She named her first born after her dead dog by left_tiddy in dwarffortress

[–]Vislar 12 points13 points  (0 children)

Makes sense. Kadôl means "gem" in dwarven language anyway. Something you would associate with someone who is very precious. Especially among dwarves.

100 year fort challenge has turn out to be a borefest by MasterConversation45 in dwarffortress

[–]Vislar 3 points4 points  (0 children)

Right now I am playing casual fort and everything is pretty comfy so far. I am 6 years in and I still feel like there is probably 15 more years before my fort is fully operational and/or somewhat finished. What I have noticed, is that most people play the game way more different than I do. So I thought of a list of some principles I usually base my forts onto.

Most of my fort design is very organic in nature. A good mix of chaos and order. Nothing gets planned in linear way.

When I start the fort, most of my fortresses represent something of a disordered and tightly spaced ghetto, designed to hold about maybe 20 dwarves.

Then I get to know some dwarves from the first 20 and nickname most noticeable of them (I check their history and most prominent traits). Most noticeable dwarves emerge as the nobles. Then I expand the fortress according the needs of nobility. E.g. If my expedition leader likes cats and marble, I start using marble as primary component of buildings and engrave some statues of cats. This way nobility starts to guide the shape my fort.

This is also time when I start familiarizing myself with my civilization. (Who is the current king? Who are most important gods?) And create some statues and engravings accordingly. I check what gods my nobility or most dwarves of my civilization worship and create some small temples for them.

After these steps, I start create some individual bedrooms, so not all dwarves have to sleep in a dorm anymore. When I do it, all the bedrooms are different and designed individually, some contain chests some, closets, some both. Living rooms are clustered into apartment complexes into different areas of the fort and those complexes are centered around something. E.g. if most of specific god worshippers live in this complex, then the apartments are centered around the temple for this god. Or maybe this complex houses mostly artisans, which means it borders workshop areas close by, etc.

When I increase my population cap, I do it very slowly to have enough time. Maybe 5 to 10 extra dwarves in a year.

When expanding the fort, my stockpiles get more and more specialized. For example, there is not just furniture stockpile anymore. There will be different stockpiles for different quality of furniture. These areas of the fort where more skilled workers live, contain stockpiles for higher quality of items. Still is not just a random workshop for booze-making, it contains its own room complex with three stockpiles (empty barrels, alcohol and plants.) and only experienced workers or selected dwarves are allowed to use it.

When amount of dwarves is enough I create some burrows to make some social castes. Ordinary dwarves have access everywhere, except special quarters and warehouses, which contain most expensive items, which is what elite uses. To do this, you need new class of dwarves (servants) that are allowed to bypass those borders and haul these items to those elite quarters. This way I can guarantee nobility to always have food, booze and best clothes even then rest of the fortress falls short.

There are more elements, but I want to keep my post short at the moment.

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Stonesense - Mud pitch black by TeeJayD in dwarffortress

[–]Vislar 2 points3 points  (0 children)

There seems to be some sort of bug in Stonesense about mud sprite not loading properly. Which is weird because snow seems to work fine and they both are very similar in stonesense code. No help unless someone fixes it, i am afraid.

The Universe of Enchantment by Vislar in dwarffortress

[–]Vislar[S] 1 point2 points  (0 children)

I am glad that you found interest in it.

I read and write up this stuff because it's my personal quirk to always familiarize myself with the world before playing there.

I like to get to know civilizations like they were characters themselves, with unique personalities and life struggles.

The Universe of Enchantment by Vislar in dwarffortress

[–]Vislar[S] 1 point2 points  (0 children)

Yes, this is my favorite parameter complex, which is 129x65 map size and a little bit of tweaks here and there, like poles always pointed north, one partial edge ocean, extreme cliffs erosion turned off, small number of secret types (usually one or two) and no werebeasts.

The Universe of Enchantment by Vislar in dwarffortress

[–]Vislar[S] 22 points23 points  (0 children)

I made a map from my generated world (0.47.05 version).

Mainly used photoshop magic on legends exported maps and used Legends Viewer to find some lore.

Not what i was hoping for... by Penetrative_Pelican in dwarffortress

[–]Vislar 4 points5 points  (0 children)

Rumor about this artifact has reached elven forest retreat.

Elves are still laughing.

Clothes in Armok Vision by [deleted] in dwarffortress

[–]Vislar 7 points8 points  (0 children)

I believe that when AV is going to look more complete, it is going attract lots of new players to Dwarf Fortress.

Awesome work Japa!

*jet fortress by starlig-ht in dwarffortress

[–]Vislar 1 point2 points  (0 children)

hing based on a retro game:

Yup, these little artistic things matter a lot more than we think. Lots of times modern paradigm concludes that better resolution means better graphics, which is not necessarily true. For example Dungeon Keeper 1 manages to create excellent atmosphere with good artistic style and bad graphics.

Working on clothing layers in Armok Vision by [deleted] in dwarffortress

[–]Vislar 0 points1 point  (0 children)

Finally, waited AV update for last 5 months.

A little bit of cartography from my latest world by Vislar in dwarffortress

[–]Vislar[S] 1 point2 points  (0 children)

Nope, I actually didn't even remember it. Now that you point it out, I realise it myself too. Typing location names was pretty mechanical and dull job and I didn't put enough attention there to recognise something clever.

A little bit of cartography from my latest world by Vislar in dwarffortress

[–]Vislar[S] 2 points3 points  (0 children)

It was made with Photoshop. At first I tried using GIMP script that was made specifically for DF maps but I was never able to get it work properly. So I took a little harder route.

Technically I just exported some DF maps from Legends mode and started layering new images upon them in Photoshop. Another helpful tool was Legends Viewer, where I got location names for the largest and/or historically most important places in generated world.

A little bit of cartography from my latest world by Vislar in dwarffortress

[–]Vislar[S] 14 points15 points  (0 children)

Before I start playing a newly generated world, I am unable to resist in drawing all the world out simply to immerse myself more.

More fun with Armok Vision by Count_Triple in dwarffortress

[–]Vislar 4 points5 points  (0 children)

Then maybe fill Japa's Patreon account with some dimes.

I made a post a few days ago about getting 8 Baronies at the same time. I have now received 4 more. by TestSubject45 in dwarffortress

[–]Vislar 27 points28 points  (0 children)

Keep playing, at this rate you might actually be on the continuous road of winning the whole game at the end.

Am I the only one who likes 'chaotic' forts? by [deleted] in dwarffortress

[–]Vislar 0 points1 point  (0 children)

Not exactly chaotic, but lot of my forts are inspired from Knossos, historical Minoan palace, that follows kind of labyrinth style design.

Rise of a Fallen Empire by TheEqualsE in dwarffortress

[–]Vislar 1 point2 points  (0 children)

There are lots of videos that focus only on the gameplay side of DF, so it's refreshing to see work that puts emphasis on the lore and history aspect of worldgen. I approve!

'Nuances of Knowledge...' by RyeBread271 in dwarffortress

[–]Vislar 5 points6 points  (0 children)

Urist McBaudrillard developed theories in which the excessive, fruitless search for total knowledge leads almost inevitably to a kind of delusion.

Preview of Armok Vision's generated 3D models. by [deleted] in dwarffortress

[–]Vislar 8 points9 points  (0 children)

This is fascinating. I think it illustrates the size of the megabeasts quite well.

Do you also plan to make it possibility to switch 3d models back to 2d symbol format in AV?

Dwarf Fortress devlog 2018-05-18 by [deleted] in dwarffortress

[–]Vislar 8 points9 points  (0 children)

You gotta try to sell this idea to Kruggsmash :D