Dwarf Fortress: Rebuilding a Dead Empire [New Start]



My Dwarf Fortress Tutorial [Steam Edition]: https://youtu.be/zEt87BikHzA
Playlist for this fortress: https://www.youtube.com/watch?v=M2yjLuB8gJA&list=PL3Hfqo2_KOldYR2crV4u4UVRc4Qt5BufB
Dwarf Fortress on Steam: https://store.steampowered.com/app/975370/Dwarf_Fortress/

The deepest, most intricate simulation of a world that’s ever been created. The legendary Dwarf Fortress is now on Steam. Build a fortress and try to help your dwarves survive against a deeply generated world.

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42 thoughts on “Dwarf Fortress: Rebuilding a Dead Empire [New Start]”

  1. The were creatures are very problematic…. One bite in the log missed and from there on it's a nightmare. Literally 100hrs of game time can be ruined by just one visitor and best I can determine NO early warning signs. At least the vampires are green!

    Dogs can detect thieves but is there anything that detects werebeasts?

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  2. I'm at 1:33:30 It's a little frustrating to watch. I'm thinking: just accept the fact that there's little space in the pyramid. Just make as many decent 2×2 romms as will fit comfortably, and put the rest underground.

    Anyway, back to the vid.

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  3. I have put in just over 300 hours in so far and the cause of FPS death is over production of items. The idea that more is better, but that is not good for DF.. Example don't make more farms than you can make use of the good gained from them. plump helmets will reach the max seed count after a few seasons on planting if you make the farm plots too large. the game also counts each plump helmets as 1 food item cause they can be eaten. turn them off from cooking does not stop eating them raw which is fine as you still get the seed back not that you will really need it if you focus on brewing them.. Don't make to many pre-made meals unless you want to attract attacks as they count as fort wealth. Aso be super careful with production orders as the game can make counting errors and keep making items way beyond what you intended. My worst fort died at 1 fps when 20 necromancer weregoat zombies appeared from three of my dwarfs who had been infected and I didn't catch them.. The first three bit and then killed some of my dwarfs inn the industy hub surrounded by about 30 other dwarfs. They then waved there hands and raised the dead dwarfs as zombies who for some reason also transformed into weregoats and the process keep going… the game died from all of the body parts that were ripped of and hen brought back by the necromancers.. I had soldiers who had 100 kills against just one weregoat…. I latter learned on another fort that had too many items built up that if you just retire the fort and go right back and reclaim it the frame rates went right back up to optimum..

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  4. @3:26:11 "The axedwarf kicks the leader in the fourth toe, left foot with her left foot and the injured part collapses." – everything wrong with DF combat right here.

    This combat is bad. Like, really bad. Worse than the MUDs I used to play 25 years ago. Please stop romanticizing this type of stuff and instead ask for it to be fixed.
    – why is the axedwarf kicking?
    – why is any amount of processing wasted on localizing the fourth toe of the left foot? Over-granularity =/= good.
    – what does "injured part collapses" even mean? Honestly. What does it mean? How can your fourth toe on your left foot collapse?

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  5. There is a difference between bucklers and shields. Sheilds have a 50% higher block chance, don't ever use bucklers. For blocking, shield material doesn't matter at all. People use wood shields over leather, because they do more damage when dwarves use the shield as a melee weapon.

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  6. Well… I think you finally found something… That makes ME feel stupid this time…
    For the life of me… How this game works just seems beyond me… You haven't even started yet. And I'm ready lost about what your saying. Lol

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  7. I remember that old playlist. "Rebuilding the Dwarven Empire." There was a coastal stockade, a volcano fort, and a fort centered around a fighting arena inside the first cavern layer. That was a good series.

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  8. Pretty sure the pyramids were built with giant sandstone blocks, then "capped" with limestone ramps. However, the limestone, being considerably more water soluble tended to erode… Leaving most of them without their limestone covering today. I think at least one is still partly covered.

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  9. ~3:00:00 FWIW 'Cavy' is another name for guinea pig, often used as food in traditional S American meals (the 'bear' suffix indicates male); horses can be milked (a traditional RL Mongol alcoholic drink was fermented mare's milk), as can (water) buffalo (think pizza cheese)

    ~3:08:54 It may help if you direct your Sheriff to investigate the crime: that /might/ result in a generalised location (or at least narrow down the search..)

    ~3:10:25 Work orders! Set them up to produce 1 per day then limit the max! Please! (Oh, & set 'required ingredients' to <shrug> 10 each so you don't get spammed by 'failed order' msgs – plus some moody dwarf may require an uncut gem or raw magnetite ore etc.. 🙂 )

    This method is especially critical for medical supplies: while (eg) silk clothes are good, sutures are better! Reserve 10 thread from any cloth-making industry to keep your medics well-stocked; likewise (tho you already banned cat fat) reserve fat from cooking to make lye for soap (which I don't think you have being produced yet…)

    3:11:14 Bins weren't 'buggy': they functioned exactly as intended. The problem was that anything interacting with a bin would reserve that bin until their job was complete (ie travel to bin, do <thing> with bin) so no-one else could grab other stuff while that was happening. Seeds in bags (which can be stored in bins) are a typical example: one farmer may want some dimple cup seeds, but another may want some plump helmet spawn; if they're in the same bin there's a wait time before the job is reassigned.. by which time the plump helmet farmer may have wandered off to sleep, drink, WHY
    It's also not always a good idea to store xbow ammo in bins, /unless/ you have multiple bins with ammo in all: any marksdwarf who runs out of bolts will (hopefully) auto-create a job to go get more. /However/, that job now reserves the entire bin of ammo, so no other marksdwarves can get to it, resulting in them using their xbows as hammers :(( Solution: make /lots/ of bolts (which you'll want anyway) & store them in multiple bins: storing a single stack of bolts in 1 stockpile square is stupidly inefficient 🙁

    ~3:13:30 Why on earth are you making bins from scarce wood when you could be making them from rock??

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  10. Love the content….. hate that in the first 54 min of this video i was hit with 19min roughly of ads…… every 5-7 minutes its an ad… i know you dont have control over that, but man its hard not to turn ad blocker on. Youtube is like watching regular cable now.

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  11. Having not yet seen anything of the steam release, the moment you went to place a wall and you… clicked and dragged, I felt unexplainable hype.
    We are modern game! No more increasing length and width with keys!

    Reply

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