Dwarf Fortress Roundtable - Ep. 22: In Which the Gang Talks About Vanilla DF, DFHack Detox, and Release Anticipation
Episode Date: January 26, 2020FilmMusic.ioIncompetechBay12 Games Donation Page — Please Donate To The Adams Bros! Our new Patreon Page...
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Welcome to Dwarfortress Roundtable, the podcast for all things Dwarfying.
I'm Jonathan.
I'm Tony.
I'm Roland.
Here we are.
Welcome to 2020.
The future is now.
We're doing it live.
You were telling us, Tony, that you have been doing some vanilla dwarf fortress work.
Yeah, so I was kind of figuring since.
The new release will come out, and I'm not going to want to wait to try it out,
that since I've been so reliant on tile sets and all of the cool stuff
that people have done with, like, lazy noob and meth packs and that sort of thing,
I thought I would go jump into this game in straight up vanilla mode
and, you know, using no plug-ins, no tile sets, only a few modifications to, you know,
turn sound off or whatever.
And like most people listening will probably agree with, there's a lot of cool stuff
still in the game and you don't really necessarily need that stuff to have a good time with
it. So I think now that I've stated the obvious, I'd say I think my key challenges are the key
things that I miss were at first I missed the mouse support. I loved just being able to
click on stuff and not have to fuss with the Q or K buttons to query or query or whatever it is.
So that was kind of a downer, I thought. But I've kind of got used to that. And then the last thing
that really is kind of drag in for me is the lack of the workflow plugin from DFHack,
which I guess I'm finding, I used a lot or relied on a lot.
So, you know, trying to keep them always making enough alcohol seems to just be this
continual problem that I have where I always forget to have I make alcohol and then
somebody starts going mad and I only realized, whoopsie, Daisy, I forgot to do that.
So I guess I've gotten more reliant on having that manager position created in trying to
queue up enough things.
So now I don't have to come back and worry about it.
But it's kind of interesting because I think that's a good example of where DF hack kind of changes the game, maybe from the way it was intended to be.
So anyway, those are just sort of my kind of quick thoughts on it.
But the manager's not DF hack, is it?
No.
No.
And so I think that's the way that they want you to do it, right?
So I think he's hoping that you'll use managers and not rely on setting these workflow limits in DF hack, you know, all W or whatever in the workshop.
Because you don't need managers if you do that.
I think that's an example of where DFF
makes things easier, but it also
sort of takes us farther away from
maybe what the initial vision was. I don't know.
You play a lot of vanilla, right?
Especially with your mods rolling.
Yeah, I have two versions.
One is the lazy loop pack
and the other is just straight of vanilla
where I try to edit Ross and do
crazy things.
And I totally agree
because the first time I started it, I forgot that in the real game, there is no mouse control.
And I spent way too much time clicking on a workshop and wondering why it didn't just work.
So yeah.
The other thing is I usually also use the manager a lot, even though I play with mods and with the app hack.
I think the manager is quite a nice thing.
the F hack.
I don't know if I actually use it that much.
I mean, sure, for a mouse control,
but the whole workflow situation
that is implemented in it,
I don't know about that.
Never used it.
It sounds like you two have a similar take on it
and that the mouse control is the biggest thing
that you miss.
I really didn't miss the mouse control that much.
I'm doing the same thing.
I've got a couple fortresses that I've done
and I've got one that I'm working on now, like in its fifth year, that is vanilla D.F.
Except the biggest thing for me is the labor management.
And I can do it.
I know how to do it, but I just can't get over the fact that it annoys me so much that I use a dwarf therapist.
I'm hoping the new release uses the same labor management system so that dwarf therapist will still work.
The keys, the lack of mouse support, it doesn't bother me at all.
I don't like the mouse that much anyway whenever I'm editing and
working with a computer, a keyboard shortcut kind of guy all the way.
Yeah, for me, it's just like querying the workshops or whatever or trying to figure out what
something is on the ground.
You know, I'd like just be able to click on it and have a click on a workshop to be able
to do it rather than have to hit Q and sort of like move the, you know, have to, because
it always, whenever you use Q, it always puts the cursor in a certain position on the screen.
So you've got to then scroll up to it or whatever.
And it's not a huge deal and I've gotten any used to it now.
But yeah, that's one of those things where I was.
like, oh, yeah, it would be pretty cool.
I don't know if I'm going to end up preferring ASCII to the tile sets.
I still really like the Phoebus tile set.
I think that that's been my favorite from the start and continuously.
I like the fact that the tile sets are able to differentiate more clearly between, for example,
one type of stone and another type of stone.
It can have a slightly different shade where the ASCII doesn't seem to do that as well.
But then again, it may just be that I'm not still fully immersed in the ask yet.
I'm going to continue doing it probably for the next few months until they get the lazy noob pack updated for the new version that comes out.
Yeah, we've talked about therapists a lot.
It's so funny, having access to it, I never use it.
I mean, I really never use it.
I don't find the in-game work assignment thing too complicated.
if I see that they're not doing something,
I just go and find some rando idiot that's not doing anything
and just assign them to that job.
And then eventually the problem just sorts itself out
until somebody dies or goes crazy and then we need to do it again.
And maybe that's not as organized as other people play,
but it seems to scratch the edge.
And then if I'm really feeling like I want to cheat,
then I'll use the auto labor enable and D.F. Hack.
But I don't need that.
Oh, yeah.
I played a long, long time with the old.
auto labor because it was, I knew that I had to get into it at some point, but I kept
like pushing it and said, well, let's go into military first, for example. And at some point,
I disabled it and put them on distinctive labors myself. And then I realized, oh my God,
this works so much better. Because now suddenly I got actual good crafts because not so
some random animal trainer was supposed to make a wooden chair.
He never did before.
And suddenly, I had an actual chair dude that would just crank out woodcrafts.
And he would be legendary in like, I don't know, two, three months.
And that was amazing.
And suddenly I saw that, for example, if you have somebody that is very good in woodcrafting
and he makes a figurine, that that figurine is very, very, very detail.
And that hit kind of a sweet spot with me.
And I was like, wow.
So no, I encrusted everything and I like put metals on everything
because I want the sweet, sweet engravings and stuff on my tables.
And I love reading it.
and it just doesn't work that great with alter labor.
So that's my big reason to do it myself.
That makes a lot of sense.
I think one of my favorite things about dwarf therapists, though,
is that you can just glance at the grid.
And much like Roland was saying,
I can just scan down my row of people who have, you know,
for example, masonry enabled.
And I can look down through there
and I can see that I've got three of them
that are almost legendary status
so I can take everybody else
off very quickly with
three mouse clicks, get everyone
off of masonry and just make sure that those three
people are the ones who are doing the work.
Yeah, yeah.
Yeah, my artifacts are terrible.
Like here's one. It's called
something and then its name is
Risen, the Emerald Nations, a copper
bed. Sounds like it'd be awesome.
And it just says, this is a copper bed.
It is studded with copper. The object
menaces with spikes of llama wool, morian, and copper. Okay. That sucks. It's spiky bed.
It's a spiky bed. Just what you wanted. And every once in a while, I'll get something really
cool with, you know, like it'll be a musical instrument. So then it's got more detail. But otherwise,
it's like rubbish. So I think you're, I think you got it on something here. Yeah.
Moth cell, a willow earring. It is decorated with willow. On the image is, on the item is an image
of a giant narwhal in Willow. Great. This, this fort that I have.
have now is absolutely obsessed with narwhals like everything they do all their ingredients it's all
just narwhal normal normal which is kind of cool but yeah i think my best artifact was a lead bed and
the funny story behind it was actually my mayor screamed about wanting to have a lead bed and i was like
how am i supposed to make a lead bed and um about two months after he stopped screaming somebody actually
made a lead bed and I was blown
away by it because I didn't know
they could make a bed
out of metal or
basically anything else but would
and of course
Only in an artifact.
Only as an artifact.
Yeah and
only then I realized
they could make it
if it was an artifact and
of course I gave it to my mayor
and that mayor
was straight up happy for the rest
of his life and never
mandated anything weirdly after that and he was content. I loved him. So that was a great story.
And for some reason, I started to smooth every single tile in my fortress because it just
looks very, very neat. Because, you know, if you run around in a pre-generated dwarven
fort, every single surface is smooth. And I tend to do that now, too, because
It just, you know, looks better and it feels like, yeah, I'm actually having a real
Dwarven Fort, just like the others on my continent.
It gives them happy thoughts, right?
Yeah, yeah.
I was going to say as much, yeah.
And especially if you have, like, pillars in your tavern and you not only smooth them, but you
also engraved them, or you let them engraved by somebody that is legendary and engraving,
and you suddenly have like a marvelous piece of art depicting a goddess stroking a dog or something.
And it's amazing.
And they flock to it and they love it.
And makes my smart heart a little bit warmer.
In Aski, I've noticed, smoothing looks good.
But when you do a lot of engraving, it starts looking really messy and kind of clumsy because it uses a different.
character for each one.
Like it just looks like software gore almost because I engraved the side of this wall.
Now it's just like, it just looks like somebody mashed on the keys.
Yeah, sadly, you're sure has meaning.
Sadly, you can't really engrave many, many tiles that are close to each other because you get the effect of exactly that.
You can hide engravings, but I'm not even sure if that's actually a D.F thing or a
I'm not sure
but I tend to only do like
single pillars
because then it's a way way cleaner look
and it doesn't confuse me as much
as having the whole tavern floor
engraved and you're not sure
if there's a dog bleeding out
because there's an ogre inside your tavern
or because somebody just was very good at a grave
I do have to say that I've warmed up more to the ASCII
A lot of people like Dill Soup and Alexi and Kiefer will all be happy to hear that we're warming up more to the Aski because they really believe that that's the true D.F.
Well, you know, I think, well, yeah, but I mean, I also think, I mean, I feel like if the intent of the design of the game was that it be played in Aski, I think there wouldn't be tile set support.
So I think the fact that there is tile set support is kind of like the Adams guy.
going well you know whatever do it you like like we did we did it as
as if you want to do something else that's awesome cool knock yourselves out yeah I don't
know the mechanism that they use but yeah it's pretty awesome that that they've
architected it's so cool man I did it I use architect as a verb I don't like doing that
you're allowed we'll allow it it's one time anyway they designed the game such
that that so many mods can happen to well the game is fundamentally the same
they're all enhancements and that's that's a true
neat.
We wanted to do a deep dive on the Dev Notes in this episode.
We touched on it a little bit with our meeting last week, but we read the Dev Notes
closely and are trying to glean between what they talked to us about in the interview
that we had and what they released on January 1st in the Dev Notes, trying to
what we're going to be getting when they do release it.
I was really happy to hear that the release is coming in January because that was my pick
in our when is the release coming informal pool that we had.
So that was fun to hear it.
And I didn't coordinate anything with the Adams Brothers before they came on.
That was completely a fluke.
Well, if I recall, they actually refused in the podcast itself to give any true hint.
Yeah, they didn't, yeah, like, as far as, like, what day in January or?
They wouldn't even commit to January in the podcast.
Oh, right.
Yeah.
No, that's right.
We found that out afterwards, didn't we.
Well, maybe they felt like they didn't want to let me down.
No.
I told them I had a lot riding on it here.
That was, that was what this was.
No, but it's cool.
So, so when in January?
What do you think?
Beginning and middle?
It's definitely not the beginning.
Definitely not the first 12 days of January.
No, no, sadly not.
So it already counts as at least middle of January,
but I expected to be around the last week of January, to be honest.
There's going to be another dev notes if he follows his schedule,
released here in a couple of days.
Unfortunately, I check this morning and it's not out yet.
But yeah, it'll be nice if he gets it out this week.
And maybe we'll get a better idea whenever the next dev note set comes out.
Yeah, for sure.
I was imagining.
Like, whenever I see January release,
my immediate thought is,
oh, January 31st.
And that's because that's what I would do.
It looks like, though,
that they are going to be holding off on some features
because they really need to get to working on the Steam Itch release
that was announced about a year ago.
That's cool.
That's going to be fun.
I mean, that's going to be a big thing, I'm sure, for them.
Because, well, you know, we saw they were pretty transparent
about why they wanted to do it in the first place.
So I'm sure that that's still something that's very important.
So, cool.
Yeah, I was glad to see it.
And it's going to be exciting to see it.
I'm assuming come into Steam this year.
It's going to be a big year for the old fortress.
And I kind of wonder if we'll be seeing releases more frequently if it's on Steam
because I know they talked about version numbers and how to play nicely in the world of Steam with that.
And so, you know, I wonder if we'll have Door Fortress.
you know, version 20, version 40, version 80, or whatever.
Hmm.
It would be interesting, yeah.
Also, as soon as it hits Steam,
I just assume that more people will more openly talk about it
because this is quite a niche.
I wanted to say franchise, but it's not a franchise.
A niche group of people,
and as soon as it hits Steam,
I guess it will be more come into the light of things.
Maybe not.
Yeah, I mean, I think there will still be challenges for people with the interface.
And I'm imagining the Steam version is going to come pre-packaged with graphics,
which will probably, you know, maybe draw people in initially.
But I still think, you know, pending mods or whatever,
I think the interface is still going to confuse people.
Yeah.
And I mean, that's, you know, every game's got to learn.
curve. And I honestly, I don't think this one's that difficult compared to some of the other
games out there. Like, I mean, for people playing things like, I guess it's different, but games
like Dark Souls. I mean, come on, those games are super popular and they're incredibly difficult.
So I don't know. I think there's harder games out there for sure. But I think the interface and just
some of the inconsistencies and stuff, people might find complicated. This one comes in with a
reputation to start with, though, because it's, it's, oh, fairly or not, it has a reputation,
and it'll be interesting to see once it goes on to Steam, well, there's going to be the first
initial surge of people downloading it. I'm more interested to see how the, how the sales
are of it, you know, six months down the road after the initial, the initial, oh, my God,
it's on Steam. And I always say C, but it's going to be on itchio, too. I don't think they have
quite the following
that Steam does, but it's going to be there too.
They probably are more
of a better fit for Tor Fortress anyway
because it's more of an indie
population on HIO anyway.
Yeah. Yeah, I mean, well, yeah.
But I mean, steam is huge.
Like, just you can't argue with numbers
when it comes to steam.
There's just so many, everybody
in their dog has steam installed.
Everybody on the dog.
Yeah, indeed.
Yep.
That's too.
copies for every person with a dog.
Heard it here first.
Sorry, cat owners.
So I'm curious.
But yeah, I think, you know, as I say, oh, what, you know, on that, like, I feel like I've
been playing this game now for enough time to think I should know how to do things.
But I just learned about fruit and designating a zone for fruit picking.
I never knew that that was a thing.
So as a consequence, I would embark into these places with all these awesome fruit trees.
and I could never figure out why the dwarves
when I'd tell them to gather plants
weren't getting fruit, at least not regularly.
But then I just started designating fruit areas
and it's been amazing
except for the one time somebody got stuck in the tree
and died up there.
But now I don't let them pick the fruit from the trees.
I let them pick it up off the ground.
Yeah, that was cool.
Like there's an interface thing that doesn't make much sense to me,
but okay, cool, whatever.
Yeah, there does seem to be some overall
out between creating a zone for gathering plants, including the fruit, but a zone for gathering
and also sending someone out to explicitly gather a plant with a designation menu.
Yeah, DP or whatever.
That's how I'd always done it.
I never really knew about that until I just always thought it was DP.
But I guess DP is for very specific, like, ground plants.
for for berries on a bush or things that just lay around but if you actually want to pick for example apples you have to make a step ladder or wait for them to fall down and i heard about it i saw that there are some things implemented that i just assumed would be for picking fruit but when i actually did it the first time and i saw somebody using a step ladder
hauling it outside, putting it under a tree, and picking apples, going inside, and eating a
fresh apple.
I was so amazed by it.
I sat there and was like, what?
Amazing.
Why did this guy do this?
One of the great things about gathering plants and with the zone is once you set up
your still to automatically repeat brewing from plants and from fruit, you get some amazing
concoctions of wines and
beers. You'll have like cranberry
wine and
just all kinds of neat stuff that you
wouldn't have thought of. It's
it ends up being much better than just mushroom beer.
Yeah, yeah, indeed.
This is also something I like to do.
Just read about
things in the game. I like
flavor texts and informatics
in the details.
And when I see somebody
drinking something, I have to know what it
is and then you see like
red emerald beer or
strawberry wine and you
you get these ideas of
a dwarf having
like strawberry bowl
in front of him and like
drinking it from a martini
glass and
like being oh
and being like weird about it
and it's
it's lovely it's absolutely
lovely and they also
get like very positive
thoughts about it because
hey now I can eat some
strawberry wine and
potato chips or whatever
how do you how do you see
what they're drinking
you can interact with them
and then look into the inventory
and for example
if they hold something then
you see the item and
in brackets
hold or holding
and the same works
for food.
For example, if they go to a table and sit down,
it still counts as they haul their food until it's in their mouth.
So you can actually see what they're eating.
So if you follow them, you can kind of see what they're doing.
Yeah, yeah, you have to stalk it once a bit and then you can see what they're eating.
It's super awesome.
Oh, yeah, I see it now.
He's hauling a mug.
Cool.
Well, there you go.
You learn something every day.
There is a lot to learn in this game.
How about mind carts?
How does everybody feel about mind carts?
I have no idea.
Still haven't ever used one.
Nope.
Well, I...
That's my 2020.
Yeah.
I tried it.
Just a simple, simple trail.
Just take your mind cut there, push it over there, put, I don't know, stone in there, push it back.
That's it.
And somebody died.
I don't know how they died.
just got mangled by the mind card.
And I was like, you'll just, just push it from A to B.
There is not even a hill or a slide down or anything.
It's just how?
Ah, so, so like we were just talking about.
So I was trying to figure out what this guy was drinking.
So I saw that, it saw in the thing that he was drinking.
So I, I toggled him.
And then I hit G and it showed that his current action was drink.
And then I just did enter.
And it showed that he had Bay, very wine.
and his shirt mug and so he's carrying around the shirt mug and yeah he's got
bayberry wine in two units which is a lot for see isn't it awesome 5 a.m. or whatever we are
and you go like oh you have this drink made from this guy in this mug made from that guy awesome
yeah and this guy's eating plump helmet roast that's exciting um that's really cool oh okay
here's a question i i'm hoping you guys know and
If you don't know, maybe somebody can write a comment to us or whatever and tell us.
But how do I see, you know, like this guy's eating Plump Helmet Roast?
Where is that in my stockpiles?
Because if I go to kitchen, I don't see roasts anywhere.
I just see vegetables, fruits, and leaves, seeds, drinks, and meatfish, other.
But it doesn't show me the roasts.
It's supposed to be...
The roast is a prepared dish, isn't it?
Yeah, yeah.
You toggle it with you for the stockpile.
And if you haven't toggled it, then it's probably still stocked in your kitchen.
I see. Okay.
That brings up another question that I have.
Is there a drawback to just letting things pile up in a workshop?
I suppose not.
Because I think they work slower, don't they?
Well, they don't really know where it is or so.
But I have no idea.
I actually don't know.
But I just suppose that they would get it quicker from a stockpile instead of going all the way to wherever your workshop is, getting it there and then going all the way back, you know?
One of my strategies is to, as soon as possible, get a craft dwarf shop up and have someone concentrate on creating stone crafts.
and that way they become a more and more adept at it.
And before too long, they're making all these wonderful masterworks of craft swarfship.
And they're making them really fast.
Well, recently I was doing a fortress, and I realized later that I had run out of space in stockpiles to store these craftworks.
And whenever I had a caravan come in and I set all these crafts to trade, all of the dwarves for hauling went straight to the craft dwarfs' works.
and it was just a B-line to him from the caravan or the trade depot to that particular workshop.
And I realized if I put that workshop right next to the trade caravan and just have them make it all these crafts,
I might be gaming the system a little bit in which I can pretty much instantly have everything there in the trade depot
without any hardly time at all for those dwarves to be spending during the hauling.
Yeah, I'm pretty sure it gets a debuff on it.
after a while, I think it's CLT or something, which I think indicates that it's cluttered.
And if it's cluttered, I think they don't work there or they won't use it or they won't
work as efficiently.
So I think that you don't want to do that.
I think you still do want to use stockpiles to get it out of the workshops.
But I think there's pretty high tolerance for how much you can.
You know, if twice a year you clear it out because of the caravans that come in and sell
everything to the elves and to the, or so they're, actually, in vanilla, I've not had elves come
and visit me. I've just had humans and dwarves, which I thought was odd.
That's odd.
So elves are part of vanilla dwarf fortress, the elven caravan?
I suppose so.
Yeah, I mean, I haven't seen any in mine, but I thought so. Yeah, I mean, I have to say
in my vanilla world here, right? I haven't seen any. I don't see a lot of elven worlds in
this, or I don't see any elf villages here. So maybe.
That could be part of it.
Maybe the elves are all dead in my continent.
Could be mug too.
So well, nobody.
They weren't missed, so.
Raise a mug to Ribbon, though.
Yeah, I put a chert mug to the loss of the elves.
But I do in this in this vanilla world that I'm playing,
there's a dark goblin fortress with 12,000 population.
How on the heck would I ever start to tackle that?
I mean, have you guys ever had any meaningful attacks on fortresses that size, or is it just forget it?
There's no point.
Well, you can forget it with just normal troops.
There's no way you can do it.
But because, let's be honest, your dwarfs are trained and very, very valuable.
Instead, you can send war beasts with them.
so you have just one dude
and to that dude
you assign like
a bunch of war beasts
so he goes off map
to the fortress
and brings with him
like an army of beasts
and the larger the beast is
the more terrifying they are
off map
so a I don't know what you can tame
like the underground beasts
like the big
underground elephants how they're called again
Plump helmet, man
No, that's wrong
Something with G
I don't know, I've not seen these things
Droughton
Droughton
I've not run into these things
Tell me of these Grouton
Never heard of
Really? What?
No way
Okay, so the description is
A large, long-bodied grazer
With a thick mane that feeds
On the tops of Tower Cap mushrooms
Deep under the Earth
and it's almost as big as an elephant
about half the weight of an elephant
so they're pretty pretty huge
they don't have a trunk though
they have a wonderful fur
and they are grazes
but they are massive
so you can't really keep them
because they will die
because your pasture is always too small for them
so you can't train them but you can't send them off map and since there are huge beasts
they will be terrifying monsters in battle and i mean okay the the goblins have armor so that's
but for example i tested it against elves and as we all know it else a bit weird when it comes
to like clothing and weapons
so they got obliterated
by my war beasts I
sent maybe 10
draughters it was
terrifying absolutely
terrifying so that is
an is an option
of raiding fortresses
effectively or more effectively than just
sending like two squads of
highly trained dwarfs
because you can breed
animals faster than dwarfs
and animals are
less valuable than
very well-trained dwarfs.
Sure. Yeah. Okay.
That makes sense.
And okay, so here's another question.
Now I'm doing some rating, which I've done before,
but now I'm rating in vanilla.
So I see the goblin fortresses
look like little Korean letters,
the little circle on the line underneath it.
And then the pie symbol,
Is that a necromancer tower, or what is that?
It says it's a dark goblin fortress, but what's the pie symbol?
The pie symbol?
Or maybe it's a Russian letter.
Oh, oh, I see what you mean.
That is a dark goblin fort.
Which is different than a pit.
Oh, I see.
It's a dark goblin fort versus a pit.
Ah, okay.
Oh, yeah, look, I see I've got, I think the humans did kill up the elves in my world.
there's the dark oh i see and then a human oh interesting so i've got i've got a human tower
which i think it's the large capital i was a necromancer tower and now it's a now it's a
human tower and it's loaded with artifacts this is fascinating a human doesn't actually say human
tower it says the human tower of stoke blue that is site government the scholarly deer yeah yeah uh i
I don't know if I can make it to it.
It's up in an ice cap, but I might send somebody up to go say hi.
Is there a way that you can say hi and not attack them?
Like, can I just go up and be like, hey, what's up?
Yeah, that is.
Diplomatic missions.
Have we got that?
Yeah, you have merchants.
No, not merchants.
Messenger?
Messengers.
Thank you.
I need to figure that out.
You can only send them to economically linked things by now.
I see.
I think I'm not a mastermind, okay?
So don't like take my word for granted.
Perhaps somebody in this listening will tell us about it.
Yeah, yeah.
If you guys know how to like say hello to your sweet lovely neighbors
without actually bashing them in the head, please tell us.
We don't know.
Yeah, that would be fun.
necromancers. I had a necromancer that popped up on the edge of the screen. I got a warning
that there was an invader that needed to be driven away. So I sent some, a squad up there, but by the
time I got up there, he was gone. What is the purpose of a necromancer in Dwar Fortress
right now? Not considering how their roles are about to be expanded with the new release. But right
now, if you see a necromancer, what do they do? What's their, what's their thing?
Cause problems. I mean, I've had them lead raids, basically. Like, you know, this human
necromancer comes in and he's got an army of zombies and they fight. I've had that.
Yeah, the necromancer themselves are tend to be a bit, like, easily scared of. So, when they stumble
into your map without enough support of zombies then they will just rush off again but if they
keep coming into your fortress or onto your map you know that in the next two seconds there
will be a lot of zombies coming while the necromancer themselves are not a threat to your
dwarfs because well okay maybe they are immortal maybe they have picked up some fighting skills
but if you have a fairly young world it's it's not very common that they are good at fighting
and they don't usually have any armor so good swing with your sword will kill the necromancer
but it will not kill the zombies and that is the problem
the zombies will just rush in, kill your military, and then linger around until you killed them.
Because if you kill their necromancer, you basically killed their head.
So they don't have any, like, way to go to because their necromancer is dead,
and they don't have any leaders to lead them anywhere else, but your fortress.
So they just stay on your map, which is bad, I assume.
Do your dwarfs fear them?
Yeah, of course.
Yeah, they don't like them very much.
They are afraid of them because they are undead.
And I mean, if you have like a discipline skill high enough
and your dwarf is a bit emotionally enummed by specific things,
for example, seeing a lot of undead things or dead things in general,
then they will not freak out that much.
But if your fortress is fairly new,
you have nothing prepared for it and then suddenly like shambling rushing undead will come your dwarfs
will have a bad time even though they're walled in or you made them you won basically you killed
all the zombies they will still have a bad time because all these zombies will stink everything up
you have to clean it up and your dwarfs will not be happy about that
cleaning up outside is tricky for me anyway
I haven't really figured out how to clear up
if you have a siege right out in front of your fort
there's just corpses everywhere
and my doors don't seem to want to get rid of them
so usually the best thing is to
if the corpses are far enough
away from your entrance
just let them like
ignore them but if they are
too close to your fortress
then a random
them like fish at wolf or woodcutter might stumble over them and we'll get more bad parts.
So you have to clean them up.
It's somewhere in the orders.
Like, is it a small O or a big O for orders?
I think it's a small.
Yeah, current standing order, doors gather animals, doors gather food, furniture?
Yeah, it's somewhere about refuse and stuff and they, and you have to set it to not
refuse to not ignore them but to claim them so they will automatically hold them to a stockpire
that is far enough away from entrance yeah so is goblin gore considered refuse or are they
considered corpses goblins that yeah dead goblins and dead siege perpetrators that is considered
both refuse and corpses so so corpses is when you have a full goblin but if it's just
like a finger or a blood spattered mashed up
foot than it's more of refuse I think
but you can basically just do a stockpile
of various disgusting things outside
at least that the way I do it
so do I have to worry about this necromancer
in particular coming back with a bunch of zombies
because he found me yeah well
in general yes so but
But if he came in, it already means that there's somewhere a tower, like, next to your map.
So yes, you might have a problem there.
You might want to prepare a zombie squad.
Make sure you have friends to get charity.
I don't have that many residents.
I think I've only got about 30 dwarves in my fortress right now.
See, you have 40 soldiers.
Perfect.
Yeah.
There's nobody, you know, making brew or, or making beds.
Well, I mean, they can fight now and make beds later because if they make beds now,
then there's nobody to sleep in later, you know?
Good point, good point.
I have the opposite problem.
My forts tend to get quite full.
Like this vanilla fort that I have right now is 225, which is...
Holy cow.
How old is it?
Let's see, what year is it?
I started in 250, and now it's 253.
What can I say?
It's a party place.
Really?
Yeah.
Wow.
You've had like 200 migrants in three years?
Wow.
Yeah.
I've been five years.
I've only got like 30-something dwarves.
Maybe it's just a very fecund lot of dwarves that I've brought into the fort.
I don't know what it is.
I don't know if it's just babies or how many children do I have.
I have 40 children.
It's a lot of children.
Yeah.
That is one thing that's a little bit depressing about.
about dwarf therapist is that you glance at it and you can see what percentage of your
population is useless because the children, their entire row is grayed out by like a red-tinted
bar, which tells you that you can't assign anything to them because they're children
and they can't do, you know, official work. And it's like half of your fortress.
Yeah. Great. Well, I'm.
I'm actually a bit envious of that because my forts tend to have a small child problem,
not in the way of overpopulation, but in the very opposite.
I have mostly like three childs or three children to you and I don't know.
For example, when I played my zombie fortress pole torch where I just dug into the stone layer
and rolled everything off.
I had effectively about two months every year
where I would start like a festival thing
so that my dwarfs wouldn't work
but stay in the tavern
and hopefully make children
because I was that underpopulated.
Okay, so Roland, got anything else you want to talk about before we wrap things up here?
Yeah, I'm thinking.
I think I had something because I'm trying to get like all my friends to draw forward with.
And there was a post on the Reddit about somebody that caged like 30 beasts and
and mega beasts and titans and wear beasts and he had like a massive zoo of stuff and it was
amazing and he told everybody how he made it and and he made like a labyrinth where they would
go in and he could cage them and yet like every single cage trap was webbed which is an amazing
feed at its own i think but then he would just chain them up
and wore them in so they would stop trying to get out
and war they were in misery basically and yet
it was amazing and now he wants to make a
like a beast tournament
where he goes around and pits
two or three of them
into a room seals them off
let's some fight and publishes
what happened so like a tournament
of gladiator beasts
basically. And
I showed it to my... It sounds quite
dark. It's like
cockfighting or dog fighting.
And I showed it to my friend
and I was amazed by it
it, you know, like, oh my God,
it sounds so good. And he was
horrified by it. Because I was like,
no, those beasts, don't let them fight. They're friendly.
And I said like, no, they're not friendly.
This is like a swaller with
that gouged out
eyes that spits fire
and eats your dwarf from something.
He was like, well, maybe it's
cuddly. No, it's not
cuddly.
It's not
a friendly
ram, you know?
Object testing arena is savage.
There's no question about that.
All right.
So,
I guess we will call it a
episode, and
it's great to be back for another
a season, I guess you'd call this.
We'll call it a season.
We'll call it a season of Door Fortress Roundtable.
And, you know, I'm really hoping that before we have a chance to record another episode,
that they will be a release.
Maybe not.
Maybe it will be afterward, but as soon as that thing gets released,
we're going to be digging into it and seeing what we can find out about it
and playing lots and lots of Door Fortress,
because other parts of our life are less important.
True.
True? Yes, indeed.
Awesome. Well, all right, until next time.
Ciao, folks.
Yeah, until next time on Dwarfurtress Roundtable.
See ya. Bye, everyone. Thank you.
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