Eve of the Apocalypse: Twilight

An Aeon of Strife map for Warcraft 3
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 Post subject: Dwarf Fortress 2010
PostPosted: April 3rd, 2010, 12:50 pm 
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Jelly Doughnut
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Location: Germany
Who's playing?

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<EotA@Azeroth> YAKS GO MOOOOOOOOOOOOOOOOOOOOOOOO

Dekar: the ultimate ocean themed hero should buff and depend on spawn waves!
DarnYak: why is that
Dekar: WAVES
Dekar: :D
DarnYak: i was afraid that was the answer


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 Post subject: Re: Dwarf Fortress 2010
PostPosted: April 3rd, 2010, 2:51 pm 
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Its too difficult to get into.

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 Post subject: Re: Dwarf Fortress 2010
PostPosted: April 4th, 2010, 10:51 am 
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What's all this now?

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 Post subject: Re: Dwarf Fortress 2010
PostPosted: April 4th, 2010, 12:39 pm 
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Tehw00tz wrote:
Its too difficult to get into.

There are tutorials...but I must admit, i'm getting my ass kicked and i was really freaking good at the previous version.

DarnYak


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 Post subject: Re: Dwarf Fortress 2010
PostPosted: April 4th, 2010, 12:56 pm 
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Jelly Doughnut
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Location: Germany
I had 2 very short games to take a look at evil towers as starting loations ( cant kill the elves inhabitating them ;_; ) and I play at the moment a very successful game at a vulcano without river or aquifier ( but 5 moody pools which get refilled everytime it rains ).

Gathering plants and doing some outside farming until you have everything set up may help if you start with a farmer and adds some food variety later in the game.

The locations is a bit remote without any real trouble through wildlife or goblins though. My worst enemy yet was a cougar chased by my army to train their combat skills a bit. -_-

I started to fill up the lower areas near my entrance with walls and will propably keep on terraforming the whole mountain to remove the steep cliffs which make following units walking over the mountains so hard and to get rid of all the stone.


edit: hey look, technology! my present fortress called presentmine: http://mkv25.net/dfma/map-8370-presentmine
aww i forgot to include the water storage room with half of my floodgates

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<EotA@Azeroth> YAKS GO MOOOOOOOOOOOOOOOOOOOOOOOO

Dekar: the ultimate ocean themed hero should buff and depend on spawn waves!
DarnYak: why is that
Dekar: WAVES
Dekar: :D
DarnYak: i was afraid that was the answer


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 Post subject: Re: Dwarf Fortress 2010
PostPosted: April 4th, 2010, 2:43 pm 
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My fort, which i'm currently debating on keeping or not, is kind of a mess. Its just getting to its second year, has about 80ish dwarves. Various high master dwarves from immigrants (like 4 brewers wtf). Foods...stable, but not excessive. I have a magma moat almost finished, but I keep dying to goblin ambushers moments before the fort is fully sealed off. Either goblins are freaking brutal now, and/or legendaries aren't so good for substitute armies now. One normal goblin with a sword killed around 6 wardogs almost instantly. Two legendary miners, on the rare occation i can get them to stand and fight, fare only slightly better. I may give this spring one more shot to try and survive the goblins (I literally only need to shave seconds off finishing mining). Aside from that my fort is buried in gold, I just need to get smelting operations working.

One of my other good starting locations was screwed by having a Bronze Collusus hanging out there to start with. If you haven't heard, they are basicly unkillable by anything other then magma men and fire imps.

DarnYak


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 Post subject: Re: Dwarf Fortress 2010
PostPosted: April 4th, 2010, 10:11 pm 
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i just dont see how ya can play a game like that, i look at it and it makes no sense to me at all lol

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 Post subject: Re: Dwarf Fortress 2010
PostPosted: April 4th, 2010, 11:12 pm 
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There's some graphics packs which make it more like a 2d game. Generaly its awesome for its character (dwarves are unintentionally hilarious), its premise (building a fort is awesome), its open endedness (there's so many ways to approach anything), its challenge (admittedly, the shift to 3d really messed with challange to be too easy, now its back to being possibly too hard).The learning curve isn't even as bad as people claim, its mostly getting used to the ascii and the controls, not the game mechanics itself.

DarnYak


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 Post subject: Re: Dwarf Fortress 2010
PostPosted: April 5th, 2010, 1:35 am 
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DarnYak wrote:
My fort, which i'm currently debating on keeping or not, is kind of a mess. Its just getting to its second year, has about 80ish dwarves. Various high master dwarves from immigrants (like 4 brewers wtf). Foods...stable, but not excessive. I have a magma moat almost finished, but I keep dying to goblin ambushers moments before the fort is fully sealed off. Either goblins are freaking brutal now, and/or legendaries aren't so good for substitute armies now. One normal goblin with a sword killed around 6 wardogs almost instantly. Two legendary miners, on the rare occation i can get them to stand and fight, fare only slightly better. I may give this spring one more shot to try and survive the goblins (I literally only need to shave seconds off finishing mining). Aside from that my fort is buried in gold, I just need to get smelting operations working.

One of my other good starting locations was screwed by having a Bronze Collusus hanging out there to start with. If you haven't heard, they are basicly unkillable by anything other then magma men and fire imps.

DarnYak

The amazing thing about DF is that it gets people to talk so seriously about a game. There's something fascinating about how something so seemingly primitive is apparently so immersive.


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 Post subject: Re: Dwarf Fortress 2010
PostPosted: April 7th, 2010, 3:58 am 
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Jelly Doughnut
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Location: Germany
Had an adventurer visit a ruined village, the only building left intact was the townhall. Climbed up the stairs and suddenly my guy falls over and passes out for no reason ( no wounds, no enemies ), then dies of thirst after a long time passed. X_x

As goblins are rather scarce on my maps I modded kobolds into a full civ to add more challenge to my next fort. :D
On a world with increased evil / vulcanoes / caves / titans.

I wanted to wait for the first bugfix version but then started a new fort out of boredom. Got attacked early by 3 unkillable skeleton/zombie camels. My first migrant wave arrived and is sent to kill them at all cost...

http://dl.dropbox.com/u/1069548/Pics/Dw ... camels.png

Back to waiting for a new version.

_________________
<EotA@Azeroth> YAKS GO MOOOOOOOOOOOOOOOOOOOOOOOO

Dekar: the ultimate ocean themed hero should buff and depend on spawn waves!
DarnYak: why is that
Dekar: WAVES
Dekar: :D
DarnYak: i was afraid that was the answer


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 Post subject: Re: Dwarf Fortress 2010
PostPosted: April 12th, 2010, 11:12 am 
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i tried playing, i dont know how to get anything built, everything requires resources i apparently dont have nor have the ability to gather. or im just a fucktard. more then likely its the second scenario.

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 Post subject: Re: Dwarf Fortress 2010
PostPosted: April 12th, 2010, 12:02 pm 
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Jelly Doughnut
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Location: Germany
You should try not to embark somewhere with an aquifier ( makes digging down extremly hard as water is leaking in ) and when you customize your dwarves and items be sure to take 1 axe per woodcutter and 1 pick per miner with you.

When you start you should designate some trees to be chopped down for wood.
For stone you usually have to dig ~3 levels down I think. Use ramps on the level below or (up/)down stairs to go deeper.

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<EotA@Azeroth> YAKS GO MOOOOOOOOOOOOOOOOOOOOOOOO

Dekar: the ultimate ocean themed hero should buff and depend on spawn waves!
DarnYak: why is that
Dekar: WAVES
Dekar: :D
DarnYak: i was afraid that was the answer


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 Post subject: Re: Dwarf Fortress 2010
PostPosted: April 12th, 2010, 2:32 pm 
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For building, there's really only two resources: wood and stone. One is from chopping down trees (d->t->select area by pressing enter once, moving the cusor and then enter again to select everything in the rectangle). The other is from digging tunnels in rock (not soil). To get to the rock the easiest way is to build downward staircases (d->j is dowward staircase I think, you then designate an area the same way as chopping trees), but that also means you need to change z levels (shift + < or > to go up/down) and you want to build up+down staircases for several levels on the same square (d->i). Dig down 4-5 (hopefully no aquafier - if so embark somewhere else), then you can just dig tunnels (d->m) and you'll get stone.

DarnYak


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 Post subject: Re: Dwarf Fortress 2010
PostPosted: April 13th, 2010, 5:48 am 
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Jelly Doughnut
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Location: Germany
0.31.03 with more fixes including undeads and pathfinding with slowdowns.

Time to make a new fort.

edit: My axedwarf killed a skeleton hoary marmot with a single hit of his copper battle axe in the lower body.

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<EotA@Azeroth> YAKS GO MOOOOOOOOOOOOOOOOOOOOOOOO

Dekar: the ultimate ocean themed hero should buff and depend on spawn waves!
DarnYak: why is that
Dekar: WAVES
Dekar: :D
DarnYak: i was afraid that was the answer


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 Post subject: Re: Dwarf Fortress 2010
PostPosted: April 13th, 2010, 7:42 pm 
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Can you build a bridge?

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 Post subject: Re: Dwarf Fortress 2010
PostPosted: April 13th, 2010, 11:32 pm 
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You can build small bridges or really fucking big bridges

DarnYak


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 Post subject: Re: Dwarf Fortress 2010
PostPosted: August 23rd, 2011, 4:23 am 
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Quote:
Raising little bits and pieces and adventure-moding them in the arena continued to expose various problems. At the worst of it, knocking out an animated head's teeth caused two copies of the head to fly out and land on the ground, which would then be raised (complete with teeth), continuing the process until the arena was a churning mass of heads.

This is what happens when you attempt to ressurect Snowy Owls.

DarnYak


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 Post subject: Re: Dwarf Fortress 2010
PostPosted: August 23rd, 2011, 5:01 am 
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Jelly Doughnut
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Location: Germany
Art imitates art.

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<EotA@Azeroth> YAKS GO MOOOOOOOOOOOOOOOOOOOOOOOO

Dekar: the ultimate ocean themed hero should buff and depend on spawn waves!
DarnYak: why is that
Dekar: WAVES
Dekar: :D
DarnYak: i was afraid that was the answer


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 Post subject: Re: Dwarf Fortress 2010
PostPosted: February 14th, 2012, 2:17 pm 
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Oh shit, new version of DF finally out, say goodbye to EotA updates for a while.

DarnYak


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 Post subject: Re: Dwarf Fortress 2010
PostPosted: February 15th, 2012, 3:37 am 
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Jelly Doughnut
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I expect a Fort-blog from you. With images! And all dwarves must have EotA (player) related names.

And you have to start in a hostile, evil region.

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<EotA@Azeroth> YAKS GO MOOOOOOOOOOOOOOOOOOOOOOOO

Dekar: the ultimate ocean themed hero should buff and depend on spawn waves!
DarnYak: why is that
Dekar: WAVES
Dekar: :D
DarnYak: i was afraid that was the answer


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 Post subject: Re: Dwarf Fortress 2010
PostPosted: February 15th, 2012, 11:49 am 
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Sure why not, I started a fort yesterday but the area was a bit too tame/boring for my liking.

DarnYak


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 Post subject: Re: Dwarf Fortress 2010
PostPosted: February 18th, 2012, 10:00 am 
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Jelly Doughnut
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Bugfix version released, started to play.

Its raining filthy slush, which causes nausea and vomiting.

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<EotA@Azeroth> YAKS GO MOOOOOOOOOOOOOOOOOOOOOOOO

Dekar: the ultimate ocean themed hero should buff and depend on spawn waves!
DarnYak: why is that
Dekar: WAVES
Dekar: :D
DarnYak: i was afraid that was the answer


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 Post subject: Re: Dwarf Fortress 2010
PostPosted: February 18th, 2012, 10:30 am 
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New version requires a restart, trying to think of a fun way for my fort to end.

DarnYak


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 Post subject: Re: Dwarf Fortress 2010
PostPosted: February 19th, 2012, 10:43 am 
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zombie banannas

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 Post subject: Re: Dwarf Fortress 2010
PostPosted: February 22nd, 2012, 4:41 am 
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Jelly Doughnut
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I embarked near 5 Necromancer towers and one of them came for me with 40 zombies.

http://dl.dropbox.com/u/1069548/Pics/Dw ... 0siege.png

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<EotA@Azeroth> YAKS GO MOOOOOOOOOOOOOOOOOOOOOOOO

Dekar: the ultimate ocean themed hero should buff and depend on spawn waves!
DarnYak: why is that
Dekar: WAVES
Dekar: :D
DarnYak: i was afraid that was the answer


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