Dwarf Fortress

Dwarf Fortress

TPTI Mar 16 @ 6:13pm
What is the point of the game - tower defence?
What is the point of the game - tower defence?

Many thanks
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Showing 1-12 of 12 comments
TPTI Mar 16 @ 6:38pm 
I get it, we build a colony, we learn the deep systems, but ultimately

I'm not here to craft toy hammers, I'm here to finish the game

Many thanks
AlP Mar 16 @ 6:42pm 
There is no finishing the game in DF. It's a sandbox like Minecraft (which was inspired by Dwarf Fortress). You can play indefinitely, until you get bored or until you accomplish something that you see as the end.

You can finish when your colony becomes the capital. Or when you replace all surface tiles with green glass topped with magma. Or when you colonize the underworld.
amade Mar 16 @ 6:48pm 
There are two ways I view this game as primarily:
1. A glorified ant farm (with dorfs instead of ants)
2. A story generator (by stimulating your imagination instead of providing a narrative)

Everything else, is up to you, the player.
TPTI Mar 16 @ 8:59pm 
Many thanks

I was checking how long to beat - and it says 75-150 hours
Wow

After the tutorials I'll be aiming for 6 in game years and taking down another fortress

Just came from Rimworld - many of the same ideas
Last edited by TPTI; Mar 16 @ 8:59pm
Lord_Kane Mar 16 @ 10:20pm 
Originally posted by TPTI:
Many thanks

I was checking how long to beat - and it says 75-150 hours
Wow

After the tutorials I'll be aiming for 6 in game years and taking down another fortress

Just came from Rimworld - many of the same ideas

Rimworld was inspired by Dwarf Fortress.
Pogey-Bait Mar 16 @ 11:50pm 
Originally posted by TPTI:
Many thanks

I was checking how long to beat - and it says 75-150 hours
Wow

After the tutorials I'll be aiming for 6 in game years and taking down another fortress

Just came from Rimworld - many of the same ideas

I'd suggest you dig really far into the ground and get the adamantine down there. It's really good for armor and weapons, and you'll FOR SURE win.
ive played for quite a few hours now and no 2 embarks are the same ... can have a whole embark just playing in the caverns and finding spicey stuff to mine ... other embarks also come with limitations etc ie no rocks to make steel etc i like to build a different base each time a nice obsidian castle etc or a sky bridge having 150 man at arms fully geared or just a bare few. the limitations is really only your imagination and the problems the game throws at you... after about 1k game hours i finally got around to making soap lol still want to make a dwarf shotgun tho... i just find some of the track stuff technically challenging lol
TPTI Mar 17 @ 3:20am 
nice, insane

yeah i noticed rimworld seems to copy a lot of the ideas - this is the real deal
Originally posted by TPTI:
What is the point of the game - tower defence?

Many thanks
Yes
Dorf Defent
Erei Mar 17 @ 4:20pm 
It's a sandbox game. You give yourself your own goals, then roll with the flow as DF is a lot about emergent storytelling.
The game itself is a city builder, but you have a RPG through adventure mode. It's rather barebone, but you can visit your own fort or have your advbenturer in your fort. They interact with each others, which is cool.
Early on, learning how to play is likely going to be your primary goal. Later you'll find your own. Make a necromancer fort, a vampire one, take over the world, save a civilization from the brink of death, build a bridge to cross the sea and go to a new continent, breed unicorn because why not, make an obsidian spire near the ocean, an ice fort in the pole, ....
Whatever you want.

Rimworld is a lot more streamlined, there is a lot of "useless" stuff in DF, like you can make a wall in claystone or granite, but it's all the same. Some materials are going to have different value, but the msot of them aren't.
It's also a lot more traditional gaming, efficiency seeking with quests and pre-built story with a clear end to it. While DF is open.

DF is truly sandbox. Even difficulty can range from "super easy" to "lol I died 5m in". Whatever you do is up to you. It's also more based on organic storytelling, where stuff happen and you can roll with it with you want. A small example I often give is that one time my whole fort was obsessed by a cat which died early. Making sculpture of it, and even artifacts. Telling the cat story to merchants (who, in turn, propagate that story to their civilization). One day, I noticed the cat's body was at the bottom of our waterfall, so I made a big work to cut the waterfall flow, get the corpse back and bury it in a dedicated mausoleum. Ironically, the dwarves never spoke of that cat after that.
Plenty of stories that can emerge, small or big. Having the legends nearby, which is basically the entire history of the world, helps.
Last edited by Erei; Mar 17 @ 4:21pm
While you can't beat the game - many players start a fort with an idea of what they want to do. It may be a goal to become the mountain home (the capital of your civ), or make a mass production steel factory, or to tame some exotic creatures. My favorite goal is to pick a civ and wipe them out by sending my military at them constantly with the intent of winning the war.

With mods you can do even more exotic goals - like fully domesticating dragons.
2chuu4u Mar 18 @ 10:21pm 
dig
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Date Posted: Mar 16 @ 6:13pm
Posts: 12