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

  1. (Beginning Jan. 16) @Infamousblt@hexbear.net

  2. (Beginning Jan. 23) [First slot for new players / second turns begin] @PorkrollPosadist@hexbear.net

  3. (Beginning Jan. 30) @Moonworm@hexbear.net

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

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

  6. (Beginning Feb. 20) @booty@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.

As we approach the point where players will begin their second turns, we will transition how we handle adding new players to the queue. Applications at this point will be put +/- two weeks back in the queue (after the next player) so people can have a reasonable amount of time to make adjustments.

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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cross-posted from: https://lemmy.ml/post/41758664

Obviously it's really about oil but this is a shitpost.

FFIV's great opening

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I will not be taking questions

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Doctor Eggman, very rude, very nasty, wants to use Chaos to tear down Station Square Trump Tower, but I'm not going to let him do that, no I'm not trump-anguish

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submitted 1 day ago* (last edited 1 day ago) by 9to5@hexbear.net to c/games@hexbear.net
 
 

Thats not true. I like some racing games. Such as F-Zero,Redout 1 and Burnout and Mario Kart. I dont care for realistic racing sims though. Based on what I like any games you would recommend :3

I wanna go fast and make vroom vroom noises. (I dont even have a car IRL cause cars are the devil but I think fast things are fun in games)

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I love this game, truly I do, and stopping it from being a stellar 8 or 9 out of 10 is the gotdamned camera and controls. I've yet to find a mod myself that fixes that, if you know of any I'm all ears!

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The ps3 version runs at 60fps on rpcs3 it has such a clean and striking visual design and generally is just fun to play. The bonus is it doesnt outstay its welcome and is nice and short so I don't get burned out half way through like I do every arcade racer.

Anyone got a favourite speed for need?

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FNaF Arkham Theory (www.youtube.com)
submitted 1 day ago* (last edited 1 day ago) by KnilAdlez@hexbear.net to c/games@hexbear.net
 
 

God I love insane fan theories that have a strangely large amount of evidence.

pepe-silviapepe-silviapepe-silviapepe-silviapepe-silvia

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Rockstar Games and the union members it fired last year have just made their arguments in Scottish court for the very first time. This wasn't the full hearin...

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submitted 2 days ago* (last edited 2 days ago) by glimmer_twin@hexbear.net to c/games@hexbear.net
 
 
  • live in an impenetrable fortress from which they launch raids on the innocent, never suffering the consequences of the evil they commit
  • ⁠ruled by the most cruel and decadent amongst them, but don’t do anything about it because they dream of being on top of the horrific pyramid of torture and pain one day
  • ⁠innately cruel and horrific society where seeing others suffer is the only source of pleasure
  • slavers
  • violence is the only language they understand
  • sense of racial superiority
  • ⁠entire sectors of society dedicated to coming up with evil and sadistic weaponry with which to commit war crimes
  • hopelessly addicted to drugs of all kinds
  • complete lack of compassion
  • ⁠piracy
  • ⁠love to torture
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https://www.pcgamer.com/games/grand-theft-auto/even-rockstar-baulks-as-a-charlie-kirk-assassination-mission-is-created-in-gta-online-bans-it-and-censors-his-name-but-theres-more-out-there/

On December 10, 2025, Rockstar added a long-requested feature to GTA Online, and one that most fans feel is a trial run for an even more detailed rollout in the next iteration of the sandbox: a mission creator. Allowing players to "design and publish" their own missions within GTA Online, creators can set and tweak objectives, characters and mechanics to create their own scenarios, and then share them with the wider playerbase.

An omnipresent hazard with community creation tools is content created in bad taste, and soon enough Rockstar had an absolute all-timer on its hands. One player used the tools to put together a mission called "We are Charlie Kirk", in which players recreate the assassination of the rightwing political commentator and content creator Charlie Kirk. Kirk was making a public appearance at Utah Valley University in September last year when he was shot and killed. His alleged killer is in custody and awaiting trial, with prosecutors intending to seek the death penalty.

To briefly explain the GTA Online mission: the player spawns on a roof overlooking a crowd and a small tent, which approximates the layout seen at Utah Valley University. Walking forward to the edge of the roof, the player will find a sniper rifle. Various sound effects and crowd noises play. The goal of the mission is to then shoot the Charlie Kirk character, which results in a mission success screen and the awarding of some sort of in-game XP.

...

Rockstar has clearly decided it doesn't want any part of this near GTA Online, because it has banned the "We Are Charlie Kirk" mission. Rockstar has also added "Charlie Kirk" to GTA Online's profanity filter, meaning players cannot search for any future content that may be created using his name.

It's unclear exactly when Rockstar removed the map itself. It's also the case that other player-created missions exist that seem to be using variant spellings to get around the ban on Kirk's name. You can use Rockstar's custom jobs site for GTA Online to find these. Searching for "Kirk" served up three missions along similar lines. Searching for "Charlie" serves up another six missions related to the topic.

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There are gay dudes, gay women, bi people, there's married gay couples. Players can marry same gender. Everything. None of it is ever portrayed negatively or for comedic effect. It's just there sometimes. You don't have to go out of your way to find it either, you directly encounter a chunk of it on the main quest line.

This game has absolutely zero concern with lgbt content. Anyone that has played this game will not believe myths about official censorship of lgbt content having directly seen for themselves that it's not.

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