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Topics - ohgoditburns

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DF Dwarf Mode Discussion / This game is making me sexist
« on: December 13, 2012, 11:25:07 am »
Picked up DF again after a long hiatus, and started a new fort in an ideal location (flux, trees, hematite, magmatube... only problem is no water).

My fort is basically a circular wall centered around the magma tube with a single entrance. I have some stolen animals guarding that entrance, and several squads of marksdwarves. So far they've been able to handle any threat without casualties. That doesn't mean I haven't lost any dwarves though!

So far, there have been two kidnappings - babies snatched from dwarven mothers who went outside the fort to collect logs, a cave-in, at least one dwarf dodging spinning basalt and falling into the volcano, and some idiot kid who starved on top of a house.

SEXISM
To prevent future kidnappings, I instituted a "female dwarves may not leave the fort" policy. I also do not allow female dwarves in the military, so that they will not use baby-shields.

2
DF General Discussion / 2/27/2012 Macro Fix - Noooooooo
« on: February 28, 2012, 10:18:12 am »
I'm actually really unhappy about this. I used to Ctrl-P in the middle of macros to exponentially increase the number of repetitions they do. It was really helpful.

3
DF Modding / CASTE level COPY_TAGS_FROM
« on: February 23, 2012, 08:56:40 pm »
For obvious reasons, I'd like to make all animalmen in a biome part of one creature but as multiple castes. It seems that COPY_TAGS_FROM doesn't work in the caste level.

Does anyone have tips on this?

Something like this completely fails:

[CREATURE:WILD_BOAR_MAN]
   [CASTE:MALE]
      [COPY_TAGS_FROM:WILD_BOAR]
      [GO_TO_END]
      [CASTE_NAME:wild boar man:wild boar men:wild boar man]
      [MALE]
   [CASTE:FEMALE]
      [COPY_TAGS_FROM:WILD_BOAR]
      [GO_TO_END]
      [CASTE_NAME:wild boar woman:wild boar women:wild boar woman]
      [FEMALE]
   [SELECT_CASTE:ALL]
   [APPLY_CREATURE_VARIATION:ANIMAL_PERSON]
   [APPLY_CURRENT_CREATURE_VARIATION]
   [GO_TO_END]
   [APPLY_CREATURE_VARIATION:PUNCH_ATTACK]
   [APPLY_CREATURE_VARIATION:HOOF_ATTACK]
   [APPLY_CREATURE_VARIATION:NAIL_SCRATCH_ATTACK]
   [APPLY_CREATURE_VARIATION:TOOTH_BITE_ATTACK]
   [APPLY_CURRENT_CREATURE_VARIATION]
   [GO_TO_START]
   [NAME:wild boar man:wild boar men:wild boar man]
   [DESCRIPTION:A person with the head of a wild boar.]
   [POPULATION_NUMBER:30:50]
   [CLUSTER_NUMBER:5:10]
   [MAXAGE:60:80]
   [CREATURE_TILE:'B']
   [COLOR:6:0:0]
   [GO_TO_TAG:BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
   [APPLY_CREATURE_VARIATION:NAIL_MATERIALS]
   [APPLY_CURRENT_CREATURE_VARIATION]
   [GO_TO_TAG:USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
   [TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]

4
DF Dwarf Mode Discussion / Whips: How do you deal with them?
« on: September 21, 2011, 12:39:59 pm »
Whip ambush squads murder my militia every time. Is there a better armor setup to protect against them? Do you typically just mod their size down?

5
DF Dwarf Mode Discussion / Challenge: The Deep Caravans
« on: August 23, 2011, 12:38:23 pm »
Here are the rules:

1. All metalsmithing must be done at the magma sea.
2. All farming, plant gathering, woodcutting, and trading must be done on the surface.
3. Surface dwarves must be restricted to the surface
4. Subterranean dwarves must be restricted to the third cavern or lower.

One month out of the year, you can send a caravan (haulers with guards) to move supply your magma fort with supplies from the surface, and your surface fort with weapons and armor.

Bonus points for:
  • Never closing off either fort entirely
  • Embarking in a terrifying biome
  • Not trapping your entrances (cage traps to collect wildlife are fine)

6
DF Dwarf Mode Discussion / What do you bring on terrifying embarks?
« on: August 12, 2011, 12:22:36 pm »
Just curious what other people are doing. I recently started a terrifying shrubland.

To deal with the constant onslaught of Ogres and Harpies, I've got two of three marksdwarves on duty at all times, a militia of three miners, and a doctor.

Everyone but the doctor started with shield skill.

7
DF Dwarf Mode Discussion / Tower Layout?
« on: August 09, 2011, 03:43:30 pm »
Those of you who have built multi-level above-ground constructions... what do you fill them with?

I have no problem visualizing a tower exterior, but I have no idea what to put in it. I have a 10 z-level valley, so I figure I could put a pretty nice 15 level tower on this map.

8
DF Gameplay Questions / Military Limit?
« on: August 07, 2011, 04:56:37 pm »
Haven't run into this one before... longest running fort for me yet!

It looks like there's a limit of 4 squads. Am I missing something?

9
DF Dwarf Mode Discussion / Serial entrances
« on: June 10, 2011, 01:17:58 pm »
On my latest fortress, I'm working on a new entrance trap.

Code: [Select]
==================
G.............^..G
G.............^..G
G.............^..G
==================
G.............^..G
G.............^..G
G.............^..G
==================
G.............^..G
G.............^..G
G.............^..G
==================

G=raiseable drawbridge
^=pressure plate
==wall
.=floor

I've actually got 8 of these entrances. What I'd like to do is make it so that only one entrance is open at a time. When a goblin or other invader reaches the pressure plates, the bridges raise, trapping him and his allies inside and the next hallway opens. There should only be one hallway open at a time.

Any ideas on how to make this happen? I have a two level aquifer for easy power and repeater setups. I figure I need some sort of registry or flipflop logic to properly automate this.


I'm planning on having a floor grate installed above each entrance for dwarves to pondfill. I figure the slow drowning is more terrifying than water instantly rushing in.


10
DF Dwarf Mode Discussion / Bones. Ugh.
« on: June 02, 2011, 10:53:25 am »
Just started a new fort with the intention of using mostly bone bolts to fuel my military. Sweet Armok ahmighty is it a pain in the beard. Most bones will fully clutter a workshop, and only one out of a stack is processed at a time.

Anyone have a kludge to fix this? Even a mod would be ok.

11
DF Modding / Modding out blob beasts
« on: May 02, 2010, 01:07:32 am »
I just had an unfortunate encounter with an inorganic headless forgotten beast. Anyone know if it's possible to mod out headless or inorganic beasts? Are the beasts generated from a moddable file?

12
DF Dwarf Mode Discussion / Beasts are awesome. I hate beasts.
« on: May 02, 2010, 12:55:40 am »
I *had* a fortress. About 60 dwarves doing fine in between the first and second caverns. Then I get attacked by 3x forgotten beasts and an ettin.

No problem. Bronze axes wreak havoc. A twisted cobra managed to sneak in and kill someone's baby, but all in all they were fair fun.

And then this little gem shows up:

A great blob composed of water. It has wings and it squirms and fidgets. Beware its deadly dust! My axedwarf chopped off its wings while it was over a pit, dropping it about 3 z-levels. The only body part it has left is its red body. Every time someone hits it, it causes the cave-in effect. Most of my fort is now dead from being slammed against obstacles.

The beast is unkillable.

13
DF Gameplay Questions / I <3 Burrows This Much!
« on: April 30, 2010, 10:52:09 am »
I have had great success using burrows to set up base camp in the first cavern. As you might expect, there are some nasty creatures down there. Most of them don't pose a big threat to a fully armed and armored dwarf, but I had the joy of watching a giant bat grab a miner by the head, and proceed to rip it clean off.

Basically, I've set up a single burrow which encompasses all areas I expect my civilians to enter. I have a military of 4 axedwarves with bronze shields and axes, and steel platemail. They are scheduled to defend the burrows with at least 1 dwarf at all times. Any time a baddie wanders into the area, one of them runs over and hacks off a few limbs. If it's edible, it gets hauled back to the butchers, keeping my stocks full. The rest of the dwarves train and take care of themselves.

This is so much easier than 40d.

14
DF Modding / Gold Thread/Cloth
« on: April 28, 2010, 12:52:06 pm »
Couple of questions:

Would it be possible to mod in gold thread and cloth?
Can I make it so only certain civs can make gold thread?
Can I mod in a reaction that turns cave wheat into gold thread?

Basically, I'm wondering if I could make different civilizations have their own specific trade goods that you can't produce yourself.

15
DF Gameplay Questions / The Pants Dance
« on: April 08, 2010, 11:22:51 am »
This may be a bug, but I'm posting here first to see if I'm just doing something wrong.

My axedwarf keeps taking off his clothes and putting them back on again. Constantly. He started doing this after I assigned him a uniform.

In a related note... axedwarves *destroy* their (unarmored) enemies.

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