Crash Course (Jumping Into Danger #3)
Then you would advance to engaging Active Directory.
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For your server to be secure don't give it internet access by assigning it a static ip with no gateway. Being a learning device it doesn't need internet access. Do understand that just jumping into server configurations will result in a lot of wasted time hitting dead ends because you don't have the educational background to understand what has gone wrong. My recommendation is learn the basics then move on to the more complicated subjects. There are a number of books and training guides out there you can take advantage of for your training. I learnt the hard way which helped me learn a hell of a lot more then people i know who studied at university for 5 years!
Its called breakign things and fixing things and learnign to swim, yes its stress full but so is running large networks and 's of node's and servers. You need to learn how to deal with hard sitsuations. This is just a personal view but with google beign the best tool for IT resources, you cant fail unless you put zero time in to it. People need to realise that settings up servers and creating accounts is just childs play, some make it out to be harder than what it is. When i studied, after the second year i was teaching the class that i was in and the 2 classes below me, the 3rd year i knew more than my teacher.
I read everything times to make sure i understood it and for gods sake dont use microsoft for documentation because half their stuff is absolute crap. I seen students who where awesome at books and reading but i was tasked with breaking machines and asking them to fix it, put it this way a lot of them couldnt even fix the smallest of issues because they relied on theory. If you get stuck, plenty of youtube chanells offering how to setup a server with active directory! I would like to learn hard and fast, as you did, but it's really overwhelming. You mean setting a network with all computer running Windows instead of Windows Server?
I would like you guys, if you have time and are willing to help me much appreciated! I don't know where to start. I would like to learn fast but what you, JohnnyJammer said, is a bit too much for me at the moment, it's too overwhelming as I don't know enough yet. And yes, I've been reading some books but I would like to try it in practice. I have what I have available, I have already installed the Windows Server but don't know how to go about it all.
As, how can I use it as a server and then next time only use my PC to access the internet, as I'm doing now. Again, any comments would be much appreciated! Mate this is some of the first links i found with some good tutorials. How to create a domain You already have the server installed.
Think of it as a structured tree, You create a Computer OU and move computers to there then same with a User OU group and add users to that. What you need to remember is to set the IP gateway of the computer to that of the same Subnet a the Server and manuallt set the DNS IP's to point to the server before joining the computer to the domain. If you get stuck mate, fireup youtube or google.
I just dont have time to type every single thing up thats all. If you get stuck understanding a step during any process then stop, research it more and proceed where you left off. Posted 02 December - Is it possible that through my experimentation with the Windows Server I could somehow disable internet access for the other computers that are tied to the router? Or to compromise the security? That's what I don't want to happen and that's why I'm afraid to start experimenting. So please tell me, is it possible to screw other stuff up?
An organizational unit is the smallest scope or unit to which you can assign Group Policy settings or delegate administrative authority. Using organizational units , you can create containers within a domain that represent the hierarchical, logical structures within your organization. The break and make approach as I have previously stated leave huge holes in understanding complex concepts.
Bellzemos you asked "Wand3r3r - workgroups? That would be correct. Most small businesses that hire people to come in and set things up for them run in workgroups. Cost is less and it easier for lay people to maintain. I would point out that no one jumps into Calculus without starting with the multiplication tables. A "crash course" will not make you employable. I know because I am the guy that hires the IT people. Where most of us start is doing computer hardware builds and repairs. This is also the foundation your future troubleshooting skills are built on. Once you have the hardware skills you can be hired by a local computer shop which will enhance your training.
Then you can move on to more complicated jobs.
Mate i tried putting it on laymans terms so he could understand and yes OU groups are not just for GPO's because you may not assign any GPO's to a OU which would still hold objects such as computers, users! Microsofts a starting point to learn but most people dont apply their methedology because it simply doesnt work in real life scenarios. Like i said before, that is my way of doing things, yours is different and the questioner doesnt have to take my or your advice. Server operating systems are so easy a 7 year old could learn it and some people make it out to be a 2 year learnign curve when simply, Microsoft make it so easy these days a child can do it.
Posted 03 December - Now I started thinking of installing regular Windows to the "server" PC and doing the Workgroups thing for starters. I know PC hardware to a certain extent repaired quite some PCs. So I don't know, should I go with the Workgroup system first or push on and do the Windows Server network directly here at home. I would like to learn fast but I would also like to learn properly and understand the concepts Most of all, I don't want to mess anything up here at home for other users the internet connection or security - so please advise me how do I go about not messing that up.
I want the other computers to have the internet access. Both workstations and servers will need internet access to do their updates, which are quite a few after a new install. An option is to buy a vlan switch [another networking thing to learn] and put your test network on one vlan and your home network on another vlan so neither touch each other but both can have internet access. Virtual machines using HyperV or VMware allow you to run multiple configurations on a single host machine.
You will want to learn these also since this is how we are maximizing the hardware usage,. Posted 04 December - I'm thinking about making a system image backup of Windows Server from the "server" PC and installing back Windows XP on it and then making a Workgropu between the computers in our home to learn from that. What will I be able to learn from that? How to share files and the printer that's attached to one of the home PCs? Can I learn anything else? Or anything else open for suggestions? Each computer will access the internet directly through the router and modem, by itself, right?
Medieval Times - fun mod for playing period theme games. Also recomend the couple wild west mods. Call of cthulhu - everything hp Lovecraft fans will love. Mixed with the uncertainty of the rim. Featuring Hobbits dwarves and elves for now. Prepare Carefully is good too for when you can't be bothered to press randomise times to get a decent enough pawn. Mods that make the game exponentially easier to play: Those are just for the basic gameplay. You could even crazier mods like robots, weed farms with a crazy list of products to make from that, miscellaneous turrets, and a ton of psychological and wildlife mods.
I would test each one individually to make sure they will all run on your system though. The ones I listed I've been using for quite a while and are safe. Some you find may completely crash your system and make the game unplayable though. Well the price is going up on launch and won't be having any sales for the foreseeable future so you should really get it now. The current version was going to be v1. My favorite story is my colony that banded together to experiment on surviving attacking tribes so my doctor could gain enough experience to add bionic back legs to our mascot dog, who was bitten by snakes while defending her puppies from death.
This was a cruel, but best case scenario world line. A lot of dark things happened to make that happen. But they would carry her wherever she needed to be to eat and sleep, and it was debatably for the greater good. Eventually, he was able to remove and reattach pegs legs. By the end we had some four pegged humans we sold to passing slave traders, probably as tables or something. Then the fateful day came, and the surgery was a success. Our dog could walk again. And it was beautiful. She ran around with her grown puppies. This poor chicken was basically getting nightly heart attacks by the end of it and her death made so many people sad.
So I see these kinds of stories a lot with Rimworld and I always wonder how much is made up by you to make sense of what is happening in the game versus how much is actually IN the game? Did you decide you needed to do this to get your dog's legs back or was it something the game sort of led you to in one way or another? I ask because I'm thinking about getting the game in part because of these stories, but I've never been able to figure out how much is just an individual's storytelling, as opposed to in-game story. I'm not who you replied to, but by the looks of it, most of it is game mechanics.
No, you can't have a "mascot" dog, but you can have people form a bond with animals which works in a similar fashion e. The bionic legs, organ harvesting, slave trading, carrying around, bad mood from selling slaves or experimenting on them, the psychopath not having a problem with any of it, that's all game mechanics. The second story is similar. Rimworld is a pretty damn deep game which smartly aggregates a bunch of simple mechanics. It's truly the perfect example of "greater than the sum of its parts. I can list the facts if that helps set the expectations a bit more.
The goal is usually to stay alive, travel across the world to fix a ship, and gtfo. It involves sending caravans apart from your original colony, which need food for the journey. You can also trade this way with other settlements or tribes. A snake bit my dog and it lost the ability to walk. It attacked the snake once it got close to the puppies. People can carry them around however and feed them by hand.
With few colonists this is a labor of love, and not often recommended. People on the map not in your colony traders and invaders alike can be taken as prisoners, and eventually recruited but I chose doctor fodder. You can amputate, harvest and sell organs. You can add peg legs and eventually, with researched tech, bionic limbs and even artificial organs. With some mods you can do the same for pets.
But a doctor has to perform the operation successfully.
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The better they are the higher the chance of success. Although people with the psychopath trait can handle it better. You could technically even skin people for additional resources, maybe to sell as vests or cowboy hats to passing traders for extra income. But if you give it a shot it can be a lot of fun.
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Rimworld is one of the best games I've ever played. If you even have a passing interest in colony simulators I couldn't recommend it more. Gnomoria felt more similar to a df-style gameplay but was unfortunately abandoned. Rimworld's storyteller aspect makes it more like an arcade game and less like a living world. Gnomoria is an amazing foundation for a game, but it never got near the depth of DF. I'm hopeful for Ingnomia, a fan-made reproduction of Gnomoria. It's in early stages, but has already shown itself to be much more capable mostly performance-wise. Rimworld very nearly ruined my life.
I was absolutely obsessed for two weeks, and neglected everything IRL. Thank goodness I didn't have it installed on my work computer, or I'd have lost my job. I had to peel myself away from it, and now I'm scared to get into it again, lol. Is it weird that I think I wouldn't play that at all?
Part of the charm of DF is the look and feel of it. The art of all the various tilesets is neat and interesting to me while the base version is just so Idk, i just find it relaxing and I like reading the combat logs and letting my imagination do the work. And speaking of the combat logs, I just can't imagine any game simulating all of that while having modern graphics.
Every fingertip and nail has a place and values assigned to it in DF. Each tooth can be bashed out of a goblin's jaw, you can puncture one or maybe both lungs of an enemy. I don't wanna trade that level of detail for better graphics. What happened to the noob pack for Dwarf Fort? I felt that was a good way to bring someone in to the game since it takes care of the tileset issue for you already, and fixes a bunch of other problems with the base game.
The LNP comes with the Phoebus tileset pre-installed, not ascii as in the original. If you want to change the tileset, you have to install one of the tileset packs located under the graphics tab. When I learned to play I used a 40 episode tutorial by a youtuber named CaptainDuck if I remember right. Shit was a good 8 or so hours long, and even then a lot of stuff you had to figure out for yourself.
I got by with the wiki and just muddling through. It was pretty intimidating going in, but it doesn't exactly take a rocket scientist to read what's on the menu and work out that you chop down trees with dt or dig into the side of a cliff with d or build stuff with b. Yes, those first few dwarves didn't have particularly long, happy, or fulfilling lives, but what manager doesn't starve a few people to death when they're just getting started?
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The crazy thing is, for me going back in is more difficult than thr first time. I have a memory of having it figured out and having fun but can't remember shit. It somehow makes the experience more frustrating. At this point i can decently navigate myself on menu, i wish i had more instructions on what to build, craft and etc. I followed this guide and replicated it pretty much perfectly, but i have no idea what to do next lol. If you can build the stuff in this little tutorial you've got most of the more important bits down already: The Wiki is by far your most valuable resource.
There is a detailed tutorial to help give you direction, as well as documentation about what the various menus, workshops etc all do. The important bit is to not get too intimidated by it all. I learned just by muddling through and only vaguely referenced this stuff when I got stuck, half the fun was in the iterated problem solving: Uh oh, clothes are getting tatty, how do I make more. You don't need to know everything up-front. Eventually it'll be second nature to get a self-sufficient fort going doing the stuff you care about them doing you can always trade for stuff if you've not worked out how to make something yourself , and you'll be able to direct yourself in how you'd like to develop.
Experiment with architecture, play with mechanisms and traps and make elaborate semi-automated kill-zones, try your hand at bee keeping. As you get more into it, more options will open up. Nah, these types of guide are killing all the fun for me, i'd like to try and figure these things out gradually. I wish there was a guide on what half of the things are and what other essentials to build and when. So i have these buildings from this gude, now i only need a direction on what to TRY to do next and a vague description on how to do it.
Restarting isn't a big issue since i can do the same that is done in the video in a minute or two. But i am not going to use a translation, fuck that atrocity. Translation of a full game that is, i am comepletly fine checking words on google translate or something. Right, that's pretty much how I did it: I haven't played in quite a while but I can certainly give you some pointers. First thing is that you have seven dwarves, with more to come in the next migrant wave, and that's obviously not enough: Everyone wants a place to sit and eat breakfast. One goal is to give everyone their own private bedroom, at least 2x2, maybe 3x3.
Consider making an apartment block, something you can spread over multiple levels to conserve space and leave room for expansion. Here's a quick example:. You can probably come up with a better design. A good dining room gives dwarves good thoughts, it can make up for a lot of bad stuff. Try and make it nice and big, make sure there are plenty of chairs and tables, try tarting it up a bit, put in some statues or something. They're the core of your industry - crafts for making tat to sell to traders out of all the waste rock you'll be producing , butchers, kitchens, mechanics for making traps and water pumps and siege engines , weavers, tanners, clothiers.
There's a lot of stuff to make, and it's all worth something, and a lot of it has a direct use. Think about how to lay them out, how to keep them close to the stockpiles they need. Optimize or just make it look neat, or just plonk it anywhere because you have other things you want to do. Speaking of trade, you'll need a trade depot, placed somewhere with a clear path for the caravans.
You'll get regular visits, and you want stuff to trade so you can grab things you're not already making. Dwarves like having a choice of food and drink, so that's always a good thing to start trading for even if you're making enough of the basics yourself. Speaking of food, try making more of it - plant different crops, get a meat industry going and think about the byproducts - soap from the tallow, leather, bones you can carve and decorate with, milk, even blood. Get a kitchen going and try to work up to making fine and lavish meals for everyone: Just collecting water from the rivers and lakes will do for a start, but you want a well really.
Try digging out channels and tunnels and get one near your fort. Consider using floodgates and pumps to control the flow, place a grate to stop stuff coming in, construct a cistern, make it so you can drain it if something gets dropped in there or the water gets contaminated. Learn how pressure works probably by accidentally flooding your fort - don't worry, everyone does it. You're managing a fort of dwarves, you're meant to be underground. Don't just stick to the surface layers, the soil and sand and clay, get down to the depths, dig out the bulk of your fort into stone, get it smoothed out and engrave large chunks of it, do some exploratory mining, learn some geology.
You'll find gemstones and metals and all sorts of things useful for industry or just making crafts out of. Dig deep enough and you'll find stuff! Underground rivers and lakes, chasms and caverns, likely dwarfing the surface area of the, er, surface. Explore, dig deep and try to find lava to drive your industry or do other things with. I watched the same series!
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To this day, my brain still says "dolomite" with a Netherlands accent. It really was a great learning tool! I still pattern my fortresses in a similar fashion to how he did in that video series. I wonder if he'll ever get around to making an updated series. Even if not, I still think his series is the best video tutorial available for DF. I used the same videos, I had a lot of fun.
It was like painting along with Bob Ross, but with more death. Yeah I really liked how he uploaded the save file so you could play along. Helped tremendously with trying to scale the learning curve mountain that is Dwarf Fortress. You feel like you learned something, but you're just as far from being a Particle Physicist as you were before. The videos are useful, but the interface and mechanics are just too complex to really understand without immersing yourself into them and figuring it out yourself.
That was one of the big appeals for me, honestly. I used this guide 1st time around http: Has the game changed much? Based on the graphics and the website, it looks like it was made in and hasn't been updated since. The amount of stuff added to game over recent years is mind-boggling especially when you realize it's been done mostly by one man.
Things like magic, books, invading armies, sending your army off to invade, trading, military system revamped, various things like beehives and the ability to farm them, taverns, entertainers, musicians, traveling mercenaries, trees made realistic, more things then I can count. And this is just from the past couple years. I don't play it too often and I don't read patch notes so I'm sure I'm missing things, but you get the idea. The game usually gets a massive update once a year or so with various small updates between large ones.
Curious, is it that making an intuitive UI and nice graphics is technically impossible, given how much the game simulates, or is it that the dev can't do it himself and is unwilling to bring in anyone else? It's more that he just doesn't have that as a priority.
There's so much stuff still to do , and he'd rather work on the next interesting bit of the world simulation or mechanic than faff about with changing around a menu system that's probably going to end up needing to be reworked in future again anyway. Right, but the visual improvements would allow him to put a price on it and get money from sales, which in turn would accelerate his development of other features because he could hire more people to work on the game, assuming he's open to it. I think the last thing he wants is to turn it into a commercial product with a dev team to manage, even if he could somehow afford that.
Life isn't all about money, some people do things just for the passion. Introducing a cash incentive into it might force him to abandon his design principles and cater to a different audience. I'd rather the guy exercises his creative vision for the game and work on it at his own pace. But without visual improvements, the cost of developing the features is a lot lower both in technical and logical complexity. By focusing on bare bones features, time is really the biggest cost. The reason he doesn't prioritize UI yet is because he's adding so much shit to the game that the UI would have to be worked and reworked many times before all is said and done.
The current UI is functional and efficient, if unintuitive, and perfectly sufficient for testing and other such pre-release game dev stuff. Once he's got all the actual features of the game in place, then he can consider giving it a more intuitive interface. It's fun because it's the ultimate sandbox game. You start off by picking a location to determine the difficulties you will face, and from then on you can do whatever your imagination can come up with. You want to build a happy little village where everyone gets 5-star meals and lavish rooms, and the biggest danger faced is the occasional weresloth?
You want to set up a glacier outpost surrounded on all sides by goblins and necromancer armies, where any troublemaking dwarfs are sent down to the flooded and crocodile-infested mines as punishment, and every square meter of land outside the fortress walls is covered in bodies, blood, and vomit? I think that it really boils down to, in most games losing is punishment and means you messed up.
In Dwarf Fortress, losing is inevitable, and the crazy chain of events that lead to losing are what makes it fun. How is that stuff even possible in a game that looks like it does? Not knocking it, I just don't understand. It's exactly the opposite.
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Detailed graphics would not be feasible for a game that does half of what Dwarf Fortress does. The more complicated the graphics are, the less you can do, because every single option has to be modeled, drawn or animated, dwarf fortress doesn't have that limitation, so it can just do anything it wants to, just like a writer could turn their story around completely.
As someone with no prior experience with DF, the moment he opened up the info about the dwarf explorer absolutely floored me. As an adult, DF has filled that void. I might finally give it a go. I've been playing the game for about 10 years, I still haven't done everything the game has to offer. For me, it's the greatest game ever, it's even better with mods. I highly recommend Masterwork Dwarf Fortress, for both new and old players http: I know it looks hard and complicated, but once you lose a couple fortresses you begin to see how the game works and always remember losing is fun in DF.
Just try to see what imaginative way you can lose your fortress. From everyone starving to death to opening a magma deposit to flood your fortress with hot steaming fun there are countless ways to go. My first games were lost due to the new born dwarfs getting old enough to feel ashamed that they never got clothes. Not really, a few tutorial vids like this one and the quickstart quide from the df wiki is all you really need to understand the game. No, I mean it's not any more hardcore than Rimworld, just less accessible. Both games have equally unforgiving gameplay. I've tried playing this game, but I found the UI confusing and the learning curve really steep.
This inspires me to give it another shot. UI while not existing turns into muscle memory over time, learning curve is part of the fun - there's just so many things that can go wrong! Man, I used to love this game back in the day. I started before Dwarf Therapist was a thing so I grew to embrace the clunky interface lol. Haven't played in years though, so glad to see this game is still going strong. I can't help but find this timing funny considering Rimworld just announced its official release date. Not to poop on DF or anything, the game is the progenitor of the genre, and credit is due.
It's always tough being the pioneer, when sometimes others just take your idea and improve on it drastically. Rimworld is the next evolution of that gameplay. The UI is far more manageable and the gameplay loop itself doesn't require a textbook to start. I'm waiting for something as complex, if not moreso, that utilizes a 3D engine.
Not sure if one exists or is on the way. It's sad to compare the two because dwarf fortress is so far out in it's on world there isn't any game that compares to it's complexity and level of detail. Rimworld probably comes the closest and superficially they seem similar but anyone who has played both will know how vastly different the games actually are.
I played DF for years. Love Rimworld and play it today. But Rim in its entirety doesn't even get at deep as DF's title, let alone the game. DF is a lifetime of work. If we had the capability to plug ourselves into a fully realized alternate reality, DF is by far the closest thing we have.
I wouldn't call a game that has only the tiniest fraction of the gameplay features but slicker UI an "evolution of that gameplay". I would say it cut the fat, but it sounds like I may offend people by saying that. Complexity is very good imo, but DF is excessive, and its features don't compensate for its like intuitiveness.
Like I said, DF deserves shit loads of credit and lauding, but I don't at all think its a step ahead of Rimworld in anything except complexity. RW is focused, it's all about limited-time survival until you can build up enough to make a ship and escape before you get stomped by the impatient RNG storyteller.
It's no wonder most players turn into horrifying enemy-mutilating cannibalistic bastards - it's constantly pushing you to the verge of death in the name of being a balanced, directed game. DF could barely be less focused if it tried. You're building a dwarven settlement, however you fancy, wherever you fancy, for whatever reasons you fancy, with whatever nearby dangers you feel like encountering. If you want to turn into monsters, that's on you - you could have set up shop in a nice peaceful little valley and raised bees and brewed mead and built an awesome tavern behind a waterfall and had a lovely library and churned out top of the line decorated mugs and mirthful poems, but noooo, you wanted to make a dark base in a volcano in a haunted glacier where it rains blood and the entrails of your enemies are left on spikes as a warning to the next lot of tree-hugging elven scum.
Could you briefly explain how all of that stuff is even possible with the way that DF is laid out?