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comment continued 1 (didn't push shift all the way)
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The biggest thing that was lost in the transition to a more "streamlined for a wider audience" is the loss of keyboard control. Sure there are still keybinds. I have no problem with learning new binds, that's not the issue. What I take umbrage with is the mandatory mouse control.
I'm of the opinion that pointing devices are a modern computer users crutch. That asside though, I don't have a problem with it being an option. Where I draw the line is forcing me to use it, when for almost two decades now it's been using the keyboard (the most efficeint method for a game of this kind)
Mar 23 · 7 weeks ago
comment continued 2 (electric boogaloo)
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One thing a greatly appreciate is the continuance of Gnu/Linux support. That's always work big points in my book.
Granted it did take an extra team member and a considerable ammount of time after release to get it, but I'm still greatfull it's there at all.
One thought I've seen floated in places is, how many of these design desicions are coming from the Adams and which are being told to them by the people at the game studio they brought onboard? It's no doubt been addressed elsewhere, but I feel like so many of these things they've done was a situation of them telling him this is "how it
comment continued 3 (revenge of the errant enter)
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is done these days"
Sorry for the rant. One or two more paragraphs and I'll be done. Pinky swear.
On a pessimistic note, I'm not really suprised by any of the the things currently happening with dwarf fortress. Sadly, I've seen this happen over and over again with proprietary projects. It starts with with the brainchild of the operation, then they bring a few people on to help, then the money touches them right in the wallet. Before long, your niche little game is long gone, replaced with a marketing engine that bears little to no resemblance to what it once was and doesn't appeal to you. Nothing inherantly....
comment continued 4 (Character limit strikes back)
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... wrong with that. That's just something that happens.
Heck, I wouldn't be supprised if in a few years time we start seeing Dwarf Fortress™ Pop™ figurines and Lego™ sets on store shelves. The engine will be in full swing, the Adams and affiliates pockets will be full, and all we'll have is memories of what used to be.
It's already starting. I've noticed the game is already markedly simpler and easier, as evidenced by the fact it's getting harder to lose. I've seen numerous new players come in and go several forts without losing once. If "losing is fun" then there is objectively less fun being had.
comment continued 5 (Passion of the Urist)
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Whew!
Appologies again for all that. I don't mean to be such a downer. On a hopefull note: we always have the last real good release of DF (version 47.5). It's what most of the tools and tilesets work with, and is good enough that in my opinion I
comment continued 6 (Who put the enter key there?)
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...would go so far as to call that the true version 1.0.
Besides, we still have our memmories, and who knows, maybe he'll release the source code under the GPL like he's promised to do one day. I wouldn't hold my breath, but it's a glimmer of hope at least. Hey, maybe someone will come along and make a libre clone one day if they haven't already.
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Anyone who's actually read all that mess, my hat is off to you. Dang! I didn't think I had all that to say when I started writing the first comment. Guess it's been bothering me.
I mean, at the end of the day. it's just a game.
Cheers
comment continued 7 (The last one)
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These seem to be ordered news first, so my whole string of comments is backwards. I've numbered them for convenience.
Oh, and here's a TL;DR
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Yeah but my keyboard controls, and corproratization...WAAH! BOO-HOO-HOO!
Story eh?
Once, there was a fortress designed by architectsdwarves with grand ambitions. They build elaborate and carefully pieced togather halls and cooridors of elaborate and, most emportantly, gargantuan proportions. The administrators tried to midigate things with clever stockpile use, to no avail The fortress was too grand for their humble stature.
One day, they had to admit defeat to their greatest foe, the universes very ability to process their shenanigans. They abandoned the fortress to the dust. It still stands, as a monument their hubris and overambition.
("A's a biggun' -Urist)
TLDR, I made it too big and complex, making my poor cpu chug harder than a fat woman at a milkshake drinking contest.
Note for all my comments here: I can spel, aye prawmis.
🌲 Half_Elf_Monk [OP] · Mar 23 at 18:25:
@Winco - Agree. I don't begrudge them any success for the steam version, but there's a part of me that says that the learning curve, the ascii, and the fun!!1 were part of what made df so great to begin with. I've not played the steam release and I likely won't... 0.47.5 is good enough for me.
One of my fave moments was figuring out how to run it in ncurses, then running it on my beefier server and playing via ssh. It wasn't perfect, but was about the most dwarfy thing I could think of at the time.
I'd have loved to see the source code opened up after a successful gofundme (or equivalent) campaign to pay for their medical expenses. Then a team of devs could continue the highly-linux-ey nature of the game. But c'est la vie
🌲 Half_Elf_Monk [OP] · Mar 23 at 19:38:
SHIELDWALLED, the GREAT STONES: A group of intrepid dwarves set out to build a dwarf fortress, striking the earth. Their location contained rich mineral deposits, and was located very near to several goblin encampments and two necromancer towers. This is typical dwarven behavior.
After 6/7 of the group lazed about watching the one dorf with a pickax work to dig a subterranean stuff-storage, and a few mugs of plump helmet wine, they finally all got to work.
Together they constructed a mighty 3-z-level high wall, surrounding a patch of grass large enough to graze animals and plant several crops. Crennelated battlements were installed at the top layer, so the few bowdwarves could fire on enemies below.
Migrants arrived. They get to sleep in the common room, in the beds shoved up against the wall, until suitable rooms can be carved for them from the living rock. Their complaints were noted and dismissed; the defense project has priority.
Our craftsdwarf has managed to make hundreds of mugs out of discarded rock fragments. Literal trash. Unsurprisingly, the elven trade caravan bought them all.
A moat was dug, and the river re-directed to follow its path. Kogan was the dwarf to break the last wall of earth holding the river back. The escape stairs appear to have been dug into the wrong side of the moat wall. Construction of a burial chamber has now been added to the diggers' task list.
More schlock mugs are sold. Those lumbering human traders even called them 'masterworks.' More migrants arrive.
The universe slowed down to a snail's pace for an unknown quantity of time (we measure time in seconds, but the mountainhome sages insist that a 'frame' of reference matters too). On the plus side, there is now a massive uptick of cat-leather garments being prepared for use and sale.
The first goblin invasion was pitifully small, and easily dispatched. Construction has begun on a sealed tower, some distance away from our walls, to give an alternate angle for our bowsdwarves.
More migrants arrive. More mugs prepared. The persnickity elves who complained that we cut the trees did not return to their treetop shacks.
A vampire dwarf has been imprisoned in a subterranean bedroom, since it can neither be released into the general population, effectively banished, sleep, or die. We compassionately left a bed in that space.
Praise Armok, a real invasion force has arrived. Our bowsdwarves and moat were ready, and the wall stands firm. Urist was left outside when the gate was closed.
Urist has managed to dodge the invasion force, and has reached the freestanding bow tower. As intended, it is sealed. Urist is on the incorrect side of its walls.
As Urist has no tools to turn its wall into a door, a dwarf has been dispatched through the underground tunnels to make a door from the inside of the bow tower.
The dwarf Mistem has discovered flooding in the underground tunnel while on the way to rescue Urist. The light aquifer was not adequately sealed.
The dwarf Mistem has discovered much water in the staircase leading to the lower level. Perhaps Kogan's ghost appreciates the irony of a flooded burial chamber. Mistem would, were lake staircase not in the way.
Another dwarf has been dispatched to see what can be done about the flooding. The water is beginning to overflow Kogan's resting place, and spill into the lower levels, where the bedrooms and ale hall are located.
As passage through the flooded underground tunnel to the bow tower was impossible, water is being diverted to a small, unused quarry room. Discussion begins on accountability for the entire bow tower project.
Mistem has managed to disassemble the wall panel of the sealed bow tower just in time to discover Urist's mangled corpse.
Mistem has managed to locate Urist's mangled corpse at the same time that the goblin invasion force has located the new door in the unsealed bow tower.
The water has been successfully diverted, and the invading goblin force seems pleased that the muddy tunnel is passable. No word from Mistem.
Migrants arrive, and hurry through the new door to find a muddy ale hall filled with goblins.
Lorbam's last act was sealing off the passage to the upper walls of the fortress from within. All the tools and food remain below with the corpses and the goblins.
The water overflows the temporary quarry, and begins spilling back into the ale hall. The passage is impassible, and the goblin force cannot swim.
Our small force of three remaining bowsdwarves remains locked in the upper castle, without food, drink, tools, or the capacity to dig or open our gate. As we starve to death, we enjoy the sound of drowning goblins below, and raise one of the many many many mugs to Kogan.
Dwarf Fortress — Dwarf Fortress is so much fun. It's complex enough to warrant lots of replay, and really lets you imagine and enjoy the world-gen for the fortress you're piloting. Unless you're playing the steam version, it also really scratches the ASCII itch. Reminds me of the good old days with nethack, alphaman, zzt, megazeux and the like.... but as a game with modern levels of depth and scope. Plus there's all sorts of cool thoughts there about what constitutes an emergent story, or...
💬 Half_Elf_Monk · 14 comments · 1 like · Mar 20 · 7 weeks ago