Sunday, April 25, 2010
Tuesday, April 20, 2010
Dwarf Fortress Thread
I'm still new to Dwarf Fortress, but I suppose everyone's a little bit newer with the 2010 version still fresh. Like many players, I have big dreams. In my case, I'm thinking of building some giant clear glass hourglasses. The primary hindrance I face is not being sure how to get everything up and running. So, I'm trying to get some solid advice.
Location, location, location:
As much as I'd like to have those hourglasses standing in a nice flat, sandy desert, that'd probably be too much of a challenge for a beginner like me: Clear glass need pearlash, which needs wood. Unless I get lucky and find a desert adjacent to a forest (or a cavern where I can grow tower caps), I'd be in short supply. A sandy marsh might be better for that.
Rivers: Do I really need one? An everlasting supply of water would be nice, since you have to muddy underground farms now. Rain's probably another option if I can make some sort of collection spot.
Magma: The new version is supposed to have magma pools everywhere if you just dig deep enough. Since you can't search for magma pipes anymore, I'd need a bit of luck for mass production of obsidian, if I felt like making the mega hourglass out of volcanic glass.
Starting Dorfs:
I'm still not sure what starting skills I should go for. I read one suggestion now removed from the DFwiki that involved a Leader with all the doctor skills, who'd quietly build up his mining skill until he's needed at the hospital or trade depot. I also wonder if I should start with a proficient glassmaker who gets to work once I get a magma kiln.
Here's something of a first draft:
1) Medic Leader: One point in all the medical skills, with appraise, negotiator, and judge of intent. Spends the rest of his time as a secondary miner.
2) Outdoorsman: Woodcutter, Herbalist, Axeman, maybe hunter.
3) Farmer/Cook/Brewer
4) Mason/Stone Crafter/Building Designer
5) Carpenter/Glassmaker
6) Mechanic/Weaponsmith/Armorsmith
7) Miner/?
Early Building:
I'm still trying to figure out everything I'll need early on.
1. Food storage: Get everything out of the wagon so it won't rot in the wagon and that my dwarves won't need to go outside for a bite to eat.
2. Wood/Stone/Furniture storage: Keep supplies near the workshops.
3. First farm: Can muddy an area by digging into the side of a murky pool.
4. Workshops: Carpenter, Mason, Still, Kitchen, Craftsdwarf shop, Butcher shop, Leatherworks. For the latter two, I could use some advice on how to make sure my hunters don't leave their catch to just rot.
5. Barracks: Dwarves have to sleep. I neglected one on my last game, jumping a bit too directly to individual rooms.
6. Meeting room: Outside the main entrance, so that my dogs will gather there and spot thieves.
Magma workshops:
I plan to dig down until I reach magma so that I can build a workshop level with all the magma-powered sorts. Since I don't want to be overrun by fire imps and the like, I'd appreciate suggestions on how to safely go about this. One idea is to build an exploratory vertical shaft that I can block off with a locked door. Once I know what level the magma's at, I can build workshops with imp-blocking grates in the floor.
Lesser dreams:
Greenhouses: Some farms for above ground crops covered by green glass ceilings, safely below the surface.
Guard towers: Shaped like hourglasses, for the overall aesthetic.
A road paved with glass.
An overly organized 'garden' sort of look for the entire surface of my area. More "rock garden" than lines of trees or hedge mazes.
The big dreams:
Hourglass Megastructure: I'm still trying to think about the shape of my hourglass tower(s), since round isn't the easiest thing to do. The first idea is probably the simplest: A pyramid with an inverted pyramid on top. The other is similar, though with some straight vertical sections. I'd like some ideas for what to fill them with. Probably include some wood bases for the top and bottom.
Raised River: A six-tile wide river on a raised platform. The supports will be smaller versions of the hourglass tower, possibly doubling as guard towers. If I get a magma pipe, I may try another of magma that ends up forming obsidian where the two meet. I could probably use some help figuring out how to handle the pumps to get the water up there.
So, chime in with whatever.
Location, location, location:
As much as I'd like to have those hourglasses standing in a nice flat, sandy desert, that'd probably be too much of a challenge for a beginner like me: Clear glass need pearlash, which needs wood. Unless I get lucky and find a desert adjacent to a forest (or a cavern where I can grow tower caps), I'd be in short supply. A sandy marsh might be better for that.
Rivers: Do I really need one? An everlasting supply of water would be nice, since you have to muddy underground farms now. Rain's probably another option if I can make some sort of collection spot.
Magma: The new version is supposed to have magma pools everywhere if you just dig deep enough. Since you can't search for magma pipes anymore, I'd need a bit of luck for mass production of obsidian, if I felt like making the mega hourglass out of volcanic glass.
Starting Dorfs:
I'm still not sure what starting skills I should go for. I read one suggestion now removed from the DFwiki that involved a Leader with all the doctor skills, who'd quietly build up his mining skill until he's needed at the hospital or trade depot. I also wonder if I should start with a proficient glassmaker who gets to work once I get a magma kiln.
Here's something of a first draft:
1) Medic Leader: One point in all the medical skills, with appraise, negotiator, and judge of intent. Spends the rest of his time as a secondary miner.
2) Outdoorsman: Woodcutter, Herbalist, Axeman, maybe hunter.
3) Farmer/Cook/Brewer
4) Mason/Stone Crafter/Building Designer
5) Carpenter/Glassmaker
6) Mechanic/Weaponsmith/Armorsmith
7) Miner/?
Early Building:
I'm still trying to figure out everything I'll need early on.
1. Food storage: Get everything out of the wagon so it won't rot in the wagon and that my dwarves won't need to go outside for a bite to eat.
2. Wood/Stone/Furniture storage: Keep supplies near the workshops.
3. First farm: Can muddy an area by digging into the side of a murky pool.
4. Workshops: Carpenter, Mason, Still, Kitchen, Craftsdwarf shop, Butcher shop, Leatherworks. For the latter two, I could use some advice on how to make sure my hunters don't leave their catch to just rot.
5. Barracks: Dwarves have to sleep. I neglected one on my last game, jumping a bit too directly to individual rooms.
6. Meeting room: Outside the main entrance, so that my dogs will gather there and spot thieves.
Magma workshops:
I plan to dig down until I reach magma so that I can build a workshop level with all the magma-powered sorts. Since I don't want to be overrun by fire imps and the like, I'd appreciate suggestions on how to safely go about this. One idea is to build an exploratory vertical shaft that I can block off with a locked door. Once I know what level the magma's at, I can build workshops with imp-blocking grates in the floor.
Lesser dreams:
Greenhouses: Some farms for above ground crops covered by green glass ceilings, safely below the surface.
Guard towers: Shaped like hourglasses, for the overall aesthetic.
A road paved with glass.
An overly organized 'garden' sort of look for the entire surface of my area. More "rock garden" than lines of trees or hedge mazes.
The big dreams:
Hourglass Megastructure: I'm still trying to think about the shape of my hourglass tower(s), since round isn't the easiest thing to do. The first idea is probably the simplest: A pyramid with an inverted pyramid on top. The other is similar, though with some straight vertical sections. I'd like some ideas for what to fill them with. Probably include some wood bases for the top and bottom.
Raised River: A six-tile wide river on a raised platform. The supports will be smaller versions of the hourglass tower, possibly doubling as guard towers. If I get a magma pipe, I may try another of magma that ends up forming obsidian where the two meet. I could probably use some help figuring out how to handle the pumps to get the water up there.
So, chime in with whatever.
Monday, April 19, 2010
This Isn't About Religion
Imagine there's an organization that gives children something to do after school, like sports, games, school tutoring, and so on, so that they'll be in a safe place until their parents come home. Imagine one of the staff ends up raping one of the youths, and when the higher-ups hear about it, they start trying to cover it up and move the offending member to another district where no one knows about the incident. Imagine that they've been doing this sort of thing for decades in an effort to maintain their good reputation. Imagine that they've been caught. They belittle the crime as "gossip" or a coordinated attack by one of their competitors.
Would you consider it wrong to investigate the cover up, even if it leads all the way to the head of the organization?
Now change the organization to the Roman Catholic Church, and the head of the organization to the Pope. Suddenly, what should be absolutely clear to anyone with even a vestigial sense of morality gets muddled with people claiming that the organization is above mortal law, or that the organization's reputation is more important than preventing rape.
I only want some rapists and their co-conspirators brought to justice. There is no religion involved in that sentiment. It is the religious anarchists who want their group to be above the law who bring religion into it. They want the governments of the world to be accommodating and deferential to their group. They want special privileges. They don't want equal enforcement of the law. They want all this because their religion says their leaders can do whatever they want: The only restriction is whether or not they need to cover it up to maintain a facade of morality.
Religion deserves absolutely no special privileges. Everyone must be equally subject to the law.
Would you consider it wrong to investigate the cover up, even if it leads all the way to the head of the organization?
Now change the organization to the Roman Catholic Church, and the head of the organization to the Pope. Suddenly, what should be absolutely clear to anyone with even a vestigial sense of morality gets muddled with people claiming that the organization is above mortal law, or that the organization's reputation is more important than preventing rape.
I only want some rapists and their co-conspirators brought to justice. There is no religion involved in that sentiment. It is the religious anarchists who want their group to be above the law who bring religion into it. They want the governments of the world to be accommodating and deferential to their group. They want special privileges. They don't want equal enforcement of the law. They want all this because their religion says their leaders can do whatever they want: The only restriction is whether or not they need to cover it up to maintain a facade of morality.
Religion deserves absolutely no special privileges. Everyone must be equally subject to the law.
Monday, April 12, 2010
Thursday, April 08, 2010
Springtime for Charlatans
Neurologica has this post up. Alties never cease to disgust me in the ways they slime their way past basic ethics.
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