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Tabletop, DnD, board games, and minecraft. Also Animal Crossing.

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It's Fortress Friday! Today we wait for @Oreb@hexbear.net to finish their turn and for control of the game to pass on to @Infamousblt@hexbear.net (please confirm), with the following players waiting for a chance to leave their mark on Dwarven history.

  1. (Beginning Jan. 23) [Second turns begin] @PorkrollPosadist@hexbear.net

  2. (Beginning Jan. 30) [First slot for new players] @Moonworm@hexbear.net

  3. (Beginning Feb. 6) @Doubledee@hexbear.net

  4. (Beginning Feb. 13) @gay_king_prince_charles@hexbear.net

  5. (Beginning Feb. 20) @booty@hexbear.net

  6. (Beginning Feb. 27) @Oreb@hexbear.net

New players are encouraged to apply in this thread. All players and spectators are welcome to load up the save and see what's going on first hand.

Lore

How to play

Importing the save

Dwarf Fortress saves are not stored in a single file. They are stored as named directories containing over a thousand individual data files. In order to load the game, you need to download a zipped archive of the save and place it in your Dwarf Fortress save directory. This directory can be located in a number of places depending on which OS you are using and what settings you have enabled.

If Portable mode is enabled (not default), the save directory will be located in the same directory as dwarfort / dwarfort.exe. If you are using Steam with the default locations, these are:

On Linux: ~/.local/share/Steam/steamapps/common/Dwarf Fortress/save

On Windows: C:\Program Files (x86)\Steam\steamapps\common\Dwarf Fortress\save

This directory might exist, even if Portable mode is turned off (default), but in that case it will be ignored by the game. Instead, save files are stored somewhere in your user directory.

On Linux: ~/.local/share/Bay 12 Games/Dwarf Fortress/save

On Windows: %AppData%\Roaming\Bay 12 Games\Dwarf Fortress\save

Extract the FFSeason1 directory from the archive and place it inside of the appropriate save directory, then you should see it after starting the game.

Stopping the clock

By using a combination of the "Autosave Frequency" (any setting as long as it is not "Off") and "Pause after every autosave" options, you can cause the game to pause at the exact moment the calendar ticks over to 1st Granite (the first day of the year).

After the game pauses, you still have the opportunity to do a couple minor things, like designating blueprint tiles to label hazards, noteworthy sources of material, or leaving graffiti. You can also rename stockpiles and rooms, etc. before writing the final save. You should avoid doing anything that will substantially change the behavior of the fort or generate labor tasks (like creating / removing stockpiles, changing which items are allowed to be stored in stockpiles, enabling / disabling standing orders, creating new work orders, or designating new rooms / meeting areas). Military schedules often change at the start of a season (e.g. the "staggered training" preset). This is fine.

Any blueprints left are merely suggestions. The next player is free to ignore them. If you wanted something built there, you should have microed your miners better :P

Exporting the save

When Dwarf Fortress creates auto-saves, or if you use the "save and continue playing" feature, Dwarf Fortress will write these saves to an alternate directory (e.g. autosave1 or pull the lever). When you finish your turn, you need to use the "Save and return to title menu" option and choose "Save to this timeline." You need to do this even though the game just created an auto-save. This will write the save back to the FFSeason1 directory, which you can then place in a zip archive and submit.

Making your submission.

Save files can be e-mailed to fortress-friday@matapacos.dog ahead of time. Some e-mail services (like Gmail) prohibit sending large enough attachments, but if it works on your end, it should work on mine. Otherwise, the file may need to be hosted using a third-party service. Dwarf Fortress File Depot is the canonical service for this (they have a category specifically for community games), but any service which doesn't require me to create an account or jump through flaming hoops is acceptable. Currently (as of Episode 3), the compressed save is about 58MB. It won't get any smaller with time.

Alternately, submissions can be made as a reply to the following week's Fortress Friday post, which will be posted in anticipation of a submission. This thread will be posted and used to coordinate the game and get the proper files into the hands of the next player regardless of if the anticipated turn was completed.

Whether or not the file was transferred in advance, The player who just completed their turn should make a top-level comment in this thread describing noteworthy events of their turn. You are encouraged (but not required) to roleplay and continue to spin a fantasy narrative out of it, but you don't need to write us a Tolkien novel - especially if you are pressed for time and have other shit to worry about. This shouldn't feel like a homework assignment.

My initial submission will be excessive because I am also covering the results of world-generation, the historical circumstances of the civilization we chose, and the embark. Subsequent posts will mostly be focused on chronicling events in Fortress Mode. You are absolutely not expected to export the world history and spend hours dicking around in Legends Viewer spinning up backstories for every minor goblin who gets turned into dog food.

What if a turn is not completed / running late?

If you anticipate not being able to complete your turn, just let us know (the sooner, the better) so we can make adjustments. Shit pops up. There are more important things in life than a stupid game. We won't be mad at you.

In case Fortress Friday rolls around and there is no submission, Tentatively, I think we give the player 24 hours to actually make their post before we start openly contemplating passing to the next player, followed by another 24 hours to find out which of the next players is actually available. So if there is no update by mid-Saturday, we find another candidate, and if there is no word by mid-Sunday, they are given the green light to play.

What if a turn is completed early?

You can tease us (it's reassuring to know progress is being made), but hold on to your spoilers until Fortress Friday. I think keeping this thing on a regular schedule will do a lot to keep everybody looking forward to updates and keeping things organized. If anticipation is eating away at you, try to fill in some lore and backstory.

Rules

There are not many hard rules, but generally

  • You play for one year in-game time. Turns should begin and end on 1st Granite.

  • Avoid using blatant exploits (the game is built of cheese, so this is sort of like the pornography rule, "you know it when you see it.") Things like perpetual motion machines or material duplication schemes should be shunned. Some things classified as exploits, like "atom smashers" should be fine as long as their applications aren't egregious.

  • Try not to save-scum (Do save though. Crashes happen, and named "save and continue" saves won't clutter the main save).

  • You are free to use DFHack, but do not use any of it's "Armok" (god-mode) features. Also, try to keep it modest. The fort shouldn't fail catastrophically if the next player doesn't have DFHack installed.

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Hello everyone. Hope you all had a good weekend. I am posting this thread about 90 minutes after I intended to because I was just finishing up Mass Effect 3, finishing my first replay of the trilogy. Anyway, ME3 is a pretty good game and its actually kind of funny they allow you to reach satisfying endings to many of the long running arcs in the series (RIP my good friend Mordin and my beautiful son Legion) but horribly botched the final ending. I hear there's a new Mass Effect game in development, and since you cant really up the stakes beyond Cthulu robots killing us all I'd wager on it being a soft reboot. Interested to see how they would handle the incompatible endings in that case, and they'd probably have to introduce a new protagonist which is risky because no one liked Andromeda

Hope everybody has a good week and happy gaming

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Tails Doll is also a creepy pasta celebrity but I really don't care much for those.

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submitted 1 day ago* (last edited 1 day ago) by Dort_Owl@hexbear.net to c/games@hexbear.net
 
 

Still a rat bastard though.

He called me a crumb! ralsei-pout

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https://x.com/TNOQuoProQuid/status/2015872269482946858

Kudos to the STALKER games (at least the original X-Ray engine ones, haven't played STALKER 2 yet) for actually having wild animals that behave at least somewhat like living creatures and not killbots. Dogs (the regular, not pseudodog variety) will swarm you when in packs, but if you take a few of them out they'll start giving up and running away, and lone dogs encountered in the wild are pretty cowardly. Fleshes, being just mutated pigs, are generally pretty chill unless you get right up in their face. Boars are wilder, but it's kind of the boar stereotype that they're very aggressive.

Even among the more dedicated enemy mutants, like bloodsuckers, you still see them actually take advantage of their cloaking ability to maneuver around you and try to get good angles of attack rather than just charging in, and retreat when wounded (Call of Pripyat added a really nasty attack where if they catch you from the back they'll just latch on and straight up drink you like a vampire for massive damage, potentially instakilling on higher difficulties, so fighting them becomes this really cool dance where you have to somehow make sure you're always facing frontward an opponent that can become invisible).

I also hear good things about Rain World and its NPC AI

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Honestly, the difficulty spike in the Molten Peaks chapter has been forcing me to rethink my entire lineup. I used to get by just brute-forcing everything with high DPS units, but the new boss mechanics require way more synergy than I expected.

I’ve been spending the last few hours reading through the skill interactions to figure out a counter-build. It’s actually surprising how much depth some of the lower-rarity units have when you actually read their full kits. I was looking through the specific stats on the Dragon Traveler Characters page, and I realized that some of the support units I completely ignored early on are actually essential for cleansing the new debuffs. The game really punishes you now for ignoring elemental advantages.

It’s also interesting to see how the community perception has shifted regarding the "best" units. A few weeks ago, everyone was re-rolling for pure attack power, but that strategy seems to be falling off hard. I checked the updated Dragon Traveler Tier List this morning, and it makes total sense why the crowd-control and sustain tanks have moved up to S-tier. If you don't have a solid tank to soak up the burst damage in the first two turns, your DPS units just get wiped before they can even move.

I’m currently debating whether to invest my remaining resources into building a stall team or just hoping for better RNG on my artifact drops. Has anyone managed to clear the Stage 10 Raid without a dedicated healer, or is sustain pretty much mandatory now?

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Aside from looking generic as fuck

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I was suspended in simcade limbo and was too afraid to take the next step cos these sim racers are fekin expensive but i picked up this game and its dlc ages ago and forgot it was even in my library. Set up my sim rig to play and it truly is a hot and sexy sim racer. Force feedback feels clear and coherent, all the cars feel great and i also suck total ass. The ai seems more interesting and i may play some online.

OoooOooOooOooH racing i love me some racing… im a racist.

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If the main motivation is “to own the haters”, “to prove people wrong”, “to make a group mad” …then the game itself is a weaponized prop and That’s how you end up defending mid products harder than you’d ever defend great ones.

rooting for success out of spite isn’t healthier than rooting for failure out of spite

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Apparently this is based on a leaked internal PC build of Gears of War 3 Epic made to test porting Unreal Engine 3 code to PC. (There also exists a PS3 build that you can find online.) The build was unfinished, so there's no campaign included, but all of Gears of War 3's multiplayer content is here: Versus, Horde and Beast Mode.

They've also added content from every other Gears of War game, mainly maps, weapons and characters from Gears of War Judgment, as well as some OC stuff. There's 91 characters and heaps of weapon skins to unlock with in-game achievements pog-fish

Having messed around with it today, what surprises me most is how professional it all feels. The control options on mouse and keyboard alone are way better than what Gears of War Reloaded, the 40 dollar re-release of Gears of War Ultimate from August, provided windows-cool

With all the added content it reminds me of when 343 Industries started adding cut and new content to the Halo games in the Master Chief Collection and serves as a glimpse into an alternate reality where Microsoft had two brain cells and made a similar collection for Gears of War

Anyway, I'm sure this news was useful to the 1 or 2 other people on Hexbear who care about these dumb games. To that person: you're welcome stalin-approval

Edit: Also, the project somehow uses Steam to handle multiplayer, so you're playing with your Steam account. I hope Gaben doesn't ban my ass

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Hello everyone. Hope everyone here in America has been keeping warm during this blast of winter weather. Anyway, I am continuing to play through morrowind, and have been playing some white stake balatro now that I finally have all the gold stickers. Have a good week!

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