DoctorShop
Bluelighter
From Wikipedia (have used nsfw tags as it's quite long:
Slaves to Armok: God of Blood Chapter II: Dwarf Fortress (Dwarf Fortress for short) is a freeware computer game by Bay 12 Games for Microsoft Windows, Linux, and Mac OS X set in a high fantasy universe that combines aspects of roguelike and city-building games and is primarily known for its unique level of complexity and incredible difficulty. The title of the game is inspired by its primary focus on the construction, management, and exploration of dwarven fortresses within the game world. Development started in October 2002,[2] followed by the game's first public release in August 2006.[3]
Prior to play, a world must be generated using the software or downloaded from the internet. Each constructed world is unique; events that take place during play will affect subsequent games in the same world. World creation in Dwarf Fortress is elaborate: terrain is generated using fractals, erosion is simulated, then wildlife, towns, and other sites are placed.[2] A specific history is attached to each site; references to these events can be found during gameplay (in artwork and conversations with non player characters(NPCs)), and development's current focus (as of April 2008) is to make world generation wars determine in-game territory distribution and NPC background stories. The entire process can take anywhere from a few seconds to several hours, depending on settings and computer speed. Tarn Adams has added an option for generating significantly smaller worlds (of sizes 257x257 (the default), 129, 65, 33 or 17) for people who do not want to spend longer amounts of time generating a full sized world.[6] With the addition of more advanced world generation parameters in v0.28, it has become possible to generate non-square worlds (such as 129x65) as well as the ability to "paint" the shape of the world (specifying height, temperature, savagery, rainfall, drainage, and volcanism) which has given rise to real-world-inspired world generation parameters.[11]
The game offers two play modes: "Dwarf Fortress" mode, in which the player builds a dwarven settlement, and "Adventurer" mode, in which the player controls a single character in a generally roguelike manner. Only one mode at a time can be actively played in a given game world, although adventurers can visit abandoned or demolished fortresses built in prior games.
The game difficulty is variable, but its slant towards difficulty is reflected in the game's motto, "Losing is Fun". The first few attempts for newer players can often end in disaster. However, as time progresses, and the user's fortress grows, the game presents more late-game challenges. All fortresses can and will eventually end in disaster.
Dwarf Fortress mode
As the player begins Dwarf Fortress mode, they have the ability to select a starting location, which determines the resources and challenges one may encounter on a given map. For example, a player may start on a map that contains a magma pool, which allows the dwarves to smelt and craft metals without requiring fuel resources but occasionally spawns dangerous enemies.
The initial settlement party consists of seven dwarves. The player receives a number of points to spend on settler skills and resources (food, weapons, armor, equipment, etc.). Once these decisions have been made, the settlers arrive and await the player's instructions.
A variety of tasks can be performed in the game. Some are basic, such as mining, woodcutting, metalsmithing, masonry, farming, and cooking. Others are more esoteric, such as soapmaking, fish-cleaning, engraving, and gem cutting. A given dwarf's "career" will generally center on the skill practiced most. Many of the skills require special buildings, known as workshops, to be constructed.
The player influences newly-arrived dwarves through the designation of work areas and subsequent job creation, but the player cannot directly control a dwarf. For example, designating an area for wood-cutting creates one "chop down tree" job for each tree encompassed, which a dwarf with the proper job activated will carry out. If a wood stockpile is created, a "haul lumber to stockpile" job forms whenever there is a spare log and available room in the stockpile. Any dwarf may be designated to perform a job; however, higher skill in a given job may improve rate (such as with mining) or quality (in the case of crafting) of performance.
As they excavate their mountain, dwarves will have to fashion living space, produce food (typically involving farming and irrigation), obtain water and alcohol, and build workshops to generate valuable trade goods. They will also encounter hostile creatures against whom they must defend, which generally leads to military organization and deathtraps. As the fortress grows, more dwarves will arrive, providing additional labor and opportunities for job specialization.
As the game proceeds, players can encounter foreign traders, dwarven nobles who place demands on the populace, goblin sieges, maniacal dwarven artisans, and a variety of other special events.
The game models the dwarves and the world in extreme detail; for example, during combat, a dwarf can sustain varying degrees of injuries (broken, mangled, etc.) to many body parts down to individual fingers, internal organs and even nerves and arteries. Item base material, quality of workmanship, dye and decorations are all registered and taken into account. According to their experiences (having a friend die, being served low quality food, being disturbed by noise while sleeping, etc.) dwarves can become happy or sad, even angry and finally driven insane; they build social relationships, marry a sufficiently compatible dwarf and have children, or organize parties. Each dwarf also has its own unique personality, likes, and dislikes that will affect how the dwarf reacts to specific situations. An example of this is that a dwarf who likes the material gold will get a happy thought from seeing or owning a golden item, or a dwarf who is quick to anger will be more likely to tantrum and get into fist fights. In addition, dwarves can obtain personality traits through experiences such as seeing a great deal of death, which will decrease the unhappiness received from the death of friends. Gravity is simulated; and an elaborate fluid mechanics system[2] is responsible for river and magma flows, and allows phenomena such as pressure geysers and flooding to happen in-game.
What this equates to is an enjoyable, in depth game with infinite possibilities. The controls can be confusing but if you follow a tutorial and use the wiki you can get the basics in half an hour.
The basic game is in ascii (similar to roguelike games). However there are tilesets to make things easier. I personally prefer this however other players (who have been playing it longer) swear by ascii.
If you are interested in playing I would recommend "The Lazy Newbie Pack" available here: http://www.bay12forums.com/smf/index.php?topic=59026.0
The pack includes Dwarf Fortress, Stonesense, Dwarf Therapist and some other utilities that can make things easier for new players. Dwarf Therapist allows you to more easily give commands to your dwarves and Stonesense shows the Dwarf Fortress world using an isometric view.
You may want to bookmark the Dwarf Fortress Wiki: http://df.magmawiki.com/ and use this tutorial to get started: http://df.magmawiki.com/index.php/Bentgirder
The reason I have made this post is because I have really enjoyed learning to play this game and love the depth and complexity off it. You may be attacked by goblins, or be digging deep underground and come across demons. One of your dwarves may die during battle, causing the other dwarves to go mad with grief. Your dwarf could make a great admantium axe.... or an admantium barrel.
It's really a game you have to experience to understand what it's all about. I recommend checking it out if you like this kind of thing.
NSFW:
Slaves to Armok: God of Blood Chapter II: Dwarf Fortress (Dwarf Fortress for short) is a freeware computer game by Bay 12 Games for Microsoft Windows, Linux, and Mac OS X set in a high fantasy universe that combines aspects of roguelike and city-building games and is primarily known for its unique level of complexity and incredible difficulty. The title of the game is inspired by its primary focus on the construction, management, and exploration of dwarven fortresses within the game world. Development started in October 2002,[2] followed by the game's first public release in August 2006.[3]
Prior to play, a world must be generated using the software or downloaded from the internet. Each constructed world is unique; events that take place during play will affect subsequent games in the same world. World creation in Dwarf Fortress is elaborate: terrain is generated using fractals, erosion is simulated, then wildlife, towns, and other sites are placed.[2] A specific history is attached to each site; references to these events can be found during gameplay (in artwork and conversations with non player characters(NPCs)), and development's current focus (as of April 2008) is to make world generation wars determine in-game territory distribution and NPC background stories. The entire process can take anywhere from a few seconds to several hours, depending on settings and computer speed. Tarn Adams has added an option for generating significantly smaller worlds (of sizes 257x257 (the default), 129, 65, 33 or 17) for people who do not want to spend longer amounts of time generating a full sized world.[6] With the addition of more advanced world generation parameters in v0.28, it has become possible to generate non-square worlds (such as 129x65) as well as the ability to "paint" the shape of the world (specifying height, temperature, savagery, rainfall, drainage, and volcanism) which has given rise to real-world-inspired world generation parameters.[11]
The game offers two play modes: "Dwarf Fortress" mode, in which the player builds a dwarven settlement, and "Adventurer" mode, in which the player controls a single character in a generally roguelike manner. Only one mode at a time can be actively played in a given game world, although adventurers can visit abandoned or demolished fortresses built in prior games.
The game difficulty is variable, but its slant towards difficulty is reflected in the game's motto, "Losing is Fun". The first few attempts for newer players can often end in disaster. However, as time progresses, and the user's fortress grows, the game presents more late-game challenges. All fortresses can and will eventually end in disaster.
Dwarf Fortress mode
As the player begins Dwarf Fortress mode, they have the ability to select a starting location, which determines the resources and challenges one may encounter on a given map. For example, a player may start on a map that contains a magma pool, which allows the dwarves to smelt and craft metals without requiring fuel resources but occasionally spawns dangerous enemies.
The initial settlement party consists of seven dwarves. The player receives a number of points to spend on settler skills and resources (food, weapons, armor, equipment, etc.). Once these decisions have been made, the settlers arrive and await the player's instructions.
A variety of tasks can be performed in the game. Some are basic, such as mining, woodcutting, metalsmithing, masonry, farming, and cooking. Others are more esoteric, such as soapmaking, fish-cleaning, engraving, and gem cutting. A given dwarf's "career" will generally center on the skill practiced most. Many of the skills require special buildings, known as workshops, to be constructed.
The player influences newly-arrived dwarves through the designation of work areas and subsequent job creation, but the player cannot directly control a dwarf. For example, designating an area for wood-cutting creates one "chop down tree" job for each tree encompassed, which a dwarf with the proper job activated will carry out. If a wood stockpile is created, a "haul lumber to stockpile" job forms whenever there is a spare log and available room in the stockpile. Any dwarf may be designated to perform a job; however, higher skill in a given job may improve rate (such as with mining) or quality (in the case of crafting) of performance.
As they excavate their mountain, dwarves will have to fashion living space, produce food (typically involving farming and irrigation), obtain water and alcohol, and build workshops to generate valuable trade goods. They will also encounter hostile creatures against whom they must defend, which generally leads to military organization and deathtraps. As the fortress grows, more dwarves will arrive, providing additional labor and opportunities for job specialization.
As the game proceeds, players can encounter foreign traders, dwarven nobles who place demands on the populace, goblin sieges, maniacal dwarven artisans, and a variety of other special events.
The game models the dwarves and the world in extreme detail; for example, during combat, a dwarf can sustain varying degrees of injuries (broken, mangled, etc.) to many body parts down to individual fingers, internal organs and even nerves and arteries. Item base material, quality of workmanship, dye and decorations are all registered and taken into account. According to their experiences (having a friend die, being served low quality food, being disturbed by noise while sleeping, etc.) dwarves can become happy or sad, even angry and finally driven insane; they build social relationships, marry a sufficiently compatible dwarf and have children, or organize parties. Each dwarf also has its own unique personality, likes, and dislikes that will affect how the dwarf reacts to specific situations. An example of this is that a dwarf who likes the material gold will get a happy thought from seeing or owning a golden item, or a dwarf who is quick to anger will be more likely to tantrum and get into fist fights. In addition, dwarves can obtain personality traits through experiences such as seeing a great deal of death, which will decrease the unhappiness received from the death of friends. Gravity is simulated; and an elaborate fluid mechanics system[2] is responsible for river and magma flows, and allows phenomena such as pressure geysers and flooding to happen in-game.
What this equates to is an enjoyable, in depth game with infinite possibilities. The controls can be confusing but if you follow a tutorial and use the wiki you can get the basics in half an hour.
The basic game is in ascii (similar to roguelike games). However there are tilesets to make things easier. I personally prefer this however other players (who have been playing it longer) swear by ascii.
If you are interested in playing I would recommend "The Lazy Newbie Pack" available here: http://www.bay12forums.com/smf/index.php?topic=59026.0
The pack includes Dwarf Fortress, Stonesense, Dwarf Therapist and some other utilities that can make things easier for new players. Dwarf Therapist allows you to more easily give commands to your dwarves and Stonesense shows the Dwarf Fortress world using an isometric view.
You may want to bookmark the Dwarf Fortress Wiki: http://df.magmawiki.com/ and use this tutorial to get started: http://df.magmawiki.com/index.php/Bentgirder
The reason I have made this post is because I have really enjoyed learning to play this game and love the depth and complexity off it. You may be attacked by goblins, or be digging deep underground and come across demons. One of your dwarves may die during battle, causing the other dwarves to go mad with grief. Your dwarf could make a great admantium axe.... or an admantium barrel.
It's really a game you have to experience to understand what it's all about. I recommend checking it out if you like this kind of thing.