A quick explanation of my status
I started playing some 2 months ago. I’ve been playing 5-10 h every day. I started around the year 250 and now it’s summer of 263. I got a lot of immigrants quite soon and I was dreading for the goblin sieges that have so far never happened. After some 5-7 years my population already came close to 200. Now I’m running with popcap 275 with a military of 59 melee + 31 xbowdwarves so 90 total, current fort value ~20M. FPS are around 10-13, which is quite bad and I don’t really dare to keep the waterfalls running in my dining room (using PRINT_MODE: VBO). I have breached the first cavern and I’m looking forward to go deeper. I recently made a whole new fort to replace the first one, which was full of n00b errors and this relocation has taken the last 4 years. I am now ready to search the magmalakes I’ve heard so many legends about. I am not a true dwarf ruler until I get my first death due to magma (enemy or not, Armok doesn’t care).
Praise
This game has provided the most astounding gaming experience I’ve had in my life. I remember the first time I played Civilization, my first VGA Planets game, my group of adventurers in Ultima 6 or the first time I saw a demo of Doom. Those are classics that have ingrained themselves to my central nervous system in a way that I thought would never happen again in this time of short attention span console gaming. Recently, I’ve had some good time with games like Banished, Train Fever or Cities Skylines but they inevitably fall short due to technical shortcomings or the compromises to accommodate the lowest common denominator. I’ve been thinking that perhaps Star Citizen would possibly be the next such groundbraking experience. How wrong I was. This “simple” ASCII game has shown me the depth of what a truly intelligent game developer can do, even without a big dev team. Toady One, I salute you! I am currently unemployed but once I get my first salary on the job that hopefully starts soon, you are gonna get your share Mr. Creator of Masterwork. Also, I wouldn’t have gotten anywhere without Dwarf Therapist or the nice people who have populated the dfwiki with their entries, which explained the basics. Thank you!
Criticism
I’ve been following the updates on the upcoming release and all the inn/poetry/multiracesfort stuff sounds really cool. However, I hope he has the time to also address certain gameplay aspects, which currently hinder the very basic routines. A great appreciation also goes to the makers of DFhack, which have made my life easier but unfortunately the workflow seems a bit bugged in certain cases (explained below in point 20.).
List of things that I think need improvements ASAP
Sorry for being obscure in the topic but some of these things I just don’t know if I’m being a newbie or whether they are truly broken. I will try to list them as accurately as I’m able and appreciate greatly any input from oldtimers if there are workarounds (or whether it’s just “yeah, that’s the way it is, no fix there”).
1a. Equipping the military is a horrendous task. In the beginning when my metal armor was scarce, I had much trouble trying to get them wear armor. Googling taught me to replace clothing, which has helped and nowadays my melee military wears all steel. However, my 4 xbow squads still report missing armor (I have made them wear leather) in Dwarf Therapist but the dwarves don’t seem to get a bad thought about it so I’ve let it go. However, I would prefer they have some armor when they face the enemy.
1b. I like to individually equip all my soldiers, I don’t use the presets (like metal/leather etc.). However, this task is made very difficult by the fact that e.g. when choosing armor for a certain place, it also shows all the CLOTHING fitting that particular part of the body. Need some way to filter out all the x(pig tail trousers)x.
2a. The relationship with dwarves and clothing is horrible. They tend to throw their clothing around the fortress even when it doesn’t have a wear level and they stock their rooms full of clothes. These are dwarves for crying out loud, I don’t want them to behave like my wife! When I discovered the Dfhack command “cleanowned” the first time I used “cleanowned x” my dwarves spent several months just grabbing their shit from their rooms and bringing it to the dumping spot. When the merchant caravan came I designated all those to be brought up for sale. They spent the next month running things to the depot and only got like half the stuff up there but I still had 300k worth of USED clothing to sell. The dwarves need to bring their old stuff to the clothing storage, not just leave them in their rooms or around the fort. I think from now on I’m just gonna use Dfhack to autodump and destroy the old clothes. I don’t feel like a dwarf when I’m selling clothes.
2b. This brings me to the next weird thing about clothing, which is the fact that it is extremely valuable. That 300k of clothing was before I got my GCS silk farm running so it was mostly just normal pig tail stuff (masterwork for sure though, I got several lvl20 clothiers and weavers). Still it sells for more than metal armor. This is very unrealistic. I don’t think I need to go in depth here to argue why metal armor is almost always more valuable than even the most exquisite piece of clothing. Well maybe not to my wife but at least to dwarves. So even a masterwork of clothing shouldn’t cost more than 100 whereas it’s understandable that masterwork armor have their costs in the 1000s.
3. Skill development happens way too fast. I have basically all my military dwarves at level 20 in their main weapon. Other combat skills at 10-20. Peasants seem to reach the highest level in just a couple of years. I don’t have dangerrooms, which I’ve read develop combat skills even faster, just normal training. I would like it to take something like 100 years to reach level 20. I mean the top level should indicate that you are the Bruce Lee of that skill discipline. Currently with my level 20 steel military forgotten beasts take a second to go down with 0 hits from the beast coming through (blocked or dodged). My biggest loss due to combat so far has been a FB with poisonous vapors, which went down in a sec but a moment later 7 weaponlords/masters died due to breathing problems. I had a webbing FB once but I was able to take it out from range with xbow dwarves after a couple of weeks of ingame time shooting (it was just stuck on a beach even though it could come kill them anytime). Conversely, certain skills like bee keeping seem to take forever to improve. Which doesn’t really matter at the moment, because the honey/wax yield is so bad that I have the bees around just for curiosity. But I want it to be non-trivial to achieve truly legendary skills. Is there mods for this?
4. Military doesn’t obey commands. My xbow dwarf in leather spots an elven ambush and I order he and his patrolling squad to retreat to positions they can hold until my melee dwarves arrive to back them up. Nope. He chooses it is much wiser to go hack 4 grizzlybears on the head with his fricking xbow instead of falling back. And that’s another completely fallacious thing. If you use a crossbow as a melee weapon, it is very likely it will be broken. Those are quite delicate pieces of equipment, especially the string.
List of things that I think might be bugged or perhaps I’m just a fool (please clarify, oldtimers!)
5. Is it possible for levers to lose linkage? In the very beginning when I redirected a river into my fort I came across a curious situation. I had made a floodgate linked to a lever and then I channeled the rest of the ground between the floodgate and river so the water was leaning towards the floodgate. I opened the gate from the lever and took the water in to my waterpool. When I wanted to close the gate, I pulled the lever. Nothing happened. I know it takes a moment (100 ticks?) for the effect to transmit so I waited. Nothing. I pulled again and waited. Nothing. And again and nothing. I ended up using the Dfhack liquids command to block the water. I was later on wondering did I just do some n00b mistake or what the hell was going on. I had managed to open the gate because it was linked and while the water was running there was no way I could’ve unlinked it, right? I’m still unsure what happened here, because it was so early in my DF career and nowadays I have tens of levers regulating the waterfalls to my dining room and nothing of the sort has ever happened again. So maybe just some n00b confusion but that’s why I’m asking if anyone has had similar experiences?
6. Is it normal in the reports that older (and even not so old) reports are blank? I’ve had a couple of times that some (in)fighting has happened and I only see that afterwards but can no longer see the details. The game still has that data somewhere, right, so why not? I tried to google if there was some way to increase the log length but came up with nothing. Nowadays this is not a problem, because I’m getting the reports in a separate window (
https://www.reddit.com/r/dwarffortress/comments/3qh2j8/i_wrote_a_program_that_filters_announcements_to/)
7. In the beginning of the game I could scroll back several pages of announcements. Nowadays I only have 1 page. I can’t say at which point did this change. I’m wondering if this can be set up from some configuration file. So far no luck but not a big deal due to that program I mentioned above in point 6. Did I exceed some buffer or something?
8. When I have made a farm, which makes several different things e.g. plump helmets and pig tails. Then I realize I have way too much plump helmets and I need to tone them down. But only them. Is there a way to uncheck the plump helmets without destroying the whole farm? Pressing enter doesn’t unselect the farmed plant.
9. I have currently 3 dukes in my fort. Only one of them is the duke (or in my case, the duchess) of Sealbasement, which is my fort. The other 2 are dukes of something else I guess. I noticed that when she got promoted to duke from a lower level of aristocracy, the other two also were promoted to duke. Is this a bug?
10. I always save when I get the announcement that merchant caravan has arrived. I’ve had 2 instances so far where the merchant caravan arrives, drives to the entrance of my fort and instead of going in, just continues their voyage to the edge of the map. The first time this happened, I tried it a couple of times and was it the 3rd or 4th time, the caravan just went in like always and everything was fine. The second time no matter how many retries (I tried like 10), they just went past and I missed that year of trading. I was unable to discern any reasonable cause for this and the first time, which shows that there was some random element just baffles me. Is this a bug?
11. Pressing “z” shows that my food stores are currently at 43799. When I go to stocks it shows that there are 19775 prepared meals. Where does this discrepancy come from? Earlier when my food stores were still around 20k, I noticed that they kept fluctuating between 12k – 20k. I realized this was because the bookkeeper didn’t have enough time to keep up to things. I stopped all his other work and the fluctuation stopped. Is this something similar? Can I get more bookkeepers than 1?
12. Sometimes dwarves seem to be unable to get things from bins. I saw on the official DF-pages that there was trouble with lye buckets not getting taken out of barrels – a problem I also had but the bin thing is related to clothing. Due to this, I have now several 30x30 cloth/thread storages to keep my clothing industry going without dwarves telling me that there are no raw materials when there are. The lye bucket-in-a-barrel thing was fixed (or will be in the next release) but what about this bin problem?
13. In order to make getting rid of refuse easier, I channeled a deep hole next to my fort entrance on the outside (to not have miasma). It goes deep and at certain depth of the hole there is a dump area. From general orders menu I have selected to dump instead of refuse (o-r) to skulls, shells and other. Nevertheless, none of these end products are automatically marked as “D” at butcher’s and dwarves keep bringing them to refuse stockpiles. I understand there’s some problem that you have to keep outside refuse hauling on. I have it on. Also I read somewhere that dwarves might need to access the lowest level of the pit for some reason. Well they can but this dumping just doesn’t happen. Any ideas?
List of things that are definitely bugged
14. If you have a pastured dog and you attach the dog to a chain, the dwarves will keep transporting the dog between the pasture and the chain.
15. I’ve had several werebeasts in my game (especially werehorses) and their corpses (the blinking N with a ~on top of the N) are not transported into corpse refuse, they are left in “normal” refuse. I don’t know if they are accidentaly classified as other type of refuse or something. All other corpses are nicely dragged to my corpse refuse but not werebeasts. I even had a werebeast corpse dragged to my bone-only refuse inside the fort.
16. When milking, the animal is brought to the farm work shop. No, the bucket should go to the animal, not the animal to the bucket.
17. Sometimes when you designate e.g. mining (1x1 = single tile) next to an engraving, also the engraving tile starts blinking as if designated. This is purely visual, it will not get mined out so doesn’t matter much. I am not sure about the reproducibility of this one but has happened several times, seems to be especially around engraved corners.
18. When storing wheelbarrows, dwarves seem to carry them (=slow) instead of driving them (=fast). For example when dwarf is wheelbarrowing to get a stone, then that stone becomes unavailable and the dwarf abandons the store in stockpile work (and hence the wheelbarrow). Then someone comes and carries the wheelbarrow slowly to storage.
19. When in the squad menu and you select “choose individuals” and if you had to scroll down to select that squad due to so many squads, the individual menu is already scrolled down and cannot be scrolled back up (-+*/ does not work). I.e. the problem is that the person selector menu retains the scroll settings of the previous squad selector menu.
20. The wonderful Dfhack feature of “workflow” is unfortunately bugged with cloth making. When the amount of clothing goes below the defined range, it will not sometimes start reproducing the required clothing. I was first thinking I had this problem due to dwarves not getting cloth out of bins, which I mentioned in (12.) but this seems to happen despite of that. As a comparison, I’ve had no problems with leather production restarting when the amount drops below defined range. Maybe it’s the item type? In leather workshops I make armor, leggings, helms, high boots and gloves, in clothing workshops I make tunics, trousers, mittens, hoods, socks and shoes.