Beards, Fear & Incompetence: A Dwarf Fortress Diary (Part 2)

Autumn

Oh my holy fuck.

As you might remember, our last Dwarf Fortress diary ended with the arrival of a few immigrants.

Forty cockbastarding four of them turned up at the gates at the start of Autumn, banging their great big hammy hands against the fortress door (which didn’t crumble directly off its hinges; that’s something I suppose), and with great reluctance the resource-sucking tide was allowed in.

It was at this point I realised just how many of the new arrivals were in fact children; useless little coagulants in your finely oiled system who can’t be made to work on specific tasks. There were twenty of the little bastards:- cockroaches who so far as I can tell exist only to eat your food and drink your booze while doing whatever the red hell they like.

I fucking hate children in real life and I fucking hate children in Dwarf Fortress too.

Luckily, once the immigrants had arrived, dumped their belongings and realised that I had no beds for them to sleep in nor any rooms to put any beds in, Autumn was largely uneventful.

Apart from the whole nasty business with Fikod Likoteral that is.

Fikod was the newly appointed head of our military (mainly because he had no discernable skills of any use, but was capable of holding the axe I had bought him) and I was in the process of fine tuni- trying to set u- crying at-

I’ll be honest. I have no fucking clue how Dwarf Fortress’ military screen works. I can equip my soldiers with weapons and armour, but that is it, I’m afraid. The bits of the game actually tasked with making them militarily useful might as well be written in bloody Sanskrit for all the use they are to me, and as such my military force is one in name only.

An indecipherable menu, yesterday.

So, just to recap: Fikod was so stupid that he was considered an idiot in a society that lets children drink as much wine as they like, and because of this he had been put in charge of the fortress’ protective force, which consisted entirely of two braindead dwarves with no military understanding whatsoever. What’s insane is that at the time, Dwarf Fortress makes this sort of thing seem like a good idea. It’s like that friend who encourages you to drive home after eight hours in your local.

To be honest with you, what Fikod was or wasn’t was largely academic, as not long after the immigrants arrived he was taken with a Fey mood. I had absolutely no clue what that meant, but some frenzied Googling (one thing DF does very well is make you panic and flail at a game that probably spends more time paused than not) revealed that this mood that had struck Fikod meant he was telling me that he wanted to make something; he’d been commanded by whatever God he followed to do this, and nothing I or anyone else could do was going to stop him from trying to make it.

After painstakingly working out what kind of workshop the picky little weirdo wanted (and building it for him, because I’d read that Dwarves who don’t get to fulfill their insane crafting wishes get a little bit… well, more on that later), I watched him storm in there and immediately start drawing pictures of what he needed in order to create his God-commanded masterpiece.

He drew pictures of cloth.

I had loads of cloth, but it seems that when a Dwarf becomes a vessel of the Gods to whom they are dedicated, they become choosy little pricks who won’t actually properly fucking explain what they need; just drawing pictures or mumbling vagaries about materials they need. I spent ages throwing every different type of cloth I had at the struggling artist whilst he continued doing drawing after drawing after shit-flipping-toss-bastard drawing – but obviously none of these kinds of cloth were good enough for him, because he never got what he wanted and as such slipped into a terrible depression.

Obviously the other Dwarves in the fortress figured that this was the optimum time to throw a party, so a huge number of them decided to stand around in the dining hall and have a grand old time (for almost the entire season), while one of their number wandered the fortress, so morose he had stopped drinking, before finally dropping dead of thirst in the same room as the party.

Now, you’d expect that would properly ruin everyone’s day: You’d figure that they’d at least stop doing “Oops Upside Your Head”.

The party continued as Fikod’s corpse rotted.

Then some traders arrived and set up in the trade depot, wondering why nobody was coming to see them (which was down to two things: everyone was busy having a little Dwarven Hoedown, but mainly because I hadn’t figured out how trading worked). Their patience quickly grew thin.

That was pretty much Autumn. One dead, a frankly outrageous number of grasping infants stealing my food and booze, and a bunch of traders stood in the hallway that I haven’t even begun to work out how you’re supposed to interact with.

What “Fun”.


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10 responses to “Beards, Fear & Incompetence: A Dwarf Fortress Diary (Part 2)”

  1. Madd Avatar
    Madd

    *cough* You probably don’t really need this but…

    Press q to inspect the trade depot.

    Use g to select stuff to move to the trade depot.

    Press r so it says that a broker is required at the depot.

    You may want to allow anyone to trade, since it can be quite difficult to get your appointed broker to actually, you know, do his fucking job.

    To actually see prices the person doing the trading needs the Appraisal skill. The person who starts the first trading for a given caravan gains a small amount of skill in it, and that is enough.

    The caravan has a weight limit. Buy heavy things (like wood) and sell them light things (like crafts) and you don’t have to worry about it.

    The trader requires a certain profit margin to accept the trade so don’t just balance the two numbers. Don’t repeatedly suggest trades he will reject.

    1. @cs87 Avatar

      Yeah, I fathomed all that out after this diary, in a separate game.

      This is one of the many reasons why this group of Dwarves is fucked.

  2. badgercommander Avatar
    badgercommander

    Congratulations, between you and Guillaume I have laughed my arse off quite heartily

  3. guillaumeodinduval Avatar

    This is admittedly 100 000 times more entertaining than attempting to play DF…

    Then again, my DF experience limited itself to ''adventure'' as a ''human'' (or I should say, an @ on my screen), dropping my copper dagger so I could lick some grass on the ground with my ''empty hand'' (go figure) and set about ¼ of the continent on fire out of boredom (and because it seemed to be the only thing I could do in/to my environment).

    I still wander aimlessly with, as my sole motivation in life, the hope to set all the land on fire.

    I'm so lost and confused. I think my character will die soon from all the smoke.

    1. ShaunCG Avatar

      This is an excellent metaphor for learning to play DF. :D

  4. Alex Avatar

    Dwarves are always picking the strangest times to throw parties. Like when there's a food shortage or everything's on fire. This must have something to do with how they allow their children to booze all the time. By the time dwarves reach adulthood, they're already tired of plain old drinking, so they need to find ways to drink communally in absurd settings.

    Loving this series, by the way. You have a talent for narrating the opaque beauty that is DF.

    1. @cs87 Avatar

      Hi Alex, thanks for the nice words. I've just had a nose around your site and particularly enjoyed your piece on DF.

      1. Alex Avatar

        Thanks very much, sir! I look forward to your next entry.

        1. Simon_Walker Avatar
          Simon_Walker

          Though I've got to say that calling Rogue and Nethack DF's predecessors is about as sensible as calling Pac-Man a predecessor to Civilization. DF is not a roguelike; roguelikes are single-player hack-and-slash adventure games.

          I know DF has an adventure side, but nobody really cares about that.

          1. Alex Avatar

            Fair enough. I’m not dogmatically devoted to the idea, but I think I threw that sentence in for a few reasons. Like roguelikes, DF uses permadeath and only one save file. It borrows an aesthetic style from those sorts of games. As you mentioned, it has a roguelike adventure mode. Also, the developers have said that DF was influenced by roguelikes.

            And some people totally care about adventure mode! Like this guy: http://www.bay12forums.com/smf/index.php?topic=18145.0.