That’s right.

Intro

I think there are enough people around here still playing Dwarf Fortress to take another shot at running a succession game, so I’d like to kick off Hexbear Plays Dwarf Fortress: Chapter 2. Last time around, things were a little disorganized, with the duty of organizing the game passing along with the save file. I think we made it about five turns. This time we will try a different approach. I will assume the role of dictator, and as long as I don’t allow my kingdom to fall to ruin, or neglect to reign in my scheming courtiers, every Friday will be Fortress Friday, where we advance the game, put files into the hands of the next player, and recount the events of the past year for our eager spectators and awaiting players.

On this inaugural Fortress Friday (today), we will discuss the scenario, rules, guidelines, and logistics of running the game, as well as putting together an initial roster of players. Based on feedback in this thread, I will generate a world, select a site, perform my duties as Expedition Leader for one year, and next Friday, the initial Fortress Friday post of this chapter will be made.

World Generation

There are a few world generation parameters we probably want to tune. We should also discuss this in this thread (if anyone cares).

Details

The following are my suggestion, but these are not set in stone. Anything left unmentioned is default.

  • Size: 129x129 (“Medium” preset). There is a trade-off between file size and variety in biomes / civilizations when it comes to the map size. I normally do Large, a lot of succession games do “Small” or “Pocket” to save space, but “Medium” would be a good balance and keep possibilities open for a future Chapter 3 within the same canonical universe.

  • End year: Rather than choosing a specific year, I want to stop world generation at the moment the “Age of Legends” begins (for canonical reasons). This occurs when only 1/3 of the initial megabeast population has been eliminated and is meant to signify an era defined by the establishment of civilizations. Rather than the narrative being driven by the arrival of arbitrary monsters, it will revolve around alliances and conflicts with the Humans, Elves, and Goblins. On the other hand, there is more time for necromancer towers to be established and criminal organizations to embed themselves in positions of power. The Goblins grow ever-more powerful, and the curse of lycanthropy never stops spreading.

  • Savagery weights: towards high. Promotes more sapient creature races, which are always amusing guests in the fortress, regardless of if they are holding a beer or a spear. Also gives us some giant wildlife to worry about in replacement of the dwindling megabeasts.

  • Pole: North OR South

  • Cavern Openness / Density: Adjusted to bias towards larger, somewhat less labyrinthine caverns.

  • Partial Ocean Edges: 1 (setting used by “Region” presets, generally produces a single land-mass)

  • Minimum Z-levels between layers (caverns): Increased from 1 to 8 to ensure a nice deep map with enough room for various players to build in. Region maps (as opposed to island maps) tend to be very shallow otherwise with the caverns right on top of each other.

  • Mineral Scarcity: 2000 (falls between “Sparse” (2500) and “Frequent” (500) on the Sparse side). Abundance of minerals (metal ores) disadvantages Elves in world generation, and makes it exceptionally easy to kit the whole fortress in steel plate. “Sparse” was the default in classic DF, but we don’t have to push it that far.

Embark

The most consequential decision here is size, with 4x4 being standard. For performance reasons we could do a 3x3. Smaller would be quite caustrophobic. Larger would likely cause performance problems. Another very consequential decision is neighbors. Ideally we end up close to Humans, Elves, and Goblins to maximize trade and sieges (there was a whole siege update btw. Probably the most consequential change since they introduced Z-levels to the game).

We also have choices to make about the biome. Do we want frozen winters? Do we want good/evil alignment? Do we want savage wilderness? What kind of wildlife are we looking for (bears obviously). Other important factors are aquifers, surface water sources, types of available minerals, flux stones, sand, whether we have a sedimentary layer (only place to find fuel ores) or an igneous extrusive layer (volcanoes, magma closer to the surface, but no coke to make steel, which must come from charcoal [trees] or trade). These are mutually exclusive.

Skills

The first seven players (counting myself) can also choose skills for a dwarf if they’d like (or a role if you don’t feel like looking at the whole list of skills). You can also choose a preferred gender, but genders are generated randomly before assigning skills, along with physical attributes like strength and age. I can only guarantee you’ll get a beard.

The initial seven roles have all been chosen. (still open to be amended)

  1. Carpenter (myself)

  2. Administrator (bookkeeper, appraiser, judge of intent, leader) (@gay_king_prince_charles@hexbear.net)

  3. Doc (4 diagnostician, 3 surgeon, 3, medical-adjacent) (@Doubledee@hexbear.net)

  4. Militia Captain (any melee (one of axe, spear, sword, or hammer), armor user, shield user, observer, teacher) (@Oreb@hexbear.net)

  5. Miner (engraver, observer, fisher/crossbow depending on surroundings) (@Moonworm@hexbear.net)

  6. Miner 2 (engraver, dodger, swimmer) (hunter, fisher, herbalist, crossbow, observer) (@context@hexbear.net)

  7. Farmer (planter, brewer, cook, spinner) (@booty@hexbear.net)

Names

We also have the opportunity to choose a name for the world itself, the fortress, and the site government, along with an emblem. These are all limited by Dwarven vocabulary and Grammar.

Rules / Recommendations

pending, aside from the fact that the game updates on Fridays. Also not set in stone and subject to discussion.

Generally:

  • Each player has one week to advance the game one year, ending on the first day of Spring (open for debate, we could do longer in-game terms). When they have completed their term, they upload their save, and make a comment about their term in the following week’s Fortress Friday post. Include a handful of screenshots. This comment will be pinned (I’m actually not sure who gets the power to do this). The next player continues playing this save.

  • Generally, apply a “play it as it lies” playstyle. Don’t save-scum to produce the ideal outcome or revert the pump-stack you just botched. A crescendo of minor errors exploding into catastrophe is what makes the exercise fun. We might revert in cases of outright sabotage though (unless it is funny).

  • Some helper mods like DFHack can be useful, but we want to ensure the save is as compatible as possible, so some thought is needed.

  • Each player claims a dwarf (by assigning a nick-name) if they haven’t already. The survival of this dwarf doesn’t impact your ability to keep playing.

  • In each turn, the player should try to accomplish a noteworthy project. Though simply managing stockpiles and shoring up the food supply are vital functions, they are boring and don’t create much of a narrative to role-play around, or generate interesting visuals. With time, the projects will grow larger and one player might not be able to complete them in one turn. It is okay to use blueprint designations to help the next player understand what you were doing, but try not to railroad them.

Players

Assigned chronologically based on applications, except for scheduling conflicts. Rotation will continue in this order, prioritizing new players and skipping over anybody who resigns.

  1. (Beginning Dec. 5) Myself

  2. (Dec. 12) @Moonworm@hexbear.net

  3. (Dec. 19) @Doubledee@hexbear.net

  4. (Dec. 26) (possibly, we’ll check again in <3 weeks) @gay_king_prince_charles@hexbear.net

  5. (Jan. 2) (can move up a week) @booty@hexbear.net

  6. (Jan. 9) @context@hexbear.net

  7. (Jan. 16) @Oreb@hexbear.net

  8. (Jan. 23) @Infamousblt@hexbear.net

    • booty [he/him]@hexbear.net
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      5 days ago

      The Steam version is really quite approachable (by Dwarf Fortress standards) and the wiki has a very thorough and easy to follow guide for new players. And the slightly less fancy version is free on their website. So if you’ve got any interest, I’d always recommend starting up a fortress and playing around until you feel like you could join in!

  • gay_king_prince_charles [she/her, he/him]@hexbear.net
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    6 days ago

    Glad to see you picking up the torch (granted, last time was as much you as me — especially with the S3 instance and all). Bearmurdered was a bit of a disaster (and not even in the fun way), and it’s nice to see another attempt at the idea. I won’t be available till the 26th (and even that is subject to change). Regardless, I’ll be watching though.

    Taking the advice of Brace Belden, I’ll take the role of interior minister (administrator) if possible.

  • Infamousblt [any]@hexbear.net
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    5 days ago

    You know what? Fuck it let’s go. Are we doing the graphical version? I haven’t played dorfs in many years so I’d love to get in and fuck it up have FUN. It’ll have to be January for me though because of holidays and life stuff going on. I will be the ranger if that’s unclaimed.

    I do think you should allow for some mods, why going for vanilla compatible? Modding DF isn’t hard really and some of the automation mods you mentioned are pretty critical in my mind.

    • Doubledee [comrade/them]@hexbear.net
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      5 days ago

      If you haven’t played in a few years you might be surprised how much less automation is necessary. The in game manager is good with tasks and things are overall way more intuitive than pre-steam.

    • PorkrollPosadist [he/him, they/them]@hexbear.netOP
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      5 days ago

      Are we doing the graphical version?

      Yeah, I think this would be the most accessible option. Current stable - 53.06. The free version with text-mode graphics is still maintained and available in version 53.06 as well. If the saves are compatible (I believe they are), there is no reason to prohibit this either.

      I do think you should allow for some mods, why going for vanilla compatible?

      I’m not against mods. There are a few simple mods I’d really like to include (extra squad icons, audible alerts, reduced Z-level fog, enhanced UI (shows keyboard shortcuts for everything)). These need to be installed through the Steam Workshop though, which frequently malfunctions for this game in my experience. I needed to manually create a symlink to the Workshop folder make these work correctly. Raw mods no longer get baked into the save like classic DF, which complicates things because every player will need to install them.

      I plan on looking into if it is possible to manually bake the mods into the save. If this can work without needing everyone to subscribe to Steam Workshop items, I’ll do it. I’ll also take recommendations, but I’m not trying to change the gameplay mechanics too much (like adding new materials or workshops or creatures or “convenient” crafts like stone beds and corkscrews).

      I also never play without DFHack personally, but it is an extra thing everyone needs to install. If everyone is fine with that (it is fairly simple), I am not opposed in the slightest. Unlike workshop mods, I think DFHack just creates extra files in the save which are ignored by the game. The save should still work if it passes from a player with DFHack to one without, but functions like seedwatch which quietly keep the fort alive will cease to function for the period of that turn. Either way, I do plan on using DFHack to give the embark location a once-over to ensure it’s viable, and we might use it occasionally to remove thousands of tattered socks if the game goes on long enough.

      Also, we’re fresh out of starter dwarves unfortunately :P. We’ll pack a crossbow and an immigrant will be assigned to do ranger stuff.

      • Oreb [comrade/them]@hexbear.net
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        5 days ago

        Just regarding saves for both the ascii and graphics version, I switch between the two mid game on steam no issue so I imagine the saves won’t be a problem.

        Something we might want to pin down is if we take screenshots with graphics or not. I tend toward using the graphics for them so they are more approachable. However if you’re playing free do what you please.

  • mendiCAN [none/use name]@hexbear.net
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    5 days ago

    dwarf fortress. love the game (hypothetically). practically? brain melting like all the other games i want ta want ta like (factorio, KSP, dyson sphere). I’ll enjoy following y’all tho, DF stories are epic

  • BigWeed [none/use name]@hexbear.net
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    6 days ago

    Does anyone know if it’s better on windows or linux? He stopped doing mac builds. I have to install an os on my desktop and i’m open to whatever works best.

    • PorkrollPosadist [he/him, they/them]@hexbear.netOP
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      5 days ago

      It works fine on either Windows or Linux, (including 3rd party memory-hacking tools like DFHack and Dwarf Therapist). I play on Linux personally. This is a game that renders all of its graphics in software and just uses SDL to open a window and put them on the screen (and process input events). It isn’t going to be impacted at all by OS-dependent factors like video drivers, graphics libraries, or compatibility layers. It’s basically like Doom in that regard (though the CPU and memory requirements are higher).

      From my understanding, a Mac port shouldn’t even be too difficult (SDL and FMOD are both available). They just haven’t gotten around to it unfortunately. It might still be possible to play in a compatibility layer like WINE (which officially supports MacOS, but I’ve never tried that).

  • Oreb [comrade/them]@hexbear.net
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    6 days ago

    This is great! I’ve been wanting to play a succession game for a while. I’d gladly take the role of farmer and can take over the succession anytime after the 26th.

    Edit: just saw someone already claimed the farmer, but I’m open to anything really.

  • I use PerfectWorld to import custom heightmaps for my worlds, which I make in World Machine. If you want to do that, we could make kind of a game out of crowdsourcing the creation of the world heightmap. World Machine is a node-based editor, which would make doing so easier to digest maybe.

  • Doubledee [comrade/them]@hexbear.net
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    6 days ago

    Doubledee feels euphoric remembering admiring a fun game played with comrades.

    “It was inevitable.”

    I can handle the week of Christmas, since I will be alone once the weekend passes.

    NGL I’m a little intimidated by the siege changes, I’m generally really cautious and slow so it will force my hand but here we are I guess.

    I would prefer a light aquifer but would only veto a heavy one, that’s a big pain. As far as climate and environment my only veto would be evil, I think that’s a big difficulty jump that might scare people off of playing.

    I think 4x4 works fine, at least on my rig. We might be better off limiting migration if we notice performance problems.

    I think we could name the fort thematically and the administration pursuant to that. I’m fine leaving that to you honestly.

    I can be the doc, I think diagnostician is the most important so 4 there, 3 surgeon, and then 2 and 1 to the other medical skills (suturer and wound dressing I think?)

    • PorkrollPosadist [he/him, they/them]@hexbear.netOP
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      6 days ago

      I can handle the week of Christmas

      Assuming this means 12/19 - 12/26, the week when Christmas occurs

      NGL I’m a little intimidated by the siege changes, I’m generally really cautious and slow so it will force my hand but here we are I guess.

      I haven’t got a proper siege yet, but generally I just let people wander around gathering webs in the caverns freely with open doors and it is usually fine. big-cool

      We might be better off limiting migration if we notice performance problems.

      Pop limit is a good thing to pin down, but fortunately I think it is one of the settings you can actually change at any time (doesn’t make people go away if you lower it though). Performance has improved a bit so it is possible to run 400+ pop forts on a modern CPU, but 200 is probably a good tentative limit. If we become a Mountain Home, I think we should just retire and start the next chapter.

      would only veto a heavy one, that’s a big pain.

      A feat I’ve never accomplished either. I will only consider it on a boundary, where some of the embark is heavy, if there is a compelling reason (e.g. we get free sand and infinite glass industry out of it).

      I can be the doc

      done.

  • context [fae/faer, fae/faer]@hexbear.net
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    6 days ago

    i’m in. i’ll take the miner and dig a big ol’ 'ole. some points in engraver sounds good, but make sure to put a few in dodge and swim.

    i like aquifers and flux stone, but i’ll go with whatever.

  • booty [he/him]@hexbear.net
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    6 days ago

    I’d love to try again! I remember on the first run I missed one of the posts when it was my turn and played through a year someone else had already done, which was very embarrassing. Hopefully better organization can help prevent dumbasses like me from making such mistakes!

    I’ll take the 26th if @gay_king_prince_charles@hexbear.net doesn’t end up wanting it. Otherwise I can do the week after.

    Also I can be the farmer. I’m a big mushroom head shroomjak