. Try this one instead
all legendary
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>>379575473
>because i enjoy casual games, where i get to sip drinks and lean back and ponder my next move.
This is exactly what DF is.
Dwarf Fortress being difficult is a shitty meme.
>>
>>379574191
Already played it tons and Toady spends his time on stuff that's not gameplay so I don't feel like starting it up again
Rather just play Rimworld for my fort buildan fix
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>>379574191
Because nearly every RTS game is trash.
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>embark
>tetrahedrite, gold
>no iron ores, no coal
>abandon fortress
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>>379574191
no GUI
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>>379576057
>rts
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>>379574191
I love that game, I play it semi regularly
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>>379576057
>dorf fort
>RTS
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>>379574191
>asking /v/ to play good games
>>
I play Adventure Mode all the time.

I never touch Fortress Mode.
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>>379576325
>asking /v/ to play games at all
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>>379576060
>have fucking gold
>not just crafting things out of it and trading for iron
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>>379574191
>complex
No it's not. It's a garden variety colony-building sim with a ton of needless information.
Complicated != complex

> innovative
Name one thing it's innovative for
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>>379576519
>implying I don't want to stick to a autistic fortress theme and make the iron myself
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>>379576590
Then just install dfhck and prospect your embarks for specific minerals.
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>>379576580
You got them backwards
It's complex because there's a ton of different systems working together
It's not very complicated, though, it's smooth sailing after you understand the UI
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>most complex
Time to dispel this meme.
There's nothing 'complex' about DF. It's a stock-generic city builder that lacks most features that could be found in any Anno or Skylines. It's actually extremely barebones and you can easily confirm by chechking the bayforums where people constantly complains that toady is too busy adding dwarf testicle hair simulating instead of actual fucking features. The illusion of complexity comes from the obtuse as fuck interface and apparent "simulations", that exist in every videogame, only the decent ones make these implicit. DF basically shows you code compiling in real time and you fools think it's some hot shit.
>>
>>379574191
I don't want quite that much complexity and innovation. Also, I like graphics now. It's not the eighties anymore.
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>>379575168
Man I forgot about autism simulator 2014.
>>
UI is AIDS and organizing the military is pure misery.
>>
It was inevitable
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>>379576723
You might be the first person in history to describe DF as generic
Congratz
>>
>>379576710
>It's complex because there's a ton of different systems working together
Those systems basically function in the exact same way as any other colony-building sim, except they're streamlined. In DF compared to a Settlers game or Rimworld, you may have extra links in a resource chain or twenty different names for the same resource but the mechanics for production are effectively the same. Again, not seeing much complexity.
>>
Actually trying to play the game is terrible.

Everything I want out of DF I can usually get out of Space Station 13 anyways.
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>>379576757
DF has graphics if you bother to look for them.
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>>379577130
now add GUI
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>>379576913
Reads up on the definition of complexity and the difference to complicated, then
DF is like the posterboy for complexity, and also great example for why complex doesn't also necessarily mean difficult
The core element are obviuously the dorfs. They have various needs, like mood, shelter, food and such. To fulfill those, you need to do various things- dig and build shelter, grow, buy or hunt food, craft clothes, have a military for protection. Each of those individual elements has once again lots of systems connected to them. Growing food needs proper soil, which might require you to manipulate water to get it in the first place. Manipulating water needs engineering, which is a job a dorf has to do. It also needs materials like floodgates, and producing them is another job. Getting the materials for those is another action entirely, like mining, or trading. Then we have our soil, so now we need a gardener to actually grow shit. Then we need haulers to get our product to the kitchen, where we need a cook to turn it into a fancy meal. We'll need storage to store it, which needs to be dug out.

You can continue this train of throught for every action in the game, and there's always dozens of elements interconnected. That's complexity. But, if you narrow it down to what you need to actually survive in the game, it's not actually any complicated or difficult- a plump helmet farm, a cozy little hole with a drawbridge, and you're technically good to go.
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>>379577130
Disgusting
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>>379577261
>not hiding the interface and just playing with memorized keys
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>>379575253
CLA all the way, my man.
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>>379576723
>toady is too busy adding dwarf testicle hair simulating instead of actual fucking features
go read the devlog right the fuck now anon, he's almost done adding some pretty significant features that add a lot to the game.
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>>379577437
I suck at memorization
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>>379576910
Name literally one unique feature of DF
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>>379574772
>z-levels never
lol
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>>379574191
because my computer can barely run it for some stupid fucking reason
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>>379577261
>He uses the GUI
>He doesn't memorize every keybind
I bet you have the map on 24/7 too.
>>
>>379574191

It gets boring after a while - the clunkiness of it only appeals to high levels of autism.
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>>379577586
Name one feature that isn't fucking unique you contrarian faggot.
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>>379577586
>everything is generic because everything has already exited in some form or another before even though it might be only very loosely related
stronk argument anon have a reply
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>>379577586
History generation and ability to affect the world as you play.
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>>379577687
Get a gudder CPU. DF is very CPU intensive.
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>>379574191
where r tha graphics tho
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>>379577808
Not that guy but I'm curious, and I've messed around a few times with the game before, if some super powerful evil god/demon is mentioned in the world history thing is it possible to send out a party or the like to kill it? I know that's not really in the best interest of some dorfs but whatever.
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>>379578264
There is adventure mode, anon.
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>>379574191
> this decade
2006 was 20 years ago
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>>379578320
I know but that's just one character, I thought at least, was wondering if there was some measure of control outside the fort for some purpose or another
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>>379577808
>history generation
You can find pointless fluff generating websites on google
>affect the world
?????
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>>379578264
Toady is currently working on the feature that allows you to send out squads on raids or rescue missions but right now you can only kill them by being an adventurer or hoping they tag along in a goblin invasion to your fort, which almost never happens.
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>>379578483
You can recruit your fellow man for whatever you want. You can be the party sent out to kill the demon.

That said the update coming out in a month or so will (finally) allow you to send squads of your military off-site to collect artifacts which may or may not be in the possession of powerful demon lords. It's just a first step though and presumably eventually you'll be able to do all sorts of shit by sending dwarves out to do whatever.
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>>379576580
Dwarf fortress' world generation is the most complex world gen of any game ever, and it's constantly being worked on.

While generating terrain it realistically simulates rain shadows caused by mountains, creating deserts and rivers, which then erode the land realistically. The game even generates a volcanism map to decide where to place volcanoes, it's not just arbitrary. Lowlands become marshes, dips in the land become ponds or lakes,etc.
And that's just the terrain generation.
The game then simulates an entire history. Civilisations spring up with randomly generated cultures; deities they worship and legends they have are all random. Then the game simulates the lives of hundreds of thousands of the world's inhabitants. Again this isn't some arbitrary shit, the actions of each of those individuals are decided by their personalities, their interests or needs. Armies can rove around the map, civilisations can be invaded, made allies or wiped out altogether, various beasts have lairs around the map and will come out to raid settlements. Adventurers will then go after those beasts and perhaps slay them, becoming legends.

When you create a fort, this entire world history is there and your dwarves will perhaps carve imaged of notable events on the walls, it affects which civilisations are allied with you or who will invade you, potential trade, etc.

pic related, just one completely random individual dwarf from the history of my world, one of literally tens of thousands. Seems like she was kidnapped by goblins as a child and lived in their civilisation.
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>>379574191
I am, but kinda derping on experimental forts and worlds until the update hits next month.

Also why do casuals (ie: /v/) overestimate the difficulty of this game? It's easy as shit, just spend more than 30min on it and use the wiki jesus fuck. It's not like you're trying to learn how to play Aurora4x or something.
>>
>>379578264
>>379578483
it's being worked on

so you can be sure it'll show up eventually, the "when" is a different matter altogether
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>>379577261
UI is fine, stop being a scrub. If you want right-click mouse-operated menus then Rimjob has a thread over there somewhere. They don't have a general on /vg/ because it's a contentless piece of shit for casuals.
>>
Because I've beaten it. I'm at the point where no matter the embark I always know what to do and how everything will fit together. Its sapped my imagination and I no longer feel joy at the absurd shit that can go on. I just play until migrant death and move on.
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>>379578519
Are you intentionally trying to be a faggot?
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>>379578694
>tfw the world gen is TOO realistic and it's borderline impossible to generate interesting geography, all you can do is make a bunch of mountains with the elevation mesh
>every world is pretty boring as a result, no cool rock overhangs or mesas or anything of the sort
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>>379578850
I'm not telling it's bad
I just want GUI
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>>379577767
Called it anon, especially the loosely part

>>379578575
>>379578670
>>379578771
Thanks, was looking to actually get into the game this time and was curious if he added something like that yet, regardless I was still gonna try again and hope to actually learn it well enough to feed my dorfs for a time and to equip my military at least.

>>379578745
cause /v/'s pretty retarded to anything with a barrier entry level the size of a sidewalk

t. dorf fort made me realize I was one of those retards, however I hope once I start playing for real it's not a cakewalk as long as I don't cheese my fort
>>
>>379578850
>casuals
Why do you keep parroting that, and why do you keep turning the comparison between DF and RW into some epeen measurement cxontest
DF is the easy game, you have to actually go out of your way to not trivialize the game
RW is all about being hard and the dev actively balances it for that
And both games are fine that way
>>
Should I just download vanilla? There's a bunch of different packs and versions I'm not sure.
>>
>>379578519
>never played DF confirmed
DF history generates named historical figures that can come visit your fort and specific civilizations with their own cities that change when civs go to war. By playing Fortress mode you can extend the territory of your civilization, trigger war between other civs and kill historical figures or even decimate goblin populations if they keep sieging your fort. And you can become the capital of your civilization if your fort is successful enough.

And it is entirely live generated, meaning that you can mod in your very own civilized race, with their own ethics, which affects how well they will get along with other races in worldgen, and play as them or have them as your enemy. Modding i creatures is very easy because DF keeps all creature details in .txt files.
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>>379578937
This is such a bummer, i want to build a fort in a cool location but most embarks feel identical

>This is the same embark as last time but the cliffs are steeper
>I guess thats cool
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>>379579020
No. Just get a starter pack and second monitor for wiki and maybe a youtube tutorial for the first few forts.
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>>379579020
do you play every game modded to shit before anything else?
if your answer is yes then go back to gargling those cocks
if your answer is no then why are you even asking this question?
>>
>>379579020
I'd go in hard as balls with just vanilla, and use the tutorials on the wiki to get shit down, but that's just like, my opinion man. And for the love of god don't fucking download tilesets please, they all look like trash compared to ascii and you gain literally nothing from having them.
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>>379579020
Get lazy noob pack, it includes dwarf therapist which is a third party tool that's considered mandatory by many so you won't wan tto blow your brains out after 20 minutes, and tilesets if you're not into the default style
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>>379577560
You could work on this thing you are bad at, and maybe become better at it. At least a bit.
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>>379579020
lazy newb pack will spoonfeed you everything, DFhack and Stonesense (sound engine) are mandatory imo, you can look at what else it offers and toggle it on or off based on your whim
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>>379579213
Or I could play games which doesn't have such difficult controls
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>>379574191
that's not Aurora
But yeah, i fukken love DF, top 10 best games i ever played, too bad the development focused on some inane and useless worldgen bullshit and songs or whatever the fuck, instead of magic, new workshops/ores, new items or weapons or maybe some enemies or geographical features.
>>
>>379579020
If you're a first timer and feel especially casual then get the DF starter pavk whivh has preinstalled tilesets and dfhack and dftherapist. If you feel a little adventurous just get the vanilla and just have the wiki open at all times.
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>>379579172
Tile sets that use ascii, like CLA, did nothing wrong. Vanilla is plain retarded, IMO.

I do agree that other tilesets that try to make things look like actual things are insanely stupid.
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>>379579190
>>379579271
These two are faggots. tilesets are garbo, stonesense is fucking trash, and working with the rapist and dfhack shit will just piss off a newbie.
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>>379579326
It's more of a personal taste I think, those random blobs of color have nothing on the smooth clean look of raw ascii.
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>>379579359
Tilesets are a matter of taste, you might not like them but many other do, let him have options instead of deciding for him based on your opinions
If anything a newbie will be completely repelled by the default dorf management menus without the rapist, because they're a complete mess
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>>379579456
Eh, I've never had trouble with the menu's, they're pretty clear. the rapist is mainly for later one when you have 100+ dorfs and manually doing everything is just exhausting.
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>>379578694
>Dwarf fortress' world generation is the most complex world gen of any game ever
funny cause it has almost zero relevance to the actual game
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>>379579287
Yes, of course. Feel free to do that.
There is no reason to challenge yourself in your entertainment media, when it brings you no fun.

Some people see in stuff like that not a nuisance, but an opportunity.

It scratches a certain itch for tinkering around, not many games can satisfy.
>>
>>379579359
everybody point at the autist and laugh.
DFhack is simply just a bunch of QOF improvements. Mouse control for placing constructions, designating mines, etc. When building walls and floors DFhack will remember the last material you used and select it by default, so you don't have to scroll down a huge list of shit while looking for your chalk blocks or whatever to build a wall. There's nothing game-changing. It's just a bunch of tweaks that make the game less of a pain to play.

The vanilla game's job system is annoying as fuck and DFhack auto-assign or therapist makes the game so much easier to play for newbies. If you begin to care about that sort of minute micromanagement over your dwarves then you can always turn those features off.

Or just listen to that autistic "Muh vanilla experience" faggot and play the objectively worse to play vanilla game
>>
>>379579359
Not him but vanilla ascii hurts my eyes with the extreme contrast between dotted ground tiles and the black background that not even a mild color set helps with.
>>379579456
I think it would be better to start off without therapist as you will only have few dwarves at the start anyway which are very manageable. Being entirely dependant on therapist is not a good thing.
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>>379578694
This. The only people that try to spurt "muh r-Rimworld is better" are people that simply do not understand the depths of autism Toady goes to to create Dorf Fort.

Half this thread just needs to read his devlog posts to be honest. The guy is a raging autist but he's literally the Nikolas Tesla of vidya. No other game will ever come close and it kinda sucks.
>>
>>379579541
are fucking stupid? It effects shitloads.
It affects who invades you, who will trade with you, what they will trade, etc. Also coming in a new patch is the ability to send out squads into the world to recover artefacts, and other civs might send raiding parties to your fort to recover stolen booty.
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>>379579665
DFhack is mainly good for the search bars in every menu, I can't love without that shit anymore. Fuck having to fiddle out every steel object in the caravan by hand.
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>>379574998
I miss Cheers. Frasier too.
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>>379579628
I'm past that notion. I remember tinkering with stuff awhile ago. Like installing Debian as main operating system and stuff.
I don't have time and patience for such tinkering anymore
Better to get to that backlog instead of wasting time for questionable reasons.
>>
>>379579665
>He uses the fucking mouse
>He thinks managing jobs is actually complicated instead of tedious.
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>>379579775
this, plus if your own civilisation is struggling, from war or something else, then the yearly trade caravans can become unreliable, sometimes there can be several years where they don't come at all. Also there can be less migrants I think.
Conversely if your civ is doing really well in the world then the caravans come with plentiful merchandise and you get larger migrant groups
>>
>>379579691
>he's literally the Nikolas Tesla of vidya
everything he does is fairly simple programming, it just hasn't been done for reasons of praticality, which is obvious when you consider even with all of the deep systems in dwarf fortress the gameplay isn't much more complicated than rimworld
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>>379579827
>unironically using keyboard for small designations like rooms when mouse is clearly the more efficient input method
Why do you torture yourself
>>
>>379579298
>magic
Toady has stated multiple times he's not gunna go for the classic RPG style "lvl 1 fireball" magic. He's going for more mystical, subtle magic like what we have at the moment and also in the update next month (mystical powers added to artifacts, among other things)

>new workshops
dont need em, unless he plans to add a new industry (you saw how well beekeeping worked out and doesnt get used)

>new ores
for what purpose?

>new items or weapons
the game has more weapons than you can poke a stick at. you want more variations on Llama Wool Socks?

>enemies
would be cool but depends on his vision.

>>379579886
>this bait post
yea nah saged mate.
>>
>>379579775
the randomly generated names of people in trading caravans barely means anything. if you could go and visit other places or invade them, sure, but that's in a "coming patch"
>>
Gunna dump some random Devlog posts:

The experiments have continued as I've improved moods and reputations in general. People now process seeing bodies not just as entity-level rumors, or evidence of crimes, but versus their own personal understanding of the person, so they can have their emotional breakdowns and so on. I led one party member into a room where rested a dead relative, and they fell to the ground crying... which is depressing. I'm not able to spend time updating how that body parts store information, so body discovery operates with the same mechanics as usual -- they recognize body parts, no matter how small, as evidence of death, and only after death. So you could throw a head into a room to freak people out, which is cool, but you can also throw a single tooth, and it would work too, if the person is dead. And if you drop a tooth from a bar fight in a different room with some relatives, nobody will care, but if you later go and kill the former owner of the tooth, then you'll hear people cry out in the distance as long as they are still on the map, since they'll suddenly recognize the tooth as belonging to somebody deceased. That's okay, as far as we need it to work for now.
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>>379577586
Cats running around taverns will get their paws wet by the beer spilled by the dwarfs and they will get drunk once they lick their paws.
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>>379579968
different civs bring different things to trade, it absolutely makes a difference.
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>>379579896
not him but you might actually be retarded
>>
The Dorf psychology posts I find the most interesting. Keep in mind there are 140-something emotions in DF.

So I did the conflict summaries, and then I continued working a bit with the emotional reactions of people that receive the summarized information (which is roughly the same as the emotions they get when they witness the events themselves). There have been a series of macabre experiments that'll be continuing into tomorrow, as I break various bad news items to people, sometimes having been the cause of them... I think if somebody has a relative killed in front of them, they can have six emotions that hit them simultaneously (horror/violent-death-witnessed, terror/in-combat, fear/death-injuries-witnessed, shock/unexpected-death-of-loved-one, grief/death-of-loved-one and rage/killer-of-loved-one-witnessed-during-act, as the game understands them, maybe more coming), which are then filtered through the personality/atts to see how they are amplified/suppressed/dealt with, and whether the person can react rationally or is impelled along for a bit. There'll be a running series of emotional outbursts verbalized so you can see it in action, hopefully moderated so that it isn't too overwhelming at the worst of times. Getting the conflict summaries connected to entity/culture/personal reputations is the big bridge to gap in terms of getting insurrections finished, and I'm still wrapping my head around it, since there's a ton of information for the game to process and it'll need to take a lot of non-harmful shortcuts to keep the processor safe.

>>379580016
This. Different civs have different technology. If you learn how to tame a type of wild creature then trade it to the caravan then over time that civ learns how to tame that creature too, for example.
>>
>>379579896
>This faggot doesn't use macro's.
I press one button and I have thirty rooms designated, maybe if you didn't use crutches like mice and the df hack and the rapist you'd actually be good at the game.
>>
>>379579935
The only problem with beekeeping is the bugged hive assignment and the fact that harvesting a hive destroys it.
Also it would be nice if a lot of the workshops could be removed in favour of having carryable tools.
>>
>>379580016
I'm sure it does but having a different trading list is a pretty small result from the generation of an entire world's history or geography. unless you're going around and seeing those places, it doesn't mean much
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>>379578937
Although that is true for stuff above the ground, please remember that you can edit the random world generation parameters and make caves large as fuck.
Doing this will result in spectacular caves on witch you can build a fort.
Give it a try.
>>
>>379580125
you're being deliberately obtuse and ignoring the other points I posted.

Your civ's relationship to the other races around you can be the difference between your fort thriving or being invaded and totally destroyed.
>>
Site riling now includes little groups that try to track you down after the rumor has gotten around that you've done something bad. As part of finishing that up, I also handled some older promises I had written down regarding smell and low-light vision. The wind is involved, and creatures with a keen sense of smell, including elven adventurers, can detect creatures nearby in the proper windy direction. There's no blood-houndy types of scent trails yet (though there are the other kinds of trails). Animated corpses can be smelled even by humans if the wind is right, though there's a whole set of ambient smells that are not in the game yet and won't be this time.

In terms of these finalizations I've been doing, there are six left. Doing a test run with a dwarven adventurer from depot to depot through a tunnel, the liaison commenting on the world situation in dwarf mode, that information screen I mentioned in the FotF thread not too long ago, the plant list, some checks with guards/intruder and some sort of nod to vampires/gods ruling civilizations (since it gets stranger and stranger for them to be there without any comment at all). Then we'll have a steaming pile of game that needs to be debugged and otherwise made playable.
>>
>>379579935
>in the update next month (mystical powers added to artifacts, among other things)
You're gonna be disappointed. Probably should have actually read the devlogs bro, magic won't be coming until after the artifact release. Magic won't be going beyond necromancy for at least another year/update after the artifact update comes out.
>>
>>379574191
I'm a brainlet.
>>
>>379580091
Currently that doesn't happen. You cannot get a creature that is non domestic to full domestication that makes it available for trade or at embark. However the prerequisites are all there, all he needs to do is make it possible to reach domestication level in animal knowledge and updating a civ's available materials.
>>
>>379579087
>>379579172
>>379579190
>>379579271
>>379579304

I know little to nothing about this game except for its complexity and autism, about to play with the starter pack.
>>
>>379579665
> therapist
This is the most important thing by far. The game should have something like this built in a LONG time ago. I can't play without it. I mean, I can, but I will not.

>DFHack
I can play without it no problem.
>>
Having some exposition issues... got back from an assignment to find my leader had been beheaded, only I wasn't able to figure that out by talking to people (had to go to legends afterward). Was surprised to find kobolds occupying a set of dwarven hillocks... thought it was a bug, but it was actually a legit bandit takeover from 20 years prior that nobody told me about. Walked into another hill dwarf site and everybody was running out of the civic mound yelling about an insurrection. I walked in there and the mayor was by himself. I thought I'd help them out, so I stabbed him in the head. One of the fleeing dwarves turned around and beat me to death. That'll teach me to meddle in internal affairs. In another game, I walked out into a market and all the humans and goblins there were in a giant brawl. I think that flare-up was caused by something in their cultural pasts but I didn't figure it out. Sometimes you just want to grab somebody and scream "what's going on?!" but you can only ask about certain things... a list which needs to be expanded even as they continue to volunteer more information.
>>
I've played enough some years ago, I've done my time.
>>
>>379580224
>Your civ's relationship to the other races around you can be the difference between your fort thriving or being invaded and totally destroyed.
yeah ok, but those civs could have just been generated by slapping down any randomly picked civs as opposed to simulating the entire world's history. The point is the complexity of these systems are completely wasted and are just there for you to basically say 'oh that's cool' instead of being integrated into an actual game
>>
>>379580125
The entire geography is pregenerated. Embarking on a specific tile in the worldmap will always mean you get a specific geography and after retiring a fort you can just walk to your fort as an adventurer to stock up on goods.
>>
>>379580106
There's a time and place for macros
The beginning of the game isn't
Designating small things isn't
You don't even know how hard you're missing out
>>379580074
nice input anon thanks for wasting valuable bandwidth
>>
So this month, the idea is to switch over from your fort sending out squads of dwarves on various missions to the fort being the recipient of artifact-related questers and larger groups representing artifact claims (such as an army seeking to recover or seize an artifact). The easy starting point was questers that attempt thefts. Questers so inclined can now sneak in from the edge and try to take their target artifact, either running away or fighting if they are caught, depending on their temperament.

We also allowed questers that are uncertain of the artifact's location to visit your tavern if you have one. Dwarves that are unable to hold their tongues can confirm the presence of artifacts, and then the quester can decide if they want to leave and sneak back in, or if they'll simply request/demand the artifact. Which is the next thing I'm going to add -- there's a bit of choreography there if you comply (since the artifact will need to be retrieved and handed over), but whatever I do should also work for the army requests/demands which'll come after that.

If you don't have a tavern, questers will simply attempt a theft or make a demand without confirmation. If they demand an artifact that you don't have, you can tell them you don't have it, or you can pick a fight if you want. Also in this vein, we've had several questers come in succession for the same artifact -- this generally happens if a populous town/hangout has a "message board" quest for one of your artifacts and several heroes are already in transit before any change is obtained. Even if you give an artifact away, or don't have it, you might have to tell a few people off before the information spreads around. I haven't done it yet, but hopefully you'll have the option to tell second questers the specifics about whom you gave an artifact to so they can go chase after that person if they want.
>>
>>379580221
I know that anon, but caves aren't very interesting compared to, again, mesas or rock overhangs (which are impossible to generate in DF).
>>
>>379580440
What about adventure mode?
>>
>>379579935
>Toady has stated(...)
yeah man, i'm absolutely for that, i'd rather have something like a spell crafting system, where you make scroll or some shit and can use them once, on top of being complicated and having weird and rare ingredients for advanced stuff.
>you saw how well beekeeping worked out and doesnt get used
because it's unbalanced - you can have 20 hens, a plump helmet farm and shit out more food than you can imagine. food needs to be fixed
>for what purpose?
okay then, maybe more uses of existing ores? can you make armor made of gold or not?
> you want more variations on Llama Wool Socks?
i was referring more to stuff like furniture, or big siege weapons etc, you're right that there's a lot of items, but some of the stuff gets neglected. Simple stuff like barriers for example, different roof types, beams, scaffolding, bookcases, how coool would it be to have a fireplace in each dwarfs room?
>would be cool but depends on his vision.
necromancer stuff is already there, why not expand on that, like golemancers, more fantastical creatures.
>>
>>379580449
I legit think you might be more autistic than me, and I play fucking aurora.
>>
>>379580440
It's always better to have more context, and like the other anon said, adventure mode is a thing.
>>
Someone gimmi a quick rundown on the basic essentials of the controls.
>>
>>379580370
DFHack is definitely more important than therapist, especially since it has a therapist like labor assignment interface built into it already. And you'll need it if you want to preserve fps for decades.
>>
>>379580504
I've only played fortress mode, adventure mode has the potential to actually turn all that shit into actual gameplay, but nobody ever seems to say anything about it
>>
>>379580567
Do you have anything worthwhile to say or is hurling baseless insults all you do
>>
>>379580606
you press buttons to do things, those buttons are indicated in the UI.
it's a free game that takes 5 seconds to download and about 5 minutes to load up a world and check out what the game actually is.
>>
>>379580606
http://dwarffortresswiki.org/index.php/DF2014:Quickstart_guide
The wiki is your best friend.
>>
>>379580606
d is you best friend and is used for most shit, b is used for building shit. with those and the menu's within you can get a lot of shit done.
>>
>>379580606
Play ASCII graphics so you don't have to worry about a tileset replacing a key that flips through the UI with cobalt so you don't have to manually search for cobalt, talc, kobold, or goblin on your key board and you can navigate the UI.
>>
>>379580598
Reminds me of the mod for Doom that generates names for all the soldiers you kill, which sums up most of the dynamic systems in DF for me, fluff masquerading as complexity
>>
>DF thread
>pointless elitism in various forms, be it about tools, tilesets, df clones, what have you
Every single fucking time
Why can't you just keep your epeen in your pants you utter faggots
>>
>>379580697
Do you have anything worthwhile to say or is autistic screeching all you can do?
>>
>>379580774
the "text will be text" mod separates the graphics tileset from the ui tileset, so you can have a fully graphical tileset like obsidian but the actual text is still all properly legible.
>>
>>379580774
>not using tileset with twbt
>>
>>379580606
b - build
d - dig/chop tress
v - view what's under cursor(for buildings use t)
q - "use" a building
i - zones
z - fortress status screen
>>
>>379580606
d-d: Dig. Use it to dig into the mountain horizontally.
d-t: select an area where your dorfs cut down wood.
Use k to get a cursor and identify stuff. b brings up the buildings menu.

Dig out a space and place buildings in there, like a carpenters shop and a masonry for doors and beds.

The wiki is a really good resource too.
>>
>>379580795
yeah but in DF it's not just a bunch of arbitrary randomly generated values. It's a bunch of complex systems interacting to create a history.
>>
>>379580816
You responded twice to me, and both times you literally did not do anything but insult me, without even give any reason whatsoever as to why
Meanwhile I was having a conversation with another dude who actually tried
And yet you have the gall to call others autistic
That's pretty impressive anon
>>
>>379580795
Except in df that random gobbo you killed is a person, with his own family and history you can look up and read.
>>
How do i tell my dorfs to take out the trash?

Fucking miasma everywhere
>>
>>379579081
Have you tried embarking on a volcano?
>>
>>379580876
Not that guy but that's useful for a really small amount of people. The majority welcomes names, but whether they're random or not doesn't really matter in a grand scheme of things.
>>
>>379580876
the point is the end result is the same. all that complexity is good only if you actually interact with it. and all procedural generation boils down to arbitrary random values
>>
>>379580916
Nigger I am the faggot that bitched about tilesets, I have been the same guy the whole time, what the fuck are you talking about?
>>
People who complain about the UI being shit don't understand it, the UI functions perfectly and is the best way to accomplish those things fast. Only thing it needs is mouse support, which DF hack does partly.
>>
>>379580964
make sure you've defined corpse & refuse stockpiles, or make a 1x1 dumping zone at the edge of a large pit (preferably into lava) and then select the offending objects and press 'd' to dump them, dwarves will automatically punt dumped objects into a pit if the dumping zone is adjacent to it.
>>
>>379580947
Only if they are historical figures. The rest is kept as a population number that is generated upon appearance.
>>
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>>379574191
>df
>game
>>
>>379581106
>games with ASCII graphics aren't games
>>
>>379580964
Do you have a refuse stockpile?
>>
>>379580964
You have to designate a refuse pile, it's helpful if you do so outside the fort, I think Toady fixed the bug where refuse will stack on top of one tile infinitely so good luck when it fills up, also have fun dealing with more stone than what you know what to do with.
>>
>>379581007
>>379581010
true to an extent in fortress mode (though it's always better to have real context for things rather than just "game randomly generated a goblin invasion"), but in adventure mode it makes the very core of the game. It gives you a real and tangible RPG world to explore.
>>
>>379581079
Thank you Anon
>>
>>379581176
howcome nobody ever talks about adventure mode then? you'd think if they had these rich generated worlds to explore it would be more popular
>>
>>379581254
I dunna, because I'm certain it's played just as much as fortress.
>>
>>379581254
It definitely is popular, just not with the subset of people who play DF on 4chan. Look at other forums and there are communities of people discussing it.

Fortress mode has more defined "goals", in adventure mode there are no real goals other than missions you set for yourself or quests you find, but there's no over arching mission.
>>
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>>379580982
Generally i try for intersecting rivers now, that leaves you with some nice canyons. Volcanoes often feel to steep when i tried them.
>>
>>379581176
>in adventure mode
can't really say, never played it
>though it's always better to have real context
absolutely agree, but you can do it with much less "hassle" than DF. You don't have to generate and simulate entire family and population trees just to determine who wants to fuck you shit up. I understand your opinion, but unless the system gets more practical use, i'll see it as superfluous/redundant and something that can be replaced with a much simpler one.
>>
>>379581518
agree to disagree then
>>
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As shit a reason as it is, I prefer Rimworld because I prefer the frontier world feel and music. If it has Z axis I'd puke thrumbo horns.
>>
>>379581518
The thing is a lot of the systems are mainly groundwork for future features. Toady is planning on working on this game for 20 years. Stuff like invading other civs and having tavern visitors that are historical figures or possibly one of your retired adventurers wouldn't be possible or only lackluster without all the simulation he's doing now.
>>
>>379581727
so a game's features are good because they're the groundwork for a game that might hypothetically exist 20 years from now?
>>
>>379581727
I get it anon, and i agree with you, however try to understand the people that see those features and see that they aren't really providing anything realistic in terms of actual gameplay right now. I don't mind if Toady adds these things, but would very much like to have more furniture, or more siege weapons, or some occult stuff, etc etc. I don't think it's a problem to work on the grand scheme of things some but add some minor features too?
>>
>>379581907
A lot of that stuff could be modded in if he'd move it out of the hardcode.
New weapons and such are already possible to mod.
>>
>>379574191
I'm waiting for the Army/Expansion update before I start again, had my fill of DF goodness for now.
>>379574772
>Rimjob
>even slightly comparable to what Dwarf Fortress can do
>>
OP here, I just made this thread to bait Rimfags, but look at it now.
>>
Crawl is enough for me, I don't have the autism to play dorf
>>
>>379581873
Not him, but yes.
There where lots of examples of this over the years.

Many of the bugs found in game are simply features that are interacting with each other in unexpected ways, and they can really make you imagine what it can be done with them in the future.

Like, the "recent" drunk/dead cats in taverns:
>Cats have a self-cleaning interaction that contains the [IE_SYNDROME_TAG:SYN_INGESTED] tag... So I think Tzalizkan may be right. They might be walking through spilled alcohol, licking it off their fur and ingesting the drunkenness syndrome. Toady also said alcohol effects are related to body size, so it theoretically wouldn't take much to do them in.
>>
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>>379574979
>There are loads of tutorials
That's the problem, you have to get through literal hours of tutorials to understand UI, probably days if you want to know how to actually play.
>>
>>379582152
>you
>op
>>
>>379582221
It takes five to ten minutes to read the relevant starting guides.
>this is the generation that grew up playing games without manuals.
>>
>>379582217
People complain about early access games that have been out for a few months that aren't finished
but for Dwarf Fortress it's ok if it takes 30 years to mature
>>
>>379581996
Well that's a good idea then, where Toady workss on the main features but there's mod support so you can add/modify your own stuff. Problem is he won't do that, so we're back at square one.
>>
>>379582304
Link them.
>>
>>379582307
Toady is doing it for fun, unlike Early Access fags. You don't have to spend 60$ on fucking df.
>>
>>379582307
The game is free, anon. It's not really the same, as it's a personal project from the developer.

I doubt we will see a version 1.0 in less than 20 years.
>>
>>379582307
>but for Dwarf Fortress it's ok if it takes 30 years to mature
because (a) Dwarf Fortress is entirely free and (b) Dwarf Fortress may not be finished, but what's there at the moment is a lot more deep than many other finished games

comparing dwarf fortress to shit like star citizen where in-game content costs $10,000 AND the game isn't anywhere near finished AND what content is there is barely playable, is unfair

Even at 40% done, Dwarf Fortress is still a more complete and replayable game than, say, Mass Effect Andromeda
>>
>>379582307
DF is not a broken green light mess, it's already a great and fun game in it's own right. Complaining about redundant features is just stupid. Yes, they're not being put to full use right now, but they don't harm the game by existing, and they will be built on in the future to add some great features.
>>
>>379582359
http://dwarffortresswiki.org/index.php/DF2014:Quickstart_guide
Read a chapter, do the thing in game, read the next chapter. It's not hard and you only need to read it once.
>>
>>379582307
The difference being this is a free and playable game
>>
>>379582460
>what's there at the moment is a lot more deep than many other finished games
Name one feature that's deep in DF.
>>
>>379582690
World generation
>>
>>379582690
the ground
>>
>>379582307
>but for Dwarf Fortress it's ok if it takes 30 years to mature
Consider the following

>100% FREE
>Done by mostly one guy, with the other part being done by his brother
>Way more complex, unique and ambitious than any other early access game or most games for that matter
>Doesn't take 50GB+30GB of day one DLC to work
>Toady isn't really bitching and screaming FUND ME REEEEEEEEEEEEEE
>No copy protection/DRM bullshit
>You don't need to make an account on any digital retailer service to get a copy

And you can go on and on, sure, DF isn't finished and probably will never be if Toady doesn't keep his autism in check, but it's immensely more worth than any other early access game on a level of principles alone.
>>
>>379582690
Combat
>>
>>379582690
chasms
>>
>>379582713
World generation is great, but it has nothing to do with the gameplay. And even then, the sort of worlds DF generate are nothing, NOTHING comparable to non-procedurally generated game worlds in proper rogue-likes and rpgs.

>>379582797
Most of the combat is just fluff writing with no real impact on how the game plays. You could reduce the way combat works in DF to the way it does in Rimworld or even any roguelike and it would still operationally be the same. It really isn't important to have to program the game to recognise whether something has its fat bruised or not.
>>
>>379583001
you're an imbecile.
1) World generation absolutely does affect gameplay
2) combat is not just fluff writing. Every body part can be injured in different ways or lost entirely and that can severely effect a dwarf's ability to fight or move around. For instance if you force a dwarf who had lost both arms into combat, he will kick, headbutt and bite his enemy
>>
>>379583001
T. someone who never ever played the game
>>
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>>379583001
>World generation is great, but it has nothing to do with the gameplay.
Sure, evil biomes or lack of specific resources such as water or iron doesn't change anything amirite

>non-procedurally generated game worlds in proper rogue-likes
>Roguelikes
>Non procedurally generated

>You could reduce the way combat works in DF to the way it does in Rimworld or even any roguelike
No you can't, seems to me you never actually played DF and are just talking out of your ass.
But please, show me a roguelike where I can sever limbs at will or rip eyebulbs, crush throats and all that other stuff, which also has an actual effect on how enemies and actors behave.
>>
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>>379583001
>>
>>379583157
you aren't logically thinking about it
having a very complex simulation doesn't neccessarily result in very complex gameplay
If you take a non-biased look at DF the gameplay isn't any more complex than the other colony builders out there.
>>
>>379583157
>World generation absolutely does affect gameplay
It doesn't affect how the core mechanics of the game as a colony sim function, and those are all bare-bones.

> For instance if you force a dwarf who had lost both arms into combat, he will kick, headbutt and bite his enemy
Every other game simply renders this as an unarmed melee attack. As I said, useless fluff. Go play Incursion if you want an example of deep combat mechanics in a roguelike. (Protip: it has nothing to do with how much stuff you describe in combat, it's about the number of meaningful tactics and variables in combat)
>>
>>379583001
Somehow I'm gonna expect this guy to pick out the weakest counter argument that was posted and ignore the rest
>>
>>379583001
>Most of the combat is just fluff writing with no real impact on how the game plays.
SHOW ME A GAME WHERE YOU CAN THROW YOUR OWN INFANT AT THE ENEMY
>>
>>379583326
>show me a roguelike where I can sever limbs at will or rip eyebulbs, crush throats and all that other stuff
They're called "critical hits" and "called shots", retard, and almost every game has them.
>>
Played it a lot already, i'm getting bored from any game really quickly, even from df
>>
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>>379574191
I don't know how to get good at it.
>>
>>379583441
So in those games, if you suffer a critical hit and survive, you get your leg cut off and have to walk with a crutch afterwards? Assuming they'll get you to a manned hospital before you bleed out and the surgeon is skilled enough to fix the wound?
Because that's what happens in DF.
>>
Artifacts update when?
Been waiting for it since November.
>>
>>379583537
Forget about it, he never played the game past his first migrant wave.
>>
>>379583537
>>379583407
>>379583350
>>379583326
Dumb IDIOT, nothing in Dawrf Fortress changes the gameplay, you dumb IDIOT. Fucking autists get off my board I swear. Dwarf Fortress is shallow and for IDIOTs.
>>
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>>379583624
>>
>>379583624
>changes the gameplay
He did an example of it
>you get your leg cut off and have to walk with a crutch afterwards
This IS a change to gameplay
>>
>>379583624
this man was molested by the adams brothers.
>>
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>>379583350
>(Protip: it has nothing to do with how much stuff you describe in combat, it's about the number of meaningful tactics and variables in combat)
>He thinks the descriptions are fluff text without meaning
>>379583441
>They're called "critical hits" and "called shots"
Since you didn't read my post and you obviously haven't played DF, let me highlight once again that in DF you can do all of that stuff MANUALLY, whenever you want, and it all runs on a complex system of stats and not a roll check, and obviously that changes depending on the enemy you're fighting too.
>almost every game has them.
Prove it, the vast majority of roguelikes and games in general don't have any of that.
>>
>>379583537
>So in those games, if you suffer a critical hit and survive, you get your leg cut off and have to walk with a crutch afterwards? Assuming they'll get you to a manned hospital before you bleed out and the surgeon is skilled enough to fix the wound?

Yes, most of these games have healing mechanics and hp regeneration, if that's what you're getting at beneath all the unnecessary descriptive fluff.
>>
>>379583537
many games have mechanics for being wounded and permanently wounded. Even if the complicated simulation in DF provides more fluff, the practical impact on the gameplay is almost the same
>>
>>379583624
We will stay here, right here on /v/, you little bossy cunt.
>>
>>379583721
>fluff

there's that word again.

name a feature or mechanic you think is deep in any game
>>
There's really no excuse for the shitty interface, you lose nothing if you update it
>>
ASCII graphics are a thing of the past that most roguelike players don't care for anymore (but will put up with because they are used to it). There is literally no reason to not have tiles, as a bare minimum ones that look like Infra Arcana or Caves of Qud. Getting tiles has never been easier or cheaper and it makes your game less shit.
>>
>>379583624
Falseflagging ruined this board because retards always fall for it
So fuck you and all the people responding to it, including me
>>
>>379583698
>>379583703
>>379583791
NO. NOTHIGN IN DWORF FORTRESS IS "DEAP" YOU DUMB FUCKING IDIOTS. STOP TALKING ABOUT THIS GAME. U ARE DUMB. NOTHING IN DWARF FORTRESS IS "DEAP">
>>
>>379583441
If you boil down everything to a mechanics level then there is no more charm to it and it becomes simple number crunching. The specialty of DF is it's emergent story telling and it's ability to trigger your imagination.

Tell me what's more interesting
>I attacked him with my spear and scored a crit and he died
>I stabbed him with my spear in his chest and pierced his heart and he bled to death as he crawled away in terror

This is the entire basis of what makes DF interesting, you can simply imagine so much of what's happening. Not only with combat but also with anything else.

>my dwarves all get a door made out of marble and at least exceptionally crafted copper chests. Lesser ones are melted down for the blacksmith to try again.
>the more successful my fort is, the better clothes they get. We start out with cheap leather and yarn clothes but later on we can afford to dye them and sew images into them. If we can capture a giant cave spider then we can give every dwarf a complete set of exceptional dyed silken clothes.

And those kind of things. You need to think more romantically.
>>
>>379583831
how would you update it? some shit like radial menus would vastly slow down how quickly an experienced user can do any given task.

DF is just one of the few menu interfaces that take full advantage of a keyboard, and isn't casualized trash made for a controller.
>>
>>379583818
it's the perfect word to describe the complexity in Dwarf Fortess cause the actual gameplay is even more simplistic than Rimworld
>>
>>379583887
how butthurt do you have to be to false flag this hard
>>
>>379583714
>let me highlight once again that in DF you can do all of that stuff MANUALLY
>it all runs on a complex system of stats and not a roll check, and obviously that changes depending on the enemy you're fighting too.

None of this combines in a way that's any more meaningful than a bog-standard rogue-like such as Crawl. It doesn't really matter if I can manually choose my attacks if combat unfolds the same way it does in any other game, likewise, a roll check simply abstracts from and assumes all of the factors that DF autistically spells out. Rolling out of 20 to hit with a handful of modifiers based on range and class is FUNCTIONALLY equivalent to having x dodging, x mace-using, x fighting, x blah blah blah. There is no meaningful increase in complexity.
>>
>>379583847
I'm trying to falseflag extremely obviously, so that people will catch on and stop reacting to the other guy baiting for replies. Unfortunately people are STILL biting.
>>
>>379583721
>regeneration
>same as having your leg chopped off and having to rely on a crutch to even stand upright, not even mentioning fighting ability
I don't think you understand anon, so imma spell it out for you so you understand it
YOUR LEG IS NOT GOING TO GROW BACK ONCE IT'S CHOPPED OFF IN DF
YOU WILL HAVE TO FIGHT WITHOUT A LEG, USING A CRUTCH
NO AMOUNT OF "REGENERATION" WILL GROW THE LEG BACK, ASSUMING YOU EVEN SURVIVE YOUR LIFE-SAVING OPERATION AND NOT BLEED TO DEATH OR DIE FROM SEPSIS OR INFECTION

Do you understand now, anon? I hope you do, imma give you a benefit of the doubt here.
>>
>>379574191
what's complex about df? once you learn basic commands it's all about endless crafting. it's horizontal, shallow variation rather than vertical.
>>
>>379583831
Except dev time that could be wasted as Toady is constantly adding new features that will require more interface space.

The interface is fully functional as it is. There is no need to change it until the game is done.
>>
>>379583735
Really? So what are other games where you can have literally any body part or organ damaged or destroyed in various ways, affecting your character?
>>
>>379584003
>someone who holds a conflicting opinion is baiting
>>
>>379583721
>beneath all the unnecessary descriptive fluff.
That's not a description, what you read is actually a function.

Bruise enough muscles or fat and you'll eventually damage the enemy's bones or tendons, which in turn leads to breaking or severing limbs, if you rip eyebulbs off the enemy can't see and will change his behaviour radically, an enemy with a crushed throat will die really fast on its own without you having to lift a finger, an enemy with a ripped off limb or a sever wound will die of bleeding and so on, and guess what, all of this also applies to you, try using a weapon when you have no arms, and that's the bare minimum without going into how the healing system works and a ton of other things like vampirism, crafting and the social system in those games.

And guess what too, DF doesn't have HP at all.
>>379583998
>None of this combines in a way that's any more meaningful than a bog-standard rogue-like such as Crawl.
Except it does, see what I wrote in this post.
>It doesn't really matter if I can manually choose my attacks
It does, that's how you play the game
>if combat unfolds the same way it does in any other game
Again, it does not, and you'd know if you actually played the game, let me repeat, DF doesn't even have HP as a mechanic, you keep on proving you never actually played the game
>>
>>379584074
try any tactical game with replacable squad members, they often have permanent injuries as a game feature
>literally any body part or organ
the thing is you can simplfy it down to a few injury areas and the result is the same. That's the fundamental problem with DF as a game and what you don't seem to understand. Complex simulation is fairly pointless when it still results in a shallow game.
>>
>>379583907
What's objectively more interesting is to have a graphical, rendered representation of what's going on rather than a textual one, which is why DF is a dead end game: beneath all that useless flavour text it's not mechanically complex enough to be a progression of the genre, while it also doesn't render all that useless flavour text with a graphical interface that would properly immerse the average gamer.

So there really is nothing redeemable about this game.

And "emergent story-telling"? Don't make me laugh. Dwarf Fortress will never, EVER be as good of an "emergent story teller" as Tolkien or any other fantasy writer in history.
>>
>>379584130
Pen and Paper DnD handles all of this so much more elegantly.

>Bruise enough muscles or fat and you'll eventually damage the enemy's bones or tendons
rolling low damage

>which in turn leads to breaking or severing limbs
damaging hp enough to disable (negative hp)

>if you rip eyebulbs off the enemy can't see and will change his behaviour radically, an enemy with a crushed throat
Critical hits

All of these are functionally equivalent in other games.

> DF doesn't have HP at all.
Of course it does, it's just that DF does not abstract HP because it wants you to believe these are incredibly complex and detailed systems and not just the same over-fluffed rudimentary combat mechanics ever other RL, RPG or dungeon crawler has had for the last 20 years.
>>
>>379584281
>And "emergent story-telling"? Don't make me laugh. Dwarf Fortress will never, EVER be as good of an "emergent story teller" as Tolkien or any other fantasy writer in history.

I don't think you know what "emergent story-telling" means
>>
>>379584281
>what is emergent story
Tolkien or a fantasy books are literally the opposite of emergent story. They are prewritten to be experienced exactly the same by everyone.

Emergent storytelling is the process of forming a story yourself based on the unique things that happen to you and sharing that experience to others.
Have you ever had something funny happen to you in a game and then told others how it happened? That's emergent storytelling and DF is a crucible for it.
>>
>>379574191
Glittermitten Grove?
>>
>>379584543
It means using the equivalent of using a highly developed monkey on a typewriter to design a video game story.
>>
>>379584501

Funny because I don't recall DnD having a system whereby trauma to the guts/head can cause nausea.

What's with all this obvious bait?
>>
Kojima
>>
>>379584672
http://www.dandwiki.com/wiki/SRD:Combat
Take a quick glance at the "conditions" part, all of them are implement in a functionally equivalent manner.
>>
>>379584654
No. Emergent stories are by definition not designed.
>>
>this fag who keeps baiting STILL hasn't stated what he considers "deep"

tell us a feature or mechanic you consider deep friend, to go along with your implied assertion that nothing is deep in DF >>379582690
>>
>>379583831
You must know that DFs code is maximum spaghetti
Thus the dev would have to put a lot of work into updating it with every new feature, because it's fuckall modular
That's why he keeps it until the game is feature-complete
>>
>>379584804
>The only action such a character can take is a single move action per turn.

That's it? Where's the vomiting and stumbling over?

All these conditions are merely abstracted and not truly simulated like dorf.
>>
Reminder to stop giving baitfag the replies he craves

Reminder to tell me what features you'd like to see added to Dwarf Fortress to make it into the best possible fantasy world simulator

eg: optimization
>>
>>379584935
>>this fag who keeps baiting STILL hasn't stated what he considers "deep"
>he STILL keeps replying to the baiting fag
see >>379585057
>>
>>379584950
why would someone who cares so little about user interface that he's not going to make one for 20 years bother doing it at all?
how dumb are people who drank the Dwarf Fortress kool-aid?
>>
>>379584950
>You must know that DFs code is maximum spaghetti

How do you know that?
>>
>>379585057

The removal of FPS death

I'd also love a 3d viewer for adventure mode, one of the biggest flaws right now is cresting a mountain and bein g unable to look out at the landscape beyond from the side.
>>
>>379585057
Ability to assimilate any sentient creatures you find.
>Minotaur military
>Ogre miners
>Raven men crossbow squad
>>
@379585124
>why would someone who cares so little about user interface that he's not going to make one for 20 years bother doing it at all?

Only idiots who don't care about DF care about the interface.
>>
>>379585124
He has one that's functional, and that's all that counts
You also must understand that Toady essentially doesn't care about you or anyone else. He makes the game for himself first and foremost, since he's a turbo-autist, and he's kind enough to let you play it. Since it's pretty much an unique game, other people feed him cash so he doesn't starve to death while making the game. That's the relationship here, not your typical sales-driven developer-user relationship
>>
>>379585260
>you will never mind break amazon elf futas and breed them into the ultimate fighting force

why even mine bros
>>
>>379585207
It's pretty obvious when you regard the individual systems of the game. It's all hazardly thrown together, with no coherent structure behind it, since Toady essentially learned coding as he created the game. He's originally a math phd who started coding for the fun of it
>>
File: 13516.gif (1MB, 303x307px) Image search: [Google]
13516.gif
1MB, 303x307px
>>379585352

>capturing the female elven invaders, chaining them to pillars outside your fort and then stripping them bare
>>
>>379585352
>amazon elves
Elves are as small scraggly creatures as tall as dwarves in DF.
>>
>>379585310
making something that's shit free doesn't excuse it from being shit. The whole "I'm just making it for myself and letting you have a look" perspective is just pure fantasy. I'm not saying he's motivated by money but if you make and release a game you are making a game for people to play.
>>
>>379585425
You can do this already.
>>
there is LITERALLY nothing wrong with the interface you retards, people can efficiently and quickly navigate it. it isn't noob-friendly and can't be noob-friendly without slowing down all speed and efficiency.
>>
>>379585441

>look it up
>he's right


fuuug. But because of natural variance we can get sometimes taller elfs

>>379585490

That's why I do it.
>>
because graphics matter
>>
>>379585462
If you think it's shit you can simply not bother with it. Who're you to tell Toady to cater the game to you?
>>
@379585462
>I'm not saying he's motivated by money but if you make and release a game you are making a game for people to play.

Fuck off, he doesn't have to release the game and the people who actually donate money to him clearly don't give a shit so why should he?
>>
>>379585462
You see, that's your opinion. Others think that it's a brilliant game despite its many obvious flaws, hence how all the meems have sprung up about it. I for one am glad that Toady does the things he doesn, since I've had lots of fun with his game, completely free of charge.
>>
>>379583831
This. To be completely honest a better UI and maybe even a basic beginner tutorial wouldn't detract from DF in any way whatsoever, though it's nowhere near enough to be a dealbreaker due to the game itself being great. Of course there's the matter of priorities and how possible it is to change current UI stuff later on, but I think it's still a valid complaint.

>>379585425
I like stripping them first and then throwing them down to very deep pits with spikes. Or live target practice for marksdwarves.
>>
>>379585578
I'm just playing devils advocate here, I don't think the user interface is that bad just peoples pretentious attitude about the game in general
>>
>>379576060
>what is goblinite
>worrying about coal now that multi-tile trees exist
So your real problem isnt with the game it is with you being a lazy piece of shit faggot
And anon, use that fucking gold and silver to trade the resources you desperately need. You will never get a picgure-perfect embark
>>
it just crashes during world gen for me. i can play ow 60 fps but i cant get this game to work i dont get it i try everytime i upgrade pc
>>
>>379585260
this is possible with modding files I think, but I'd love it to be part of the base game
>>
>>379585857
What's your specs.
Have you downloaded a clean vanilla dwarf fort instead of a premodded thing?
>>
>>379585942
i dont know my specs without actually being at my computer so i can check them. but it should be good enough. it should have been good enough before i last upgraded

and yea ive only tried instantlling the basic game far as i know
>>
>>379581254
Nigga he's spent the last year adding adventure mode only shit
>>
>>379578937
You should try generating a world after your set parameters instead of auto-generation
>>
>>379586036
If it fails at worldgen it might be a lack of ram. Make sure you actually use the 64bit client and aren't running something else that's eating your ram up. And keeping the history generation short might also help.
>>
>>379586053
No? It was most advendutre mode stuff but loads were cross-applicable
>>
File: 2017-05-11_05-45-22.webm (493KB, 768x432px) Image search: [Google]
2017-05-11_05-45-22.webm
493KB, 768x432px
You mean this game from aggydaggy?
>>
>>379585260
I love this idea, let's go more in-depth
>[SENTIENT] tag, in absence of [STUBBORN] tag, allows you to re-condition prisoners
>prisoners from other civilizations treated well may join your civilization, although they have the same inherent riskiness to them as poorly-tamed creatures do, and are liable to go rogue if they get too many bad thoughts
>or you can threaten prisoners with death and torture to force them to work for your civilization as slaves
>like in Mount and Blade, sentient creatures from other civilizations joining your faction gives some dwarves bad thoughts
>>
Is it just me or have there been a lot of DF threads recently?
>>
>>379580015
came here to post this
>>
>>379586170
>If it fails at worldgen it might be a lack of ram.
I thought worldgen ate far more CPU than RAM.
>>
>>379586670
CPU will only make it slower but a lack of ram will make it crash.
>>
>>379586670
cpu would make more sense its the weakest part of my pc
>>
>>379586785
Good luck playing DF with a weak CPU.
Enjoy your 20 fps crawl when you have more than 100 dwarves.
>>
>>379574267
/thread
>>
>>379584074
doesn't IVAN have a entire limb damage and replacement system?
>>
>>379586785
>cpu would make more sense its the weakest part of my pc
That's what I feared, Dorfortress is hardly playable with weak CPUs unless you make a really small and young world, and even so this>>379586874 applies.
Adventurer mode solves most of your problems in that case, but it's not the same as fortress mode.
>>
>>379586874
Yeah with a weak cpu you have to restrict yourself a little
>don't go above 2x2 embark
>limit dorf numbers
>slaughter excess animals
>keep track of fluids, don't let them spread all over the place
>wall off and/or restrict pathing areas, like mined out veins, caverns and stuff
>>
>>379585537
He's not. Elves and dwarves are the same size in DF, but this only means that they have the same volume in cm^3. Elves are the same height as humans, but less broad, so their volume is the same as the short and squat dwarves. This is all in the raws if you look for it.
>>
>>379586874
>>379587171
ah well at least i know what the issue is thanks
ill be upgrading cpu next anyways it being so bad makes the rest of the stuff not be as good as they could be
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