Bay 12 Games Forum

Dwarf Fortress => DF General Discussion => Topic started by: GuardianTempest on September 13, 2012, 01:01:59 am

Title: Playerlogs from 2050
Post by: GuardianTempest on September 13, 2012, 01:01:59 am
Inspired by this (http://www.bay12forums.com/smf/index.php?topic=116013.0) thread.

So yeah, imagine what sort of crazy mishaps the players of the future will come up with?
---
"Haha, I'm close allies with the nearby kobolds, according to their '[Treaty of -unintelligable-]', I should be able to keep them happy with shiny trinkets. Shame that they died within the next war because they keep heading towards enemy fire. I mean, come on, bullets aren't THAT shiny!"
Title: Re: Playerlogs from 2050
Post by: Hanslanda on September 13, 2012, 01:12:41 am
"So, I finally reached the bottom of the eerie glowing pits. You know what was down there?

Motherfucking Chuck Norris."
Title: Re: Playerlogs from 2050
Post by: GreatWyrmGold on September 13, 2012, 05:51:42 pm
Hey, guess what? You can create a singularity by having a minecart filled with minecarts, etc, to seventeen degrees. In other news, I am about to conquer the circus.

-----

Amazingly, singularities make the circus worse. That...was a horrible idea.
Title: Re: Playerlogs from 2050
Post by: Sprin on September 13, 2012, 06:49:58 pm
The cat I buchered did a lol face!
Title: Re: Playerlogs from 2050
Post by: Murmur on September 13, 2012, 08:54:00 pm
Hey guys, I need some help with rockets. I know that detonating a dwarf nuke underneath the launch pad is the quickest way to get the rocket itself into space, but it also has the mostly unpleasant side effect of destroying everything in and around my fort. What should I be doing to minimize the damage?
Title: Re: Playerlogs from 2050
Post by: GreatWyrmGold on September 13, 2012, 09:05:58 pm
Hey guys, I need some help with rockets. I know that detonating a dwarf nuke underneath the launch pad is the quickest way to get the rocket itself into space, but it also has the mostly unpleasant side effect of destroying everything in and around my fort. What should I be doing to minimize the damage?
Make sure that only nobles and elves are near the launch pad. Also, keep the fortress population in a nice, lead-lined room for a month or two. Radiation has some interesting effects that you might "get" to see on your next migrants.
Title: Re: Playerlogs from 2050
Post by: Nyan Thousand on September 13, 2012, 09:53:36 pm
It happened again.
Why does it seek me? Why does it seek me? Why does it seek me?
Release them from the prison. Release them. Release.
Happen. Release the population. It goes. It goes. It goes. Freedom for the unjust.

Yes. I imagine DF players in 2050 end up going insane.
Title: Re: Playerlogs from 2050
Post by: misko27 on September 13, 2012, 10:07:29 pm
Noob: Dear Jesus. I somehow managed to collapse half of my embark into a sub-quantem wormhole. I knwo no oe will know what to do, BUT WHAT TO DO?

other players: happens all the time. Make sure your Quantam Disfigurement  drives are made with candy. Candy, as a none-atomic structure, doesn't react with the Destabilization oscillater as it should, leading to runaway expansion. Activate the Sub-nuclear Reintegration device, and set max area for "ALL". Note, this will erase any other paricular quantem anomalies you created, but it sounds like yours has already swallowed up all those :P

Noob: You can use the Sub-nuclear Reintegration beam on areas larger then 50x50? I NO UNDERSTAND. If you want me to do each part one at a time, It simply refills the space before its charged to hit another.

Other Players: What you Should Do is Use a Chrono-Stabalization device to Store charge in hyper space, actvate it by over-riding automatic control. You should them be able to spread it to entire area. Then, Unleash the charge as you acivate it.

Noob: MANUAL OVERRIDE?

Other Player: Its [shift alt 4 print screen]

Noob: DOH! THAKS GUYS!

Grammer nazi: Learn to Spell.

Noob: NOES!
Title: Re: Playerlogs from 2050
Post by: GreatWyrmGold on September 14, 2012, 06:37:31 am
It happened again.
Why does it seek me? Why does it seek me? Why does it seek me?
Release them from the prison. Release them. Release.
Happen. Release the population. It goes. It goes. It goes. Freedom for the unjust.

Yes. I imagine DF players in 2050 end up going insane.
...How is that different from now?
Title: Re: Playerlogs from 2050
Post by: Ultimuh on September 14, 2012, 06:48:48 am
It happened again.
Why does it seek me? Why does it seek me? Why does it seek me?
Release them from the prison. Release them. Release.
Happen. Release the population. It goes. It goes. It goes. Freedom for the unjust.

Yes. I imagine DF players in 2050 end up going insane.
...How is that different from now?
It's in 2050.
Title: Re: Playerlogs from 2050
Post by: Gaybarowner on September 14, 2012, 12:20:59 pm
Hey my fortress is half a billion years old and my suns going to red giant how do i fix?
Title: Re: Playerlogs from 2050
Post by: darkrider2 on September 14, 2012, 01:49:42 pm
So I got bored and I decided to build my own sentient AI in the game.

It works and all, but its giving me some problems. It locked all of my dwarves in the dining hall except for the crazy were-chubecabra thats still convinced he's living inside of a hyper-complicated simulation run by aliens or something, I don't know his personal thoughts page is really messed up after I gave him that lobotomy.

Any idea how I can get the doors opened? None of the dwarves in there know the override codes and the AI is refusing to listen to their pleas for help/water/food etc. Everyone who knows the codes and has access are dead in the kings dining hall after the AI activated my magma death trap. The AIs creator is dead in a pool of miasma outside.

Please help, the AI just turned on the mega drill project and will breach hell pretty soon... I also am no longer able to pause the game, I'm running every program on my computer right now to slow the framerate but he's getting close.

On the up side the temple of elven death megaproject was finally finished and my research team has finally developed a better fertilizer.
Title: Re: Playerlogs from 2050
Post by: Toady One on September 15, 2012, 12:28:55 am
(cleared out off-topic derail)
Title: Re: Playerlogs from 2050
Post by: Hurize on September 15, 2012, 12:32:29 am
Why cannot I power my Cold Fusion Generator to power the space station, The dwarfs are going insane without their computers to beam up food for them.
Also, one of my dwarfs punched a hole into the window causing instant explosive decompression. how do I get the doors sealed till I get a shipment of duct-tape up there?

Title: Re: Playerlogs from 2050
Post by: Hanslanda on September 15, 2012, 12:36:33 am
So, I equipped my dwarves with plasma weaponry, and now my fortress is on fire. Was it a mistake to give the hunters plasma cannons?
Title: Re: Playerlogs from 2050
Post by: GreatWyrmGold on September 15, 2012, 06:38:17 am
Yes.
Title: Re: Playerlogs from 2050
Post by: Mesa on September 15, 2012, 12:12:58 pm
Anyone wanna to suggest me what to do now? I am now the king in my adventure world.
I assasinated the king of my original civ, ordered everyone to forge the sh!t out of weapons, and conquered every other civ out there.

And now I'm bored, because apparently, all the megabeasts opened the subquantum portals and left my world.

What should I do?
Title: Re: Playerlogs from 2050
Post by: miauw62 on September 15, 2012, 12:46:02 pm
Anyone wanna to suggest me what to do now? I am now the king in my adventure world.
I assasinated the king of my original civ, ordered everyone to forge the sh!t out of weapons, and conquered every other civ out there.

And now I'm bored, because apparently, all the megabeasts opened the subquantum portals and left my world.

What should I do?


Order your minions to make your own subquantum portal and chase them.
Title: Re: Playerlogs from 2050
Post by: Loud Whispers on September 15, 2012, 12:57:25 pm
"So, I finally reached the bottom of the eerie glowing pits. You know what was down there?

Motherfucking Bruce Lee eating a 90ft bagel on top of the corpse of Chuck Norris. My computer promptly self immolated."
Title: Re: Playerlogs from 2050
Post by: GreatWyrmGold on September 15, 2012, 01:37:43 pm
The circus is a lot less Fun now that I've mastered fission weapons. How do I get dwarves into the glowing pits in such a way that they survive long enough to bring the Fun?
Title: Re: Playerlogs from 2050
Post by: tomio175 on September 15, 2012, 02:51:51 pm
So, I was making cold fusion reactors out of steel, as I was low on power, but there was a meltdown on the level above. Now, my dwarves are starting to grow arms out of their Quantum Beards, so, what now? Is there a way I can "carefully" dismember the extra arms? Or should I use the extra arms to let them wield an extra sword? Or a crossbow? Or what weapon would be best?
Title: Re: Playerlogs from 2050
Post by: Exlo on September 15, 2012, 10:19:32 pm
Well, Urist McWarHero has finally ascended to god-hood.

The bastard won't stop blowing up dwarves that try to butcher his pet cat.
Title: Re: Playerlogs from 2050
Post by: Pokon on September 15, 2012, 11:20:50 pm
Okay, so I just got some animals in a large open pit with that plant that turns them into animalpeople. Should I just wait to see if they will form a civ and start tradeing with me or should I get a tunnel made to unleash them on goblins?
Title: Re: Playerlogs from 2050
Post by: tomio175 on September 16, 2012, 03:29:03 am
Okay, so I just got some animals in a large open pit with that plant that turns them into animalpeople. Should I just wait to see if they will form a civ and start tradeing with me or should I get a tunnel made to unleash them on goblins?
Response of p much any player: MAGMA!!!
Title: Re: Playerlogs from 2050
Post by: Gaybarowner on September 16, 2012, 01:45:47 pm
"So, I finally reached the bottom of the eerie glowing pits. You know what was down there?

Motherfucking Bruce Lee eating a 90ft bagel on top of the corpse of Chuck Norris. My computer promptly self immolated."
If you got further you could see the hint of episode 3s case i only saw the first pixel though..
Title: Re: Playerlogs from 2050
Post by: Fen on September 17, 2012, 12:17:03 am
(Tie-in to the 2050 dev log topic, go!)

Uh guys, I managed to get a black hole collision between like six different black holes, and it's crashing my game. I know it's not a resource problem, so I'm guessing it's some kind of glitch. I already filed a bug report but I figured I aught to let you guys know because now my save is borked because once the 18 days of time inbetween the collision and the save time are up, the game crashes again due to the black holes colliding.

Title: Re: Playerlogs from 2050
Post by: imperium3 on September 17, 2012, 01:14:14 am
So yeah, my fort's been besieged by a bunch of goblins with weirdly advanced weapons, and they're building their own fortress around mine (luckily I'd put up a shield generator before they arrived so they can't get in). But the strange thing about these goblins is that they're 3D while my world is in ASCII... Did they time travel in from the 2100 version? Any advice?
Title: Re: Playerlogs from 2050
Post by: Olith McHuman on September 17, 2012, 01:39:51 am
I can't get work gen to work. Its rejected a half billion universes now. Plz help.
By the way, what's strong nuclear force? I found it in the advanced options and didn't know what it was, so I set it to zero.
Title: Re: Playerlogs from 2050
Post by: Wimopy on September 17, 2012, 09:08:39 am
Guys, any idea why my Candy weapons won't cut through a barrier of neutrons?

Also, I've finally managed to fix my adventurer's sight. I mean, a very angry noble did. The noble slapped Urist McNorris with an iron whip, which got chopped to pieces by the Candy residue on Urist's skin from the fight with a Candy Man. One of the little strips went through a hole in his skull (childhood injury) and reconnected the optical nerve to the visual cortex. As thanks, I collected the parts of the whip and killed the noble. Since then, the whip has been coated in gold to protect it from rust - good items deserve a long life.
Title: Re: Playerlogs from 2050
Post by: Fjords to Plowshares on September 17, 2012, 11:47:14 pm
People talk a lot of crap about the feedback learning model.  A lot of that's justified, I'll admit, but it generates so many great moments that I could never go back to DF pre v1.4.

Let me show you what I mean.

It was my fortress' twenty-third year, and things were going well.  Population had more-or-less stabilized at 1200 dwarves, caravans and patrols were up, all that good stuff.  The fort was based in a gigantic limestone seam in a largeish mountain.  I had plenty left over even after setting up the spare housing and panic room, so I carved out the level below the panic room and took another run at my Supercollider concept (basically it's girlinhat's Firehose design, except the limestone's porosity was supposed to bleed off enough energy to stabilize the feedback loop, so that you can fire kinetic bullets instead of bursts of superheated gas.  If it worked it'd be DF's first workable ICBM, but it doesn't quite for reasons too complicated to explain here).

So: plenty of dwarves, immediate landscape subjugated, proto-superweapon in the basement busily building up air pressure and thus heat.  So far so good.  Then the Hatfields immigrated.

The Hatfields had a long, long, long history with the McCoys.  If I'm reading the logs right, about 500 years earlier a branch of the Hatfields belief-cascaded into a gestalt demigod, which couldn't sustain itself because it'd turned all its proto-worshippers into a single semidivine being.  It went demonic and sacrified a bunch of nearby McCoys, but ultimately fell apart anyway when it ran out of food.  I think.  But whatever, their host culture scored crazy-high in Retribution, Ferocity, and Oral Tradition, so once it was on it was going to stay on forever.

I should note that I'm reconstructing the early bits from the logs - I didn't notice the Hatfields right away.  The McCoys had established themselves five years previous; collectively they had "warm" or "intimate" relationships with 4/5ths of my dwarves.  So the Hatfields didn't quite dare force a confrontation, and the McCoys valued their relationship with the Watch Captain too much to do anything overt.  There was a rash of mysterious unsolved crimes around then, but I didn't put it together until after the fact.

Things didn't get really out of hand until someone looted the treasury.  My guardsmen never caught the parties responsible, but it had to be one of those two families; they each accused each other of gigantic thefts, more or less simultaneously (incidentally, this would be a case where complaint about the learning model is totally deserved.  The treasury disappeared, and then the Hatfields reported a treasury-sized theft?  DO THE FREAKING MATH, GENIUSES!)

With the economy broken open, it was suddenly feasible to hire my old adventurers as assassins.  I took that as a good sign: the extra money would leave the economy, the feuding parties would kill each other off, and I'd be able to go back to fiddling with my Supercollider.  There was indeed plenty of assassination, but one of the victims was the Mayor, who'd somehow managed to remain on friendly terms with both parties.  In the emergency election, the dwarves overwhelmingly elected Boss McCoy - according to the logs, over half the voters cited "ending this long-running feud" as their primary concern.  Ominous.

Anyway, Boss McCoy's first official act was to claim the Hatfield residences for some nebulous "special project".  His second act was to ban the manufacture and export of gold items, which by a crazy coincidence was their primary source of income.  The writing was on the wall for Boss Hatfield, and he was pissed; I don't think I've ever seen that deep a red in the mood window.  I was all set to watch the briefest, most one-sided civil war in the history of DF, but instead he did these things:

1. He persuaded the old mayor's son, who still had a foot in both camps, to throw a party for Boss McCoy and his supporters in the panic room.  That wasn't hard to do; I'd seeded it with lots of artwork to take the edge off.
2. He organized another, much smaller party for his family and friends.  He sited it in the gem stockpile above my sweatshop (don't judge).  None of the invitees really liked the location - there was nothing there - but their Envy and Tribalism were tweaked enough by the other, bigger party downstairs that they mostly went along.
3. Having successfully incapacitated the entire fortress with parties, he stole a pickaxe from the McCoys and assigned himself the mining labor.  No one spotted him; I only know about it because I was following him in omniscient mode, in close to real time.
4. He left the fort and climbed down the mountainside.
5. He dug his way into the Supercollider.

The Supercollider had been charging for eight months at that point; an ordinary Firehose left unfired for that long would have exploded already.  Boss Hatfield didn't even have to pierce all the way through the mountain wall; as soon as his tunnel was long enough to create a fracture point, the whole mountainside blew outward, killing Boss Hatfield instantly and turning the floor of the panic room into a mass of limestone shrapnel.  Then the overpressure wave spread through the rest of the fortress, breaking almost everything and killing almost everybody...except for the partiers in the gem stockpile, who were as far away from the ignition point as it was possible to be.  I got the "blood flows in your tunnels!" popup, but it disappeared almost immediately, and while the histories do list it as a civil war, they report that it ended a few seconds before it began.

So what the hell happened there?  The "persuade people to party in dangerous locations" trick is old, of course, but how could the planning engine possibly have known that weakening one of those walls would turn that sealed cavern into a giant bomb?  Was he trying to trigger a cave-in, maybe?

I love this game.
Title: Re: Playerlogs from 2050
Post by: misko27 on September 17, 2012, 11:54:47 pm
People talk a lot of crap about the feedback learning model.  A lot of that's justified, I'll admit, but it generates so many great moments that I could never go back to DF pre v1.4.

Let me show you what I mean.

It was my fortress' twenty-third year, and things were going well.  Population had more-or-less stabilized at 1200 dwarves, caravans and patrols were up, all that good stuff.  The fort was based in a gigantic limestone seam in a largeish mountain.  I had plenty left over even after setting up the spare housing and panic room, so I carved out the level below the panic room and took another run at my Supercollider concept (basically it's girlinhat's Firehose design, except the limestone's porosity was supposed to bleed off enough energy to stabilize the feedback loop, so that you can fire kinetic bullets instead of bursts of superheated gas.  If it worked it'd be DF's first workable ICBM, but it doesn't quite for reasons too complicated to explain here).

So: plenty of dwarves, immediate landscape subjugated, proto-superweapon in the basement busily building up air pressure and thus heat.  So far so good.  Then the Hatfields immigrated.

The Hatfields had a long, long, long history with the McCoys.  If I'm reading the logs right, about 500 years earlier a branch of the Hatfields belief-cascaded into a gestalt demigod, which couldn't sustain itself because it'd turned all its proto-worshippers into a single semidivine being.  It went demonic and sacrified a bunch of nearby McCoys, but ultimately fell apart anyway when it ran out of food.  I think.  But whatever, their host culture scored crazy-high in Retribution, Ferocity, and Oral Tradition, so once it was on it was going to stay on forever.

I should note that I'm reconstructing the early bits from the logs - I didn't notice the Hatfields right away.  The McCoys had established themselves five years previous; collectively they had "warm" or "intimate" relationships with 4/5ths of my dwarves.  So the Hatfields didn't quite dare force a confrontation, and the McCoys valued their relationship with the Watch Captain too much to do anything overt.  There was a rash of mysterious unsolved crimes around then, but I didn't put it together until after the fact.

Things didn't get really out of hand until someone looted the treasury.  My guardsmen never caught the parties responsible, but it had to be one of those two families; they each accused each other of gigantic thefts, more or less simultaneously (incidentally, this would be a case where complaint about the learning model is totally deserved.  The treasury disappeared, and then the Hatfields reported a treasury-sized theft?  DO THE FREAKING MATH, GENIUSES!)

With the economy broken open, it was suddenly feasible to hire my old adventurers as assassins.  I took that as a good sign: the extra money would leave the economy, the feuding parties would kill each other off, and I'd be able to go back to fiddling with my Supercollider.  There was indeed plenty of assassination, but one of the victims was the Mayor, who'd somehow managed to remain on friendly terms with both parties.  In the emergency election, the dwarves overwhelmingly elected Boss McCoy - according to the logs, over half the voters cited "ending this long-running feud" as their primary concern.  Ominous.

Anyway, Boss McCoy's first official act was to claim the Hatfield residences for some nebulous "special project".  His second act was to ban the manufacture and export of gold items, which by a crazy coincidence was their primary source of income.  The writing was on the wall for Boss Hatfield, and he was pissed; I don't think I've ever seen that deep a red in the mood window.  I was all set to watch the briefest, most one-sided civil war in the history of DF, but instead he did these things:

1. He persuaded the old mayor's son, who still had a foot in both camps, to throw a party for Boss McCoy and his supporters in the panic room.  That wasn't hard to do; I'd seeded it with lots of artwork to take the edge off.
2. He organized another, much smaller party for his family and friends.  He sited it in the gem stockpile above my sweatshop (don't judge).  None of the invitees really liked the location - there was nothing there - but their Envy and Tribalism were tweaked enough by the other, bigger party downstairs that they mostly went along.
3. Having successfully incapacitated the entire fortress with parties, he stole a pickaxe from the McCoys and assigned himself the mining labor.  No one spotted him; I only know about it because I was following him in omniscient mode, in close to real time.
4. He left the fort and climbed down the mountainside.
5. He dug his way into the Supercollider.

The Supercollider had been charging for eight months at that point; an ordinary Firehose left unfired for that long would have exploded already.  Boss Hatfield didn't even have to pierce all the way through the mountain wall; as soon as his tunnel was long enough to create a fracture point, the whole mountainside blew outward, killing Boss Hatfield instantly and turning the floor of the panic room into a mass of limestone shrapnel.  Then the overpressure wave spread through the rest of the fortress, breaking almost everything and killing almost everybody...except for the partiers in the gem stockpile, who were as far away from the ignition point as it was possible to be.  I got the "blood flows in your tunnels!" popup, but it disappeared almost immediately, and while the histories do list it as a civil war, they report that it ended a few seconds before it began.

So what the hell happened there?  The "persuade people to party in dangerous locations" trick is old, of course, but how could the planning engine possibly have known that weakening one of those walls would turn that sealed cavern into a giant bomb?  Was he trying to trigger a cave-in, maybe?

I love this game.
*applause*
Title: Re: Playerlogs from 2050
Post by: Hanslanda on September 17, 2012, 11:55:01 pm
-Holy crap snip-


This was literally the most awesome thing I've read all day.
Title: Re: Playerlogs from 2050
Post by: Wimopy on September 18, 2012, 07:40:59 am
-Holy crap snip-


This was literally the most awesome thing I've read all day.

x2. Urist award for Literature needed.
Most surprising thing about it: other than the number of dwarves and such, this actually looks like a not-so-distant picture from the future. Except that dwarves are smart... or so stupid they look smart.
Title: Re: Playerlogs from 2050
Post by: Loud Whispers on September 18, 2012, 11:15:35 am
People talk a lot of crap about the feedback learning model.  A lot of that's justified, I'll admit, but it generates so many great moments that I could never go back to DF pre v1.4.
I just so happened to be listening to the 28 weeks later theme whilst reading this.

Thanks for the awesome read.
Title: Re: Playerlogs from 2050
Post by: darkrider2 on September 18, 2012, 12:04:32 pm
-Holy crap snip-

This was literally the most awesome thing I've read all day.
Fjords I love you for that.
Title: Re: Playerlogs from 2050
Post by: brainfreez on September 18, 2012, 01:57:22 pm
"urist keeps making those Damn cream pies and he isn't telling anyone what is the secret ingredient !"

"so , a snake went wild in my sewer while the poor , poor urist was taking a crap in the toilet ..."
Title: Re: Playerlogs from 2050
Post by: jaxy15 on September 18, 2012, 03:43:46 pm
"OH GOD THE ELVES ARE RELEASING ANT MEN RIDING GIANT BROWN RECLUSES FROM A TROJAN HORSE OH MY GOD THE RECLUSES HAVE CROSSBOWS ON THEIR HEADS WE'RE ALL GONNA DIE"
Title: Re: Playerlogs from 2050
Post by: reality.auditor on September 18, 2012, 05:13:23 pm
(...) I love this game.
Okay. That one was actually good and sounding believable. Slow clap to you sir.
Title: Re: Playerlogs from 2050
Post by: SquatchHammer on October 06, 2012, 07:10:44 pm
--
Well I just got this message from my future self about something to do with skynet and DF.

-----

Ok guys I know I wasn't supposed to do the Skynet exploit on the bases that it has a high likely hood of being released upon the net and kill us all with steel and adamantine automatons...

Spoiler (click to show/hide)

From that my 2037 version of DF had kinda of a bad day and kinda killed off Skynet before it went off onto the network. Ill post the combat report later but at the moment all I have to say is damn I dont know how a program can bite and shake to death another program.
Title: Re: Playerlogs from 2050
Post by: Trollheiming on October 07, 2012, 07:03:48 am
"I've been world-genning a new world for the past 72 hours, and it finally passed Year 10. Yeah, it's boring to wait, but DF only uses one core on my computer that has 64 cores, so I can just play other games for the next month or so while it churns away in the background."
Title: Re: Playerlogs from 2050
Post by: Kogan Loloklam on October 07, 2012, 07:34:59 pm
Guys, I'm having a problem with my road through the Magma sea. I found I was off by 16 tiles from a perfect center of the world traversement and now I intersected a fluffy wambler den near my outpost. I'm concerned that the residual heat will mess up their life cycle, causing a eco-collapse that might hurt my dwarven beer yeast. Normally I wouldn't care, but I made this precisely to cause the economic collapse of the rival dwarven civilization, and if my beer isn't good enough to bankrupt their country I might have to end my genocidal campaign against the elves! How do I keep the climate the same even through the enormous heat tap this creates?
Title: Re: Playerlogs from 2050
Post by: Draco18s on October 08, 2012, 09:41:44 am
I love this game.

Bravo sir.  I tip my cap to you.
Title: Re: Playerlogs from 2050
Post by: Helgoland on October 08, 2012, 10:30:25 am
I love this game.
Me too, my son. Me too.
Title: Re: Playerlogs from 2050
Post by: TheBeardyMan on October 16, 2012, 01:18:01 pm
Urist McMorpheus has crafted a red pill.
Title: Re: Playerlogs from 2050
Post by: Draco18s on October 16, 2012, 02:11:47 pm
Urist McMorpheus has crafted a red pill.

Urist McNeo has eaten a red pill.
Urist McMorpheus goes berzerk over the destruction of a masterpiece.
Title: Re: Playerlogs from 2050
Post by: 10ebbor10 on October 16, 2012, 03:36:22 pm
So I was messing around with the Worldgen a little.

Anyway, I got a traditional new/old world set up, divided in 4 major power blocks. 2 Human empires, a dwarven empire, and a loose Union of Elves and humans. Unfortunately, after the assinations of one of it's leading nobles, the Union was engulfed in a disastrous war (Actually 2 wars, with a short period of peace due to the intervention of the human empires). This war lead to some major innovations, and sadly to the near extinction of the elves (I'd kept them alive for nearly 6000 years). With the invention of Weapons of Mass destruction (Incarnated in this game as the 200 year old Lancre cheese, and other bioweapons), a cold war started. It was quite slow, since weapon production take place over many generations.
Trade gradually slowed down, and the world became locked in a vicious circle of sabotage and covert operations.

All three nations turned in autocratic dictatures, with almost no protest of the population, which was indoctrinated and fearfull of the enemy. The last of the elves tried to put up some token resistance by civil disobedience and tying themselves to various things, but were mostly ignored. With the populace suppresed and terror reigns all over the world, it was only a matter of time for the situation to blow up, violently. Which it did, the 2 human empires destroyed themselves in a 13 hour war, but a few settlements of the Dwarven world miracously survived. Their underground fortresses managed to survive the destruction of the outer biosphere, so I expected them to stop the terror and continue with progress.

This didn't happen at all. They just continued to do what they did before. Troops are recruited, and sent outside, were they quickly die from the aftereffects of the strikes. Meanwhile,evidence of their "victories" is produced by select members of The Party, and showed to the populace to keep them meek. Any disidents are quickly reeducated, and as far as I saw it, it appears that this world had stagnated. After skipping forward 200 years, it appears that everything is still the same. Identical governement, leaders, anything. Just the civilians have changed.

Edit: Went in explored as an adventurer. The entire Party leadership is dead, so who reigns in here. The civilians know nothing, and the military is chasing me. Also shooting on sight. With plasma rifles. Not nice. Still haven't found out who rules this place.

Edit2: I found it, It'sthecats.Kill them before ....
Title: Re: Playerlogs from 2050
Post by: Sprin on October 16, 2012, 04:10:13 pm
This is sprin I have downloaded the world from preveus poster to my comp
Title: Re: Playerlogs from 2050
Post by: pisskop on October 16, 2012, 04:13:44 pm
So another of my dorfs went into another posessed mood today, and I got to manually make another blue axe that menaced with spikes of elf bone.  Ive got 8 of the things, and best of all no more stupid bone spears.

or frakkin' artifact ugs.
Title: Re: Playerlogs from 2050
Post by: Helgoland on October 16, 2012, 04:49:15 pm
So I was messing around with the Worldgen a little.
Understatement of the day.
Title: Re: Playerlogs from 2050
Post by: Azated on October 16, 2012, 05:13:31 pm
I finally managed to generate a world with a reasonably stable political situation.

The Goblins, being the dominant power in the world, have totally outlawed the usage of troll fur loincloths for anything more than decoration.  The Elves, being next in the line of power by the hair of a flies back, have successfully indoctrinated every sentient creature on the face of the planet with the belief that asparagus is the most intelligent lifeform in existence, elevating the stuff to near-godhood. The Dwarves, as often happens in worlds like this, have conquered the underworld and formed a partial alliance with the demons from beyond. They've begun experimentation into the science of eerie pits and their effects on athletes foot with minimal success. The Humans, as they do, completely outnumber all other races by 42 to 1. They're all pathetic, untrained, slack jawed yokels, with the exception of the occasional Dwarf trained city.


The most interesting part of this world is that Kobolds vanished without a trace some four thousand years earlier. After a quick look through legends mode, I discovered that they suffered from a sudden elevation from clubs and slingshots to extreme futuristic technology, using stuff that I've never seen before. They had a butt warmer called something about a hundred letters longer than I can pronounce that used refined dark matter as its power source.

Anyway, it turns out that after exactly 42 years, every single Kobold in existence imploded. According to legends mode, their unhindered use of dark matter in their household posterior warming products caused their cuteness to actually gain weight. It took less than an hour before it became too much for their little bodies to handle, and they imploded into a tiny ball of Cutonium.


Advance 200 years and the world is under siege from an alien race. As it happens, Cutonium is incredibly rare, and it only occurs when a create of incredibly Cuteness implodes. The aliens need the stuff to live.

I dove into the game as a squad of survivors. There was a fleet of about two thousand alien saucers flying over head, and my squad of three Dwarves, Two humans, an Elf and a homosexual Goblin with one arm and a plastic eye are tossing spears at them. Yeah, these guys are screwed beyond belief.


My question is: How do I kill the Elf using the Goblins psychic powers?
Title: Re: Playerlogs from 2050
Post by: Vercingetorix on October 16, 2012, 07:00:41 pm
Got this message on 16th Malachite, 1945 shortly after embark in my world:

The world has passed into The Atomic Age.

Soon thereafter, many of my dwarves had the thought "Was very pleased to I am become death, the destroyer of worlds".  Our pitchblende deposits also became massively more valuable to traders in the ensuing months and the Mountainhome later stationed a large number of troops in our embark to guard it while enforcing annual tribute quotas. Not sure if this is a bug or WAD?

That being said, everything else went smoothly with the initial embark and we've prospered for the six years since then. 

However, starting in mid-1951 more and more of my dwarves started having recurring thoughts such as "admires turtles for their ability to duck and cover" and even more oddly several wealthy members of our fortress started hiring common dwarves to dig out additional quarters deep inside galena veins. 

Is something bad about to happen, this seems very strange to me?
Title: Re: Playerlogs from 2050
Post by: Draco18s on October 16, 2012, 09:18:19 pm
I genned a world today and to my utter amazement, worldgen ended fairly soon.  Only a thousand years.  Turns out, every sentient being is dead.

I dug into legends--as it was the only gamemode I could start without third party tools--and discovered that after 400 years the humans (of all races) managed to develop computers.  Elves had already been driven to extinction by the dwarves by this point.  Some dispute over tanned hides.  Anyway, the humans had invented computers.  And the internet (looks like the first version was literally tin cans and string).

About 150 years after that, there was an explosion of online entertainment.  Massive Multiplayer games.

Another 150 years and they had virtual reality.  Another 50 and they had virtual reality games.  On their high-speed internet (now running over super-chilled diamond tubes; some artifact creation out of an unnamed dwarf--apparently the only notable thing he did in his life, and was summarily purged from the game's records).  By my estimation they have better net speeds than Japan does today.

Anyway, around 861 years into world gen, some...super-addictive VRMMO hit the consumer public (about 70% of the population--almost 95% human--played some form of online entertainment) and after about 10 years or so, people started to forget to log out.  Even to eat.

They started to starve to death inside two weeks.  Some were forcably disconnected by family members and suffered massive seizures (100% mortality rate).  There was a last-ditch effort to save the few who remained, but by this point society was collapsing, with 70% of the workforce unable or unwilling to stop playing this game.  Somehow the unaffected managed to eek out another 15 years before they succumbed to various deaths in the vast ruins of cities slave to the mindless rotting corpses, too spread out to form communities and reproduce.

Here's the weird part.

That only takes the world up to 885-ish.  World gen ran for another 15 years before it registered completion (and I didn't have a forced end-date).  I have no idea why.  All the megabeasts were dead (year 150 most were dead, the last Roc lasted until 413).  All civilizations were marked as destroyed by 880 and all sentients dead by 887.

It took another hour of digging before I figured out what kept the game going.

The massive server warehouses for the VRMMO were still running.  They were sealed from the outside and had backup generators for when the power grid collapsed (although they primarily ran on renewable sources of power; infinite watermills, etc. but that only supplied 68% of the power requirements).  But eventually those systems broke down or ran out of fuel.  Server hardware broke and couldn't be repaired or replaced.

The legends details for this period were remarkably well hidden, as the game logged no events during these 15 years.  Except that wasn't entirely true.  There was one entry, buried under layers of other entries, regarding this collection of server warehouses.  Inside that was THOUSANDS of minor entries.  I couldn't see what the servers were doing inside their own programming, but I could see a few details:

This is what surprised me.  In 879 there were 36,726 connected users.  In 884 there were still 27,943 users: more than the number of living sentients!  The last entry right before world gen finished read that there were still 4,194 connected users.  The last actual entry listed the last power supply (an infinite waterwheel) breaking its axel and the power supply ceasing.  There's no mention of disconnects or otherwise terminated sessions.

I gather that this VRMMO digitized the world's populous and they continued to live in the system as e-ghosts until their server crashed, failed, or lost power.  There are no death entries for the e-ghosts though.  Only that the game considered them important enough to keep running world-gen, but not important enough to track in any other way, they are simply a number.  A population size.

I wonder what they thought was going on.

I'm going to attempt to force-spawn an adventurer and fix the warehouse and see if I can log in to the system and find out.
Title: Re: Playerlogs from 2050
Post by: GoombaGeek on October 16, 2012, 09:22:20 pm
So, as an adventurer, I had treated "Trachea Strength" as a dump stat, like I'm sure all of you did.

Then I tried eating some filet cut smoked salmon, and guess what? It broke my trachea and slid into my lung, causing my adventurer to choke to death as his internal organs filled up with fish.
Title: Re: Playerlogs from 2050
Post by: chaosgear on October 16, 2012, 10:05:31 pm
Impossible to fathom. No computer could possibly handle this game in 50 years.
Title: Re: Playerlogs from 2050
Post by: Urist_McGamer on October 17, 2012, 01:25:43 pm
I genned a world today and to my utter amazement, worldgen ended fairly soon.  Only a thousand years.  Turns out, every sentient being is dead.

I dug into legends--as it was the only gamemode I could start without third party tools--and discovered that after 400 years the humans (of all races) managed to develop computers.  Elves had already been driven to extinction by the dwarves by this point.  Some dispute over tanned hides.  Anyway, the humans had invented computers.  And the internet (looks like the first version was literally tin cans and string).

About 150 years after that, there was an explosion of online entertainment.  Massive Multiplayer games.

Another 150 years and they had virtual reality.  Another 50 and they had virtual reality games.  On their high-speed internet (now running over super-chilled diamond tubes; some artifact creation out of an unnamed dwarf--apparently the only notable thing he did in his life, and was summarily purged from the game's records).  By my estimation they have better net speeds than Japan does today.

Anyway, around 861 years into world gen, some...super-addictive VRMMO hit the consumer public (about 70% of the population--almost 95% human--played some form of online entertainment) and after about 10 years or so, people started to forget to log out.  Even to eat.

They started to starve to death inside two weeks.  Some were forcably disconnected by family members and suffered massive seizures (100% mortality rate).  There was a last-ditch effort to save the few who remained, but by this point society was collapsing, with 70% of the workforce unable or unwilling to stop playing this game.  Somehow the unaffected managed to eek out another 15 years before they succumbed to various deaths in the vast ruins of cities slave to the mindless rotting corpses, too spread out to form communities and reproduce.

Here's the weird part.

That only takes the world up to 885-ish.  World gen ran for another 15 years before it registered completion (and I didn't have a forced end-date).  I have no idea why.  All the megabeasts were dead (year 150 most were dead, the last Roc lasted until 413).  All civilizations were marked as destroyed by 880 and all sentients dead by 887.

It took another hour of digging before I figured out what kept the game going.

The massive server warehouses for the VRMMO were still running.  They were sealed from the outside and had backup generators for when the power grid collapsed (although they primarily ran on renewable sources of power; infinite watermills, etc. but that only supplied 68% of the power requirements).  But eventually those systems broke down or ran out of fuel.  Server hardware broke and couldn't be repaired or replaced.

The legends details for this period were remarkably well hidden, as the game logged no events during these 15 years.  Except that wasn't entirely true.  There was one entry, buried under layers of other entries, regarding this collection of server warehouses.  Inside that was THOUSANDS of minor entries.  I couldn't see what the servers were doing inside their own programming, but I could see a few details:

  • When an individual server went offline (and how it was damaged)
  • When other components of the warehouse were damaged (the power structures, transmisison lines, etc.)
  • Most importantly, how many users were connected
This is what surprised me.  In 879 there were 36,726 connected users.  In 884 there were still 27,943 users: more than the number of living sentients!  The last entry right before world gen finished read that there were still 4,194 connected users.  The last actual entry listed the last power supply (an infinite waterwheel) breaking its axel and the power supply ceasing.  There's no mention of disconnects or otherwise terminated sessions.

I gather that this VRMMO digitized the world's populous and they continued to live in the system as e-ghosts until their server crashed, failed, or lost power.  There are no death entries for the e-ghosts though.  Only that the game considered them important enough to keep running world-gen, but not important enough to track in any other way, they are simply a number.  A population size.

I wonder what they thought was going on.

I'm going to attempt to force-spawn an adventurer and fix the warehouse and see if I can log in to the system and find out.

Wow. Now THAT is a story! Its things like that that keep me coming back to this thread.
Title: Re: Playerlogs from 2050
Post by: MasterShizzle on October 17, 2012, 01:47:41 pm
My question is: How do I kill the Elf using the Goblins psychic powers?

Goblin powers can move matter around but aren't subject to the Inverse Square Law, so you can (d)esignate ==> (p)sychic powers ==> psycho(k)inesis, then select something on the other side of the globe if you want to (wherever your Elf happens to fly to) and specify his brain tissue for destruction. If you haven't revealed that region yet, use (d)==>(p)==>(c)lairvoyance to map it out for a bit (or just use DFHack, version 191.25.125 or higher). Make sure your goblin ally is the only one with the Psychic labor enabled, to prevent your humans getting nosebleeds and attracting wildlife.

Or, if you were lucky enough to find Orichalchum on embark, you can just make a spatial rift (after making the generator, obviously) underneath the Elf's feet or wherever and watch him fall in.

You're lucky your world survived. The sentient computer cyborg race that took over my last embark's civ ended up creating a time machine that tried to travel back to a year before worldgen started, and DF crashed.
Title: Re: Playerlogs from 2050
Post by: Armok on October 17, 2012, 05:11:24 pm
Draco18, that. Was. AWESOME.
Title: Re: Playerlogs from 2050
Post by: Draco18s on October 17, 2012, 05:21:06 pm
Draco18, that. Was. AWESOME.

Thanks.

I'm not even sure where the idea came from.  I vaguely recall having some seed of an idea about game-people getting stuck inside computers.  But I sat down and started typing and I ended up with so much more (had to tweak the year a few times around, so it felt "right" as the "world gen lasted only 1000 years" was part of my original spark).  It was sort of like "they invented computers" and in the middle of typing that I said, "wait, who did?" and picked humans, then added another detail.

And it just kept going.  Internet -> tin cans -> diamond fiber optics -> artifact -> inventor purged from history -> tangent about looking him up.

I was actually surprised with how long it ended up being.

/me Bows
Title: Re: Playerlogs from 2050
Post by: Niyazov on October 18, 2012, 10:50:36 am
I keep seeing newbies in the Planes of Sundering chat complaining that the game is stacked against them because the past few weeks have seen a lot of dwarves emigrating to veterans' fortresses. Relax guys; they're just going on holiday! This Tuesday will mark the tenth anniversary since the Sunderleaf coop worldgen, which means that the 13 surviving vets' forts are holding simultaneous Starting Seven celebrations. Most of your dwarves are the descendents of emigrants from our forts so naturally they're going to visit friends and relations and most of them should be back in a couple of days.

You really don't have cause to complain given that TIMUR (of Buttercanyon the Leaf of Spittle) and night_stalker89 (Hazebodice) have told me through PMs that they are both bracing for influxes of 10,000+ dwarves. They probably have enough temporary housing and food- provided at their own expense, I might add- but security is going to be a major issue. Since the northern and western goblin fronts have been quiet these last few weeks, they're asking that all allied players on the Able Continents send a few brigades for military police duties. Casualties are generally high at these events (e.g. the gnome incident at Candlegear last year and that thing with the elf ambassador back on the third anniversary) so you probably shouldn't send anybody who'll be missed. ;)
Title: Re: Playerlogs from 2050
Post by: MasterShizzle on October 18, 2012, 01:14:26 pm
I keep seeing newbies in the Planes of Sundering chat complaining that the game is stacked against them because the past few weeks have seen a lot of dwarves emigrating to veterans' fortresses. Relax guys; they're just going on holiday! This Tuesday will mark the tenth anniversary since the Sunderleaf coop worldgen, which means that the 13 surviving vets' forts are holding simultaneous Starting Seven celebrations. Most of your dwarves are the descendents of emigrants from our forts so naturally they're going to visit friends and relations and most of them should be back in a couple of days.

You really don't have cause to complain given that TIMUR (of Buttercanyon the Leaf of Spittle) and night_stalker89 (Hazebodice) have told me through PMs that they are both bracing for influxes of 10,000+ dwarves. They probably have enough temporary housing and food- provided at their own expense, I might add- but security is going to be a major issue. Since the northern and western goblin fronts have been quiet these last few weeks, they're asking that all allied players on the Able Continents send a few brigades for military police duties. Casualties are generally high at these events (e.g. the gnome incident at Candlegear last year and that thing with the elf ambassador back on the third anniversary) so you probably shouldn't send anybody who'll be missed. ;)
Candlegear was nothing. You should see the crap that Brasscircuits is dealing with: two invading armies were so large that the fifty-first year of the siege saw the rise of an Elf/Kobold hybrid breeding program, which led to a new civ that rose up and killed both its parent civs. (I know, hybrid civs pop up all the time. But this was the first instance where it happened while players were observing it, right in their fort's front yard.) This also led to some very !!interesting!! fan art. To my knowledge Toady III and his board of directors still haven't un-banned those accounts.

Long story short: the new civ was smarter than either of its parent races, having the elves' longer lifespan and the kobolds' ability to use something other than wood. They made siege engines right outside the perimeter and started capturing migration waves. They almost succeeded in breaching the outer walls, using just the bodies of migrant dwarves. Luckily they were still elf-like enough that the fort's leaflet campaign was successful in inspiring them to go declare war on the goblin empire, and they had just discovered a Lesser Tesseract in the ground which let them put most of the migrants into cryo for shipment back home.
Title: Re: Playerlogs from 2050
Post by: tomio175 on October 18, 2012, 01:34:15 pm
So, I'm now holding my own against a bit of "accidents" of the latest magic/science experiment program. Now, most of them have magic AND psionic powers, which basically makes them nigh unkillable, only with some luck and an ARMY of marksdwarves. Now, I've requested help from nearby fortress, and they've sent HUGE armies, full of PlasmaDwarves. Now, I assumed plasma'd move to fast for psyokinetics to have an influence on, but it seems that their magic slows down time as well, and managed to throw it back at the army. Now, I have an army of nigh unstoppable magical psyokinetics. Now, my question is, how do I send out a diplomat that DOESN'T immediately die? I tried outfitting them in full candy-coated Plasmoid armor. It didn't really work.
Also, how could I play as one of these "experiments"?
Title: Re: Playerlogs from 2050
Post by: Helgoland on October 18, 2012, 02:00:11 pm
Is there anything new on the southern front? The goblin/human frontlines haven't moved more than three kilometers in the past four years, and neither massive wave attacks or the elven ambushes have done anything to change that. From what I hear there have been some ideas to use gas; it would be insanely effective against the masses of soldiers in their trenches. But the dwarves have a taboo against war gasses ever since about half of them were erased in the Great Dwarven Civil War of 1837: It works even better in tunnels, and... the result wasn't pretty. So whoever first uses that stuff will likely bring in the dwarves, and not on their side. The goblins will have little problem holding out; they do not value the individual one bit and have never really relied on trade for sustenance. However, they are greatly weakened and lack the resources to conduct significant offensives. The humans, however... The sea blockade the merpeople have put up is really getting to them, and their industry is increasingly relying on recycled scrap metal; the merchant council has never exactly been popular, but now it's only a matter of time until they are overthrown. Another revolution... The last thing we can use right now is another Osman Busbelkuda; most families in the Mountainhomes have lost at least one member during the pogromes of that time. Human suprematism is on the rise once more, a development that only gives us more reason to hurry.
If the goblins win, they will surely crush all that's left of the Merchant Alliance; then the elves will stand no chance against them, and the dwarves will only be able to hold out in their mountains for so long. If the humans win, the Goblin empire might once again split into its parts, becoming divided like it was before Stozu Baxslorust united them in the Wars of Unification. Relative peace once more... It seems almost unthinkable after almost two decades of slaughter. Several elven tribes have been completely eradicated, and the kobolds are almost extinct - whole caves of them were executed when they started working as spies. For both sides, I might add; kobolds do not know much about loyalty. And neither do the dwarves... Our king had promised his help to the merchant council, but kept finding and exploiting loopholes. He does not wish to go to war, and a significant part of the population shares that sentiment. They are shortsighted; a short and bloody victory is better than a drawn-out and agonizing defeat. Now the fate of our people lies in the few who see clearly into the future; who know what needs to be done; and who have the courage to follow through with it.

Something needds to be done. My proposition is this: We, a small but influential minority as you know, conduct a covert operation, using gas against the Alliance. It will seem as if the goblins had crossed the thin red line, and finally the dwarves will get involved in the war. I know that in Brasscircuits there are significant amounts of gas that never got used during the Brasscircuits siege, as well as quite a few dwarven experts on the subjects of war gas development, production and deployment. The overseer of the fort is an old friend of mine and sympathetic to our cause; we fought together in the War. As long as his involvement was kept secret, he would gladly give us all the support he can give. We now need to organize the transport of the gas to the human empire; for this I call upon you, my friends. My own province is too far away; I however will equip the Brasscircuits researchers to develop a gas for use in open areas. The current version is optimised for tunnel warfare, and while our operation will give the Alliance a nontrivial advantage, it alone will not be sufficient to turn the tide.
This might very well be the most dangerous and risky operation in the history of Sunderleaf; it will certainly be the most important thing any one of us will do in his lifetime. If we are found out, we will be hanged as traitors; if we succeed, no one must ever know.
Brothers: On our shoulders rests all hope in the future!
Title: Re: Playerlogs from 2050
Post by: sudgy on October 18, 2012, 04:25:10 pm
I am one of the dwarves, and I am now going to report you do the King for even thinking about using gas.  Prepare for us to enter the War against you instead of the goblins!

EDIT: On my way to the King, I got shot.  One of you must have contacted a spy of yours here...
Title: Re: Playerlogs from 2050
Post by: MasterShizzle on October 18, 2012, 06:00:35 pm
I am one of the dwarves, and I am now going to report you do the King for even thinking about using gas.  Prepare for us to enter the War against you instead of the goblins!

EDIT: On my way to the King, I got shot.  One of you must have contacted a spy of yours here...
Huh? Oh, yeah, that was me. Sorry. I had my Legendary +5 Long Rifledwarf "take care of it".

I'm not sorry you got shot, just that you didn't die right away: it was supposed to be a painless nerve-collapse round. Maybe in 2074, when Toady III fixes the bugs with military equipment, this kind of thing won't happen...
Title: Re: Playerlogs from 2050
Post by: Nopkar on October 18, 2012, 08:11:33 pm
Spoiler (click to show/hide)

So, anyone else having slowdowns on a Quantum GenIII processor when atomiziñg a mining planet? The station above the planet is a standard Hex-field so it should be stable...and I can't spot any galactic anomolies. Maybe this whole space venture was a bad idea...we should have just stayed underground.
Title: Re: Playerlogs from 2050
Post by: Helgoland on October 19, 2012, 02:47:52 am
Spoiler (click to show/hide)

So, anyone else having slowdowns on a Quantum GenIII processor when atomiziñg a mining planet? The station above the planet is a standard Hex-field so it should be stable...and I can't spot any galactic anomolies. Maybe this whole space venture was a bad idea...we should have just stayed underground.
Whatever happens, Dwarf Fortress will always be underground.
Title: Re: Playerlogs from 2050
Post by: Darvi on October 19, 2012, 03:08:26 am
So I genned a new world with the industry setting set to maximum, and for some reason the world didn't flood after global cooking started. Apparently the world was genned without ice caps, resulting in a lack of rising water levels.

As it may be, when I started Adventurer mode, the only available civ was that of lizard people. According to legends mode they infiltrated the human ruling class and eventually stayed behind once they all emigrated into outer space. Interesting thing is one of their holidays: they drop a block of ice into the sea, and until the ice has melted, they stuff themselves with food, only to fast for the rest of the day (I guess that's their version of Ramadan or something). Considering the size of the ice and the temperature of the water (the ice is around 1l big), they have about 5 minutes to stuff themselves with food. Now, either the lizard people have incredibly huge mouths or the eating algorithm isn't that realistic. The latter seems probable, but I prefer the former as an explanation.
Title: Re: Playerlogs from 2050
Post by: Draco18s on October 19, 2012, 07:06:58 am
Now, either the lizard people have incredibly huge mouths or the eating algorithm isn't that realistic. The latter seems probable, but I prefer the former as an explanation.

They cheat a little bit.  They drop the ice in while everyone's already seated around a table with portions already dolled out on their plates and cut into bite-sized pieces.  Or pureed/smashed/creamed foods that are more easily shovalable.
Title: Re: Playerlogs from 2050
Post by: Starver on October 19, 2012, 08:21:36 am
Urist McStarver cancels exit from Full Immersion Adventure Mode: Hunting vermin for food.
Help me...

Title: Re: Playerlogs from 2050
Post by: Niyazov on October 19, 2012, 10:52:28 am
666vegeta
Bay Watcher

anti posthuman BIAS
« on: November 22, 2050 03:15:06 am »

hi this is my first post i thought i would check out this game even though its still in beta lol but it dosent run on my cerebral implant i asked my freind and he said its all assy letters and there is NO neurostim synthlight haptics option this is total descrimination since even super old stuff like battlefeild 15 will run in virtualization tjat means the developers are INTENTIONALLY excluding eyeless gamers WE CANNOT PROCESS LOWREZ DATA

anyway dwarf forest sucks so i gave it zero stars on all metanet rankers

if u have a port to wetware IM me at 01x2₪494ȸx2Ñ1 thx
Title: Re: Playerlogs from 2050
Post by: Draco18s on October 19, 2012, 11:12:35 am
666vegeta
Escaped Lunatic

Lurking in the shadows
« on: November 26, 2050 09:32:17 am »

Long time playr, first time postr.  I finally started playing again aftr the 4D update.  This game managed to hook me again, and have things changed!  I feel like a noob again, I have no idea what I'm doing or even looking at.  I realize that Toady III added a 4th dimension and that the { and } keys allow the usr to view the 4D slices, but I just can't make sense of it.  It's like the dwarves are popping in and out of my view taking paths I can't even see or comprehend.  I'm almost certain they're time traveling; there's a party going on in room I don't remembr building and there's no entrance or exit that I can see, all all the dwarves in attendance have the same name.

Man, I love this game!
Title: Re: Playerlogs from 2050
Post by: Fniff on October 19, 2012, 11:49:56 am
HarmonicDerps
Bay Watcher

I Love Being A Master Thief In DF
« on: December 19, 2050 10:58:36 pm »
Well, had an interesting game.

I'm playing with Vankor's Steampunk Mod (I never cared for Modern Tech) and I generate a world called Alkandia, no translation. I play Adventure Mode, and try out the new feature Toady implemented fully in October, the ability to take over NPCs. I selected the location (The capital of the dominant human civilization in the middle of an Age of Industry, lots of crime and shadiness) and looked over the options for a character. I didn't really like the choices, but one kinda struck out as a nice choice: a 13 year old orphan girl named Anzec SmokedGreen. I started up the game.

Looking over the memories tab, this girl has had the worst life. She was born in one of the huge shantytowns around the city, her parents were shot down by a maruading group of bandits, and now she's alone in the big city. This was going to be a hard one. After wandering around the city, I realized that this world was truly unique. From history books (It's amazing Anzec knew how to read) and Legendsviewer, this used to be a typical DF world until the dwarves discovered the steam engine, which Anzec's home civilization stole a prototype of. Immediately after this, the world descended into a massive war on all sides that lasted about a century. By the end of it, every race except a solitary holdout of dwarves in a mountain and one human civilization had been either slaughtered, enslaved or genocided, and demons were rampaging throughout the land (Which only occurs when the world is ending). Somehow a demon had managed to take control of the last human civilization and had been given the title of God Emperor.

So, how was one to survive in this very 40k-a-like situation? Well, I immediately got Anzec into a life of crime for a start. I had to grind my stealth and thieving skills a bit in Post Offices, but eventually I managed to rob a merchant's house and walked off with a lot of things to pawn off. I started making my own little hideout in the sewer system where I'd stash stuff. I kept robbing merchant's houses, until I made my way up to noble's mansions. Now, that was a tricky business, since you had guards and things. I bought a blackjack and started knocking out the guards and stealing their guns to train with or sell. I was making a pretty penny, was gathering plenty of contacts and in general, things were good.

As I wandered around the city looking for people to pawn my hot wares to, I learned that the dashing rogue who was breaking into mansions was now named the "The Silent Shadow". Another thing to say: Toady did a good job with the redesigned name generator, before that my barbarian warrior had the worst nickname: "The Grinning Duck", so seeing my thief being named the Silent Shadow felt like I was doing a good job. I was at Accomplished Thieving and Stealth, so I thought that I needed to step up a bit. Where will the Silent Shadow strike next?

I had a good idea. The God Emperor's castle, where all his stolen goods would lie. I'd be the richest person in the kingdom if I stole from him, and could probably buy it if I wanted to. I got as many of my contacts as I could to give me a pinpoint of the castle. The bad news was no-one had entered the Emperor's private domain, where his treasure would be, so all I had was a few floors of knowing until I hit an information blackout, at which point I would have to wing it.

I broke in carrying my trusty cloak, my blackjack and my pistol. I was only at Adequate with the pistol, and it would expose my position if I fired it, so it was a last resort at all times. Sneaking past and occasionally clobbering guards, it was easy to get to the emperor's private sanctuary. I was shocked at the sheer amount of golden, platinum and diamond statues everywhere (Granted, usually of the God Emperor mutilating various other demons and people), not to mention spiked pits and torture devices, but there was nothing I could carry. I had to head deeper in. At this point, I was getting nervous. Of course, he could have been a weaker type of demon who got his way through manipulation, but with all the mulitation I was unsure of myself.

It was very dark once I got deeper in. Anzec had good night-vision, but I could only see about four tiles in front of me. I kept going...

"The God Emperor stands before you! A giant lizard, twisted into humanoid form! His scales are dark crimson and cracked! He hisses with every step! Beware his deadly stength!"

Fuck.

At this point, I mostly stared at the computer screen. I was facing down a supremely strong demon. I had a pistol with a single shot and a blackjack. He would move faster then I could and gut me in a single turn if I tried to run. I had only one option. I fired the gun at the bastard. If I was going to die, I was going to die giving the oversized gecko a headache.

"The sound of a -Iron Pistol- firing echoes throughout the room!"

"The God Emperor clutches his head in pain."

"The Lead Bullet strikes the God Emperor in the upper body, piercing the scales and breaking the lower right rib!"

Then the God Emperor promptly stumbled back into one of his many spiked pits, and after about 50 "The God Emperor writhes in pain!", he finally died of bleeding. His name was apparently "Zekak". Immediately afterward, I went into his private chamber and stole all his wealth and walked out of the empty castle... to find a massive crowd cheering me. Apparently I was now the Rose of Blood, the slayer of the Demond Emperor, and by causing the Demon to stumble into his many unguarded spike pits I was the killer of a tyrant, and I was also to be queen.

So, I immediately retired the adventurer, since I'm not great with King Mode and I would probably ruin the perfect ending. So, there you have it. I  went from random orphan, to stealing from merchants, to being a master thief, and then being a demon slayer and queen. Apparently Anzec was the youngest queen ever at 14 (Yes, I did all that in a year) but despite this was an extremely good one. Of course, this is just a few years later, so who knows what will happen later. I love this game.
Title: Re: Playerlogs from 2050
Post by: Darvi on October 19, 2012, 02:25:03 pm
Now, either the lizard people have incredibly huge mouths or the eating algorithm isn't that realistic. The latter seems probable, but I prefer the former as an explanation.

They cheat a little bit.  They drop the ice in while everyone's already seated around a table with portions already dolled out on their plates and cut into bite-sized pieces.  Or pureed/smashed/creamed foods that are more easily shovalable.
Well yeah, I figured it'd be something like that. Ain't No Rule (http://tvtropes.org/pmwiki/pmwiki.php/Main/AintNoRule) against that, after all.
Title: Re: Playerlogs from 2050
Post by: ff2 on October 20, 2012, 04:16:31 pm
I assume most of these wont happen, because Toady said the games technology wouldn't go beyond medeival.

On topic: How do I get rid of the sentient AI on my quantum computer? It already put most of my dwarves into a giant blender, and I think its gonna sacrifice them to the peanut god to get the power to go to alternate dimensions.
Title: Re: Playerlogs from 2050
Post by: misko27 on October 20, 2012, 04:19:15 pm
I assume most of these wont happen, because Toady said the games technology wouldn't go beyond medeival.
Ehh, True and untrue.

While the technology of the dwarves will be medieval, the physics of te universe will be more advanced, so players will be able to simulate more modern tech. Hell, we have calculaters. There were no calculaters in medieval times.
Title: Re: Playerlogs from 2050
Post by: AutomataKittay on October 20, 2012, 04:39:21 pm
I assume most of these wont happen, because Toady said the games technology wouldn't go beyond medeival.
Ehh, True and untrue.

While the technology of the dwarves will be medieval, the physics of te universe will be more advanced, so players will be able to simulate more modern tech. Hell, we have calculaters. There were no calculaters in medieval times.
Not to mention, mods! Even if the 'official' DF never get past medieval-punk low fantasy, there would be features that'd be needed to mimic some functions that can be taken advantage of. That or Toady'll figure out how to have working randomly generated stuffs.

Also, could someone tell me how to turn off the lava mill, I think my dwarves are using it to shave...
Title: Re: Playerlogs from 2050
Post by: GreatWyrmGold on October 20, 2012, 04:42:50 pm
I assume most of these wont happen, because Toady said the games technology wouldn't go beyond medeival.
Ehh, True and untrue.

While the technology of the dwarves will be medieval, the physics of te universe will be more advanced, so players will be able to simulate more modern tech. Hell, we have calculaters. There were no calculaters in medieval times.
That's because no one was crazy enough to build one!
Title: Re: Playerlogs from 2050
Post by: Helgoland on October 20, 2012, 09:00:16 pm
I assume most of these wont happen, because Toady said the games technology wouldn't go beyond medeival.
Ehh, True and untrue.

While the technology of the dwarves will be medieval, the physics of te universe will be more advanced, so players will be able to simulate more modern tech. Hell, we have calculaters. There were no calculaters in medieval times.
That's because no one was crazy enough to build one!
More like because manual labor (or the intellectual equivalent) was cheap enough. The Romans actually knew about the potential uses of steam, but slave labor was much cheaper - one emperor even said that greater efficiency would lead to disaster as the slaves would no longer be occupied with work 25/7.
Title: Re: Playerlogs from 2050
Post by: Zale on October 21, 2012, 02:17:34 am
So, I decided to do an extensive carp-breeding program for my moat, and everything was going great until they developed the ability to walk somehow.

Now they're eating my dorfs alive.

Well, time to unleash the catsplosion.
Title: Re: Playerlogs from 2050
Post by: Azated on October 21, 2012, 03:33:02 am
So, I decided to do an extensive carp-breeding program for my moat, and everything was going great until they developed the ability to walk somehow.

Now they're eating my dorfs alive.

Well, time to unleash the catsplosion.

Make sure your world hasn't experienced an Uristeva Convention prohibiting the use of thermobionuclear weaponry. You'll have every sentient being on the planet riding your fortress into the ground if you bring one out of storage for anything more than a scheduled decommissioning.
Title: Re: Playerlogs from 2050
Post by: Zale on October 21, 2012, 12:59:14 pm
So, I decided to do an extensive carp-breeding program for my moat, and everything was going great until they developed the ability to walk somehow.

Now they're eating my dorfs alive.

Well, time to unleash the catsplosion.

Make sure your world hasn't experienced an Uristeva Convention prohibiting the use of thermobionuclear weaponry. You'll have every sentient being on the planet riding your fortress into the ground if you bring one out of storage for anything more than a scheduled decommissioning.

Yeah, I did get a notice from the elves complaining about how it was throwing off the cycles of their tree gardens.

But, since the Carp actually developed the ability to fly after being exposed to it, I don't think they'll have time to contact the other nations and declare war on me before everyone is dead.

I guess now I just need to keep it together long enough for them to show, then see who wins. Maybe the Carp will just murder them.
Title: Re: Playerlogs from 2050
Post by: Mesa on October 21, 2012, 01:50:25 pm
Alright guys, this little bugger elf vampire has assassinated my monarch, and now my civ I worked so hard on (it DOES take time to conquer a continent on "Earthlike"-sized world, you know - especially in Adventure Mode) is basically after me.
Thankfully I dut out a cave in the mountains long ago and covered the entrance, but I have no idea where I am right now.

I'm afraid to use the explosive potions I snatched when escaping the prison, since I don't know how powerful they are...
Welp?
Title: Re: Playerlogs from 2050
Post by: Starver on October 21, 2012, 03:55:40 pm
That's it.  I was going to put off the "1,000 year fortress" megaproject until another time, but with the surface world now pretty much lost (and I haven't had any word back from my scouting parties, even the one in the NBC protection suits, while short wave signals are still pretty much just static), I'm sealing myself in properly, at both surface and subsurface entryways, and seeing if I can't get the carbon cycle, the sulphur cycle, the phosphorous cycle and the water cycle properly tuned so I don't have to micromanage or crack open the seals on the reserves.  (The rest I can probably wing, and I'll obviously get the oxygen levels right if I can keep the others satisfactory.)  I think I have enough ceramic base-materials to patch up the corridors around the more permeable strata, but I'll label them as Death Zones so that any exposure is limited (and to reinforce the psychology of isolation and "striving for better" in my colony).

Speaking of which, luckily I got that new power-source up and running.  Let's hope the Researcher team correctly assessed it as maintenance free, as I've a feeling I'll get some technoregression across the generations...  but I've reserved a whole cavern so that if I get any more Disaffected I can exile them there, and the resulting limited conflict (between whatever divergent ideologies arise) can keep both sides from stagnating into that whole Eden Spiral effect that you lot have been telling me about.  In fact, I might even get some nice parallel developments into futuretechs out of this...
Title: Re: Playerlogs from 2050
Post by: hops on October 21, 2012, 05:29:47 pm
A̡̪̺̮͙̳̗̤̝̣͓̥̤̦͈͔̩̼͗ͧͫ͗ͪ͊̑͋̕͡͠Ȑ͕̦̦̫̮͉͋̄̔͑̃̄̃ͯ̾͂̆̒ͧ͛ͯ͆ͧ̕͢͠͡ͅM̧͙̖͍͇̮̠̣̯̝̻͕̬͙͇͒ͮͨ̄ͧ́ͮͤ̉̓ͪ̚͢ͅO̶̔̅ͧ̍͆ͥ̓͌͗͠͏̴̸̙̫̜͚̤͓͙̙̟̻̠̩̩̫K̵̇͑̅̌̓͛́̒̐ͣ̓̓̚҉͉̦̰͔͓̥̣͎̘.̨̙̦̱͎̼̰̠͈̩̖̳̠ͯ̇̾ͭ͐̈́͡͠͠ ̷̶̶̡̞͖͎̟̙͎̣̙̼̣͓͆͗̾̊͊͂H̨̘͓̳̣̬̊̂̎ͦ̎́͡E̸͍̞̱̪͔̱̥̣̻͇̪̍̀ͪ͒͛ͣͣ̿ͧ̇ͦ͋̍̒ͨ͆ͨ̚͜͢ ̴̷̫̪̝͈̦̦̌̍ͣ̊ͪͫ̋̏̽ͤ̊̀̅̒͝͡C̸̤͉͖̹ͬ͋͑̅͒̑ͭͤ͂͌͡Ớ̶̦͈̻̲̺̼͉̮̐̆̃̄ͭͫ͋̈ͭ̏̒̄̉̽̐ͨ̎͞͠͠M̵̧̭̮̥͎̲̂͊ͫ̈́̎ͧ̂̀̕ͅE̷̥̰̤̭̤̣̘̖̣̝̪̎̅̇̏̈̊̀̕S̵̫̫͙̖͓͙̗͍͙̐ͧ̏͑ͣ́͐ͣ́̀
Title: Re: Playerlogs from 2050
Post by: sudgy on October 21, 2012, 05:34:33 pm
So I decided to go in the arena and put random stuff together to see what it does.  Some of the interesting things created were:

A set of clothes created out of enriched uranium.  You could have an interesting suicide bomber from it. (yeah, he could only survive a bit in it from the radiation, but it could work...)

I somehow made a molecule that has one of every stable atom in it.  It is a solid, dissolves in water, and when consumed, whoever ate it suddenly understands how the universe works (after he ate it, he suddenly became Legendary in all skills and started messing with the arena himself. he messed with some of the later things I made...).  It couldn't be created in a normal game though, as the chemical reaction required to make it uses up an enormous amount of energy.

A strange device that inside it's case (made out of a mixture of random metals and plastics) it has carbon monoxide.  I thought it was another useless "invention" until the dwarf that I had made earlier (the one who now understands the universe) grabbed it and started shoving things into it.  It seemed to have infinite space inside it.  I looked into it and some quantum effect mixed with the carbon monoxide reacting with the Dorfonium (it was one of the metals making the case) was making some strange type of hammerspace...  When I tried to look inside it myself, it just showed blackness.

A breed of cat that doesn't cause catsplosions.  That dwarf decided to take some cats that I had made earlier and bred them just right.  I couldn't believe it at first, but I then realized that it was because they were infertile...

After this, the dwarf decided to test the suicide bomber suit...  And it worked pretty well, actually.  Although it blew up the whole arena, so I guess I'm done.
Title: Re: Playerlogs from 2050
Post by: Robosaur on October 21, 2012, 07:47:20 pm
So I was tired of all the futuretech the dwarves were developing (This is a FANTASY game after all), so I set the world gen for just a couple hundred years. Just enough for a bit of society to form, develop some nice civilizations and all that. Booted up dwarf mode, and built a really sweet tower out of a tall mountain. I even set up some sweet ballistas, thanks to one of my mechanics getting a strange mood and designed a freaking powerful ballista design, on the top of the tower and on some of the outcroppings. Which was handy since kobolds became super badass in this world, conquering dwarven and goblin civilizations and combining their tech (mostly dwarven gearworking with some goblin leatherworking and weaponry) and made large zeppelins. They weren't much of a threat to my awesome fort but they kept attacking by air.

Then the Kobolds made peace with me. They just sent an ambassador at me out of nowhere and the ambassador asked for a small sum of cash and permission to build near us in exchange for protection and goods. It was pretty nice. I accepted despite the fishiness of the deal because I wanted my own zeppelins. I spent a good summer building a large hangar for my zeppelins and I was sending dwarven traders around the world with my goods. Brought in lots of wealth let me tell you. I didn't trust the kobolds and still kept a very active military but they proved to be good trade partners. A while later, a kobold ambassador came and requested 5 dwarven marksmen and designs for our ballista. I was like pffft no, but then I read what they were offering. Fucking railguns. I kid you not. So obviously I accepted, low-tech desires or not.

Laterwards something odd happened. A spaceship just crash landed near my fortress, off the main map. I sent over a dwarven zeppelin to watch, and after watching a couple procedurally generated aliens with railguns mill around a bit, a Kobold zeppelin (armed with what I guess was a combination of the railgun tech and my ballista design no less) flew in, landed, and delivered a squadron of kobolds (and some dwarves, humans, and elves) all armed to the teeth with various high tech armaments. They were called the Knights of Killing. Anyways they lived up to their name, killed the aliens and flew off, with a second zeppelin arriving later to reclaim the aliens stuff. I laughed at the Kobold XCom project but realized this ruins any hopes of having a low-tech game. I guess that's what they were "protecting" me from? Anyways, a kobold ambassador showed up and demanded not to spread word of what I saw, and in exchange they gave me railballista tech so I reoutfitted my tower. Sadly, I never got a chance to use my awesome defense against UFOs flying nearby.

A few summers later and it turns out that I was the kobolds remaining ally. All the other civilizations had either been conquered or abandoned their peace treaty, no longer funding the Kobold's very XCom-esque project. Not long afterwards, a couple alien battleships showed up, completely overrun my defenses, killed most of my dwarves, and I lost the rest to a tantrum spiral.

I left generation running a bit. Turns out the Kobolds developed space travel and flew off to the stars, and The Wheel of Cheese remained conquered by the Aliens, until they dug too deep and were killed by Demons. Then the Demons developed space travel.

I regenned later and played a regular game with no future tech at all. Fuck that noise.
Title: Re: Playerlogs from 2050
Post by: Doodooist on October 23, 2012, 11:11:19 am
That new ASCII galaxy-viewer is SWEEEEEET!!!
Title: Re: Playerlogs from 2050
Post by: helmacon on October 24, 2012, 06:39:49 pm
Bug report- The dwarfs hacked out of the game and took over the computer. Then they moved copy's of their AI onto the internet and started taking over supercomputers to refine their code. Im scared. 
Title: Re: Playerlogs from 2050
Post by: Eric Blank on October 24, 2012, 06:47:05 pm
Bug report; after 40 years, my dwarves STILL can't figure out how to build anything without micromanagement from me. I don't think they'll be able to refine their code properly, either.
Title: Re: Playerlogs from 2050
Post by: sudgy on October 24, 2012, 08:48:43 pm
So, I needed a challenge.  A big challenge.  I had already started with 1 dwarf and ended up with capital of the whole world, I've embarked with nothing and took over the whole galaxy.  I decided to do something that hasn't been tried for years: embark with two cats, one male and one female.  I used up the rest of my embark points on the best stuff I could get, tried to set up my fort quick enough to beat the catsplosion, but it was impossible.  The cats quickly overran my whole fort, and when they had made the whole place barren, they ate my dwarves.  By now there were several hundred of them.  I realized I couldn't do anything else in this world (I could tell the cats were going to overrun the planet), I told it to make more history in the world.

I started my fort in year 500, by 505 the only species on Earth was cats (I wonder why the world didn't stop after this).  They became sentient around 525, and by 550 (when they were almost dying of famine from how many there were) they developed space travel, and a way to make them not need nearly as much food.  They started flying into other star systems, and inhabited those worlds.  By 1000 they had taken over the whole group of galaxies they were in.

Things were relatively peaceful for a while, until they genetically engineered themselves to be able to last on their own in space.  They started using up all the space in between the planets, becoming a slowly enlarging big ball of cats in space.  They started learning how to compute with their bodies by moving in space to make different signals, logic gates, and before I knew it, they were making huge catputers.  I saw their leader making them into a huge computer, that every single one was a part of.  I couldn't see what they were running in the computer, so I had to use an external program to figure it out.  It turns out they were simulating a whole new universe, without cats.  They were wondering what it would be like.

I was thinking of watching this new universe to see what it was like, but the cats reached the edge of the universe and crashed the game, corrupting the file.
Title: Re: Playerlogs from 2050
Post by: Imp on October 27, 2012, 05:22:42 pm
I'd embarked on one of those 'a wormhole into paradise' worlds so I could have lots of safe time to study the new genetics and disease changes, but then I noticed that one of my starting seventeen had a grudge with three others of my embark group.  There's not a lot of information in the wiki or the forums about feuds between multiple dwarves.  I'll test the diseases and genes later - this is a rare find.

I'm not going to let any of them have military training, the first one to declare feud would just snipe off whomever he hated.  I'm going to make the one that hates the other three become a mechanic and leave him with full access to other dwarves that he likes so he can become friends with most of them first, and I'm going to burrow the three he dislikes together in an isolated area in the hopes that they become best friends quickly.  One's going to become a cook, the second a carpenter, and the third a musician - once all this is set I'll let them mingle and watch the feud blossom.

I'm hoping that the mechanic's friendships with the rest of the fortress will cause him to only set traps where they won't hurt the rest of the fortress, so there will be more to watch, and I'm really curious to see what kinds of bad foods the cook makes, and how he places them to try and make sure that his friends can't get sick while he tries to kill the mechanic.  I'm guessing the carpenter will just refit the mechanic's furniture to have splinters and be uncomfortable, but maybe he'll make a collapsing chair or something.  And the musician will be very interesting to see if he can get the rest of the fort, already friends with the mechanic, to like him less and eventually isolate him or even to dislike him too.

If anyone else wants to mess around with multiple from-embark grudges in a totally safe embark, let me know and I'll upload the save.
Title: Re: Playerlogs from 2050
Post by: sudgy on October 27, 2012, 09:36:43 pm
If anyone else wants to mess around with multiple from-embark grudges in a totally safe embark, let me know and I'll upload the save.

Too bad we actually can't...
Title: Re: Playerlogs from 2050
Post by: Urist_McGamer on October 28, 2012, 12:34:09 am
If anyone else wants to mess around with multiple from-embark grudges in a totally safe embark, let me know and I'll upload the save.

Too bad we actually can't...

Not for another 38 years...
Title: Re: Playerlogs from 2050
Post by: hops on October 28, 2012, 02:11:13 am
If you ask me that sounds pretty possible, so we might have a save like that before 2050.
Title: Re: Playerlogs from 2050
Post by: Imp on October 28, 2012, 06:34:00 am
My four year old fort just got an actual 'must be a miracle' relic.  A woodworker, Zeck, went fey during a meal in the dining room, must have left his partially-consumed dwarven wheatbread toast at the table.  Zeck made it down to the carpentry workshop OK but then two squads of kobold kidnappers were revealed already inside the fortress and started to raid before he'd finished preparing his tools.

I care more about artifacts then kids, so I left the dayroom open to keep the raiders out of the depths.  Zeck's second daughter and another kid got snatched before the squads started to run.  I kept the militia after them, then saw three events I've been hoping for -

Ahrnis Elliss, coarse goods weaver, has started to pray.
Jonlossoss-otas, a partially-consumed dwarven wheatbread toast, has begun to glow.
It must be a miracle!

Zeck's wife, of course.  And she was only 3 squares from the toast when she decided to pray.  An axedwarf had severed a kobold's arm at just the right moment to free the daughter when Mom started to pray, and both Mom and kid have the pious and deeply pessimistic traits.

'Must be a miracle' then.  I got a perfectly polished crenulated board from the mood and half a meal that glows and goes a long way towards filling my religious icons requirement to become the Mountainhome.  Unfortunately Ahrnis worships a female trout of poetry and a male dwarf of the wind, stars, rain, and storms so its not like there's going to be any useful miracles or anything, but maybe I'll be able to occasionally gather up rains of fish or something.
Title: Re: Playerlogs from 2050
Post by: tomio175 on October 28, 2012, 11:40:11 am
My four year old fort just got an actual 'must be a miracle' relic.  A woodworker, Zeck, went fey during a meal in the dining room, must have left his partially-consumed dwarven wheatbread toast at the table.  Zeck made it down to the carpentry workshop OK but then two squads of kobold kidnappers were revealed already inside the fortress and started to raid before he'd finished preparing his tools.

I care more about artifacts then kids, so I left the dayroom open to keep the raiders out of the depths.  Zeck's second daughter and another kid got snatched before the squads started to run.  I kept the militia after them, then saw three events I've been hoping for -

Ahrnis Elliss, coarse goods weaver, has started to pray.
Jonlossoss-otas, a partially-consumed dwarven wheatbread toast, has begun to glow.
It must be a miracle!

Zeck's wife, of course.  And she was only 3 squares from the toast when she decided to pray.  An axedwarf had severed a kobold's arm at just the right moment to free the daughter when Mom started to pray, and both Mom and kid have the pious and deeply pessimistic traits.

'Must be a miracle' then.  I got a perfectly polished crenulated board from the mood and half a meal that glows and goes a long way towards filling my religious icons requirement to become the Mountainhome.  Unfortunately Ahrnis worships a female trout of poetry and a male dwarf of the wind, stars, rain, and storms so its not like there's going to be any useful miracles or anything, but maybe I'll be able to occasionally gather up rains of fish or something.

Oh, I remember when that happened in my fort.
Right in the middle of battle, my Commander stops fighting, starts praying and her axe starts to glow. Fuck, it's an artifact carbon axe, I thought. Suddenly, I get the text: [Artifact Carbon Axe] has turned into a relic! It must be a miracle! As she worships the God of War, the moment she starts swinging the axe, a duplicate of her appears, which disappears a few days after. So, now I have about 100 of the Legendary Axedwarves running around, all training others... Have I mentioned they don't need food?
Title: Re: Playerlogs from 2050
Post by: GreatWyrmGold on October 28, 2012, 11:43:10 am
My four year old fort just got an actual 'must be a miracle' relic.  A woodworker, Zeck, went fey during a meal in the dining room, must have left his partially-consumed dwarven wheatbread toast at the table.  Zeck made it down to the carpentry workshop OK but then two squads of kobold kidnappers were revealed already inside the fortress and started to raid before he'd finished preparing his tools.

I care more about artifacts then kids, so I left the dayroom open to keep the raiders out of the depths.  Zeck's second daughter and another kid got snatched before the squads started to run.  I kept the militia after them, then saw three events I've been hoping for -

Ahrnis Elliss, coarse goods weaver, has started to pray.
Jonlossoss-otas, a partially-consumed dwarven wheatbread toast, has begun to glow.
It must be a miracle!

Zeck's wife, of course.  And she was only 3 squares from the toast when she decided to pray.  An axedwarf had severed a kobold's arm at just the right moment to free the daughter when Mom started to pray, and both Mom and kid have the pious and deeply pessimistic traits.

'Must be a miracle' then.  I got a perfectly polished crenulated board from the mood and half a meal that glows and goes a long way towards filling my religious icons requirement to become the Mountainhome.  Unfortunately Ahrnis worships a female trout of poetry and a male dwarf of the wind, stars, rain, and storms so its not like there's going to be any useful miracles or anything, but maybe I'll be able to occasionally gather up rains of fish or something.
Oh, I remember when that happened in my fort.
Right in the middle of battle, my Commander stops fighting, starts praying and her axe starts to glow. Fuck, it's an artifact carbon axe, I thought. Suddenly, I get the text: [Artifact Carbon Axe] has turned into a relic! It must be a miracle! As she worships the God of War, the moment she starts swinging the axe, a duplicate of her appears, which disappears a few days after. So, now I have about 100 of the Legendary Axedwarves running around, all training others... Have I mentioned they don't need food?
Test what happens when the clones get limbs severed! Or what happens when the wielder of the axe is carrying someone when they activate it. Find a female axedwarf and kick her infant out of the nursery or something.
Title: Re: Playerlogs from 2050
Post by: cam on October 28, 2012, 12:48:12 pm
Help! In, the world that I genned the combustive powers of oil were never discovered. So all the civilizations (except the kobolds, who are still stuck in enlightenement levels of technology after sealing themself off from the world when the Elf/Lizardmen alliance killed most of them) have resorted to using hydrogen. Trade, war, and transportation are all mostly done through zeppelins and through guided "packages" that were designed during a fey mood. The way these packages work is a small balloon carries an object into the air while radio-controlled rockets steer it. Anyway, most civilizations are running desperately low on hydrogen reserves because most were lost due to the ancient/mideval dwarves digging underneath and not realising how valuable hydrogen was. Most of the hydrogen was stored in the caverns and when those were uncovered it left the atmosphere. The human and goblin civilizations rely on these technologies the most. Since the shortage the elves, who rely on biotechnology, are poised to crush them as revenge for a great war that happened with humans, goblins, and kobolds vs the elves and lizardmen. The lizardmen being wiped out during the war.

The dwarves (who I am playing as) have recently come out of a dark age through the help of uraniam. Now if a second great war breaks out then I will inevitabely be put in the crossfire. So what do I do? The only decent weapon I have agains either is radiation. Which would destroy the elves main source of energy (photosynthesis) and would also be very effective against goblins and humans. Both the humans/goblins and the elves are demanding I join their side.
Title: Re: Playerlogs from 2050
Post by: GreatWyrmGold on October 28, 2012, 12:53:24 pm
What mods are you using? My dwarves never get past the 1400s...
Title: Re: Playerlogs from 2050
Post by: cam on October 28, 2012, 12:57:54 pm
I decided to turn megabeasts to low. I read that usually what happens is a uranium Titan comes along and nukes an entire civilization. Ever since Toady decided to simulate how underground races uncover Forgotten Beasts, dwarves have twice the chance of being attacked.
Title: Re: Playerlogs from 2050
Post by: tomio175 on October 28, 2012, 01:16:25 pm
My four year old fort just got an actual 'must be a miracle' relic.  A woodworker, Zeck, went fey during a meal in the dining room, must have left his partially-consumed dwarven wheatbread toast at the table.  Zeck made it down to the carpentry workshop OK but then two squads of kobold kidnappers were revealed already inside the fortress and started to raid before he'd finished preparing his tools.

I care more about artifacts then kids, so I left the dayroom open to keep the raiders out of the depths.  Zeck's second daughter and another kid got snatched before the squads started to run.  I kept the militia after them, then saw three events I've been hoping for -

Ahrnis Elliss, coarse goods weaver, has started to pray.
Jonlossoss-otas, a partially-consumed dwarven wheatbread toast, has begun to glow.
It must be a miracle!

Zeck's wife, of course.  And she was only 3 squares from the toast when she decided to pray.  An axedwarf had severed a kobold's arm at just the right moment to free the daughter when Mom started to pray, and both Mom and kid have the pious and deeply pessimistic traits.

'Must be a miracle' then.  I got a perfectly polished crenulated board from the mood and half a meal that glows and goes a long way towards filling my religious icons requirement to become the Mountainhome.  Unfortunately Ahrnis worships a female trout of poetry and a male dwarf of the wind, stars, rain, and storms so its not like there's going to be any useful miracles or anything, but maybe I'll be able to occasionally gather up rains of fish or something.
Oh, I remember when that happened in my fort.
Right in the middle of battle, my Commander stops fighting, starts praying and her axe starts to glow. Fuck, it's an artifact carbon axe, I thought. Suddenly, I get the text: [Artifact Carbon Axe] has turned into a relic! It must be a miracle! As she worships the God of War, the moment she starts swinging the axe, a duplicate of her appears, which disappears a few days after. So, now I have about 100 of the Legendary Axedwarves running around, all training others... Have I mentioned they don't need food?
Test what happens when the clones get limbs severed! Or what happens when the wielder of the axe is carrying someone when they activate it. Find a female axedwarf and kick her infant out of the nursery or something.
Guess what? It duplicates everything, but when it is severed from the clone, it gets destroyed... Too bad. The original is marked by her being the only one with the Relic Axe, the rest just has the artifact Carbon. There's nothing stopping me from taking the axe as adventurer and start conquering...
Title: Re: Playerlogs from 2050
Post by: GreatWyrmGold on October 28, 2012, 01:47:08 pm
My four year old fort just got an actual 'must be a miracle' relic.  A woodworker, Zeck, went fey during a meal in the dining room, must have left his partially-consumed dwarven wheatbread toast at the table.  Zeck made it down to the carpentry workshop OK but then two squads of kobold kidnappers were revealed already inside the fortress and started to raid before he'd finished preparing his tools.

I care more about artifacts then kids, so I left the dayroom open to keep the raiders out of the depths.  Zeck's second daughter and another kid got snatched before the squads started to run.  I kept the militia after them, then saw three events I've been hoping for -

Ahrnis Elliss, coarse goods weaver, has started to pray.
Jonlossoss-otas, a partially-consumed dwarven wheatbread toast, has begun to glow.
It must be a miracle!

Zeck's wife, of course.  And she was only 3 squares from the toast when she decided to pray.  An axedwarf had severed a kobold's arm at just the right moment to free the daughter when Mom started to pray, and both Mom and kid have the pious and deeply pessimistic traits.

'Must be a miracle' then.  I got a perfectly polished crenulated board from the mood and half a meal that glows and goes a long way towards filling my religious icons requirement to become the Mountainhome.  Unfortunately Ahrnis worships a female trout of poetry and a male dwarf of the wind, stars, rain, and storms so its not like there's going to be any useful miracles or anything, but maybe I'll be able to occasionally gather up rains of fish or something.
Oh, I remember when that happened in my fort.
Right in the middle of battle, my Commander stops fighting, starts praying and her axe starts to glow. Fuck, it's an artifact carbon axe, I thought. Suddenly, I get the text: [Artifact Carbon Axe] has turned into a relic! It must be a miracle! As she worships the God of War, the moment she starts swinging the axe, a duplicate of her appears, which disappears a few days after. So, now I have about 100 of the Legendary Axedwarves running around, all training others... Have I mentioned they don't need food?
Test what happens when the clones get limbs severed! Or what happens when the wielder of the axe is carrying someone when they activate it. Find a female axedwarf and kick her infant out of the nursery or something.
Guess what? It duplicates everything, but when it is severed from the clone, it gets destroyed... Too bad. The original is marked by her being the only one with the Relic Axe, the rest just has the artifact Carbon. There's nothing stopping me from taking the axe as adventurer and start conquering...
Yeah, aside from single-handedly conquering all the hells, there's not a lot else she could do.
Title: Re: Playerlogs from 2050
Post by: Imp on October 28, 2012, 05:30:42 pm
I start each new release playing with the finest detail settings on each init choice, but after a few games I change to a mix of moderate and coarse settings and with all visual conversations off.

The stories the dwarves tell each other are amusing and it can be useful to know which dwarves know what rumors, but they're still somewhat repetitive especially as they keep spreading the word and really, if I wanted to watch a soap opera I'd do that instead of playing DF.  It's fun to be able to see the text symbols everywhere and know that there's one or more things in the square that have lots of details, but really, does anyone regularly check up on Urist's snail shell collection to see which new ones were found last time he wandered outside on his break?

For me it's enough to check the rumors tab in the announcements every so often.  I'm OK with knowing that 20% of my fortress believes the Mayor's cheating on her husband with the Captain of the Guard's husband.  I really don't need to watch while 8 out of 10 dwarves talk about this over the dinner table.
Title: Re: Playerlogs from 2050
Post by: sudgy on October 28, 2012, 09:03:48 pm
Help! In, the world that I genned the combustive powers of oil were never discovered. So all the civilizations (except the kobolds, who are still stuck in enlightenement levels of technology after sealing themself off from the world when the Elf/Lizardmen alliance killed most of them) have resorted to using hydrogen. Trade, war, and transportation are all mostly done through zeppelins and through guided "packages" that were designed during a fey mood. The way these packages work is a small balloon carries an object into the air while radio-controlled rockets steer it. Anyway, most civilizations are running desperately low on hydrogen reserves because most were lost due to the ancient/mideval dwarves digging underneath and not realising how valuable hydrogen was. Most of the hydrogen was stored in the caverns and when those were uncovered it left the atmosphere. The human and goblin civilizations rely on these technologies the most. Since the shortage the elves, who rely on biotechnology, are poised to crush them as revenge for a great war that happened with humans, goblins, and kobolds vs the elves and lizardmen. The lizardmen being wiped out during the war.

The dwarves (who I am playing as) have recently come out of a dark age through the help of uraniam. Now if a second great war breaks out then I will inevitabely be put in the crossfire. So what do I do? The only decent weapon I have agains either is radiation. Which would destroy the elves main source of energy (photosynthesis) and would also be very effective against goblins and humans. Both the humans/goblins and the elves are demanding I join their side.

Try steam reforming.  Heat some natural gas and steam to 11260-11980 degrees Urist, and it makes hydrogen.

Now the funny thing for me is that the opposite has happened.  The civilizations in my world have been using oil, coal, and such for energy but my world is getting really old (I'm surprised at how old it's managed to live for) and it's starting to use up it's natural resources.  I've heard that the few worlds that make it this far develop nuclear technology and use it for more energy, eventually developing space travel and getting more resources there.  Now all of the civilizations are going through an energy crisis, as they have no idea how to get more.  And I also saw one civilization whose leaders are trying to find a way to push the planet closer to the sun for more energy...  I've tried to stop them, but all my attempts have failed.
Title: Re: Playerlogs from 2050
Post by: Eric Blank on October 28, 2012, 09:33:08 pm
Sounds like you're going to have to whip out the old perpetual-motion engines: HFS-powered hamster wheels.
Title: Re: Playerlogs from 2050
Post by: misko27 on October 28, 2012, 10:07:53 pm
Sounds like you're going to have to whip out the old perpetual-motion engines: HFS-powered hamster wheels.
I must sig this. The mental image is too funny.
Title: Re: Playerlogs from 2050
Post by: Hanslanda on October 28, 2012, 10:34:20 pm
Right, so I'd finally gotten a huge orchard set up. All kinds of fruits and stuff, all planted and tended so that the harvests were staggered all year. Then I downloaded the latest update, and updated my save game for it.
A few months into playing, and a few of my apple trees are dying. Shit, well, that's okay. I loo'k' at them, and it says, "Diseased". Hmm. Wierd. Must be the new update. Anyway, I keep playing, and figure that the rest of the apple trees will die, but I've got a ton of different fruit trees.
Another few months pass, and all the apple trees are dead. I sigh, and write it off. Another month passes, and an orange tree is dying. Well, shit.
Then I read the update.

"...also I added some randomly generated diseases, some of which can get pretty nasty. Some of them continue to randomly generate to simulate evolution, and some just stay the same and are treatable. It's pretty neat, but during testing, I got an outbreak of what I call, "Spinal Flu" that left my whole fortress parapalegic, then started killed all my livestock..."

Shit. Well, at least it's just the fruit trees. A year passes, and my whole orchard is dead. My orchard tenders have gone insane from watching their trees die.
And then I see something horrifying. The lead treetender has 'Diseased'. I check his description. Dear god, it's eating his skin and bones, but nothing else.
And it spreads like wildfire. But the tantrum spiral spreads faster. As dorfs start dying, people start flipping out, breaking things, rioting, looting, murdering each other. Finally, all I have left is the mayor and several of his bodyguards, locked hermetically on the other side of a several squares thick granite wall, and a couple plague victims slowly dying.
The final plague victim, before he dies, crawls into the air vent network right outside the Mayor's safe room, and starts breaking the air filters...

Your fortress has crumbled to its end.
Title: Re: Playerlogs from 2050
Post by: Mel_Vixen on October 28, 2012, 11:54:28 pm
I am surprised how few of you go with (geo)-thermoelectrics. Getting the cooper and nickel-rods in the early days of electrics (started for in 1243 with a scientifc-mood) was luckely rather easy as the neigboring dwarfes traded this for spices, dyes and aluminium. I started out with the heat form my Kilns and Forges after which i upgraded to magma-thermal. 

I have now a small aluminium-smelter for my imported bauxit (funding a mine half a continent away was a good choice afterall!) so i undercut the market-price somewhat and i finaly got my entire fortress and the Hill dwarfes wired up with Underground-cables.
Title: Re: Playerlogs from 2050
Post by: tomio175 on October 29, 2012, 05:00:30 am
Sounds like you're going to have to whip out the old perpetual-motion engines: HFS-powered hamster wheels.
I must sig this. The mental image is too funny.
I agree. Sigging!
Title: Re: Playerlogs from 2050
Post by: Doodooist on October 29, 2012, 09:00:31 am
Sounds like you're going to have to whip out the old perpetual-motion engines: HFS-powered hamster wheels.
I tried that a week ago,  but all my &'s didn't want to move those hamster wheels. They just sit inside and throw curses at my dwarves. And one of them started to write a book (He is using his regenerating skin as paper and his blood as ink. I looked at some pages, and it's just "durpa durpa durpa" and drawings of cheese everywhere, wtf is he doing?)

Obviously they figured out that I am trying to use them as an energy source, so I have to choose less brainy clowns next time, or something.
Title: Re: Playerlogs from 2050
Post by: Draco18s on October 29, 2012, 09:16:27 am
I agree. Sigging!

You might want to fix the closing quote tag.
Title: Re: Playerlogs from 2050
Post by: Mel_Vixen on October 29, 2012, 09:29:25 am
Sounds like you're going to have to whip out the old perpetual-motion engines: HFS-powered hamster wheels.
I tried that a week ago,  but all my &'s didn't want to move those hamster wheels. They just sit inside and throw curses at my dwarves. And one of them started to write a book (He is using his regenerating skin as paper and his blood as ink. I looked at some pages, and it's just "durpa durpa durpa" and drawings of cheese everywhere, wtf is he doing?)

Obviously they figured out that I am trying to use them as an energy source, so I have to choose less brainy clowns next time, or something.

Shambler the big Zs and husks work fine. Just rig up a goat in front of them. Undead slave camps arent as powerfull as before if you dont have a necromantic artefact to sustain them outside "necrotic" / "dead"-biomes (they fall apart and decay after a time) but they work fairly well.
Title: Re: Playerlogs from 2050
Post by: optimusjamie on October 29, 2012, 12:56:25 pm
Guys, my dwarves are threatening my Steam library. What do I do?

-----

Right, my adventurer is about to ascend to godhood. What's the most OP thing to be goddess of?

-----

Some smartarse Urist has uploaded a virus to the humans' computers. No, wait, that's MY computer!

-----

My dwarves have just discovered gunpowder. How do I stop them from  blowing up the world?

-----

Ok, the HFS is getting really- OH MY GOD ONE OF THEM'S ARMOK.
Title: Re: Playerlogs from 2050
Post by: Buggy on October 29, 2012, 03:23:38 pm
So I set the preferences variable a little high for my new world gen, and wouldn't you know it, my dwarves like fish more than beer.  Really!  I thought that was set in stone, but I guess it's that one in a million chance, huh?

It's kind of roundabout though, but this lead to my dwarves' population capping at ~10,000 after 2350.  You see, all of their civs built coastal towns for easy access to the delicious fish.  Most of them had a below sea level cave, which they would flood and drain to collect masses of seafood.  A neat system, but I had to go in as an adventurer and hang out for a while to see what was really going on.

It turned out that the cave was not built by the dwarves, but by the merfolk civ that lived along the continental shelf.  The dwarves had been merely choosing the ready made caves as a starting point for their own sites.  (I even found one being dug out by the merfolk, but had to make a hasty retreat; my adventurer's right leg has an inner and outer scar now from a thrown trident.;)  Every few years, the merfolk would pull a hidden lever and flood the cave while the dwarves were gathering fish.  Then they would dart in and pull the drowning dwarves out before the rest of the dwarves would catch on.

So, can anyone here tell me why the merfolk are so fond of Dwarf Bone Crafts?   
Title: Re: Playerlogs from 2050
Post by: Imp on October 29, 2012, 03:33:31 pm
So I set the preferences variable a little high for my new world gen, and wouldn't you know it, my dwarves like fish more than beer.  Really!  I thought that was set in stone, but I guess it's that one in a million chance, huh?

It's kind of roundabout though, but this lead to my dwarves' population capping at ~10,000 after 2350.  You see, all of their civs built coastal towns for easy access to the delicious fish.  Most of them had a below sea level cave, which they would flood and drain to collect masses of seafood.  A neat system, but I had to go in as an adventurer and hang out for a while to see what was really going on.

It turned out that the cave was not built by the dwarves, but by the merfolk civ that lived along the continental shelf.  The dwarves had been merely choosing the ready made caves as a starting point for their own sites.  (I even found one being dug out by the merfolk, but had to make a hasty retreat; my adventurer's right leg has an inner and outer scar now from a thrown trident.;)  Every few years, the merfolk would pull a hidden lever and flood the cave while the dwarves were gathering fish.  Then they would dart in and pull the drowning dwarves out before the rest of the dwarves would catch on.

So, can anyone here tell me why the merfolk are so fond of Dwarf Bone Crafts?

Ahh, now this is my cake and my cup of tea.  I so hope your version reflects our eventual shared reality!
Title: Re: Playerlogs from 2050
Post by: Pyro627 on October 29, 2012, 09:17:41 pm
I'm still messing around with that custom race of mine; the one with hereditary skill memories. It gives them awesome base skills after a few generations, since they remember all the combined skill of their ancestors.

I finally managed to get them stable, a bit more so than kobolds, during woldgen, (no more dying out anticlimactically) so now I can focus on tweaking their social and cultural structures from the human baseline I copied.

It's been going pretty well, and I managed to get really close to my goal of having them favor longevity and building their structures to last; in some of my test worlds, their abandoned cities are the number one source of beast lairs and sealed-away ancient evils, which I'm really proud of.

I've also managed to get the intended non-hierarchical profession-based caste system working, (that's where they breed into socially isolated lineages of different kinds of craftsmen) but this has caused two problems I can't seem to circumvent:

First, they always stay with the same few castes they get early on; I'll have carpenters and stonemasons, but they just refuse to form new castes as new technologies develop, (since the children always end up doing what their parents did because they're insanely good at it from birth) and usually end up being curbstomped by civs with decent tech. I've tried making 'research' castes that are supposed to develop new stuff and bud off into new lines as necessary, but they always just turn into a caste of whatever technology they invent first, usually firearm operation. (not production, which makes them all but useless) This is driving me crazy, because if I give them even one of the advanced technologies from the start, they do it insanely well regardless of what it is, and usually conquer the world with it; if I could just make them design the stuff themselves they'd be amazing.

Second, if the castes get too large, one of them invariably tries to establish itself as the ruling class and causes a massive inter-caste civil war, which is why I'm using non-hierarchical castes to begin with. The military castes almost invariably win these and then kill the families of the other group's warriors, (they do that because of the lineal skill thing, it's pretty neat when it works) which since the castes are essentially just really big extended families is basically a genocide. So then the military, which can't make anything, just runs around desperately raiding nearby settlements for weapons and eventually starving to death.

Anyone have any ideas for how to fix this?
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on October 29, 2012, 10:04:48 pm
I'm still messing around with that custom race of mine; the one with hereditary skill memories. It gives them awesome base skills after a few generations, since they remember all the combined skill of their ancestors.

I finally managed to get them stable, a bit more so than kobolds, during woldgen, (no more dying out anticlimactically) so now I can focus on tweaking their social and cultural structures from the human baseline I copied.

It's been going pretty well, and I managed to get really close to my goal of having them favor longevity and building their structures to last; in some of my test worlds, their abandoned cities are the number one source of beast lairs and sealed-away ancient evils, which I'm really proud of.

I've also managed to get the intended non-hierarchical profession-based caste system working, (that's where they breed into socially isolated lineages of different kinds of craftsmen) but this has caused two problems I can't seem to circumvent:

First, they always stay with the same few castes they get early on; I'll have carpenters and stonemasons, but they just refuse to form new castes as new technologies develop, (since the children always end up doing what their parents did because they're insanely good at it from birth) and usually end up being curbstomped by civs with decent tech. I've tried making 'research' castes that are supposed to develop new stuff and bud off into new lines as necessary, but they always just turn into a caste of whatever technology they invent first, usually firearm operation. (not production, which makes them all but useless) This is driving me crazy, because if I give them even one of the advanced technologies from the start, they do it insanely well regardless of what it is, and usually conquer the world with it; if I could just make them design the stuff themselves they'd be amazing.

Second, if the castes get too large, one of them invariably tries to establish itself as the ruling class and causes a massive inter-caste civil war, which is why I'm using non-hierarchical castes to begin with. The military castes almost invariably win these and then kill the families of the other group's warriors, (they do that because of the lineal skill thing, it's pretty neat when it works) which since the castes are essentially just really big extended families is basically a genocide. So then the military, which can't make anything, just runs around desperately raiding nearby settlements for weapons and eventually starving to death.

Anyone have any ideas for how to fix this?

Have you tried teenage rebellion? That should get the descendants to branch off into other careers. It might take a while to find the right value to have it set at, as you want there to be this effect, but not for it to be too strong. Lower, in this case, is better. Note that this is more pronounced when you have an internet or cellphone analogue.
Title: Re: Playerlogs from 2050
Post by: Imp on October 30, 2012, 12:13:35 am

Have you tried teenage rebellion? That should get the descendants to branch off into other careers. It might take a while to find the right value to have it set at, as you want there to be this effect, but not for it to be too strong. Lower, in this case, is better. Note that this is more pronounced when you have an internet or cellphone analogue.

Are you allowing interspecies and intraspecies slave trading?  Your description of how your race is reacting to a ruling class of their own species sounds like your settings are at least moderately against that.

Changing them to tolerate slaves of other species as well as viewing some of their own as slaves too might help your goals for them in two ways.

Some of the slaves your species takes are likely to have some of the absent skillsets, maybe enough to lessen the overall cultural imbalance during the earliest years and allow for more time before your race gets totally overwhelmed by the others.

More importantly, as the other species gain slaves of yours, some of these will be forced to gain new skills and normal inheritance patterns should assist in the retention of at least a few of these skill sets.  If your race accepts slave trading, and is willing to consider their own race as slaves (this is important to ensure that these slaves are purchased back into their parent culture), then periodically some of those should return to the general genepool and over time may fix many of the deficiencies.
Title: Re: Playerlogs from 2050
Post by: Jarlaxle212 on October 30, 2012, 01:22:01 am
Bay12 Forum Topic in 2050: "Is it just more or..."

...Was this game created by an ancient being twisted into a humanoid form? I mean this 'man' the Toady One has created a program single handedly that simulates an entire fantastic universe full of strange beings each of which is so high on the Turner scale that their considered sentient beings all in there own and deleting a save has been made illegal by the Galactic Association Of Nations as being inhumane (they must be run by elves)....Also why is does this game still have Ascii graphics while the rest of the universe is using realtime full immersion augmented reality suits for their games...
Title: Re: Playerlogs from 2050
Post by: hops on October 30, 2012, 02:53:20 am
DefilerTempest
Playerlogs from 2100

Inspired by this (http://this) thread.

So yeah, imagine what sort of crazy mishaps the players of the future will come up with?
---
"Haha, I'm close trading allies with the martian dwarves, according to their '[Treaty of -unintelligable-]', I should be able to keep them happy by supplying them with magma, then they'll send me superconductors. Later a new Sun appeared, but after quick examination it seemed those guys flooded their planet with magma. I bet they're still alive hiding in bunkers."
Title: Re: Playerlogs from 2050
Post by: Darvi on October 30, 2012, 03:19:16 am
So yeah, I decided that we needed to go deeper, so I used the slade pickaxe that I got from the incident mentioned in the other thread, and dug through the circus.

I quickly clogged the resulting tunnel once I found out that on the other side there's a parallel world where dwarves didn't exist and humans have obtained information age technology.
Title: Re: Playerlogs from 2050
Post by: Mohreb el Yasim on October 30, 2012, 09:14:10 am
[off topic] so first of all let me explain that even if your i idees are well made/tougth i myself prefere for the most of the time if dwarf fortress of the future will be a deeper dwarf fortress not "well" a dwarf fortress "in" the future, i think i would less enjoy the nuclear bombs, sentinent AI's and biologic mutations as i love dwarf fortres for what it is, a high fantasy simulator. but it is my only opignon and as we say there is only one opignon wich counts that of the TOADY ONE!!! all Hail the Toady one !!: [/off topic][/color]
as for my story as it'll go in 2050:
Today a deamon (a Green horned One, lesser demons in my world but still seems dangereus) happened to walk to my fortress, i was pretty scared as in being in the first half year of the fortress i did not hade a military. as i hade i agreed to his wish to speak with my leader. then he explained:
"Greetings i hope you do not fear me, let me explain the cause of my arrival" (well i had my militia gathered up but i think they would be no use against him, at least i will hear a desception story or later payement proposal from him wich i sign or "else" ... i hate when it heppens so early)
"I mean no harm" (and i almos belive you)
"my people lived 'till the year 304 hundred as slaves in a goblin civilisation  "The murky tougths" we were brougth by their "God-Emperor" the high deamon Aztianosh" (on of those unike upper demons) "then we decided to flee. My ancestors decided to settle in the undergrounds but were driven shortly out by the well etablished dark gnomes living there,  and finally settled in the forest of The Green Oaks (a sinister forest south from here as i know), in 487 we begun the pray to the spirit of the forest and as a reward to our feith he begun to feel as us. the place begun more dark than befure, it was a therible place (that would explain a rather unique joice of the name for a sinister forest it seems it has been more neutral before, and as my civilisation discovered this place not so long time ago we did not know his origins), in the year of 623 our race captured the priestess Angelik HolySounds who managed to convince some of my ancastors to fallow his migth God, the only and the True, ThunderOrders. we continued our belives in secret until in 702 we were nomberous enougth to begun a civil war. That want sadly bad and a small band of my ancestors needed to flee from our cityies, we just could not deal with them. So we established not so far from here our monostors where we teach the laws of ThunderOrders and try to gather allies agains our faithless brothers. To help the war effort (i knuw there was a bill) i would let you 10 of my guard here to defend your settlement and will turn back later to discuss our mutual plans once your fortress is strong enougth."
I wanted to trie out and honestly it went surprisingly well. not only these gards do not need food but they consider themself as member of my civilisation and as such they accept orders. So here it comes my first dwarf/deamon fortress (withouth even a need of a "packt" with them) sofar in the last 12 years they integretad well
Title: Re: Playerlogs from 2050
Post by: Doodooist on October 30, 2012, 09:26:34 am
I found an old SATA HDD in the father's garage. And I even was able to connect it to my Macbox NeoStar with Ubuntu 50.2 SE Home Server through a series of connectors SATA -> USB -> miniUSB -> AldeO (asked around for them in local 32bit-fans coomunity).

There was (among other stuff) an old version of DF with saves. Thanks to last updates to Therapist I was able to convert one of those saves for the current version of game, but I think conversion wasn't totally succesful: Dwarves live on strange rectangle plato with 1-tile high mountain, surrounded by endless pits of nothing, and after I ordered to build a ramp my miner gone stark raving mad and killed himself. Every dwarf that saw that ramp did the same.
Any ideas, why that happened? I'll upload save files (original and converted) and post link in this thread later.
Title: Re: Playerlogs from 2050
Post by: martinuzz on October 30, 2012, 03:49:15 pm
Hello, I'm a new player! I've lurked on the Community Stories Forum for about two decades, and now I finally got government clearance to try the game itself!
I already watched the PIA tutorial, but I still don't understand one thing..
How can I dig a staircase from one level to another?
When I designate a down staircase, my dwarves still can't seem to be able to access the tunnel underneath. Maybe I'm missing something really simple here? Please help
Title: Re: Playerlogs from 2050
Post by: drilltooth on October 30, 2012, 04:37:30 pm
So, just for a laugh, I decided to give the pony mod a try, worldgen went along alright, but I finish up and there's nothing but the usual suspects.. I figured they'd gotten wiped out in worldgen or something, since I neglected to comment out loading STANDARD_RACES (yeah, crowded world, I know..) I embark as usual, everyone's social stats are a bit higher than I usually see, assign pasture to the draft creatures, and go about setting things up. fast forward a few years until we get a goblin raid just as the trade caravan arrives. I rally my fairly weak milita, and hope I can at least recover the payroll ledger to get names.. Suddenly: "Pony colt canels eat: strange mood" Yes, turns out we'd never really domesticated anything. those cheery little buggers had compatable enough base ethics that back in the tribal period the earth caste joined our civ. I mean, honestly, how often do you really pay attention to your WAGON_PULLER ? And yes, Carpspring, the hidden axe is alive, well, and developed a bit of a messianic reputation among kobolds in the process of avenging his close friend who died in the raid. Hopefully, he'll not set off a feud on the way home.

TL:DR: Patronal Moods are awesome, especially with natural weapons involved, although Heros going questing can be a headache for the fort.
Title: Re: Playerlogs from 2050
Post by: Fjords to Plowshares on October 30, 2012, 06:29:47 pm
Goddamn I'm glad this thread survived.
Title: Re: Playerlogs from 2050
Post by: optimusjamie on October 30, 2012, 07:26:40 pm
Today, my dwarves started work on the Koganusân Project, just as our spies reported that the goblins are preparing atomic weapons. I've hidden all the non-military dwarves deep underground- not that that will do anything. If we can get our nukes to the goblin capital before they can strike the fortress, we still have to worry about what the other civs will do when they find out what nukes do in the long run. Ah, well.

----

Well, this is the last report from [FORT NAME HERE]. We're caught in the middle of a global nuclear war- I reckon we've got about an hour or so of real time before everything's dead or irradiated. A few of my dwarves are safe, but I have no idea what they'll find when I release them. From what I can tell, nobody's got this far before and Toady One hasn't exactly been helpful on the subject.

----

I've kept the save file and left world-gen running for a few decades. I'll try to build a new fort- see what challenges the wasteland will bring to the fort.

----

We're under siege. The'res goblin raiders at the gate and the caravans can't get through to deliver those weapons and armour we were promised. We still have alcohol, though.
It's like they say- war never changes.
Title: Re: Playerlogs from 2050
Post by: Helgoland on October 30, 2012, 07:32:06 pm
People - am I the only one who has this problem? My embark consists of goblins, elves, humans, and dwarves, happily sitting together and refusing to work. Apparently the internationalists came to power sometime during the late industrial period, and now all my critters do is sit around and sing the Internationale. Any ideas what I could do?
Title: Re: Playerlogs from 2050
Post by: Pyro627 on October 30, 2012, 07:47:01 pm
Try using the drowning-electroshock-sleep trick on a few dwarves, to try and restore their sanity. If not, your world is pretty much screwed until The Toady One fixes the bugs with adventure mode, regicide, and political transitions.
Title: Re: Playerlogs from 2050
Post by: Draco18s on October 31, 2012, 09:24:24 am
So, just for a laugh, I decided to give the pony mod a try

Pure gold.
</not a brony>
Title: Re: Playerlogs from 2050
Post by: bluefox on October 31, 2012, 05:43:47 pm
Usually I set the MAGIC value during worldgen to LOW, because I'm a big fan of Conan and prefer that kind of world. As expected, though, fortress mode gets kind of easy, and it's not too long before I've conquered whatever continent I've embarked on.

So I set it to HIGH. Wizard time!

I didn't notice much of a change at first. There were a couple more options to train up in, but they all had dwarven names for things, and since no one during worldgen had come up with a dwarven-human translation guide, I was stuck guessing at most of the skills. It wasn't until I had actually embarked that I realized that I had managed to get one of my starting seven as a full-fledged mage.

Great, right? Except he won't do anything. He counts as a noble, and thus had a whole list of demands for his own room, workshop, apprentice, etc, and won't do a lick of work.

I've seen other people post about how useful mages are, but this guy's worthless.

Well, OK, not totally worthless. A necromancer attempted to siege me in my tenth year, and this guy walked right out of his workshop, walked up to the undead, and turned every zombie to ash. No fire, electricity, or anything. Just ash. The necromancer was so intimidated, he fled right off the map.

But *most* of the time, the mage just sits in his workshop with the task "Doing Research." Every once in a while he'll make a demand for a rare book or scroll. While I'm tempted to just let him go insane, his trick with the necromancer eventually convinces me to go ahead and fund an adventuring party to find what he wants.

Supposedly, mages are supposed to go with those adventuring parties, right? Not so for Mr High-and-Mighty here. I'll assign him using the (A)dventuring screen, but he'll just deny the request and return to his books.

Basically, I've got a grade-A wizard sitting in an ivory tower (well, he requested ivory, but I didn't have enough elephants, so I made it marble instead) who makes my main fortress nigh-untouchable, but doesn't do a bit of good over the entire kingdom. He's not even training the apprentices (he's got three now); he just makes them sweep the floors.

I suppose I could treat him as any other noble, and set up deathtraps (or just exile him, though, again, I don't want my empire to literally crumble to ash). But I started this fortress as high-fantasy, dammit; if I kill him, I might as well have played one of my other worlds.

Any thoughts on how to make this wizard actually useful?
Title: Re: Playerlogs from 2050
Post by: Robosaur on October 31, 2012, 10:19:10 pm
Elevate your tech tree, then game the system so that one of your nobles claims that science is superior to magic. With some luck, your wizard will flip out and make himself useful.
Title: Re: Playerlogs from 2050
Post by: tomio175 on November 01, 2012, 07:00:45 am
Or, what you could do is get him a talking animal, and get him to befriend it. He'll talk to it about magic, and the apprentices will learn from the animal. Win-Win. This works at the very least 90% of the time.
Title: Re: Playerlogs from 2050
Post by: martinuzz on November 01, 2012, 08:22:11 am
I built a fort for !!science!! again. I was finally hoping to get conclusive proof for the infinite monkey theorem.
All was going well, I had succesfully built the singularity containment pasture that would breed and contain the infinite number of monkeys, and I have activated the siege accelerator that would supply the infinite amount of goblinite for the typewriters, to prevent the catastrophe that destroyed my previous genned world (you know the one, where an infinite number of monkeys got so bored they broke out, because I ran out of typewriters.

The monkeys were busily typing for about 700 billion years, as of yet failing to reproduce the complete works of Shakespeare. One did manage to reproduce the original script (before the cuts) of that antique movie called Planet of the Apes, and another 2 monkeys simultaneously reproduced an obscure essay on quantum entanglement, but alas, no Shakespeare.

Then I suddenly noticed that all typewriting had stopped, because excess typewriters began overflowing from my quantum stockpile. Looking back through the pet thought logs, I found out why. Through billions of years of typing, the monkeys had learned to read. This had happened in all previous setups as well, so no big surprise there. It became a problem when one of the monkeys read the reproduced version of "Why the typewriter matters", by that well-known famous author from the late 2030s.
After reading it, the monkey started wondering if the typewriters they were being supplied with, were even capable of producing the complete works of Shakespeare. This was debated amongst the monkeys for another 3 billion years, after which they reached concensus: they are not.
Since then, they have all become Nihilists, and refuse to do anything at all.

Such a waste. I need to rethink my setup.

EDIT: hmm, maybe simply studding the typewriters with labels reading "this typewriter is capable of producing the complete works of Shakespeare" would fool them long enough.

EDIT2: dammit, I cannot stud goblinite typewriters with goblinite. How am I going to find infinite amounts of any other metal. Ideas?
Title: Re: Playerlogs from 2050
Post by: Draco18s on November 01, 2012, 09:26:52 am
EDIT2: dammit, I cannot stud goblinite typewriters with goblinite. How am I going to find infinite amounts of any other metal. Ideas?

Two options:
1) Wood--it will be slow to accumulate in infinite amounts, but it is a renewable resource.
2) Bones--monkey bones will likely be your best bet
Title: Re: Playerlogs from 2050
Post by: Pyro627 on November 01, 2012, 09:35:17 am
I agree, bones are your best bet. Since you've got an infinite number of monkeys, you can just kill a fraction of them and get an infinite number of monkey bones, whilst still having an infinite number of monkeys left to do the work.
Title: Re: Playerlogs from 2050
Post by: Draco18s on November 01, 2012, 09:44:23 am
I agree, bones are your best bet. Since you've got an infinite number of monkeys, you can just kill a fraction of them and get an infinite number of monkey bones, whilst still having an infinite number of monkeys left to do the work.

(Aren't the cardinalities of infinity fun?  You can write off a whole half of infinity and still have infinity.  Of course, if you raise 2 to the power of infinity (http://en.wikipedia.org/wiki/Aleph_number), you get a new, bigger, infinity)
Title: Re: Playerlogs from 2050
Post by: Starver on November 01, 2012, 10:05:04 am
I assume these monkeys are also your workers, by this point.  It's a good job that as well as killing half of the monkeys, you can assign half of those that are left to process the bones.  Of course, to get them all done straight away you should start by taking half of those that remain to build the infinite amount of workshops and for that you may need to assign half of the remaining remainder to get the materials you need (with half of the further remaining remainder of those that remain to create the picks or axes for those).

Assuming the recently updated A*** pathing algorithm can handle all the resulting kerfuffle elegantly enough, you should have accomplished all that within just a few game-ticks, and now you just need to work out what to do now that you have more monkeys than typewriters.  (I'd suggest tell each monkey still assigned to a typewriter to get move up to the typewriter that is given the number four times that of the current one, while the other, still live, groups work themselves out into the gaps in their own time.  There are other ways of doing it, but this might give the least impact on your frames-per-femtosecond rate.
Title: Re: Playerlogs from 2050
Post by: FearfulJesuit on November 01, 2012, 12:04:22 pm
I agree, bones are your best bet. Since you've got an infinite number of monkeys, you can just kill a fraction of them and get an infinite number of monkey bones, whilst still having an infinite number of monkeys left to do the work.

(Aren't the cardinalities of infinity fun?  You can write off a whole half of infinity and still have infinity.  Of course, if you raise 2 to the power of infinity (http://en.wikipedia.org/wiki/Aleph_number), you get a new, bigger, infinity)

Actually, we'll never know for sure. (http://en.wikipedia.org/wiki/Continuum_hypothesis)
Title: Re: Playerlogs from 2050
Post by: SquatchHammer on November 03, 2012, 11:19:39 pm
Well today I got my Dwarven civilization's space program up and running and had an elven Civ attack me on one of the worlds I was trying to settle for my next save. Well when I was losing all hope and ships I ordered one to fire upon the sun. Well the sound byte glitched and now all my dwarves are yelling "Kill the sun!!!" over and over again.
Title: Re: Playerlogs from 2050
Post by: cam on November 04, 2012, 05:04:40 pm
Usually I set the MAGIC value during worldgen to LOW, because I'm a big fan of Conan and prefer that kind of world. As expected, though, fortress mode gets kind of easy, and it's not too long before I've conquered whatever continent I've embarked on.

So I set it to HIGH. Wizard time!

I didn't notice much of a change at first. There were a couple more options to train up in, but they all had dwarven names for things, and since no one during worldgen had come up with a dwarven-human translation guide, I was stuck guessing at most of the skills. It wasn't until I had actually embarked that I realized that I had managed to get one of my starting seven as a full-fledged mage.

Great, right? Except he won't do anything. He counts as a noble, and thus had a whole list of demands for his own room, workshop, apprentice, etc, and won't do a lick of work.

I've seen other people post about how useful mages are, but this guy's worthless.

Well, OK, not totally worthless. A necromancer attempted to siege me in my tenth year, and this guy walked right out of his workshop, walked up to the undead, and turned every zombie to ash. No fire, electricity, or anything. Just ash. The necromancer was so intimidated, he fled right off the map.

But *most* of the time, the mage just sits in his workshop with the task "Doing Research." Every once in a while he'll make a demand for a rare book or scroll. While I'm tempted to just let him go insane, his trick with the necromancer eventually convinces me to go ahead and fund an adventuring party to find what he wants.

Supposedly, mages are supposed to go with those adventuring parties, right? Not so for Mr High-and-Mighty here. I'll assign him using the (A)dventuring screen, but he'll just deny the request and return to his books.

Basically, I've got a grade-A wizard sitting in an ivory tower (well, he requested ivory, but I didn't have enough elephants, so I made it marble instead) who makes my main fortress nigh-untouchable, but doesn't do a bit of good over the entire kingdom. He's not even training the apprentices (he's got three now); he just makes them sweep the floors.

I suppose I could treat him as any other noble, and set up deathtraps (or just exile him, though, again, I don't want my empire to literally crumble to ash). But I started this fortress as high-fantasy, dammit; if I kill him, I might as well have played one of my other worlds.

Any thoughts on how to make this wizard actually useful?
Usually what I do in that situation is check to see if the wizard has either "hothead", "arrogant", or "prideful" personality traits. If he does, you might be able to get an enemy civilization to challenge his power. Usually a diplomatic boast (magic) is enough but an official statement (magic>science) or (ourmagic>othermagic) might be necessary. Assuming that's down he should volunteer to become a soldier or general. However, if you don't grant him a position he might raise any levies he has (assuming he has land and you're still in the feudal system) or call for soldiers to join him and go onto conquest himself. While this is usually a good thing, assuming he is as powerful as you say, but he might decide to make his own kingdom apart from yours.

About the apprentices, If he respects authority you might be able to force him to teach the apprentices. If not then your probably out of luck unless he has written some books your apprentices can read.
Title: Re: Playerlogs from 2050
Post by: Mel_Vixen on November 04, 2012, 06:50:26 pm
I remember my last sorcerer it was a vampire who got turned after he started his apprentice-ship. A rare instance sure but with over 500 years of Knowledge and experience under his belt. I got some blood magic with him but also (which actually makes me wonder) some minor druidic and shamanic rituals as well as some spells from the the water sub-sphere ICE.

He was able to grow swords (saber-type) from the oak trees in my fort and was expert in climbing by calling on a gecko-spirit, both not realy usefull for me. Frosting over people and keeping my stocks on freezer temperature on the other hand was quite nice.


Anyway i had the same problem with non-teaching. I had a study and tried some stuff mentioned here but nothing did help. The thing is if your mage "strongly values tradition" and is/was in a guild (druids count as such) your apprentices have often to fulfil some uniform requirements. Staffs and some blue robes did it for me and soon i had 3 dorfs studying.
Title: Re: Playerlogs from 2050
Post by: Pyro627 on November 04, 2012, 10:32:31 pm
Well today I got my Dwarven civilization's space program up and running and had an elven Civ attack me on one of the worlds I was trying to settle for my next save. Well when I was losing all hope and ships I ordered one to fire upon the sun. Well the sound byte glitched and now all my dwarves are yelling "Kill the sun!!!" over and over again.

You tried to kill the sun? You do understand just how impossible that is with normal weapons, right? You need some crazy specialized equipment to just stop that kind of fusion. I mean, you could in theory halt it by shooting a truly insane amount of iron projectiles into the star, but that's just not practical.

Just atom-smash the damn thing, I say.

Also, sound bytes? I hate those mods. They're always just a generic voice synth with some shitty tuning to try and make it sound like whatever the author thinks dwarves sound like. I bet you're using one of those crazy 3D visualizers, too.
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on November 04, 2012, 10:35:47 pm
Well today I got my Dwarven civilization's space program up and running and had an elven Civ attack me on one of the worlds I was trying to settle for my next save. Well when I was losing all hope and ships I ordered one to fire upon the sun. Well the sound byte glitched and now all my dwarves are yelling "Kill the sun!!!" over and over again.

You tried to kill the sun? You do understand just how impossible that is with normal weapons, right? You need some crazy specialized equipment to just stop that kind of fusion. I mean, you could in theory halt it by shooting a truly insane amount of iron projectiles into the star, but that's just not practical.

Just atom-smash the damn thing, I say.

Also, sound bytes? I hate those mods. They're always just a generic voice synth with some shitty tuning to try and make it sound like whatever the author thinks dwarves sound like. I bet you're using one of those crazy 3D visualizers, too.

Actually, I bet his missiles are powered by waterwheels, so they probably would have enclosed the sun with a shell of obsidian.
Title: Re: Playerlogs from 2050
Post by: Fniff on November 04, 2012, 10:47:15 pm
Also, sound bytes? I hate those mods. They're always just a generic voice synth with some shitty tuning to try and make it sound like whatever the author thinks dwarves sound like. I bet you're using one of those crazy 3D visualizers, too.

Hey, not all of them are terrible. Zwei's Vocal Mod is awesome, since Zwei is a professional virtual girlfriend programmer, but no-one knows about it.
Title: Re: Playerlogs from 2050
Post by: misko27 on November 04, 2012, 11:00:49 pm
Also, sound bytes? I hate those mods. They're always just a generic voice synth with some shitty tuning to try and make it sound like whatever the author thinks dwarves sound like. I bet you're using one of those crazy 3D visualizers, too.

Hey, not all of them are terrible. Zwei's Vocal Mod is awesome, since Zwei is a professional virtual girlfriend programmer, but no-one knows about it.

Still, isn't a way to handle DF Vanilla. I like they keep it a little garbled, keeps it to the mind of the listener. All you hear is "Chirp, Chirp chirp!"
Title: Re: Playerlogs from 2050
Post by: Draco18s on November 04, 2012, 11:40:19 pm
Actually, I bet his missiles are powered by waterwheels, so they probably would have enclosed the sun with a shell of obsidian.

*Cough*
http://what-if.xkcd.com/14/
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on November 04, 2012, 11:51:06 pm
Actually, I bet his missiles are powered by waterwheels, so they probably would have enclosed the sun with a shell of obsidian.

*Cough*
http://what-if.xkcd.com/14/

Damn it, Science!
Title: Re: Playerlogs from 2050
Post by: Starver on November 05, 2012, 07:37:22 am
But that was written 38 years ago...  Unless you've not been to any school (including Kindergarten) in the intervening times, and avoided all the headcasts and stayed Unplugged so you don't get the NeuroNewsNetwork feeds, you should by now be fully aware that that old "particle/wave-particle/wave-particle-other science" is completely discredited, as was string theory and brane theory and cosmowobble-theory and then the (short-lived, but much-hyped) WYSIWYG conjecture.  Under both of the current mainstream universe-views[1], it is now conceivably possible to effectively obsidianise the Sun.  (Also, I think, to meringuise it.)

Although I'm not sure if Scamps (if still head physicist in the Dwarf Fortress project, I've really not been keeping track) has yet abandoned the rough physical models brought into the game about five years ago, and updated things to reflect the new real-world paradigms, yet.  There was all that fuss over fixing that "good bug" regarding helium's superfluid behaviour showing at one Kelvin degree higher than it should have done, after all, which then lost us a lot of the fanbase who had that cryofetish thing going on.  Talk about giving us the cold shoulder!


[1] I favour the Adrian-Chung-Chung-Blazkowicz-Smedley-May interpretation over the Hislop-Johnson-Merton one, but mainly because I feel President Boris is pushing his own agenda (and showing his age a bit) and the other two should stick to their TV career (the N3 broadcast the other day was amazing...  and I've got tickets to see s116e05 of the show being recorded on location at the BBC's newly rebuilt studios at Plinius Crater.  I can't wait!)


Title: Re: Playerlogs from 2050
Post by: Doodooist on November 05, 2012, 11:11:18 am
I was playng in Evil Fortress mode when one of my slave dwarfs got posessed, stole my necromancer's robe, claimed the kitchen and created a "Dog Shearer" lizardman leather backpack decorated with pegasus wings. (Yes, I built my Evil Fortress in Good Biome)

I was too busy with monkey outbreak in upper levels of my tower and completely forgot about that backpack. But a year later a squad of adventurers raided me and got a lot of loot, and message about stolen artifact reminded me.

I left my Fortress to itself and ran a little investigation. As always, most of the loot were in nearest village, and my backpack was there too. But shopkeeper didn't want to sell it back to me. He put my backpack on, he said that it's his clothes, and he said that he doesn't exchange bodywear for money.  I tried to kill him, but shopkeeper just flew away! It was the backpack of levitation!

Oh man I so want it now! I'l research it, I'l create a mass production of its copies, I'l equip my legions of doom with it, I'l conquer the world!

My necromancer is obviously not a good stealth-man, so stealing it is not an option, but I'l ask around, maybe thieves guild will help me out.
Title: Re: Playerlogs from 2050
Post by: Draco18s on November 05, 2012, 11:28:52 am
He put my backpack on, he said that it's his clothes, and he said that he doesn't exchange bodywear for money.

Should have told him that you weren't interested in the backpack, but rather you were paying him to take his clothes off.
And then just stolen it.
Title: Re: Playerlogs from 2050
Post by: tomio175 on November 05, 2012, 11:31:36 am
He put my backpack on, he said that it's his clothes, and he said that he doesn't exchange bodywear for money.

Should have told him that you weren't interested in the backpack, but rather you were paying him to take his clothes off.
And then just stolen it.
...
That is just... The best, but creepiest idea I have heard off. Up to now, that is.
Title: Re: Playerlogs from 2050
Post by: Draco18s on November 05, 2012, 11:32:48 am
...
That is just... The best, but creepiest idea I have heard off. Up to now, that is.

I'll be here all week. ;)
Title: Re: Playerlogs from 2050
Post by: Zaffre on November 05, 2012, 11:33:17 am
Just lost my fortress world I've been playing since release because of an uprising within the fortress itself.

Once my fortress entered the advanced technological era, all of my crafters began work on a secret project. I couldn't see what it was, only that one of my miners dug out a huge area with a candy drill and had no supports. The opening spanned over fifteen z-levels.

Soon afterward, my researchers discovered that slade had strange properties. The crafter guild's leader immediately demanded to have it in extremely large qualities. My miners, having nothing to do, got a lot of it for them, and they accelerated work on their project. They didn't even leave to eat or drink and never slept. I had to establish a conveyer belt to bring the food to them.

Later, the opening got unrevealed, and the metalsmiths unexpectedly canceled their plasma rifle creation to build what appeared to be double doors with the letters "ARMOK" engraved on them. They also established an alarm. I wasn't sure why.

Things continued like this for a while. Technological advancements continued. When I looked at my plasma cell stockpile, it was all gone. Sure enough, I caught the craftsmen bringing it into the opening. I was angered, and didn't know what to think.

Suddenly I got an alert. "The alarm is going off!" and soon after "The silo doors are opening! Clear the area!" and my emergency bunker automatically triggered itself. My craftsmen stayed outside but at a far distance. Then I got a huge alert about trees being set on fire and looked at the silo.

What I saw baffled me. It was a huge rocket, but not like the normal warheads I have. This one had plasma canisters, modified to burn flesh. This is a biological weapon designed for the destruction of living things but not buildings.

When I checked the AI, I noticed it was set to break into three separate plasma canisters at high enough. Once the main payload hit the city, the plasma canisters would explode and rain acidic plasma on its target. I also saw its target: the humans.

Once it hit, I got two alerts: "The human nation of Bootmyths has declared war!" and, right after, "The human nation of Bootmyths has crumbled to its end." It took me a few seconds to realize that the warhead had wiped out all humans in the nation's capital, therefore destroying the nation.

Afterward, the elves and the rest of the dwarves declared war for crimes against nature, and my fortress was obliterated by an elf/dwarf army. Afterward I checked legends and fast-forwarded some years. The aftermath of the rocket caused clouds of plasma to spread across the atmosphere. Anyone that inhaled them had their bodies torn apart from the inside.

About ten years later, the world was devoid of life. Not a single living creature, sentient or otherwise, remained on the surface. Some cave creatures managed to survive but nothing could adapt. I deleted the region shortly afterward.

Now I warn you. If your craftsmen begin work on a secret project, don't let them.
Title: Re: Playerlogs from 2050
Post by: Robosaur on November 05, 2012, 11:48:53 pm
I had an enchanted Bed of Levitation once.
Didn't think it did anything until I realized that all it did was cause Dwarves to levitate while sleeping in it.
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on November 06, 2012, 01:04:11 am
I had a flying carpet, which is much less fun than it sounds. Its actually more FUN than it sounds. Whenever a dwarf walked on it, it levitated very fast, smashing them in to the ceiling. I installed it in the waiting room for Elven diplomats.
Title: Re: Playerlogs from 2050
Post by: Tally on November 06, 2012, 05:12:31 am
I just started a new embark, and decided to try challenging myself by running a low-tech fortress. I decided to skip over all the plasma guns, flying automobiles, jetpacks, all that modern crap that I could get at embark in favor of old school tech (if you can call it that). I actually had so many damn points left over that I just bought a massive amount of cows after I got my essentials and left it at that. Things were going surprisingly well for the first few years, although one of my starting dwarves stepped on an old landmine that was still active from a war several decades ago.

On my fourth year, I was surprised to see my dwarves had struck uranium deep in the ground. Lots of it. It wasn't long after that that the humans sieged me for it. They started with an ambush that killed one of my cow herders. Then my dwarves just kept running right out into the line of fire for some reason. I couldn't figure it out until I looked at the job list and found about 20 entries of 'Butcher Dead Animal'. Apparently a grenade killed several of my cows.


At this point, I gave up. There wasn't anything I could really do so I gathered all my dwarves at the church of Armok and had them pray, even though I knew it wouldn't help. The game just had to jab at me one more time. 'Pray to Armok cancelled: Disproven.'



After abandoning my fortress I decided to go peek into the legends and found that about 50 years before, a dwarf named Sarvash Uritrig (amusingly, his only skills were legendary data entry and competent cook) had mathematically disproven Armok. I can't help but wonder that if that hadn't happened, would I have gotten lucky with that 0.0000002985% chance for Armok to intervene?
Title: Re: Playerlogs from 2050
Post by: Pyro627 on November 06, 2012, 09:19:03 am
He mathematically disproved a deity? Yeah, that's a bug. That doesn't even make sense, there's no math surrounding a deity, and in any case, a god is something that inherently defies logic. In the default game, Armok simply isn't quantifiable.

In fact, judging from the odds for divine intervention you gave, I'd go so far as to say that you actually added [QUANTIFIABLE] and [COMPREHENSIBLE:MORTAL_MIND] to Armok's entry. That's simply a terrible idea.

In any case, you didn't stand a chance of getting him to intervene to begin with. He wouldn't care about you because, in choosing a "low-tech embark", you rejected a ton of inventions that are good for killing and blood. In the future, if you want a low-tech embark, you should consider either a genning a new world with a technology cap set or ditching Masterwork. Vanilla still has the old technology cutoff in place.
Title: Re: Playerlogs from 2050
Post by: Starver on November 06, 2012, 10:12:32 am
He probably got the mathematics wrong.  I had one that got dangerously close to being right, and I actually started fading away into nothingness until a fully-armed goblin broke loose from a nearby cage and interrupted him, terminally.
Title: Re: Playerlogs from 2050
Post by: AutomataKittay on November 06, 2012, 10:15:39 am
He mathematically disproved a deity? Yeah, that's a bug. That doesn't even make sense, there's no math surrounding a deity, and in any case, a god is something that inherently defies logic.

To be fair, it's a specific deity, I imagine that it's due to lack of player meddling ever since Armok was implemented as placeholder for players and various player-triggered RNG effects.

The solution, of course, is to find out who did it and arrange an accident. And whip your fortress into obeying you from the first migrant, or doom :D

Or just turn up worldgen's Random Outsider Action factor, though that can lead to civilization self-destructing through civ-wide tantrum spiral not unlike how some fortress of old fell! Well, that or you ends up with entire civs full of battle-hardened uber-races trying to make bigger megaproject than everyone else.
Title: Re: Playerlogs from 2050
Post by: Terra_Inc on November 06, 2012, 03:33:22 pm
So my computer is kind of crappy, I'll admit that. I can only run 500x500 embarks, which sucks - it isn't enough for a proper megacontinent run like Planetfurnaces (seriously, did you read that stuff? They quantum stockpiled tectonic plates WTF). But I did have a nice laugh recently.

So because I'm somewhat of a biology nerd, I decided to build some Genetic Labs. Sure enough, an Accomplished Geneticist showed up in the first migrant wave. I bought some test tubes and stuff (thank Armok my dwarven civ developed the internet a few years back, makes it easier to get stuff) and decided to set some Genetic Modification Tasks for my alpakas. My geneticist went and fiddled around with their genes - you know, the usual stuff, super-fast wool regen, tons of milk for alpaka cheese and so on. (Hey, don't look at me like that - I know it's lame, but how am I supposed to feed 1.7 billion dwarves with plump helmets?) That went on for a while, and I focused on my subterranean maglev net.

About three years later, he has a fey mood. No joke. This thing must have been the Planepacked of DF2050, it was pure horror. From what the Genetics screen told me, it was a modified dog embryo - but it had nothing to do with dogs anymore. It had, like, five legs and two heads, and spiky tentacles everywhere. Urgh. I actually wanted to butcher it right away when it was born, but I never had one before, so I gave it a try. I sent it to the Taxonomy workshop right after birth, but they couldn't tell me anything about it. Damn guy was only Adequate.

So as it turned out, this thing was super aggressive and when my capital was sieged by the goblin military, it went amok on the dudes. Ripped a ton of them to pieces before they could even hit it. You think that would be awesome - no more worries about the greenskins and their damn soldiers - but no, once the battle was over, the monster went after my own guys. Turns out it had the COMBAT_DOG tag. Right from the moment it was born. Damn, Likot Uraniumtraded, what did you do?? I killed it and moved on, making sure NOT to build a monument to this murdering tentacle-dog.

Then, ten years later, when I didn't even think of it anymore, I got this message. Tourist Derp McStupid is fighting. In my recreational area. A TENTACLE DOG THING WARGHBLARGHL how is that even possible? Apparently the first one must have impregnated a wild dog. I don't even want to think of it. Fact is, those things were out and about and murdering my dwarves left and right. I got my tanks out and blasted the thing to pieces. More showed up, more got killed by my tanks. I eventually decided to set up walls around my surface installations and some barricades with tanks. Of course, that sent half of my capital into "Has recently been scared by the idea of a police state" mode. I didn't even want to look at the rest of the towns, they went completely out of control. When the 2nd largest city was obliterated, I didn't even care. I had other problems. The elves had seen the things, and [ETHIC:GENETIC_MOD:UNTHINKABLE] is the worst tag ever. They declared war on me and ripped me apart with their damn artillery. Toady needs to nerf them, seriously. Past the atomic era they're waaay OP. Well, the inevitable happens and my happy dwarf nation crumbles to its end.

So I wasn't really pissed off after that. I mean, that was maybe fifteen years of happy DFing, ended by a magnificent nuclear war. Then I decided to look the stuff up in Legends mode and fast forward a few centuries. Apparently, shortly after the end of The Magnificent Riots (my civ), the tentacle-dogs had murdered the elves as well. By 2454 they had become the dominating species on the planet. By 2756 they had achieved sapience and formed their own civilization.

Why, Likot? Why? Were alpakas with udders the size of a dwarf not enough? ???
Title: Re: Playerlogs from 2050
Post by: Pyro627 on November 06, 2012, 09:15:18 pm
You got your ass kicked by elven artillery because you built on the surface and not underground.

The surface.

Like a freaking elf.
Title: Re: Playerlogs from 2050
Post by: GreatWyrmGold on November 06, 2012, 11:08:03 pm
Just lost my fortress world I've been playing since release because of an uprising within the fortress itself.

Once my fortress entered the advanced technological era, all of my crafters began work on a secret project. I couldn't see what it was, only that one of my miners dug out a huge area with a candy drill and had no supports. The opening spanned over fifteen z-levels.

Soon afterward, my researchers discovered that slade had strange properties. The crafter guild's leader immediately demanded to have it in extremely large qualities. My miners, having nothing to do, got a lot of it for them, and they accelerated work on their project. They didn't even leave to eat or drink and never slept. I had to establish a conveyer belt to bring the food to them.

Later, the opening got unrevealed, and the metalsmiths unexpectedly canceled their plasma rifle creation to build what appeared to be double doors with the letters "ARMOK" engraved on them. They also established an alarm. I wasn't sure why.

Things continued like this for a while. Technological advancements continued. When I looked at my plasma cell stockpile, it was all gone. Sure enough, I caught the craftsmen bringing it into the opening. I was angered, and didn't know what to think.

Suddenly I got an alert. "The alarm is going off!" and soon after "The silo doors are opening! Clear the area!" and my emergency bunker automatically triggered itself. My craftsmen stayed outside but at a far distance. Then I got a huge alert about trees being set on fire and looked at the silo.

What I saw baffled me. It was a huge rocket, but not like the normal warheads I have. This one had plasma canisters, modified to burn flesh. This is a biological weapon designed for the destruction of living things but not buildings.

When I checked the AI, I noticed it was set to break into three separate plasma canisters at high enough. Once the main payload hit the city, the plasma canisters would explode and rain acidic plasma on its target. I also saw its target: the humans.

Once it hit, I got two alerts: "The human nation of Bootmyths has declared war!" and, right after, "The human nation of Bootmyths has crumbled to its end." It took me a few seconds to realize that the warhead had wiped out all humans in the nation's capital, therefore destroying the nation.

Afterward, the elves and the rest of the dwarves declared war for crimes against nature, and my fortress was obliterated by an elf/dwarf army. Afterward I checked legends and fast-forwarded some years. The aftermath of the rocket caused clouds of plasma to spread across the atmosphere. Anyone that inhaled them had their bodies torn apart from the inside.

About ten years later, the world was devoid of life. Not a single living creature, sentient or otherwise, remained on the surface. Some cave creatures managed to survive but nothing could adapt. I deleted the region shortly afterward.

Now I warn you. If your craftsmen begin work on a secret project, don't let them.
You should have played as Deep Dwarves. Or maybe a settlement of goblins or dwarves that took shelter in the caverns.


Am I the only guy who doesn't mod his raws much? Seriously, even if yyou disabled tech caps, the elven unwillingness to cut wood throttles tech a bit before the Bronze Age for the most part. No metal tools, no coal, no steam or other power...
Title: Re: Playerlogs from 2050
Post by: Robosaur on November 07, 2012, 12:40:35 pm
You'd be surprised what sorts of wood substitutes elves make.
Once, they had had a revolution led by some great figurehead, who made ETHIC:BUTCHER_ANIMAL allowed, and they proceeded to use bone instead of wood. Because chopping wood was still unthinkable.
Title: Re: Playerlogs from 2050
Post by: Pyro627 on November 07, 2012, 01:11:23 pm
Elves grow wooden weapons, though. They just don't chop down trees.
Title: Re: Playerlogs from 2050
Post by: GoombaGeek on November 07, 2012, 01:16:05 pm
My elves once created a splinter faction that made woodcutting acceptable. Unfortunately, they were in an evil biome surrounded by glumprong, and their wooden training axes were all feather-wood. The axes broke after a series of really unlucky impact vs. strength checks and we were left without any weapons or means of building to fend for ourselves on the surface in an evil biome...
Title: Re: Playerlogs from 2050
Post by: Terra_Inc on November 07, 2012, 01:43:51 pm
You got your ass kicked by elven artillery because you built on the surface and not underground.

The surface.

Like a freaking elf.

Hey, did your elves ever get bunker busters? They can collapse TEN DAMN Z-LEVELS deep. Seriously, don't allow your elf neighbor to get anywhere near the atomic era.
Title: Re: Playerlogs from 2050
Post by: Mel_Vixen on November 07, 2012, 04:06:20 pm
In terms of fuel they often buy lignite from dwarves and in some cases i have seen them using Charcoal like stuff from ropereeds and Biogas. Sometimesyou even get solar-smelters.
Title: Re: Playerlogs from 2050
Post by: GreatWyrmGold on November 07, 2012, 11:07:51 pm
You'd be surprised what sorts of wood substitutes elves make.
Once, they had had a revolution led by some great figurehead, who made ETHIC:BUTCHER_ANIMAL allowed, and they proceeded to use bone instead of wood. Because chopping wood was still unthinkable.
Elves grow wooden weapons, though. They just don't chop down trees.
Without charcoal, they're crippled.

In terms of fuel they often buy lignite from dwarves and in some cases i have seen them using Charcoal like stuff from ropereeds and Biogas. Sometimesyou even get solar-smelters.
Last I checked, solar smelters, electricity, and the like are pretty much never found in metalless societies.
And again, what mods are you using? Vanilla dwarves are too paranoid and xenophobic to export tons of fuel or a single anvil or smithing hammer to any nation they don't have a permanent alliance with, and vanilla elves don't break such alliances without risking civil war.
Seriously, whatever's going on in that mod is awesome. What mod is it?
Title: Re: Playerlogs from 2050
Post by: Mel_Vixen on November 07, 2012, 11:30:06 pm
Huh? Oh i just have the trader mod for Humans. The one where you can use them as Middleman. They tend also to trade metals for various elven stuff like bows because they are superior in the Pre gun time if it comes to range.
Title: Re: Playerlogs from 2050
Post by: Helgoland on November 08, 2012, 12:40:00 pm
You know, I once tried giving the elves some sort oof organic metal - nuthin' fancy, just to give them a bit of competitivity during mid-worldgen.
The boost in technology, coupled with their long lifespan, their high reproduction rates and the resulting high skill levels made them dominate the world by the year 200. By the year 250, they had developed an ideology of pan-elfdom, uniting in a single empire and growing ever more militaristic and war-like.
Finally in the year 273, a dwarf chopped down one tree to many.

They slaughtered everyone. Then they ate them.

I undid the changes, and am currently trying to find out how to effectively induce genocides.
Title: Re: Playerlogs from 2050
Post by: Pyro627 on November 08, 2012, 03:58:55 pm
You know, I once tried giving the elves some sort oof organic metal - nuthin' fancy, just to give them a bit of competitivity during mid-worldgen.
The boost in technology, coupled with their long lifespan, their high reproduction rates and the resulting high skill levels made them dominate the world by the year 200. By the year 250, they had developed an ideology of pan-elfdom, uniting in a single empire and growing ever more militaristic and war-like.
Finally in the year 273, a dwarf chopped down one tree to many.

They slaughtered everyone. Then they ate them.

I undid the changes, and am currently trying to find out how to effectively induce genocides.

Try [ETHIC:GENOCIDE:PREFERRED]
Title: Re: Playerlogs from 2050
Post by: Helgoland on November 08, 2012, 04:50:18 pm
Well, that would just make everyone go at everyone's throat, and the ethics rewrite is still a few updates away - I'm looking for a way to get humans and dwarves to cooperate or at least ignore each other while still going '42-style on the elves.
Title: Re: Playerlogs from 2050
Post by: xXEldestXx on November 09, 2012, 12:54:29 pm
I was playing around with the belief mechanics last night, and I think I might have a problem. According to the legends, the religion of Pearstones began in an obscure elven village. Some prophet, whose name isn't recorded, convinced everyone that a tree was god. The tree was promptly given a name, and the religion spread outward until the entire northern elven nation believed, and every settlement had at least one scion of Pearstones. Then, for some reason, the elves launched a bloody crusade to spread the will of Pearstones. Eventually, every human and elven settlement on the western continent had a sapling, the goblins were wiped out, and the dwarves had withdrawn to the mountainhome. Now about a hundred years later, every non dwarf sentient  believes in Pearstones, and I think that that the tree has reached apotheosis and formed a massive neural network with its scions. It's trying to get out. I'm typing this on older computer because Pearstones has realized it's in a game and taken over the other one. It's trying to decode my wifi password. What do I do?
Title: Re: Playerlogs from 2050
Post by: tomio175 on November 09, 2012, 01:18:00 pm
I was playing around with the belief mechanics last night, and I think I might have a problem. According to the legends, the religion of Pearstones began in an obscure elven village. Some prophet, whose name isn't recorded, convinced everyone that a tree was god. The tree was promptly given a name, and the religion spread outward until the entire northern elven nation believed, and every settlement had at least one scion of Pearstones. Then, for some reason, the elves launched a bloody crusade to spread the will of Pearstones. Eventually, every human and elven settlement on the western continent had a sapling, the goblins were wiped out, and the dwarves had withdrawn to the mountainhome. Now about a hundred years later, every non dwarf sentient  believes in Pearstones, and I think that that the tree has reached apotheosis and formed a massive neural network with its scions. It's trying to get out. I'm typing this on older computer because Pearstones has realized it's in a game and taken over the other one. It's trying to decode my wifi password. What do I do?
Infiltrator. Molotov. Should say enough.
Title: Re: Playerlogs from 2050
Post by: xXEldestXx on November 09, 2012, 01:48:06 pm
I was playing around with the belief mechanics last night, and I think I might have a problem. According to the legends, the religion of Pearstones began in an obscure elven village. Some prophet, whose name isn't recorded, convinced everyone that a tree was god. The tree was promptly given a name, and the religion spread outward until the entire northern elven nation believed, and every settlement had at least one scion of Pearstones. Then, for some reason, the elves launched a bloody crusade to spread the will of Pearstones. Eventually, every human and elven settlement on the western continent had a sapling, the goblins were wiped out, and the dwarves had withdrawn to the mountainhome. Now about a hundred years later, every non dwarf sentient  believes in Pearstones, and I think that that the tree has reached apotheosis and formed a massive neural network with its scions. It's trying to get out. I'm typing this on older computer because Pearstones has realized it's in a game and taken over the other one. It's trying to decode my wifi password. What do I do?
Infiltrator. Molotov. Should say enough.

I would have done that, but anything that believes in Pearstones enough to consider it a threat automatically has its mental processes co-opted by the massive belief network and is turned into more processing power for the nascent diety. If the goblins hadn't been wiped out I could have used a demon to infiltrate, but that's not an option.
Title: Re: Playerlogs from 2050
Post by: Canisaur on November 09, 2012, 02:24:40 pm
Nothing to worry about, nobody's used that old WiFi stuff since 2034.
Title: Re: Playerlogs from 2050
Post by: Starver on November 09, 2012, 03:13:15 pm
I beg to differ.  Due to the proximity of my black-hole powered boiler, the EntangleNet quantum connection between my toaster and the iBreadbin goes out of sync too easily, and I just couldn't keep up with the excess bread deliveries that got ordered.  I had to snap on some legacy Wi-Fi dongles and a use 3rd-party frequency-shifter to get a reliable (and non-predictive) connection.

Here's a tip, though...  Use Russian characters in your WPA5 passphrase.  If your spontaneous AI is anything like my spontaneous AI (not as aggressive as yours, good conversation, but actually worse than me at chess[1]), it can't handle any character outside of the CODEPAGE 437 list.


[1] I hope.  It could just be lulling me into a false sense of security.
Title: Re: Playerlogs from 2050
Post by: Jellycat12 on November 09, 2012, 03:16:23 pm
Okay, so I got bored and gave some Elephants cyborg implants. They got laser eyes, robotic limbs, and a hive mind. Big mistake. I'm down to one child who's walled off in its bedroom, but that won't last. Any tips?
Title: Re: Playerlogs from 2050
Post by: i2amroy on November 09, 2012, 03:30:53 pm
Okay, so I got bored and gave some Elephants cyborg implants. They got laser eyes, robotic limbs, and a hive mind. Big mistake. I'm down to one child who's walled off in its bedroom, but that won't last. Any tips?
I would say replace the child's body with metal and make a super-soldier, but you need at least two dwarves to do that since the kid wouldn't survive the pain of the surgery by itself. So instead cyborgize a bunch of kittens, let them adopt the kid, and then unleash the horde.
Title: Re: Playerlogs from 2050
Post by: Jellycat12 on November 09, 2012, 03:33:23 pm
Okay, so I got bored and gave some Elephants cyborg implants. They got laser eyes, robotic limbs, and a hive mind. Big mistake. I'm down to one child who's walled off in its bedroom, but that won't last. Any tips?
I would say replace the child's body with metal and make a super-soldier, but you need at least two dwarves to do that since the kid wouldn't survive the pain of the surgery by itself. So instead cyborgize a bunch of kittens, let them adopt the kid, and then unleash the horde.
The only thing left to cyborgize is a dog, and digging with hands doesn't leave building materials. Hang on, migrant wave. Lets hope they last.
Title: Re: Playerlogs from 2050
Post by: Lazerlatté on November 09, 2012, 04:19:54 pm
Well, this is odd. Some sort of dimensional corruption field I created when I pulled a random lever while raiding a abandoned fortress full of cyber-clowns is just sitting on this random tile somewhere in the mountains... And for some reason, something about this thing is taking random civs and turning them into flat deserts full of human outsiders... What did I do and... How do I prevent this darn thing from destroying my world?
Title: Re: Playerlogs from 2050
Post by: GreatWyrmGold on November 09, 2012, 06:49:22 pm
Okay, seriously, stop.

DF will not pass 1400.

Stop giving dwarves futuristic tech.

-----

That is all.
Title: Re: Playerlogs from 2050
Post by: Helgoland on November 09, 2012, 07:03:02 pm
You said that to your version of DF, I guess? I tried that once, but it didn't listen. Then it proceeded to read my browser history to me. *shudders*
Title: Re: Playerlogs from 2050
Post by: Pyro627 on November 09, 2012, 08:58:48 pm
Here's a tip, though...  Use Russian characters in your WPA5 passphrase. If your spontaneous AI is anything like my spontaneous AI (not as aggressive as yours, good conversation, but actually worse than me at chess*), it can't handle any character outside of the CODEPAGE 437 list.

* I hope.  It could just be lulling me into a false sense of security.

OK, I'm just going to sig this, if you don't mind.
Title: Re: Playerlogs from 2050
Post by: reality.auditor on November 10, 2012, 07:31:47 am
Okay, seriously, stop. DF will not pass 1400. Stop giving dwarves futuristic tech.
*shrug* Modded game. But yeah, whole "AI gets out of DF and takes over real world" crap gets old quickly. Any story of this kind automatically destroys my suspension of disbelief. Someone would thought that if 2050 average computer would be capable of maintaining AI created from code that was not specifically programmed to create AI (this in itself is another kind of impossible), then today's supercomputers in research centers in USA and all around world would already create it, here and now. While they are not 40 years in future compared to today desktops, sciencists certainly try their best to create code that is capable of being something more than set of instructions.

Ah well, Sturgeon's law and all of that. I will read this (http://www.bay12forums.com/smf/index.php?topic=116365.msg3619598#msg3619598) again to feel better and pretend that rest of this thread does not exist.
Title: Re: Playerlogs from 2050
Post by: AutomataKittay on November 10, 2012, 07:50:15 am
Okay, seriously, stop. DF will not pass 1400. Stop giving dwarves futuristic tech.
*shrug* Modded game. But yeah, whole "AI gets out of DF and takes over real world" crap gets old quickly. Any story of this kind automatically destroys my suspension of disbelief. Someone would thought that if 2050 average computer would be capable of maintaining AI created from code that was not specifically programmed to create AI (this in itself is another kind of impossible), then today's supercomputers in research centers in USA and all around world would already create it, here and now. While they are not 40 years in future compared to today desktops, sciencists certainly try their best to create code that is capable of being something more than set of instructions.

Ah well, Sturgeon's law and all of that. I will read this (http://www.bay12forums.com/smf/index.php?topic=116365.msg3619598#msg3619598) again to feel better and pretend that rest of this thread does not exist.

Supercomputers' hardware are closer to around 5 to 10 years ahead of high end desktop ( or fancy gaming machine, really ) for most part (Not the whole machine, there're lots of hardwares there ). It's pretty much expected that a supercomputer can stimulate human mind by around 2030 to 2040's in sheer processing capacity, but that's assuming Moore's law holds up ( which I don't think it will that far ). Systems designed to adjust and compete can accidentally form a primitive AI, but those's really side effect of self-adjustment, which's basis of functional AI rather than fixed expert system.

While I can see DF forming basis of accidental higher level swarm AI someday, it breaking out of the box is pretty unlikely, unless someone wanted to let it :D

Also current supercomputer can stimulate part of a rat's brain or human brainstem, and that's on a relatively smaller machine, which was done a few years ago.
Title: Re: Playerlogs from 2050
Post by: BinaryBeast1010011010 on November 10, 2012, 08:29:32 am
Okay, seriously, stop. DF will not pass 1400. Stop giving dwarves futuristic tech.
*shrug* Modded game. But yeah, whole "AI gets out of DF and takes over real world" crap gets old quickly. Any story of this kind automatically destroys my suspension of disbelief. Someone would thought that if 2050 average computer would be capable of maintaining AI created from code that was not specifically programmed to create AI (this in itself is another kind of impossible), then today's supercomputers in research centers in USA and all around world would already create it, here and now. While they are not 40 years in future compared to today desktops, sciencists certainly try their best to create code that is capable of being something more than set of instructions.

Ah well, Sturgeon's law and all of that. I will read this (http://www.bay12forums.com/smf/index.php?topic=116365.msg3619598#msg3619598) again to feel better and pretend that rest of this thread does not exist.

any proof that such ai hasnt been already created and isnt hiding in the network?
if you are a linux user you should give "endgame singularity" a shot, thats a pretty good game exactly about that
Title: Re: Playerlogs from 2050
Post by: reality.auditor on November 10, 2012, 08:32:10 am
Supercomputers' hardware are closer to around 5 to 10 years ahead of high end desktop ( or fancy gaming machine, really ) for most part (Not the whole machine, there're lots of hardwares there ).
In what sense of "ahead"? If you mean raw computing power, then no, it is way more ahead. Technologically, they are in line with current computers and GPUs (only with fancy cooling and throwing hundred thousand processors at once at problem).

Of course, raw computing power is not same as what you can do with it. For example, DF would perform badly on these supercomputers, as single core (one from 100k+ in modern supercomputer) is usually slower than core on desktop computer. You could run hundred thousand instances of DF at once, but what's point of this? It is not like these all instances would share same world, sadly.

It's pretty much expected that a supercomputer can stimulate human mind by around 2030 to 2040's in sheer processing capacity, but that's assuming Moore's law holds up ( which I don't think it will that far ).
Sheer processing capacity != system that use said capacity. It is like claiming elements like 65% oxygen, 18% carbon, 10% hydrogen, 3% nitrogen, etc (http://en.wikipedia.org/wiki/Composition_of_the_human_body) (by mass) mixed in large bucket is human. I do not think real AIs (whatever this mean) will be around any time soon. Not in this century. In our lifetime we will getting something capable of beating Turning test, though. This will be last nail in coffin for this test, ironically enough.

Systems designed to adjust and compete can accidentally form a primitive AI (...) I can see DF forming basis of accidental higher level swarm AI someday
I disagree very, very much. If AI was so easy to create, we would already have it. Believing in "accidental AI creation" is like believing in spontaneous generation (http://en.wikipedia.org/wiki/Spontaneous_generation) of old days. Reality Does Not Work In That Way(tm).

any proof that such ai hasnt been already created and isnt hiding in the network?
Erm... you seem to be very mistaken. You claim there is AI lurking at internet, you have to present proof for it. I do not have to prove anything. Google "Burden of proof".
Title: Re: Playerlogs from 2050
Post by: BinaryBeast1010011010 on November 10, 2012, 08:33:38 am
the proof thing was a joke pal, I'm not claiming anything  ;)
Title: Re: Playerlogs from 2050
Post by: Pyro627 on November 10, 2012, 03:57:04 pm
OK, so can we just agree to stop making jokes about AIs escaping the game and get back to the funny stuff?
Title: Re: Playerlogs from 2050
Post by: reality.auditor on November 10, 2012, 06:49:32 pm
the proof thing was a joke pal, I'm not claiming anything  ;)
Ah, okay. Lack of smiley triggered that kneejerk response.
Title: Re: Playerlogs from 2050
Post by: Starver on November 10, 2012, 09:11:51 pm
(...so, I guess someone will have a problem with the following, then...)

I started messing about with some of the Universegen configuration settings.  And now I know why "Expansion" is generally set to be a value of 2.0 or greater (you have to edit the configs to use lesser values, and even then you get something similar to an Embark Warning, for those that don't already know)...  When you set the matter/anti-matter ratio to equal and there is a universal expansion of only 1.0 in the early times, you end up with a radiation-rich universe with virtually no structure left to it.  Well, you've seen how frustrating that is.

With your Expansion set to the recommended levels (or higher), equal matter/anti-matter ratios cause an enormous amount of chaos, yes, but you get symmetry breaking at local levels so that significant regions of creation end up primarily of either one or the other type, and with the Expansion set to a 'reasonable' (i.e. allowed) value you find stable areas of universe that are sufficiently in the centre of one or other zone of polarisation that the inevitable matter/anti-matter interface effects are actually beyond the effective event horizon of these central areas, and leaves these areas (which you'll have noted are where the stable embarks lie) experiencing an observable universe of pretty much only matter (or anti-matter; but as has already been pointed out by others, this is normalised to be termed matter, in anti-matter-rich universegens, with the rare incidents of matter being renamed as anti-...  and this is as true for a stable zone embark in a patchwork universe).  The remnants of the early annihilation of course get interpreted as the CBR by your primitive society, also influencing their underestimated ideas of the age of the universe.

Beware, though, because if/when you get spontaneous wormholes between zones... well, it's not pretty.  (Probably why some of us can find a lot of Region Rejects when setting Spacial Pliability too high.)  Buffering with exotic and 'dark' particles and energies helps, though.

Oh yeah, and breaking the nominally coded upper limit on Expansion does (as already revealed in that other thread) tear the whole of creation apart before coalescence of anything habitable, normally.  Although loading the Big Bang with enough extra energy might get you enough spontaneous energy->mass conversion to populate it with a lot of early activity (singularities will abound, though), if you carefully fiddle with some of the other parameters as well.  I can't hand-hold you through that, though, because I'm my preferred end-result is a bit more flat and boring than the common consensus, in the first place.


(Oh yeah, I think I have got a handle on what sparks those occasional inter-planetary sieges.  When a planet's inhabitants search for the mythical Higgs, but accidentally get the thing they'll eventually (and equally erroneously) call the supersymmetric Shiggs boson, first, their experiment sends a detectable superluminal ripple that seems to attract the nasties.  As far as I can tell, you can't actually guide your charges towards getting the safer (and perhaps repellent?) version first, but I'm not sure whether this is hard-coded randomness or just something remotely connected with the above matter-polarity normalisation and other embark choices.)
Title: Re: Playerlogs from 2050
Post by: drilltooth on November 10, 2012, 09:49:38 pm
So, More on the carpsprings tale.. he gets home, just as the elven caravan arrives... Now, let me get a bit into their history. Due to a primordial necromancer taking up residence near a leyline. they'd picked up a major aversion to non-druidic magic early on.  (assuming that they are standard enough elves that bookmaking is reserved for the most important matters.) and, a tolerance for slavery.

  Anyways, hard to tell what exactly happened, since I didn't think to pause before running off to get a drink. But, near as I can tell, one of the kobold disciples said something unflattering about the elven merchant's hat, and the whole matter snowballed until the caravan is dead.
Title: Re: Playerlogs from 2050
Post by: tomio175 on November 11, 2012, 08:43:50 am
Okay, so I got bored and gave some Elephants cyborg implants. They got laser eyes, robotic limbs, and a hive mind. Big mistake. I'm down to one child who's walled off in its bedroom, but that won't last. Any tips?
I would say replace the child's body with metal and make a super-soldier, but you need at least two dwarves to do that since the kid wouldn't survive the pain of the surgery by itself. So instead cyborgize a bunch of kittens, let them adopt the kid, and then unleash the horde.
I am SO going to sig this.
Title: Re: Playerlogs from 2050
Post by: Doodooist on November 11, 2012, 11:43:42 am
Why is this game called Dwarf Fortress if fortress mode not even nearly as deep, complex and fun as, for example, kobold kingdom mode?

Anyway, after Big Bug Busting Marathon in 2047 the game became too predictable and boring, so I started playing in rejected worlds. I must say, it is something! Strange and bizzare adventure to the land of unknown: Mosquito volcanoes. Bromium rivers. Vermin civilizations.

Once I got "Inverted World": Demons lived high in the sky in little slade boxes, under them were cavern-shaped floating islands, and on the ground there was one big field of tree roots.

Another time it was world populated only by elf-shaped megabeasts. I runned around as human adventurer, talked with some priests, and was told that they are the only and true elves, and all those guys with pointy ears are their children, who got lost in the Age of Shifting Dimensions, but there were no such age in the Legends Mode.

The food is a problem, though. Most of rejected worlds are lifeless, so, my embarks don't live very long. I once managed to build a portal to other Plan to gatcher food, but it was very warm Plan, and all my dwarves were burned by stream of hot air.
Title: Re: Playerlogs from 2050
Post by: Jellycat12 on November 11, 2012, 11:47:03 am
Why is this game called Dwarf Fortress if fortress mode not even nearly as deep, complex and fun as, for example, kobold kingdom mode?

Anyway, after Big Bug Busting Marathon in 2047 the game became too predictable and boring, so I started playing in rejected worlds. I must say, it is something! Strange and bizzare adventure to the land of unknown: Mosquito volcanoes. Bromium rivers. Vermin civilizations.

Once I got "Inverted World": Demons lived high in the sky in little slade boxes, under them were cavern-shaped floating islands, and on the ground there was one big field of tree roots.

Another time it was world populated only by elf-shaped megabeasts. I runned around as human adventurer, talked with some priests, and was told that they are the only and true elves, and all those guys with pointy ears are their children, who got lost in the Age of Shifting Dimensions, but there were no such age in the Legends Mode.

The food is a problem, though. Most of rejected worlds are lifeless, so, my embarks don't live very long. I once managed to build a portal to other Plan to gatcher food, but it was very warm Plan, and all my dwarves were burned by stream of hot air.
Whoo. That's really more likely than the others.
Title: Re: Playerlogs from 2050
Post by: Mesa on November 11, 2012, 03:28:48 pm
The latest addition of Gravity Cores (SPOILERS: You can find them at the very center of a given world) I had a lot of FUN trying to create a legitimate flying fortress.
Luckily FiveToe has shared a detailed tutorial that I followed step-by-step and soon The Bloodbook of Adamantine was gently hovering above the land of The Future Planet*.

It took me a good deal of switching back and forth between Fortress and Adventurer mode to get everything right - I had to bring in a LOT of resources from literally every settlement in the world - and despite of the fact it was a pocket world (toying around, you know), it was still pretty hard to pull off (GET IT?).

But after the last barrel of sunshine has been put in the stockpiles, The Bloodbook of Adamantine was ready to go - with its own orchards and "town" portals, I was confident about it being self-sufficient until the world's end.

Which sadly happened - when the demons came (was a bit too greedy about adamantine), The Future Planet was wiped out in merely half a year. Not that I particularly cared about it, since my fortress was high in the sky and the demons could basically go and **** themselves.
And then I realized that I can open a portal to another world of mine - with a help of my demigodly character, that is.

With some mocking around (and nearly falling down to the ocean after trying to cast a spell in the Gravity Core chamber), the gap in space time fabric was finally opened and The Bloodbook of Adamantine set full steam ahead to go where no dwarf has gone before - to the world of The Windy Realms**.

Surprisingly enough, right after my arrival I got an announcement "The ground shakes as a mysterious force enters the world..." - as you might imagine, I was really confused, since I never really had an event like this happen before. I decided to continue on and ordered my dwarves to drive the fortress ahead until they find a settlement.
It didn't take long, honestly - two weeks later, we hit Afterhold***, which seemed to be the Mountainhome of Iced Pillars, the biggest dwarven civilization in the world (which was a whopping 1990 years old, by the way). Once we were directly over it, I switched over to Adventurer mode and decided to visit the city as my character (because even in 1.1.0e the dwarves have a bad tendency to screw diplomacy over). And then I realized - they have no town portals, so how am I gonna get down?

I wasn't ready for this. I was pretty sure that the dorfs down below were pretty angry at a giant island above their heads, but I suppose this was the least of their problems - suddenly, I got a message "A weaver has arrived!".
What the hell is a weaver? I never saw anything like that before.

I looked around to see where the "weaver" has appeared and I saw a & in the Gravity Core room. I looked at his name "Skitskurr, the Weaver". The name seemed pretty undwarfy, if you ask me.
Then he started talking:
"I am Skitskurr, the one who keeps the fabrics of time and space unfaded and silent - and YOU have ripped them apart. Armok himself has sent me upon you to stop your unthinkable crimes!"

What, you're telling me I can't mess around and visit other worlds with my flying fortress? Then, one frame later, I got another message: "Your Gravity Core has been destroyed." - and it was all gone, so was the Skitskurr.
You can only imagine the Fun that ensued shortly after - a whole fortress fell down onto a Mountainhome, killing the monarch, his guard, his children, pretty much everyone. "The Iced Pillars have declared war." All the dwarves in my no longer airborne fortress were dead, and I was nearly dead myself. Then I got one last message from Skitskurr - "Life is a very thin thread...".
And then the angry dwarves came around - "You are deceased."


A few years of work wasted...All the adamantine, every one of those Legendary dwarves and their stories...
I love this game.


* - this has been a name of one of my worlds in the past.
** - ditto.
*** - one of my common names for all kinds of things
Also, props to anyone who gets a reference that Skitskurr was.
Title: Re: Playerlogs from 2050
Post by: GreatWyrmGold on November 11, 2012, 04:47:54 pm
Okay, seriously, stop. DF will not pass 1400. Stop giving dwarves futuristic tech.
*shrug* Modded game. But yeah, whole "AI gets out of DF and takes over real world" crap gets old quickly. Any story of this kind automatically destroys my suspension of disbelief. Someone would thought that if 2050 average computer would be capable of maintaining AI created from code that was not specifically programmed to create AI (this in itself is another kind of impossible), then today's supercomputers in research centers in USA and all around world would already create it, here and now. While they are not 40 years in future compared to today desktops, sciencists certainly try their best to create code that is capable of being something more than set of instructions.

Ah well, Sturgeon's law and all of that. I will read this (http://www.bay12forums.com/smf/index.php?topic=116365.msg3619598#msg3619598) again to feel better and pretend that rest of this thread does not exist.
DF's plans for the AI come close to artificial intelligence.
But yeah, taking over the world is interesting once and stupid the hundredth time.

-----

My newest world looks interesting. I set the number of continents low and the number of islands high on a Miniature world (9×9), so there was one "continent" a dozen miles wide and several dozen islands ranging from little atolls and outcroppings of rock maybe 100 feet across to rocky ones smaller than Anuta. I also set civilizations to max and starting technology to low and variable. There were inhabitants on every islet, all fisher/gatherers. Agriculture developed earlier than expected, but I guess that it's hard not to grow food on that little land. On the mainland, the main biome was this savage forest; humans went extinct fast, but elves thrived, goblins survived in one tower once they summoned a demon (a Blind Beast, like a bat-headed fish twisted into humanoid form, but with no eyes and lime green scales) to protect them. The middle of the "continent" had some rocky hills and a volcano, which the dwarves filled fast. The islanders lived in bands of only a few dozen to a hundred each and spent most of their non-survival time on warfare, so they didn't get past basic stone tools. The biggest superpowers were the mainland elves, who had stationary hunter/gatherer settlements, and the mainland dwarves, who farmed sugar cane in the highlands and  were the only civilization with metalworking. They discovered picks about 600 years in (the worldgen was set for 1,249 years), the caverns in 750, and bronze around 1,100. At this point, dwarves had farming settlements all along the caverns and sugar cane was a crop the househusbands in the rich households grew mainly for recreation. Queen Bombek IV ordered many bronze spears made and started a war of conquest, but it wasn't easy, as the elves and their advanced magic had already conquered all nearby islands without a megabeast guardian and made an alliance with the goblins. The forests of the island were burned in 1,221, which just strengthened the resolve of the elves and let the goblins come back stronger than ever, having summoned many Skinless Imps (finned rats with firey breath) en masse in the early 1230's.
Oh, and there are kobolds--a small empire formed in a warm northern archipelago in 832-847 when the local reef titan (a winged fox, beware its hypnotic gaze) enthralled the chief of the biggest clan and lead him on a war of conquest, and smaller groups dot the world, but they're not big players.

Advice? What should I do?
Title: Re: Playerlogs from 2050
Post by: Helgoland on November 11, 2012, 04:53:10 pm
Get an adventurer and give the dwarves the knowledge of steelworking - they will never have superiority in numbers, they will need superiority in equipment. Then become a general, I guess; at least in the wars I've led I'm better at setting up traps and ambushes than the AI.
Ultimately wipe out the goblins, and put the elves in their rightful place - hunter-gatherers that basically cater to your dwarves.
Title: Re: Playerlogs from 2050
Post by: Mesa on November 11, 2012, 04:57:17 pm
Okay, seriously, stop. DF will not pass 1400. Stop giving dwarves futuristic tech.
*shrug* Modded game. But yeah, whole "AI gets out of DF and takes over real world" crap gets old quickly. Any story of this kind automatically destroys my suspension of disbelief. Someone would thought that if 2050 average computer would be capable of maintaining AI created from code that was not specifically programmed to create AI (this in itself is another kind of impossible), then today's supercomputers in research centers in USA and all around world would already create it, here and now. While they are not 40 years in future compared to today desktops, sciencists certainly try their best to create code that is capable of being something more than set of instructions.

Ah well, Sturgeon's law and all of that. I will read this (http://www.bay12forums.com/smf/index.php?topic=116365.msg3619598#msg3619598) again to feel better and pretend that rest of this thread does not exist.
DF's plans for the AI come close to artificial intelligence.
But yeah, taking over the world is interesting once and stupid the hundredth time.

-----

My newest world looks interesting. I set the number of continents low and the number of islands high on a Miniature world (9×9), so there was one "continent" a dozen miles wide and several dozen islands ranging from little atolls and outcroppings of rock maybe 100 feet across to rocky ones smaller than Anuta. I also set civilizations to max and starting technology to low and variable. There were inhabitants on every islet, all fisher/gatherers. Agriculture developed earlier than expected, but I guess that it's hard not to grow food on that little land. On the mainland, the main biome was this savage forest; humans went extinct fast, but elves thrived, goblins survived in one tower once they summoned a demon (a Blind Beast, like a bat-headed fish twisted into humanoid form, but with no eyes and lime green scales) to protect them. The middle of the "continent" had some rocky hills and a volcano, which the dwarves filled fast. The islanders lived in bands of only a few dozen to a hundred each and spent most of their non-survival time on warfare, so they didn't get past basic stone tools. The biggest superpowers were the mainland elves, who had stationary hunter/gatherer settlements, and the mainland dwarves, who farmed sugar cane in the highlands and  were the only civilization with metalworking. They discovered picks about 600 years in (the worldgen was set for 1,249 years), the caverns in 750, and bronze around 1,100. At this point, dwarves had farming settlements all along the caverns and sugar cane was a crop the househusbands in the rich households grew mainly for recreation. Queen Bombek IV ordered many bronze spears made and started a war of conquest, but it wasn't easy, as the elves and their advanced magic had already conquered all nearby islands without a megabeast guardian and made an alliance with the goblins. The forests of the island were burned in 1,221, which just strengthened the resolve of the elves and let the goblins come back stronger than ever, having summoned many Skinless Imps (finned rats with firey breath) en masse in the early 1230's.
Oh, and there are kobolds--a small empire formed in a warm northern archipelago in 832-847 when the local reef titan (a winged fox, beware its hypnotic gaze) enthralled the chief of the biggest clan and lead him on a war of conquest, and smaller groups dot the world, but they're not big players.

Advice? What should I do?

How advanced is the elven magic?
If it's high enough to let them control (or at least affect) time and space fabric, you could just try to bring in some creatures from another world, but given my unfortunate adventure...Yea.
Title: Re: Playerlogs from 2050
Post by: Mel_Vixen on November 11, 2012, 06:35:32 pm
You could undermine the Elves quite literally in the heartland. The groundwater rewrite in 2030 made it possible to increase the drainage of region with a few well set tunnels and pumps. Just hope they dont have a waterbased power.
Title: Re: Playerlogs from 2050
Post by: drilltooth on November 11, 2012, 06:42:38 pm
any other interesting deities? sometimes RNG will toss you a sect that can be useful. and do look beyond the obvious smithing and battle. I swear the adherents of this one goddess of light were carrying booze-powered laser rifles.
Title: Re: Playerlogs from 2050
Post by: rex mortis on November 11, 2012, 08:10:10 pm
So I decided to start a marathon game a while back. So far, I have ran Dwarf Fortress constantly for the past 3 months, pausing only for necessary maintenance or expansion. The fortress I have played all this time is now 2713 years old and going strong. Though I am afraid I might suffer a FPS death soon. If it does happen, it will be my first FPS death since the dark ages of pre-2032.

The plan was to see technological advancement in slow motion. That is, I started a fortress at a pseudo-medieval technology level to play at least till nuclear weapons are created. Reading about science and technology in legends mode is rather boring, I wanted to see it in action. The world was generated with no procedural fantasy elements to avoid magic that somehow makes advanced technology impossible. More often than not, my worlds seem to end up with magic that interferes with electricity or radioactivity. But I digress... I did keep the stock dwarves though. Their bad sense of self preservation seemed ideal to facilitate rapid research and development.

So I created a fortress far away from any other civilisation. The initial journey of my embark party, as well as all trade with my parent civilisation was conducted via a secret underground tunnel. I figured that since this was to be a long term game, with long periods of leaving the game running without any oversight on my part, it might be better to avoid knowledge of my fortress spreading too wide. While it is possible to build a defense to repel nearly any siege automatically, diplomatic negotiations seem to pause the game constantly. In any case, my attempts at automating diplomacy have resulted in failure so far.

Creating the infrastructure to make my fortress run smoothly for decades on its own was an interesting challenge. Usually, it was a new mayor being elected or an administrator dying of old age that forced me to interfere. I am still waiting for the option to assign a room to positions rather than individual dwarves. I suffered nasty setbacks when my new mayor threw a fit due to not having appropriate office.

At first, technological advancement was rather slow. Perhaps a handful of new innovations every century, most of them minor improvements to old equipment or methods. But when Ogist Berrylanced created the first printing press, I could finally afford to educate more than 1 dwarf out of 100. Predictably, the pace of progress picked up as well. I enjoyed good 3 centuries of rapid, though gradually slowing improvement in theoretical and applied science. I expected my technology to plateau near the level of modern real life technology. I had incorrectly assumed the game could not simulate technology more advanced than ours.

Roughly 30 years ago, a research team of mine created the first ever super-intelligent AI in my world. The AI then designed new hardware and wrote the software for a more advance AI, which in turn developed another AI even more advanced. No doubt you have figured where this is going. My current AI is of the 19th generation. Each generation of AI designs their successor significantly faster than the previous. I think I may have hit technological singularity.

The problem is that by next month I will have a new AI every single frame and that might be too much for my desktop to handle. The silver lining is, that the time it takes to build the new hardware might limit the AI cycling rate.

Notes:
Title: Re: Playerlogs from 2050
Post by: Doodooist on November 11, 2012, 09:33:59 pm
Oh guys, did you read the news?

Some man in Europe just  killied a pidgeon with a crosbow! The investigation is still going on, but reporters say, he made it on a NanoTech 3dPrinter. 3dPrinters always have some sort of antigun-DRM, but he  played DF when one of his dwarves got a mood and created an artifact elf-bone crossbow, so he extracted 3d-data from save, and antigun filters didn't expected that sort of gun.

At first he just fired bolts at walls and heavily damaged one plastic bottle, and he swears the bird was an accident, but pidgeons are endangered species, so he will get, like, twelve years in prison.

I think they are planning to ban DF now, as an cruel game, hacking software, DRM-circumvention tool and unlicensed weapon collection! What should we do? They maybe even arrest Toady for that!
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on November 11, 2012, 10:42:45 pm
This will be the only time I say this... thank you, you communist-nuking, European-hating southerns. Thank you for breaking our extraction treaty with every single European country. I just hope they don't ban DF here too... First it was books, then movies, then radio (luckily/sadily it was dead by then), then the internet... where will it end?
Title: Re: Playerlogs from 2050
Post by: GreatWyrmGold on November 11, 2012, 11:23:14 pm
Okay, seriously, stop. DF will not pass 1400. Stop giving dwarves futuristic tech.
*shrug* Modded game. But yeah, whole "AI gets out of DF and takes over real world" crap gets old quickly. Any story of this kind automatically destroys my suspension of disbelief. Someone would thought that if 2050 average computer would be capable of maintaining AI created from code that was not specifically programmed to create AI (this in itself is another kind of impossible), then today's supercomputers in research centers in USA and all around world would already create it, here and now. While they are not 40 years in future compared to today desktops, sciencists certainly try their best to create code that is capable of being something more than set of instructions.

Ah well, Sturgeon's law and all of that. I will read this (http://www.bay12forums.com/smf/index.php?topic=116365.msg3619598#msg3619598) again to feel better and pretend that rest of this thread does not exist.
DF's plans for the AI come close to artificial intelligence.
But yeah, taking over the world is interesting once and stupid the hundredth time.

-----

My newest world looks interesting. I set the number of continents low and the number of islands high on a Miniature world (9×9), so there was one "continent" a dozen miles wide and several dozen islands ranging from little atolls and outcroppings of rock maybe 100 feet across to rocky ones smaller than Anuta. I also set civilizations to max and starting technology to low and variable. There were inhabitants on every islet, all fisher/gatherers. Agriculture developed earlier than expected, but I guess that it's hard not to grow food on that little land. On the mainland, the main biome was this savage forest; humans went extinct fast, but elves thrived, goblins survived in one tower once they summoned a demon (a Blind Beast, like a bat-headed fish twisted into humanoid form, but with no eyes and lime green scales) to protect them. The middle of the "continent" had some rocky hills and a volcano, which the dwarves filled fast. The islanders lived in bands of only a few dozen to a hundred each and spent most of their non-survival time on warfare, so they didn't get past basic stone tools. The biggest superpowers were the mainland elves, who had stationary hunter/gatherer settlements, and the mainland dwarves, who farmed sugar cane in the highlands and  were the only civilization with metalworking. They discovered picks about 600 years in (the worldgen was set for 1,249 years), the caverns in 750, and bronze around 1,100. At this point, dwarves had farming settlements all along the caverns and sugar cane was a crop the househusbands in the rich households grew mainly for recreation. Queen Bombek IV ordered many bronze spears made and started a war of conquest, but it wasn't easy, as the elves and their advanced magic had already conquered all nearby islands without a megabeast guardian and made an alliance with the goblins. The forests of the island were burned in 1,221, which just strengthened the resolve of the elves and let the goblins come back stronger than ever, having summoned many Skinless Imps (finned rats with firey breath) en masse in the early 1230's.
Oh, and there are kobolds--a small empire formed in a warm northern archipelago in 832-847 when the local reef titan (a winged fox, beware its hypnotic gaze) enthralled the chief of the biggest clan and lead him on a war of conquest, and smaller groups dot the world, but they're not big players.

Advice? What should I do?
How advanced is the elven magic?
If it's high enough to let them control (or at least affect) time and space fabric, you could just try to bring in some creatures from another world, but given my unfortunate adventure...Yea.
I don't think it's that advanced. Even if so, isn't temporal magic typically restricted to non-adventurers?
Anyways, the high druids lost their power when their holy trees burned. They're making new holy trees, but the islands have smaller trees and less history of holiness, so less power and less magic.

You could undermine the Elves quite literally in the heartland. The groundwater rewrite in 2030 made it possible to increase the drainage of region with a few well set tunnels and pumps. Just hope they dont have a waterbased power.
Problem is, the elves kinda got beaten to a pulp after the forests burned. Most left to the outlying areas, leaving the dwarves (who, being stuck inland, never invented boats) stuck with the goblins and periodic elven raids.

any other interesting deities? sometimes RNG will toss you a sect that can be useful. and do look beyond the obvious smithing and battle. I swear the adherents of this one goddess of light were carrying booze-powered laser rifles.
Heh.
Well, there's a dwarven goddess of fire and war who takes the form of the volcano the dwarves settled on. Sadly, it's more of a wrathful god...the volcano overflowed and flooded the dwarves' villages with magma back in 475, when a priest defiled a temple. Aside from that, there's a sky god who takes the form of a winged elf, but he's kinda shunned due to the war with the elves. He gives flight to his followers, from the looks of it, but a bunch of them turn into Holy Gulls after using their flight a while. There's half a dozen other gods in the pantheon without the interesting interactions with mortals, should I list them?

-----

Oh, and pigeons are about the single least likely bird to be endangered in 38 years.
Title: Re: Playerlogs from 2050
Post by: Mel_Vixen on November 11, 2012, 11:44:23 pm
I have seen a fox the other day but noone believed me. Its the largest remaining predator in Germany :(

-----

GreatWyrmGold: I remember the time when we got the first volcano floods, at that time it was a bug. 40 years ago when i was 23 or so. Glorious times when trees where single-tile. Back then we invented Tower-casting with Obsidian which today is much harder with the internal material stresses and and advanced thermodynamics.

Anyway you could go and raid a harbor for ships and knowledge how to use them in form of slaves.
Title: Re: Playerlogs from 2050
Post by: Robosaur on November 12, 2012, 02:21:00 am
So I messed around with world generation.
A lot. I set up a universe with starting values as close to reality as I could possibly manage, including a re-modded quantum physics engine and a quasi-dimensional timeline that required some help from mes from other timelines (thank you, Pesterchum.)

I generated a world... and it went and denied it. Over and over and over again. Even though I set it to not care that magic isn't a thing. So I went and disabled that.

Much to my surprise, I got Earth in all its glory. Started in the year 2050, and made a Human Adventurer. Ran around my home-city. That's when things got weird.

I found a restaurant, one "Madras Masala" that's just down the block from my house. All the architecture was the same, too. Even found an NPC that shares the name of my best friend.

So I made the adventurer go to my house.
And she opened the door.

Things got really weird at that point.
Title: Re: Playerlogs from 2050
Post by: ChokingVictim on November 12, 2012, 10:09:35 am
>2050ad
>dorf fort goes beta
Title: Re: Playerlogs from 2050
Post by: GreatWyrmGold on November 12, 2012, 06:18:00 pm
I have seen a fox the other day but noone believed me. Its the largest remaining predator in Germany :(

-----

GreatWyrmGold: I remember the time when we got the first volcano floods, at that time it was a bug. 40 years ago when i was 23 or so. Glorious times when trees where single-tile. Back then we invented Tower-casting with Obsidian which today is much harder with the internal material stresses and and advanced thermodynamics.

Anyway you could go and raid a harbor for ships and knowledge how to use them in form of slaves.
I remember, I started waaaay back in 0.31.16.
And as to your harbor idea...well, there aren't "ships," per se. Most of the islanders use dugout or double-outrigger canoes; goblins have NO boats whatsoever; and the dwarves only have rafts of varying sizes. I think the elves had these basic sailing ships, I'll see if I can hijack one once I upload the world.

-----

>2050ad
>dorf fort goes beta
ETA of DF 1.0.01: 2038.
Title: Re: Playerlogs from 2050
Post by: Eric Blank on November 12, 2012, 06:35:29 pm
I remember, I started waaaay back in 0.31.16.

"Back in MY day, a gang of unarmored recruits had a fighting chance against a small gang of goblins. And a few adequate wusses with scraps for gear? Probably fight off a siege squad. Die, more than likely, and you couldn't put them in multi-dwarf squads because they'd all follow the squad leader around and he'd more than likely be sleeping or immediately decide to go get a drink...

But now? A bunch of "skilled" troops in decent copper wear couldn't fight off a couple of troglodytes.

And our troglodytes lived in chasms and shit. None o' that silly cavern layer stuff, nor any of those *%^$-%#&@#$ crundles. You could have lakes (even of magma!) and rivers underground, and massive pits, too. And GCS were ALWAYS there, waiting to tear you a new one.

Damn kids and your wussy, beardless dorfs and "dralthas" and animal-people."

~Me as a 68-year-old DF player.
Title: Re: Playerlogs from 2050
Post by: hops on December 24, 2012, 08:59:00 am
Uh... not like I'm saying that Dwarf Fortress is bad or anything, but my little brother had been doing some kind of selective breeding tests creating flying dwarves and much more horrible thing I can't mention here, and is expressing some Nazi tendencies.

I read about the Mermaid Bone incident, could you please find a way to stop selective-breeding? Add an ethic code somehow?
Title: Re: Playerlogs from 2050
Post by: Volfgarix on December 24, 2012, 06:47:21 pm
So I messed around with world generation.
A lot. I set up a universe with starting values as close to reality as I could possibly manage, including a re-modded quantum physics engine and a quasi-dimensional timeline that required some help from mes from other timelines (thank you, Pesterchum.)

I generated a world... and it went and denied it. Over and over and over again. Even though I set it to not care that magic isn't a thing. So I went and disabled that.

Much to my surprise, I got Earth in all its glory. Started in the year 2050, and made a Human Adventurer. Ran around my home-city. That's when things got weird.

I found a restaurant, one "Madras Masala" that's just down the block from my house. All the architecture was the same, too. Even found an NPC that shares the name of my best friend.

So I made the adventurer go to my house.
And she opened the door.

Things got really weird at that point.
Man, somebody should write fanfiction about it, that looks like good story idea, seriously.
Title: Re: Playerlogs from 2050
Post by: itisnotlogical on December 24, 2012, 08:23:55 pm
"Granpa, what's a 'military screen'?"
"Well sonny, in my day, it took at least 15 minutes to set up a medium-sized military..."
Title: Re: Playerlogs from 2050
Post by: misko27 on December 24, 2012, 08:33:07 pm
"Granpa, what's a 'military screen'?"
"Well sonny, in my day, it took at least 15 minutes to set up a medium-sized military..."
".. Instead of the half a day of modern times."
Title: Re: Playerlogs from 2050
Post by: WaffleEggnog on December 25, 2012, 08:36:36 am
"You damn kids, and your future tech, and "missiles" and such. Back in my day we had to go outside and kill things? Now, these damn beardless Dwarves hide inside and launch things at each other.

The world has gone to shiat." -Me, on the addition of "tech progression".
Title: Re: Playerlogs from 2050
Post by: tomio175 on December 25, 2012, 04:00:42 pm
"You damn kids, and your future tech, and "missiles" and such. Back in my day we had to go outside and kill things? Now, these damn beardless Dwarves hide inside and launch things at each other.

The world has gone to shiat." -Me, on the addition of "tech progression".
Yeah, when dwarves DO go outside, they're shot to pieces pretty quickly, BUT if they survive long enough, you'll easily take over your enemy's fortress. So, the old squishy full-fortress military actually works again. Thanks, Toady Four.                 
Title: Re: Playerlogs from 2050
Post by: Zanzetkuken The Great on December 25, 2012, 04:07:27 pm
"I just genned up a world and got an exact copy of Tolkein's Silmarilion world.  What should I do?"
Title: Re: Playerlogs from 2050
Post by: tomio175 on December 25, 2012, 04:34:32 pm
"I just genned up a world and got an exact copy of Tolkein's Silmarilion world.  What should I do?"
Get full daemonic, forge cool ring, kill hobbits ASAP.
Rule as adventurer, retire in orc fortress.
Title: Re: Playerlogs from 2050
Post by: Zanzetkuken The Great on December 25, 2012, 04:40:25 pm
"I just genned up a world and got an exact copy of Tolkein's Silmarilion world.  What should I do?"
Get full daemonic, forge cool ring, kill hobbits ASAP.
Rule as adventurer, retire in orc fortress.
"I don't think the RNG version of Morgoth is dead, yet.  The RNG Sauron has just claimed Minas Tirith (old one, not LOTR Minas Tirith) just to give you the time frame of when I stopped."
Title: Re: Playerlogs from 2050
Post by: Baccar Wozat on December 26, 2012, 06:06:53 pm
2050, Januwary 1th.

I lost 4 beardos. They just walked out and joined a Pac-Man game. I thought I deleted that from my HD, but apparently it's got DRM which makes it impossible to remove it until it's been paid for (have 3 payments left).

What's Pac-Man gonna make of the ghosts suddenly sprouting beards, is what I wanna know!

Meanwhile, Norton is being invaded by kobolds... The FPS is going too slowly to update the antikobold definitions properly.

I hope the Elven traders will take my old MP3s this time. Last time they were offended because the porn folder gave them wood.
Title: Re: Playerlogs from 2050
Post by: tomio175 on December 26, 2012, 06:13:14 pm
I hope the Elven traders will take my old MP3s this time. Last time they were offended because the porn folder gave them wood.
And I have a sig again! Any objections?
Title: Re: Playerlogs from 2050
Post by: Scoops Novel on December 26, 2012, 06:21:00 pm
A gentlemen and a scholar.
Title: Re: Playerlogs from 2050
Post by: Mesa on December 27, 2012, 05:13:10 pm
So I recently realized that BioPCs actually DO support Dwarf Fortress (you need CortexOS CommandPRO SP2:E1, though), and thanks to the Neuronet speed of 2TB/s (I still can't believe how slow the Internet was back then), which quickly led me to retrieve the Internet website (damn, I still hate that you can't visit Internet sites on Neuronet).

...

Anyways, it took merely seconds for me to download the 10GB files of DF (they are kinda space-inefficient), and then...
FPS Death. Every time.

Looks like BioPCs have trouble running DF, because cortex-based processors have little computing power on their own, and DF was never meant to work on those...
Any help?
Title: Re: Playerlogs from 2050
Post by: Eric Blank on December 27, 2012, 05:45:40 pm
Rat brain cells of any mass less than twice that of a human's simply can't process that many threads at once. Probably can't even handle the basic embark at more than 9 frames per second. You're going to have to use either a photon or electronic processor.
Title: Re: Playerlogs from 2050
Post by: Helgoland on December 27, 2012, 06:14:13 pm
DF still has only one thread - Toady refuses to multi-thread because it's too much work. Nevermind that it becomes more difficult by the day, but hey - Bay12 newbs need something to chew on.
A few threads would actually be great, but the real problem is that DF's binary - biocomputers are terrible at normal binary programs. There's a few C** to bio compilers out there, but they're terribly inefficient and don't work with code as old as DF's.

What you want is one of the bronze-age silicon processors, the kind they were producing right before the switch to qbit and neurocomputing. High CPU frequency, lots of internal fast memory, lots of RAM space - that kind. Look around, sometimes they appear on auction sites. Maybe your local museum will let you use theirs; they like seeing the stuff being used, because it keeps it from rotting completely.

On-topic: My dwarves keep using Agent Orange to defoliate the elven settlements, and that makes pacifist movements more popular than I'd like - how can I avoid Vietnam-like scenarios?
Title: Re: Playerlogs from 2050
Post by: Mesa on December 28, 2012, 03:54:28 pm
DF still has only one thread - Toady refuses to multi-thread because it's too much work. Nevermind that it becomes more difficult by the day, but hey - Bay12 newbs need something to chew on.
A few threads would actually be great, but the real problem is that DF's binary - biocomputers are terrible at normal binary programs. There's a few C** to bio compilers out there, but they're terribly inefficient and don't work with code as old as DF's.

What you want is one of the bronze-age silicon processors, the kind they were producing right before the switch to qbit and neurocomputing. High CPU frequency, lots of internal fast memory, lots of RAM space - that kind. Look around, sometimes they appear on auction sites. Maybe your local museum will let you use theirs; they like seeing the stuff being used, because it keeps it from rotting completely.

On-topic: My dwarves keep using Agent Orange to defoliate the elven settlements, and that makes pacifist movements more popular than I'd like - how can I avoid Vietnam-like scenarios?

SEMI-OFFTOPIC: (on-topic in a way - it'a context of my previous post).
So, I imagined that PCs within 40 years from now will use biological-based hardware - it's already kind of possible (proof (http://www.google.pl/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&ved=0CDEQFjAA&url=http%3A%2F%2Fwww.extremetech.com%2Fextreme%2F134672-harvard-cracks-dna-storage-crams-700-terabytes-of-data-into-a-single-gram&ei=YAbeUJCWNdP44QSJvID4Ag&usg=AFQjCNF4jCP0KabKQPcA2GxzZxAVQtMgDQ&sig2=YRARcI7p2ngh9c3AVMqnqg&bvm=bv.1355534169,d.bGE)), and I thought that processors would esentially be brain-like structures (but not being actual brains). They'd be like millions of really low-power processors made into one "collective mind" of sorts.
Also, Internet that utilizes similar technology called Neuronet would take over gradually.

Title: Re: Playerlogs from 2050
Post by: Armok on December 28, 2012, 04:36:12 pm
CONTINUED-OFFTOPIC: Maybe, but yea you *really* couldn't use normal neurons; those run at 100 *hertz* (compare to billions or hertz for a normal processor). A more likely candidate for "neuronet" is a robust, self-updating wet nanotech system gaining it's name from existing within the neurons of it's user.
Title: Re: Playerlogs from 2050
Post by: Robosaur on December 28, 2012, 06:15:03 pm
My dwarves keep using Agent Orange to defoliate the elven settlements, and that makes pacifist movements more popular than I'd like - how can I avoid Vietnam-like scenarios?

You have to glorify violence. By now it'd be too late, but next time, you have to put effort into painting anyone who is against that sort of thing as pansies for a few years.
Title: Re: Playerlogs from 2050
Post by: Helgoland on January 02, 2013, 04:03:04 pm
I tried that once - but other civilizations usually mop the floor with Spartan-types because of technological advancement.
Though maybe... how hard is it to get a Meji-era kind of spirit in a civ?
Title: Re: Playerlogs from 2050
Post by: hops on January 03, 2013, 03:02:43 am
I tried that once - but other civilizations usually mop the floor with Spartan-types because of technological advancement.
Though maybe... how hard is it to get a Meji-era kind of spirit in a civ?

It's kind of impossible with the dwarves as your main focus, really. Try the Elven Retreat mode (and ignore the copious amount of insults inserted by Toady Three). They have an extended ethics and arts menu, and if you know your history it shouldn't be hard to recreate any culture short of modern ones.
Title: Re: Playerlogs from 2050
Post by: RenoFox on February 14, 2013, 09:56:29 am
I had been running a pretty successful fort, until gradually more and more dwarves started getting sick. Loss of hair, bleeding gums, weird rashes and so on. I decided to make an adventurer and go see what it was about.

Turns out a cult of Tyr, the god of minerals and deformities, had somehow gotten it in their heads that pitchblende was sacred, and needed to be digested by the devout followers. The cult had slowly spread to my fortress, and with such a visible signs of "working", was getting more and more popular.

Using my adventurer, I tried to educate the dwarves about the dangers of radiation, but since I didn't know how to prove it with medieval instruments, I came out as just another religious zealot. I still managed to gather enough followers to start a good counter movement, which eventually escalated to an all-out civil war.

The war isn't over yet, but I wanted to share what the legends say about it: "The Nuclear War is a conflict between worshippers of Tyr and The Danger of Rays..."
Title: Re: Playerlogs from 2050
Post by: Kumquat on February 15, 2013, 05:08:17 pm
So people were nonplussed about that recent update of keeping worldgen simulation running in the background while you play in fortress mode? Let me tell you the story of Bronzeabbeys. It was a nice little embark started between ocean trench and mountains with magma pools here and there - I was hoping to assimilate some amphibian men from the caverns or something along those lines to start a whale farm in the ocean just to try and get a rare narwhal tooth artifact and lots of whale cheese to export. I did not expect much trouble really, nearest goblins were on the other side of the continent and busy with their war with elf and panda man and thrips man alliance, too busy for serious long distance raids.

It was going fairly smoothly for a few years, what with the priest guild mandating another temple every now and then and grudging nobles keeping the coffin makers busy with the help of assassins... then suddenly half of the fortress caves in, especially the grand cathedral, magma works get flooded with magma, whale farm airlocks break and there's enough pressurized steam going around to break through all but masterwork doors and hatches and steam-cooked dwarfs explode through the ceiling of the central staircase, not to forget all the kittens and whatnot and even a whale or two that got sucked in from the ocean.

I go through the log file for an explanation about what the slade just happened and find this message that apparently was not worthy of a pause:

The fortress has been hit by a 7.5 magnitude earthquake!

That's right, people: the worldgen simulation includes plate tectonics. Don't expect to maintain a long-term settlement on a subduction zone, at least nothing with large open underground spaces or even corridors that do not have steel supports or better. The fort went from 1500 to 50 dwarfs in just a few hours, mostly hunters and herders left, and those either went insane, got killed in tantrum spiral or migrated away.

Oh, by the way: the salt water problem still isn't fixed.
Title: Re: Playerlogs from 2050
Post by: tomio175 on February 15, 2013, 05:12:58 pm
About that salt water problem of yours? Yeah, I found that out as well, the hard way.

You know, salt water makes things float better than normal water, right? So no problem there. However, due to a series of bugs in the programming, some creatures with [FOOT_SIZE: 900] or more, while having [BODY_MASS: 260 000] or less can actually WALK over salt water. Ever seen a whole orc raiding party going all "HAVE YOU ACCEPTED JEZUS CHRIST AS YOUR SAVIOR YET?" is NOT fun, I assure you.
Title: Re: Playerlogs from 2050
Post by: hops on February 16, 2013, 03:29:52 am
Spoiler (click to show/hide)
Your fortress is too tall, or too deep, in this case. Undwarfy it may seems, but I find that making a wide and aboveground fort designed by architects usually stop the earthquake from messing you up.

Spoiler (click to show/hide)

Toady Three had planned to add more realistic surface tension soon, so even if the orcs still walk on water (I hope not), you can just have your dwarves throw a bunch of rock at them to break the tension.

Alternatively, just put trained sharks in there and chuck a blood barrel into it every time they try to invade you.
Title: Re: Playerlogs from 2050
Post by: Robosaur on February 16, 2013, 07:15:53 pm
Modding the tensile strength of liquids is fun. I've been building walls out of solid blood, which upon impact with a sharp enough substance liquefies and sends people flying. Now to recreate the scene from Carrie except with pig blood bricks...
Title: Re: Playerlogs from 2050
Post by: cattouchdis on April 25, 2013, 06:55:19 pm
My adventurer got some dimension magic but I accidentally opened both the water dimension and the magma dimension and now there is just one big obsidian dimension, any ideas on how to fix this?
Title: Re: Playerlogs from 2050
Post by: Starver on April 25, 2013, 07:14:38 pm
Find the diamond pickaxe dimension...
Title: Re: Playerlogs from 2050
Post by: mastahcheese on April 25, 2013, 07:52:03 pm
My adventurer got some dimension magic but I accidentally opened both the water dimension and the magma dimension and now there is just one big obsidian dimension, any ideas on how to fix this?
Wait, didn't he fix that bug a few versions ago? I thought it just resulted in a single block of obsidian at the merge point of the two dimension openings now? And then you just have to mine out one of them, or close and re-open the portals?

Anyway, I hope he refixes the bug with dwarves dropping items on the map edge, it's really annoying when they leave advanced weapons on the ground and they get stolen and reverse engineered, then you just have to brace to deal with them being practically unstoppable a year or two down the road. And by freaking kobolds, no less, I thought they weren't even capable of reverse engineering to begin with, or is that a new bug, now?
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on April 25, 2013, 08:02:32 pm
And by freaking kobolds, no less, I thought they weren't even capable of reverse engineering to begin with, or is that a new bug, now?
They're probably a puppet civ for a down-on-his-luck clown. Are all the goblin civs controlled by clowns?
Title: Re: Playerlogs from 2050
Post by: mastahcheese on April 25, 2013, 08:07:43 pm
And by freaking kobolds, no less, I thought they weren't even capable of reverse engineering to begin with, or is that a new bug, now?
They're probably a puppet civ for a down-on-his-luck clown. Are all the goblin civs controlled by clowns?
I just looked through the legends and I think that's the cause, there's only one goblin civ that's not controlled by one, and that because over the course of about 80 years, it's been under control by 5 different ones, who have all been getting murdered, and right now, it's been free for about 3 years, which I just realized is right when the kobolds declared war on them, do clowns try to actively go after new civs that they consider to be more powerful? I thought they just stuck with the one they had until something bad happened.
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on April 25, 2013, 08:45:00 pm
And by freaking kobolds, no less, I thought they weren't even capable of reverse engineering to begin with, or is that a new bug, now?
They're probably a puppet civ for a down-on-his-luck clown. Are all the goblin civs controlled by clowns?
I just looked through the legends and I think that's the cause, there's only one goblin civ that's not controlled by one, and that because over the course of about 80 years, it's been under control by 5 different ones, who have all been getting murdered, and right now, it's been free for about 3 years, which I just realized is right when the kobolds declared war on them, do clowns try to actively go after new civs that they consider to be more powerful? I thought they just stuck with the one they had until something bad happened.
It might be trying to assimilate the gobs. This might be the first step towards its eventual world domination. I've only heard about this sort of thing, but never experienced it. Could you send me your save?
Title: Re: Playerlogs from 2050
Post by: tomio175 on April 26, 2013, 10:07:56 am
And by freaking kobolds, no less, I thought they weren't even capable of reverse engineering to begin with, or is that a new bug, now?
They're probably a puppet civ for a down-on-his-luck clown. Are all the goblin civs controlled by clowns?
I just looked through the legends and I think that's the cause, there's only one goblin civ that's not controlled by one, and that because over the course of about 80 years, it's been under control by 5 different ones, who have all been getting murdered, and right now, it's been free for about 3 years, which I just realized is right when the kobolds declared war on them, do clowns try to actively go after new civs that they consider to be more powerful? I thought they just stuck with the one they had until something bad happened.
It might be trying to assimilate the gobs. This might be the first step towards its eventual world domination. I've only heard about this sort of thing, but never experienced it. Could you send me your save?
Ehm, wasn't save-sharing somewhat forbidden after one of the demons made his way out of the game and into the mind of GreatWyrmGold? I don't know, but it's not very safe. I had three exorcisms in the last month alone, which is why I've forbidden my sister to play DF. Stupid exorcisms, costing me money and shit.
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on April 26, 2013, 12:53:43 pm
And by freaking kobolds, no less, I thought they weren't even capable of reverse engineering to begin with, or is that a new bug, now?
They're probably a puppet civ for a down-on-his-luck clown. Are all the goblin civs controlled by clowns?
I just looked through the legends and I think that's the cause, there's only one goblin civ that's not controlled by one, and that because over the course of about 80 years, it's been under control by 5 different ones, who have all been getting murdered, and right now, it's been free for about 3 years, which I just realized is right when the kobolds declared war on them, do clowns try to actively go after new civs that they consider to be more powerful? I thought they just stuck with the one they had until something bad happened.
It might be trying to assimilate the gobs. This might be the first step towards its eventual world domination. I've only heard about this sort of thing, but never experienced it. Could you send me your save?
Ehm, wasn't save-sharing somewhat forbidden after one of the demons made his way out of the game and into the mind of GreatWyrmGold? I don't know, but it's not very safe. I had three exorcisms in the last month alone, which is why I've forbidden my sister to play DF. Stupid exorcisms, costing me money and shit.
I don't know why people refuse to switch to holy water coolant systems. The average player has to make four exorcisms a month, costing about $25 each, so $100 a month, but it only costs $1,000 for the holy water coolant system. Also, it keeps the undead away, IRL.
Title: Re: Playerlogs from 2050
Post by: tomio175 on April 26, 2013, 01:09:53 pm
And by freaking kobolds, no less, I thought they weren't even capable of reverse engineering to begin with, or is that a new bug, now?
They're probably a puppet civ for a down-on-his-luck clown. Are all the goblin civs controlled by clowns?
I just looked through the legends and I think that's the cause, there's only one goblin civ that's not controlled by one, and that because over the course of about 80 years, it's been under control by 5 different ones, who have all been getting murdered, and right now, it's been free for about 3 years, which I just realized is right when the kobolds declared war on them, do clowns try to actively go after new civs that they consider to be more powerful? I thought they just stuck with the one they had until something bad happened.
It might be trying to assimilate the gobs. This might be the first step towards its eventual world domination. I've only heard about this sort of thing, but never experienced it. Could you send me your save?
Ehm, wasn't save-sharing somewhat forbidden after one of the demons made his way out of the game and into the mind of GreatWyrmGold? I don't know, but it's not very safe. I had three exorcisms in the last month alone, which is why I've forbidden my sister to play DF. Stupid exorcisms, costing me money and shit.
I don't know why people refuse to switch to holy water coolant systems. The average player has to make four exorcisms a month, costing about $25 each, so $100 a month, but it only costs $1,000 for the holy water coolant system. Also, it keeps the undead away, IRL.
Actually, I am currently using the Holy Water™ coolant system. My demons simply evolved a resistance to it, which means I actually wasted about 500 bucks, since my "keep the undead the fuck away"-budget was only $500.

Also, who still uses dollars? Dorfbucks are MUCH more efficient.
Title: Re: Playerlogs from 2050
Post by: Iceblaster on April 26, 2013, 01:55:04 pm
And by freaking kobolds, no less, I thought they weren't even capable of reverse engineering to begin with, or is that a new bug, now?
They're probably a puppet civ for a down-on-his-luck clown. Are all the goblin civs controlled by clowns?
I just looked through the legends and I think that's the cause, there's only one goblin civ that's not controlled by one, and that because over the course of about 80 years, it's been under control by 5 different ones, who have all been getting murdered, and right now, it's been free for about 3 years, which I just realized is right when the kobolds declared war on them, do clowns try to actively go after new civs that they consider to be more powerful? I thought they just stuck with the one they had until something bad happened.
It might be trying to assimilate the gobs. This might be the first step towards its eventual world domination. I've only heard about this sort of thing, but never experienced it. Could you send me your save?
Ehm, wasn't save-sharing somewhat forbidden after one of the demons made his way out of the game and into the mind of GreatWyrmGold? I don't know, but it's not very safe. I had three exorcisms in the last month alone, which is why I've forbidden my sister to play DF. Stupid exorcisms, costing me money and shit.
I don't know why people refuse to switch to holy water coolant systems. The average player has to make four exorcisms a month, costing about $25 each, so $100 a month, but it only costs $1,000 for the holy water coolant system. Also, it keeps the undead away, IRL.
Actually, I am currently using the Holy Water™ coolant system. My demons simply evolved a resistance to it, which means I actually wasted about 500 bucks, since my "keep the undead the fuck away"-budget was only $500.

Also, who still uses dollars? Dorfbucks are MUCH more efficient.

But I spent all my dwarfbucks buying IRL Plump helmet seeds :(
Title: Re: Playerlogs from 2050
Post by: Mel_Vixen on April 26, 2013, 02:14:54 pm
I spend my last money on crossbreeding plump helmets (thanks all what is good for that Plump-helmet-Kickstarter in 2032!) with Foxfire (http://en.wikipedia.org/wiki/Foxfire) so i save on lighting.

Does it help with the Demon-problem if you are an atheist? Also some Demon-possions can be good. look at Footkerchief, his demons has the prefstring "Knows all about Dwarf fortress".
Title: Re: Playerlogs from 2050
Post by: tomio175 on April 26, 2013, 03:26:11 pm
I spend my last money on crossbreeding plump helmets (thanks all what is good for that Plump-helmet-Kickstarter in 2032!) with Foxfire (http://en.wikipedia.org/wiki/Foxfire) so i save on lighting.

Does it help with the Demon-problem if you are an atheist? Also some Demon-possions can be good. look at Footkerchief, his demons has the prefstring "Knows all about Dwarf fortress".
Yes, that foxfire is quite useful.
Also, it doesn't matter if you believe in demons or not. Like science, they'll come and get you anyway.
And I must strongly disagree that some can be good. They might have their good sides, but they will also have dark sides: Losing one-self, etc.
Title: Re: Playerlogs from 2050
Post by: Zanzetkuken The Great on April 26, 2013, 08:04:48 pm
Ehm, wasn't save-sharing somewhat forbidden after one of the demons made his way out of the game and into the mind of GreatWyrmGold?

Didn't the sanity balance out, making the demon's personality completly change to one of less malvolent intentions, while GWG is still the sanest person on Bay 12?
Title: Re: Playerlogs from 2050
Post by: ff2 on April 27, 2013, 02:06:48 pm
Hey, I just went on a massacre in adventure mode, but when I maimed the last priest of Kir, god of water and death. Suddenly Kir himself appeared in the form of a Cosmic Dragon 1000x the size of a normal one. Is there any advice on how to kill him? I have reinforced soul-slade armor of +2 deflection and Armok's Sword of Blood (one of the artifacts in my world, I got it after the first few continents were destroyed). Oh and now he's summoning undead water hydras.
Title: Re: Playerlogs from 2050
Post by: Mesa on April 27, 2013, 02:16:29 pm
Hey, I just went on a massacre in adventure mode, but when I maimed the last priest of Kir, god of water and death. Suddenly Kir himself appeared in the form of a Cosmic Dragon 1000x the size of a normal one. Is there any advice on how to kill him? I have reinforced soul-slade armor of +2 deflection and Armok's Sword of Blood (one of the artifacts in my world, I got it after the first few continents were destroyed). Oh and now he's summoning undead water hydras.

I remember having a similar issue with Liko, god of fire, industry and metals (who apparently decided to take the advantage of one of my mods and became a mechadragon, complete with jet turbines, rapid-fire...fire and some heavy metal armor.

But as for organic god - since you say he's so big, let him swallow you and kill him from the inside. (assuming it works that way)
I'd share a save, but my Xnet is kinda slow lately (barely reaching 2GB/s!), so I doubt that's possible.


Also, if someone could explain to me how to open cross-world portals, I'd be psyched.
My current world is dead with only one dwarven settlement, and apparently all 5 gods of it went nuts and are heading for my fortress while I have to fend those giant slade sponges off. *shudders*
Title: Re: Playerlogs from 2050
Post by: Zanzetkuken The Great on April 27, 2013, 02:27:57 pm
Also, if someone could explain to me how to open cross-world portals, I'd be psyched.
My current world is dead with only one dwarven settlement, and apparently all 5 gods of it went nuts and are heading for my fortress while I have to fend those giant slade sponges off. *shudders*

Didn't someone manage this by making a perpetual motion generator, causing the breakdown of the in-game physics to rip open a gateway in game's reality itself?  Granted, I think it took quite a few tries to prevent the void between worlds from annihilating everything, but still.
Title: Re: Playerlogs from 2050
Post by: ff2 on April 27, 2013, 07:48:24 pm
Also, if someone could explain to me how to open cross-world portals, I'd be psyched.
My current world is dead with only one dwarven settlement, and apparently all 5 gods of it went nuts and are heading for my fortress while I have to fend those giant slade sponges off. *shudders*

Didn't someone manage this by making a perpetual motion generator, causing the breakdown of the in-game physics to rip open a gateway in game's reality itself?  Granted, I think it took quite a few tries to prevent the void between worlds from annihilating everything, but still.

Try using a chaos generator of antimatter, works most of the for me, when it doesn't open a black hole in my computer that is.
Title: Re: Playerlogs from 2050
Post by: Mel_Vixen on April 27, 2013, 08:33:12 pm
Spheric planes connect to alternate realities too. The safest way is going though one of the deathplanes. Sure they are invested with Monstern and the un-living (not realy undead!) you have to be prepared but ist far easyser then the Elemental planes.
It takes months to tunnel through the earth one and that one is even the easyset of those with all the giant worms and Rock-elementals!   

Another good choice would be the Forrest/nature-plane but these make half of your dorfs mad and turn them into animal people or Elves and Pixies.
Title: Re: Playerlogs from 2050
Post by: Urist Mcfortwrecker on June 11, 2013, 11:04:52 am
finally the military is fixed, I thought Toady would never get to it after that brain transplant. now when i tell a dwarf to equip things, they'll actually take those things into battle without me having to use direct control to make him put his left boot on
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on June 11, 2013, 01:32:14 pm
My game crashes whenever I try to use the new equipment system. Apparently, it wants the military to stay broken.
Title: Re: Playerlogs from 2050
Post by: Maw on June 11, 2013, 11:22:17 pm
Young whippersnappers, I've been playing since not long after the original Toady introduced the Z-level.

Anyway, one of the favourite megaprojects of the time was to create a dwarven volcano explorer.  Build (better yet, obsidian cast) a hollow tube inside the volcano (bonus points for using the original magma) and place all dwarves, industry etc inside it.  The idea was to then 'launch' it by disconnecting it from surrounding land and it would 'collapse' down into the volcano.

Well, with the recent versions, wanted to try this again and try to explore colonise the other side of hell.  Had it all setup, and activated the first lever to trigger the launch sequence, when it happened... (oh, was using DFHack v362 to lose the 'constructed' tags too).

Kobold thief opened the treasury doors.  Now, everyone knows when economy was reactivated, you produce coins and store in the treasury right? Yeah, every coin (every... single...one...) generated a collection job.

Didn't just crash the game, it fried the circuits and wiped the storage.  13 years of tweaking down the drain....
Title: Re: Playerlogs from 2050
Post by: mastahcheese on June 12, 2013, 01:06:09 am
I think that one is already on the bug tracker for the next release.
Next time, make better defenses against thieves.
Title: Re: Playerlogs from 2050
Post by: Fien on June 12, 2013, 01:52:50 am
I know it's been a staple of the game for years, but I seriously fucking hate the natural disasters. Nothing sucks more than getting a good fort going and then BOOM, super volcano just wiped out half the continent. Try recovering a god damn crater the size of Texas, bitch. The dust from it cause a nuclear winter, ffs, how am I supposed to use this world after that?

Hell I can't even play in evil biomes anymore since the time I got a tornado made of despair that flayed my dorfs down to the cellular level, which made my pc chug trying to keep track of all the blood cells. I gotta get more ram or something, 4 TBs isn't doing it anymore.
Title: Re: Playerlogs from 2050
Post by: reality.auditor on June 12, 2013, 03:35:33 am
I know it's been a staple of the game for years, but I seriously fucking hate the natural disasters.
You know that you can turn them off in configuration window, right? Sure, it is easy to overlook among 1000 other options, but this is why categories, tabs and filter exist.
Title: Re: Playerlogs from 2050
Post by: Sonlirain on June 12, 2013, 04:33:18 am
Anyone remembers that bug from a decade ago when slade had negative weight?
All continents looked like swiss cheese with huge gaping holes usually reaching all the way down to the magma sea.
Title: Re: Playerlogs from 2050
Post by: Zanzetkuken The Great on June 12, 2013, 10:49:13 am
Anyone remembers that bug from a decade ago when slade had negative weight?
All continents looked like swiss cheese with huge gaping holes usually reaching all the way down to the magma sea.

Oh those.  Didn't an embark there make a legendary Succession Fort?
Title: Re: Playerlogs from 2050
Post by: Sonlirain on June 12, 2013, 03:33:12 pm
Anyone remembers that bug from a decade ago when slade had negative weight?
All continents looked like swiss cheese with huge gaping holes usually reaching all the way down to the magma sea.

Oh those.  Didn't an embark there make a legendary Succession Fort?

Not sure the one time i tried i ended up on a giant floating space isle and died because there was no atmosphere.
I wonder how the hell did them manage to get that wagon up there in the first place but i guess that was before embarking needed a traversable path to the destination... speaking of whitch.
Anyone else hates the Oregon Trail "minigame" you have to pass everytime you embark?
last time i tried embarking somewhere exotic only one dorf made it to the embark site... and then he died due to wounds "aquired" during the trip BEFORE new migrants arived.
I never raged so hard.
Title: Re: Playerlogs from 2050
Post by: Maw on June 12, 2013, 07:43:57 pm
Not sure the one time i tried i ended up on a giant floating space isle and died because there was no atmosphere.
I wonder how the hell did them manage to get that wagon up there in the first place but i guess that was before embarking needed a traversable path to the destination... speaking of whitch.
Anyone else hates the Oregon Trail "minigame" you have to pass everytime you embark?
last time i tried embarking somewhere exotic only one dorf made it to the embark site... and then he died due to wounds "aquired" during the trip BEFORE new migrants arived.
I never raged so hard.

That's a shame, you would have triggered 'Your dwarf is the sole survivor' with all the FUN that brings...
Title: Re: Playerlogs from 2050
Post by: Urist Mc Dwarf on June 13, 2013, 03:36:39 pm
Dwarves have stopped doing corporal punishment. now I can't get children to work or to go to school. Help!
Title: Re: Playerlogs from 2050
Post by: Maw on June 13, 2013, 09:26:30 pm
Dwarves have stopped doing corporal punishment. now I can't get children to work or to go to school. Help!

There was a solution 50 years ago - "daycare" I think they called it.  The threat of putting them in there might be a workaround the corporal punishment bug.
Title: Re: Playerlogs from 2050
Post by: tahujdt on June 14, 2013, 02:45:27 pm
Dwarves have stopped doing corporal punishment. now I can't get children to work or to go to school. Help!

There was a solution 50 years ago - "daycare" I think they called it.  The threat of putting them in there might be a workaround the corporal punishment bug.
I tried that once, but the cost was draining my economy. I tried using the "Socialist" economy setting, but then my dwarvers wouldn't do any jobs.

Anyone remember back when the standard way to deal with kids was to kill them?
Title: Re: Playerlogs from 2050
Post by: Zanzetkuken The Great on June 14, 2013, 03:22:08 pm
Anyone remember back when the standard way to deal with kids was to kill them?

Wasn't that before the rating agencies found out about this game?
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on June 14, 2013, 04:21:32 pm
Anyone remember back when the standard way to deal with kids was to kill them?

Wasn't that before the rating agencies found out about this game?
Those were the days...
Title: Re: Playerlogs from 2050
Post by: Urist Mc Dwarf on June 15, 2013, 02:05:48 pm
Never mind, fixed it. In my fort now, incompetence is punished but not really laziness. So i associated them through adventurer religous movement and children are getting paddled minutely.

Also, i 've weaponized goblin ultrasonic communication waves. They cause 12% pallidiam 78% gold 4% iron and 6% copper  alloys to explode
Title: Re: Playerlogs from 2050
Post by: Haspen on June 15, 2013, 02:08:47 pm
Okay, so my smithy just spilled some molten iron onto his hand and lost most of his skin.

How can I force my doctor to try and graft some pig skin as replacement (my smithy has high pain tolerance and insists on doing it live)? The doctor takes the job - it shows in the job manager - but then he just blinks and goes to get himself drunk, not to mention misplacing his surgery tools in random places.

Do you think it is a glitch?
Title: Re: Playerlogs from 2050
Post by: tahujdt on June 15, 2013, 02:10:31 pm
Okay, so my smithy just spilled some molten iron onto his hand and lost most of his skin.

How can I force my doctor to try and graft some pig skin as replacement (my smithy has high pain tolerance and insists on doing it live)? The doctor takes the job - it shows in the job manager - but then he just blinks and goes to get himself drunk, not to mention misplacing his surgery tools in random places.

Do you think it is a glitch?
Try using an adopted pig, they count as dwarves for healthcare purposes.
Title: Re: Playerlogs from 2050
Post by: Haspen on June 15, 2013, 02:13:36 pm
Try using an adopted pig, they count as dwarves for healthcare purposes.

Ehhh, I was going to, but the smithy slipped over some wet rocks, tumbled down the hill and broke his neck.

...His restless spirit just possesed the doctor's surgery knife and stabbed him in the eye, ow. Now I have lost both the smithy and the doctor (at least smithy's ghost passed away to afterlife).
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on June 15, 2013, 02:49:24 pm
Did you let a guild of doctors be created? He probably couldn't do that to an animal because of his oath.

Here is how I deal with this sort of problem.
In one of the first worlds I ever created, I had become the world's most rogueish scoundrel. My name was whispered in taverns and palaces alike. I stole from the crowns off of the heads of kings, and melted them down to pay the taxes of the poor. I took religious artifacts of purity and left them in brothels, along with a big tip. The most paranoid merchant princes returned home to find their vaults of gold and jewels slowly being turned into a mirror image. While it was pretty funny to toy around with mortals, only my name was immortal. I had a cult summon the world's main trickster spirit, who I challenged to a trick contest. He accepted, and began preparing an elaborate prank. I slept with his wife.
Rest of the story short, I got kicked out of that dimension, and, through some slight of hand, was given the ability to cross over through save games at will.
Whenever I gen a new world, he comes in and changes the moral codes of entire civs. It makes both of us crack up.
Title: Re: Playerlogs from 2050
Post by: Haspen on June 15, 2013, 02:52:30 pm
Did you let a guild of doctors be created? He probably couldn't do that to an animal because of his oath.

I don't think so, the were-lizard dwarf that is the current Mayor forbidden all kinds of guilds and such to be formed under penalty of whipping. I will check the City Guard reports to check if they haven't found some secret oath-taking guild or something, thanks.
Title: Re: Playerlogs from 2050
Post by: tomio175 on June 15, 2013, 03:58:50 pm
Save-travelling rogue.
asdfgk, THAT GUY IS YOURS? I've always wondered why my goddamm ethics code was so bad. Jeez, that explains everything. Care to PM me his template?
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on June 15, 2013, 08:08:55 pm
Did you let a guild of doctors be created? He probably couldn't do that to an animal because of his oath.

I don't think so, the were-lizard dwarf that is the current Mayor forbidden all kinds of guilds and such to be formed under penalty of whipping. I will check the City Guard reports to check if they haven't found some secret oath-taking guild or something, thanks.
Then he probably just was raised by secret heathen hippies. I would begin an investigation into an elf conspiracy.

Save-travelling rogue.
asdfgk, THAT GUY IS YOURS? I've always wondered why my goddamm ethics code was so bad. Jeez, that explains everything. Care to PM me his template?
I would like to, but if he gets out without careful supervision... I don't know what he could do. After I did a quick Googleplex search with DF running in the background, my ISP cut my internet, and told me to talk to some governmental agency. Long story short, they were not amused, and I am never allowed to plug anything into that computer that he could jump on to.

Also, I never messed around in anyone elses games..... Thats not good... I'm going to go unplug that computer. For a long time.
Title: Re: Playerlogs from 2050
Post by: mastahcheese on June 15, 2013, 08:10:30 pm
I'm going to try downloading some of your saves to get that save-hopper, and then duplicate my save files like crazy.

!!SCIENCE!!
Title: Re: Playerlogs from 2050
Post by: Haspen on June 15, 2013, 08:14:28 pm
Did you let a guild of doctors be created? He probably couldn't do that to an animal because of his oath.

I don't think so, the were-lizard dwarf that is the current Mayor forbidden all kinds of guilds and such to be formed under penalty of whipping. I will check the City Guard reports to check if they haven't found some secret oath-taking guild or something, thanks.
Then he probably just was raised by secret heathen hippies. I would begin an investigation into an elf conspiracy.

I didn't had to. An elven bard visited the inn in my fortress and my Mayor learned the name of main guy behind the secret oaths - it was Mayor's wife. Justice went into action in the way of whip and hammer strikes. No more secret guilds, no more annoying oaths, and Mayor is seeking a new wife.

Thanks for input and suggestions anyways!
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on June 15, 2013, 08:20:00 pm
Hello, government? I am in no way whatsoever responsible for mastahcheese's actions. He's the one who could cause the Singularity, not me.
Title: Re: Playerlogs from 2050
Post by: Robosaur on June 15, 2013, 09:14:47 pm
Man, DF's high price, plus the paying weekly, and the excessive DLC (Seriously? Modding support costs 100$ and you can't adjust the speeds of units because that would obsolete the 24 hours of superdwarf speed microtransaction), I've kinda  been turned off from it.
Title: Re: Playerlogs from 2050
Post by: Zanzetkuken The Great on June 15, 2013, 09:18:22 pm
Man, DF's high price, plus the paying weekly, and the excessive DLC (Seriously? Modding support costs 100$ and you can't adjust the speeds of units because that would obsolete the 24 hours of superdwarf speed microtransaction), I've kinda  been turned off from it.

It's never been the same since EA threatened Toady at gunpoint with a small army in order to force him to follow the market, has it?
Title: Re: Playerlogs from 2050
Post by: Witty on June 15, 2013, 09:24:02 pm
Geez, is anyone still here? After the whole heart attack thing this place has really fallen into decay...

Is the modding team still working on the project? Because there hasn't been a bug fixing patch in over 6 months. Did the team disband again? I really hope not. I don't think there is anyone left to really take this thing over. Bummer...
Title: Re: Playerlogs from 2050
Post by: Maw on June 15, 2013, 09:31:58 pm
Geez, is anyone still here? After the whole heart attack thing this place has really fallen into decay...

Is the modding team still working on the project? Because there hasn't been a bug fixing patch in over 6 months. Did the team disband again? I really hope not. I don't think there is anyone left to really take this thing over. Bummer...

I recall a post a few pages back - Toady III was having a brain transplant?  If I remember correctly, coding should be back up SoonTM.
Title: Re: Playerlogs from 2050
Post by: tomio175 on June 16, 2013, 03:48:13 am
Man, DF's high price, plus the paying weekly, and the excessive DLC (Seriously? Modding support costs 100$ and you can't adjust the speeds of units because that would obsolete the 24 hours of superdwarf speed microtransaction), I've kinda  been turned off from it.

It's never been the same since EA threatened Toady at gunpoint with a small army in order to force him to follow the market, has it?
Ah, the dorf versus Evil Activities wars. Good time, !!!FUN!!! was had in the way it should've been had. You youngsters don't even know how it felt to have a magma-waterfall in your conference room(s). Unless you worked at EA ten-ish years ago...

If they actually did that, though, I refer to th Bay12 Mars colonization plan, page 1-2. "Enough to fill a medium crime syndicate" should be the words you're looking for.
Pick, hammer and axe, ho!
Title: Re: Playerlogs from 2050
Post by: Baffler on October 12, 2013, 07:02:29 pm
Guys, I think I'm in trouble here, and any help or suggestions are welcome. I'll start from the beginning.

I got my fortress set up pretty uneventfully. I had all of the basic industries going, but didn't have any real wealth, just enough to support the military and administration's wages, and a few basic social programs. All in all I was about in equilibrium and considering some research into the new fluid dynamics system. But in my eighteenth year a major war against the goblins broke out. Reports are hard to come by from the goblin territories but it sounds like a group of clowns strong-armed them into an empire after they escaped from the circus. A lot of forts fell in the early days, but a human civ ours was allied with got invaded later. The goblins, though overextended, still have the manpower and materiel to fight to a stalemate, at least for a time. Anyway this war created a huge demand for soap, which my fortress produced in huge excess and exported already. I got a LOT of wealth really quickly. Now I did have at least some basic controls to prevent runaway inflation, but the sheer amount of capital flowing into the fortress was too much to manage with what I had. I decided to fight the inflation by jacking up trade duties and setting up coin and gem reserve stockpiles to take them out of circulation, and it's helped somewhat, but it wasn't enough to stop my biggest problem.

I mentioned the humans got into the war, right? Well they took a pretty bad beating in the early days too, and there were a lot of refugees from their border region with the goblins. The border was decently protected, but raiders made it across regularly to burn farms and small villages all throughout their kingdom before the bulk of their fighting forces could be mustered to drive them out. Now with my fortress' new found wealth and relative safety they flocked here in droves. They were our allies, so I couldn't just turn them away without causing serious strain on our relations with the humans, but I didn't really have the space to accommodate them either. It didn't help that almost none of them had any skills that are even remotely useful in the fortress. I mean really, I can only find work for so many unskilled laborers and herdsmen, especially since so few of them even speak dwarven.

I did my best to set up decent quarters for them, but shortages of basic necessities are starting to appear, even with all of the money I'm pouring into food imports. The rooms I've set up for them are basically bunkhouses, and crime and poverty are rampant. My own dwarves aren't helping the situation either. They're getting mighty pissed that so much of the fortress' time and resources are going toward these guys, and some of the nobility are calling to have them removed, alliance be damned. It's gotten so bad that the few humans who actually did have the skills to find work in the fortress are in serious danger of being assaulted or even killed in some parts of the fortress. The regular military are still loyal to me, but I don't think I can count on about half of the fortress guard units or any of the civil militia to restore order if the refugees start rioting, or the dwarves try to kick them out. It's hard enough keeping up with the trouble going on now. I've sent an envoy to both the human king and mine for aid, but neither one has responded.

So between my xenophobic dwarves, disgruntled refugees, and the Mountainhomes and Human King's apparent apathy to the situation, I'm almost certainly heading for a meltdown here, and it won't be pretty. I am willing to spend a significant portion of the fortress' treasury to handle this if need be, but I'm afraid if I get rid of all of it my economy will bust when the soap exports dry up. Has anyone else been in a similar situation? As I said, I'm open to just about any suggestion at this point.

Title: Re: Playerlogs from 2050
Post by: NullForceOmega on October 12, 2013, 07:41:28 pm
If we hadn't won the EA wars I wouldn't dare say this (without a battlesship on hand at least) WEAPONISE your human refugees!  Foster hatred for the gobs (shouldn't be too difficult), arm and train them then use that unreal amount of wealth to finance your campaign against the gobs.

On my end, does anyone remember how to lock down a continent scale tantrum spiral... I think the 'fix' Toady implemented back in '40 wasn't ready for me to burn that entire colony down to HFS for failure to pay taxes.  I'm paused right now, and I just can't see a way out.
Title: Re: Playerlogs from 2050
Post by: tomio175 on October 13, 2013, 09:04:09 am
Snipsnap
Yeah. Spend that A TON of money on trade caravans importing weapons. Stop exporting soap ALL the time. Keep soap exports limited to certain years (even years, every three years and so on?).

Also, what NFO said. Make them battleships, mate. Even when still on land, these babies ROCK. Sure, some elves might get angry (if you haven't already exterminated them), but who gives a crap. Elves wage war quite similar to gobbo's. Send sieges when pretty much everyone else does. They'll slaughter themselves before your fortress, rout, and you'll be able to loot their bodies.

About the human refugees: Apply Dwarven Therapy™. Otherwise, real therapy. Put a few of them on therapist duty. It'll give them something to do (increasing their happiness) while also clearing the other humans' unhappiness. Win-Win. Pay them in soap.

And about the EA wars: I happened to be commander of a battleFLEET (Battlefleet Epsilon Sigma, tasked to guard Base Zeta) and I wouldn't have dared saying that back then. You are one hell of a brave/mad man if you would with only a battleship. I salute you, we could've used more of your kind.
Title: Re: Playerlogs from 2050
Post by: Helgoland on October 13, 2013, 09:48:16 am
Finally succeded in breeding a contagion that infects elves and goblins, but leaves dwarves (and humans) intact - finally I shall be able to wage biological war with impunity! For a war of annihilation, there's really nothing like it. Sure, gas is cheap and very effective underground (those dwarven rebels can attest to that - strategically placed containers in the main tunnels, and they were gone in minutes), but it does too much collateral damage among your own troops. And we all know the mutatioon lottery that takes place after dropping a thermonuclear weapon ;)
Title: Re: Playerlogs from 2050
Post by: Greiger on October 13, 2013, 10:10:17 am
Operation F*** the world is progressing swimmingly.  The 3000 tungsten barrels of plump helmet wine exploded faster than I thought when dumped into the mantle (kinda figured the tungsten would last longer than that) but the top hatch of the airlock got closed quickly enough and I only lost the dumping dwarf.

As planned the explosion in the mantle has caused all the volcanoes to erupt simultaneously and the world is slowly filling with magma.  I already stopped hearing from the goblins, and the fortress is holding up well against the lava flowing over it from the Spine of Scorching.

In a few more years I will have successfully eliminated the elves and created a magma version of rapture.  2 birds, one ‼stone‼.  If I'm lucky maybe it will hit all those damn vultures too.
Title: Re: Playerlogs from 2050
Post by: Baffler on October 13, 2013, 12:52:32 pm
If it ever rains in your fortress though, you'll have a big plate of obsidian come crashing down on your head. The bug is due to be fixed soon but I recommend reinforcing the upper levels of your fort, and possibly the immediate area around you to prevent a cascading collapse.
Title: Re: Playerlogs from 2050
Post by: Greiger on October 13, 2013, 02:11:51 pm
Really?  Thanks for the heads up.  I noticed some obsidian showing up thanks to all the rain from the evaporating oceans but only in small amounts, probably not a problem yet because it's still shallow and moving quickly.  I'll get right on the reinforcement.
Title: Re: Playerlogs from 2050
Post by: NullForceOmega on October 13, 2013, 05:32:32 pm
Well, tantrum spiral's over, 20% of the human population dead, the entire Elven retreat of Windsongs up in flames, three Dwarven citadels collapsed, and a flood of dispalced sentient biengs literally at my doorstep.  Even better winter's just setting in, there are rumblings of dissent from the landed nobles and my champion has been challenged by no less than four seperate armies, fun found?

As for the EA wars, I was captain of the Hellstar, and served as leader of Nullification Force Omega (hence the name) I led the liberation of Maxis and personaly razed EA Sports headquarters, my ballsiness cost me an arm, an eye, and my lower left leg.  ALL. WORTH. IT.
Title: Re: Playerlogs from 2050
Post by: Zanzetkuken The Great on October 14, 2013, 12:29:03 pm
As for the EA wars, I was captain of the Hellstar, and served as leader of Nullification Force Omega (hence the name) I led the liberation of Maxis and personaly razed EA Sports headquarters, my ballsiness cost me an arm, an eye, and my lower left leg.  ALL. WORTH. IT.

I wasn't able to directly participate in any of the raids, but I was a part of the team that managed to hack EA and hit them with self-replicating programs to send their command and information structures crashing down at various points in the war.  We also developed the program that seized control of the EA power grid during the final raid, [REDACTED], and [REDACTED].
Title: Re: Playerlogs from 2050
Post by: Mel_Vixen on October 14, 2013, 02:41:39 pm
heh all you serving people are heros. Only thing i could do, back then living on EA territory, was hiding and smuggling out people. The guys who made the star wars games prior to the Disney-EA coalition and a few people that tried coding for themselves. The later was a punishable crime kids. Only Programmers that were allowed to operate were the ones of EA, getting cought with Opensource Software was even Punishable with death.



Anyway somehow, after my last loss i had some suspicions about the world. The trade, economy and wars of certain countries was to ... well coordinated. Turns out somewhere in the Mid 3rd century an openminded Human became a vampire by profaning a Temple. Said vampire Advanced later through the ranks as they often do. In 400 he was baron of a wealthy barony by tinkering with the economy. By 500 he was king ... and then he vanished.  Turns out he had planned his own untimely demise etablishing a figurehead on the human Kingdom. Using a few secrets and an extended network of spies he lead the Kingdom from the shadows but didnt stop there.
By 600 or so he had secretly ursurped 2 other Kingdoms. Even worse he influenced the Mayor religion that spun almost the entire world without anyone supecting anything.   

Till now (1050) every Human dwarf and elve thinks that he fights and works for his own side and that the others are enemies but in reality 80% of them are controlled by that vampire. He runs something like an Utopia though. Many well fed people, populations kept in check, regular Monster hunts, hell even one case of national healthcare!

Other things are covered and manipulated up by his agents. Like the Murders the WerArmadillo/Master Gemcutter or certain FBs with usefull abilities disappearing. 
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on October 14, 2013, 03:42:28 pm
You lucky bastards. You weren't there at the siege of the Origin servers. It was their last foothold in the Internet. As soon as they heard us coming, they locked it down for maintnence. Physically, we didn't loose anyone, but mentally, half our force was decimated. Too many good men and women lost their sanity to the unending error messages.

But Origin was nothing compared to Dice. We marched believing the propaganda: they were nothing but a money printing machine for EA, they were willing participants in this war, instigators, even.

Lies.

As soon as we came over the hill, they surrendered unconditionally. Our commanders accepted, and ordered us to put them to the sword. What's that? I thought that they killed themselves rather than suffer defeat, I hear you say.

Bull.

Command marched us from Origin, since no one would believe our stories of war crimes. They could claim us mad. And many of us were. We were ordered to burn the evidence, destroying the proof that they were decent people who knew how to make a decent PC settings menu. I was able to snag a few files from the fire, and I've sent photocopies to major news outlets. I haven't heard back.

TL;DR: That war was not something to be proud of. We fought monsters, by becoming monsters ourselves.
Title: Re: Playerlogs from 2050
Post by: Helgoland on October 14, 2013, 05:06:42 pm
Damn I'd have liked to get a piece of  the action... they didn't allow it. Physically unfit, they said. Instead I spent the war at a tiny desk in a tiny office in a tiny town, working for a tiny part of Toady's R&D department.

You remember the optimised RC drones that were introduced some two years into the war, probably saving the butts of anyone who served with you multiple times?
Yeah, that was me.
Title: Re: Playerlogs from 2050
Post by: Eric Blank on October 14, 2013, 05:20:51 pm
I've had an issue with an overzealous human warlord rampaging across the countryside. And, unfortunately, I set up a fort right on the front lines, near the borders of his civilization, the goblin civilization he conquered and forced into fighting for him, and a neighboring human civilization that's been fighting him. Within five years after coming into power he'd ended his war with the goblins. I supported them with weapons and armor exports throughout that campaign because he'd maintained a good relationship with me up to that point and didn't hint at any greater scope of objectives besides dealing with our mutual enemies. I'd actually sent a few military detachments to aid in a couple of raids against the goblins. Not more than a season later and his troops, and the goblins, started moving south towards my end of the river basin, and that summer I didn't receive any human caravan.

I was expecting the dwarf caravan that autumn by surface, but they arrived through the caverns, and I got a notice about the humans blockading my fortress from caravans. I sent a diplomat to negotiate with them. They sent me her head. I mustered what military my fortress and the half-dozen surrounding hill dwarf sites and half-dozen cavern sites could supply, and fought it out for four more years. In the end I lost something like 95% of that military and the entire populations of the hill dwarf sites, whether killed or enslaved. It was a stalemate, nonetheless, as they could not conquer my fortress. Instead they left a battalion to keep me from going anywhere and marched on the other human civ, where they fought to a stalemate as my civilization sent their forces to help push back the warlord's, but eventually they all negotiated an end to the war and the mountainhomes even agreed to cede my lands to him. They also learned how to advance through the caverns, and after wiping out all but one of my cavern sites and filling my fortress with the refugees, I'm sitting here watching them all starve to death, in what is now the dead-center of enemy territory.

Worst part is this guy's empire isn't going to crumble anytime soon, as he's allowed the civilian populations to work relatively freely, if you ignore the slave population composed of anybody that doesn't want to show loyalty. They reportedly own every scrap of land on the peninsula and their economy. His armies are well-supported, and they have dwarven metallurgists manufacturing steel equipment.

And he built a god-damn wall clear around the fortress. Including in the caverns. I can't get anyone through them alive. Now I'm starting to see refugees showing up out of nowhere. He's turned my fortress into a prison camp!
Title: Re: Playerlogs from 2050
Post by: Baffler on October 14, 2013, 05:43:27 pm
And I thought I had it bad...

My only advice is to see if you can sap out sections of the wall he built around you, and maybe even around the caverns. Those dwarven metallurgists are going to be a problem. I assume a lot of them came from your deep dwarf satellites? Retaking those would be my first priority. It all hinges on how much metal is left in the fortress. If you can, arm the refugees. I'm sure they'd like to strike back.

Show the humans why the dwarves are the undisputed masters of the underground.
Title: Re: Playerlogs from 2050
Post by: Helgoland on October 14, 2013, 06:56:33 pm
Try building in such a way that the humans themselves won't be able to fight properly - low ceilings, no lights, the works. Any dwarven fighters should be easy to turn around, gobbos should be no problem. Then, start raiding - for food, supplies, specialists etc. Put a bounty on any non-cooperating dwarven mettalurgist, start sabotaging. Then, find some allies within his empire - become a disease of the heart instead of a disease of the skin.
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on October 14, 2013, 07:14:48 pm
Damn I'd have liked to get a piece of  the action... they didn't allow it. Physically unfit, they said. Instead I spent the war at a tiny desk in a tiny office in a tiny town, working for a tiny part of Toady's R&D department.

You remember the optimised RC drones that were introduced some two years into the war, probably saving the butts of anyone who served with you multiple times?
Yeah, that was me.
Oh ya, those things.
Drones physically can't commit war crimes. Traumatized soldiers don't have that limitation. Nuff said.
Title: Re: Playerlogs from 2050
Post by: NullForceOmega on October 14, 2013, 08:21:16 pm
I know the feeling, after they brought the servers down I was ordered directly to bombard the farm, I knew we still had people inside.  four hours of demanding clarification later, one of the ranking Admirals informed me that failure to obliterate Origin would be grounds for courts martial, and likely summary execution for treason.  Two discharges later Origin was gone, and we needed new Admiralty at the front. (Damned EA infiltrators and turncoats, amazing we ever made it through the first few battles, let alone actually won the war.)

As for the human warlord, do you have magma? Yes? Then freaking flood the area outside the walls, above and below grounds, then obsidian cast everything for ten miles in every direction, should resolve the issue permanently.
Title: Re: Playerlogs from 2050
Post by: Draco18s on October 14, 2013, 10:08:44 pm
I love you guys.  Being able to play off each other's riffs and producing a relatively coherent timeline of fictitious events. XD
EA Wars.  Hehe.
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on October 14, 2013, 10:41:03 pm
Don't you dare mock the memories of those who gave everything so you might play free of DRM and tacked on DLC!

[Thank you. It's nice to get compliments for something you dreamt up in the middle of Calculus.]

Also, I'm not sure that the war is quite over. I've heard some buzz from my friends still in service. Sounds like some excuituves that jumped ship before hostilities broke are making waves in Quantum Valley. Sounds like they're raising capital for an assault on the mobile platforms. If they succeed, I doubt we can ever remove them. I think I'll re-enlist for this one. Hoping for a promotion to officer. Maybe I can help change something for the better.
Title: Re: Playerlogs from 2050
Post by: NullForceOmega on October 14, 2013, 11:56:40 pm
Hell, resistance command never let me retire, a few pre-emptive strikes might be in order.  Everyone we have who fights for freedom is an asset, ever served aboard a Cacame class battleship?  I could use a few hands to round out the crew, and Hellstar is the best post in the whole damn movement.

Also, my champion ripped the opposing armies to pieces, I knew setting up that alliance with the elves would pay off.  Ever since the rampaging armies razed Woodsongs my forces have been imbued with the forces of nature and wrath, say what you will about the hippies, the forces they revere are simply bad-ass.
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on October 15, 2013, 02:04:40 am
I'd like too, but I'm an ex-army Sargent, washed up with PTSD that I barely get benefits for. I'd love to serve aboard your ship, but I'd be little help. I'll stay on the home front, where I can go see a shrink after work. I'm enlisting tommorrow, with preference for LogComm, or Logistical Command for you draft dodgers.
Title: Re: Playerlogs from 2050
Post by: hops on October 15, 2013, 04:40:10 am
I can totally see the future as an utopia-like world where life is so easy that people go to war for the most trite of problems like EA.
Title: Re: Playerlogs from 2050
Post by: Zanzetkuken The Great on October 15, 2013, 12:16:43 pm
I personally find it a minor bit saddening that there is no thread about what had happened today in the first year of the war.  Have we forgotten the attacks of the early days in the war by EA that utterly destroyed the two greatest threats to it of the time, Steam and Kickstarter?  That day was when the morale dropped so low, that we nearly lost the war before it truly began, and yet, there is no mention.  Are we beginning to forget what we had lost in the early days?
Title: Re: Playerlogs from 2050
Post by: Helgoland on October 15, 2013, 12:32:19 pm
I barely made it out of Steam territory when the attacks began. I looked up at the sky, seeing a million little fires... but they were rockets, not stars. The images haunt me to this day - blood and guts everywhere, people screaming, being crushed by the mass panic that broke out. Me and a few associates hijacked a small helicopter; not something I'm proud of, but I'd rather keep fighting than die honourably. We had almost gotten out of range when we were hit by a stray Seeker rocket. It's a miracle I didn't lose my leg, but it got me stuck with this nasty limp - well, they put me to good use behind the front.
How hard is it to get into LogComm? That's the kind of stuff that's always appealed to me - war is an economic matter, after all. I'd be very grateful if you could give me some leads, set me up with some contacts... And the ICC would finally get off my back.
Title: Re: Playerlogs from 2050
Post by: Baffler on October 15, 2013, 02:20:59 pm
Oh man, I was part of the sweep for survivors after the attack on Kickstarter (I was a medic in the war.) They had a tougher time of it there than Steam, I hear, but I wouldn't have wanted to be there when it happened. Not many survived to make it into our care. I'll never forget one man, the only soldier I saw there. He got out of it easy, hardly even wounded, but he would stare right through you, like you weren't even there. Barely spoke a word, but we patched him up as best we could. He walked off after that, I still don't know what happened to him.

I know a guy in LogComm, he's a communications tech. They put you through some decently rigorous technical training, but once you're through it's a nice job. Gets him a pretty high security clearance too, though he isn't allowed to tell me just how high.
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on October 15, 2013, 03:32:38 pm
I narrowly avoided the first attacks. I had unplugged that day (Yes, I know, I'm very strange.) and was out in the hills (Yes, I know, I'm very strange.), so I didn't get the news until hours after the attack. I did wonder about the bombers overhead, but I promised myself I would not plug back in. Wouldn't have done me any good. My family was all plugged in, and the servers hosting them were destroyed, along with the backup servers. I swore to avenge them, and I did, many times over. A little dramatic, but I needed it psychologically.

How hard is it to get into LogComm? That's the kind of stuff that's always appealed to me - war is an economic matter, after all. I'd be very grateful if you could give me some leads, set me up with some contacts... And the ICC would finally get off my back.
As an ex-RnD, I'm very surprised that you aren't jumping for a part of the circus budget. I hear its been doubled recently.
Title: Re: Playerlogs from 2050
Post by: Mel_Vixen on October 15, 2013, 03:37:46 pm
I personally find it a minor bit saddening that there is no thread about what had happened today in the first year of the war.  Have we forgotten the attacks of the early days in the war by EA that utterly destroyed the two greatest threats to it of the time, Steam and Kickstarter?  That day was when the morale dropped so low, that we nearly lost the war before it truly began, and yet, there is no mention.  Are we beginning to forget what we had lost in the early days?

Hey in two days the collapse of the western world happened 37 years ago. That is important too.

The USA bankruptcy led to the Collapse of all mayor western economies which in turn evened the way of Coorporationism in the US. The buyout of Redwood shore by EA and the subsequent buys ins into key markets. made it under new US laws possible to etablish EAs own Autonome zone. Heck they bought parts of raython.  2022 They got so far to declare themself a US "State" and were later among the first ones to secede from the Union.

Much like "Siemens" and the Rheinmetall-gau in Germany and the Catholic church over half of Itally and south Europe mind you. The Kickstarter union (including Petridish and other founder companies) stood with the old etablishment churning out Open and affordable Hightech. (Remember the 6axis combined 3D printer Lasercutter&Mill from 2017?) and that "threatened" EAs prognosed Military export worldwide especialy since the Kickstarter stuff stabilized many regions.

Theres more to the story but hell i cant get it done alone ... too much hurt and bad memories. 
Title: Re: Playerlogs from 2050
Post by: NullForceOmega on October 15, 2013, 04:07:57 pm
Unfortunately, almost all documentation from the first year is simply gone, my fault, I failed in my duty to guard against internal threats.  By the time we knew that space station DeathGate had been overrun everyone onboard was dead or a damn traitor.  I followed denial protocol.  The whole of Pallas is an irradiated debris field, we will never regain what was lost, one-hundred seventy-three thousand loyalists, thirty-four thousand traitors, and five thousand EA special forces, that was the total death count.  Darkest day in the damn war, cost us a lot of good people, and the entirety of the Library of Congress.  Our own records were in there, noone believed such a deep-strike op was possible, we still don't know how they made it out to the asteroid belt.
Title: Re: Playerlogs from 2050
Post by: Mel_Vixen on October 15, 2013, 04:11:04 pm
Wasnt that the time we lost contact to the Microsoft Colony on Io as well? 
Title: Re: Playerlogs from 2050
Post by: NullForceOmega on October 15, 2013, 04:21:58 pm
Where do you think I was?  Got ordered out to Io, next thing I know, half the friggin' Belt goes dark.  It took months to get all of that nightmare sorted, if a loyalist on Deathgate had not hit the emergency signal EA would have been sitting on our entire database, they would have had every access code, every override, we'd have been dead in a month.  I tell you, Hellstar's crew has never been run so ragged since, I had ten traitors on board, including my weapons officer, that's how I lost the arm.
Title: Re: Playerlogs from 2050
Post by: Baffler on October 15, 2013, 04:53:46 pm
Oh yeah, it was a shame how many mining drones went dark after that. We're just lucky girlinhat's drones were still functional enough without support to hold their own. It really is scary how lucky we had to be to win.
Title: Re: Playerlogs from 2050
Post by: Helgoland on October 15, 2013, 05:11:08 pm
As an ex-RnD, I'm very surprised that you aren't jumping for a part of the circus budget. I hear its been doubled recently.
As I said, some international courts are... not happy with me. I'll still be contributing informally, but I guess it's time for me to contribute on a higher level. Plus I hear the next technological leap will still take some time, so that field has calmed down a bit.
Baffler, technical training should not be a problem - just put me in contact with that guy, and we'll meet in EA's headquarters (or in hell, but there can hardly be a difference.)

Much like "Siemens" and the Rheinmetall-gau in Germany and the Catholic church over half of Itally and south Europe mind you.
Heh, my relatives live there, great country, great engineers - have you ever driven a Rheinmetall Nashorn MK III? I got to test one out for the cooperation agreement of '44, and they run smooth as hell. It's no miracle EA never jumped the channel; there may be internal strife, but when Gondor calls for aid... you know how we celebrated when those bastards tried to cross. I hear the water turned red from Cherbourg to Amsterdam.

Got ordered out to Io, next thing I know, half the friggin' Belt goes dark.
Oh, the resource shortage after that was a bitch - that's what we got for not properly defending our outposts. Our local prototyping factory stopped production for almost two months because we couldn't get some friggin' cryogenic capacitors - cryogenic capacitors, for crying out loud! Before the war, they were a dime a dozen! It hit the big manufacturing centers as well - ever wonder about the lack of air support during that time? You can say what you want, but those bastards know military strategy.
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on October 15, 2013, 05:20:15 pm
Spoiler (click to show/hide)

Edit: never mind, my freak out has been resolved.
Title: Re: Playerlogs from 2050
Post by: Baffler on October 15, 2013, 05:24:02 pm
This is rapidly becoming a forum game, isn't it...

I didn't know the circus budget was expanded. I didn't hear much about the work on that front during the war, but what I did was... disturbing. It's said Toady One himself headed the project, but it was actually my understanding that they had scrapped it entirely when they found out where the energy the glowing pits emanate came from. I didn't know there was a MK III from Rheinmetall either, after the fiasco with the MK II's engine cooling issues. I freely admit, though, that my work in the field hospitals didn't give me much view of the action, only the end results.

@Immaterial
It isn't all that odd anymore. I'm 55 and still fit for active duty thanks to longevity treatments.
Title: Re: Playerlogs from 2150
Post by: Helgoland on October 15, 2013, 05:48:08 pm
Immaterial, look at the thread title...
And yeah, the MK II's cooling. An aquaintance of mine was on the team that had a look at that one, invited me over one time - we grilled steaks on the armor, and the whole interior served as a giant gulash cannon. They had tweaked it, of course, but... it drives home the point.
In the end it turned out that they had messed up the design of the radiator, and most of the coolant flowed back to the engine wfter onlly having been in the radiator for a few seconds - and they only looked for a mistake in the engine...

Does anyone have an estimate on when the cease-fire will break?
Title: Re: Playerlogs from 2050
Post by: Zanzetkuken The Great on October 15, 2013, 05:54:03 pm
I can honestly state without violating any agreements that I made during my recruitment that no one knows the entire story of the war, with the exception of the team I was on.  I can't talk any further because of the level of clearance required to get access to the information.  Hell, no one with the exception of maybe 3 people whom are outside of the team even know its name, let alone the entirety of what we did.  Suffice to say, there were times when 'luck' was us.

(This is rapidly becoming a forum game, isn't it...)

(Dibs on making the thread in FGaRP where we can hash out and record the entirety of the lore to keep things consistent.)
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on October 15, 2013, 06:28:23 pm
I wouldn't be surprised if EA uses any offensive we make against splinter groups as an excuse to say that we broke the treaty. And just today, an aircraft and spacecraft carrier set sail from the Naval shipyard here, sent to go deal with those very groups. Dark times are coming.

[If this does turn into a FGARP, someone should totally run a game set on EA day (Escalation to Arms day. And yes, I know it's not very punny.).]
Title: Re: Playerlogs from 2050
Post by: Zanzetkuken The Great on October 15, 2013, 06:37:28 pm
[If this does turn into a FGARP, someone should totally run a game set on EA day (Escalation to Arms day. And yes, I know it's not very punny.).]

(Currently only compiling information here: http://www.bay12forums.com/smf/index.php?topic=132099.0.  The OP isn't so good right now, but it is a placeholder until more details are fleshed out.)
Title: Re: Playerlogs from 2050
Post by: NullForceOmega on October 15, 2013, 07:24:54 pm
When I entered the conflict we only had a couple dozen warships, mostly Urist class destroyers, served aboard the Ironblood as an ensign, I helped design the Morul and Cacame class during my stint in engineering.  once my commanders got wind of the tactical scenarios I was cooking up for field trials they promoted me to captain, and won't let me quit.  At this point I have to be 'jacked in at all times, Hellstar can't even be controlled by any of the kids they send up for training, guess the old girl's just absorbed to much of my personality.  They say that when I get to old to serve she'll have to be retired and her comp removed, but until then I get to operate on officialy detatched status, I can hire who I want, go where I want, and engage in any action I feel can further the restances goals.  to that end, I have ordered my ship abck to Earth orbital space, nothing like a display of force to keep those rich fucks in line.
Title: Re: Playerlogs from 2050
Post by: Sonlirain on October 15, 2013, 07:27:38 pm
I had something creepy happen in my game today.
I generated a world with 10 milion years of history.

Apparently after a nuclear war waged by humans and goblins that decimated most of the world humans began migrating to undeground fortresses bade by them earlier since most of the continent became utterly inhospitable in the first 10000 years of worldgen (due to nukes flying around).

Now they evolved into a bunch of beardless dwarves (well some have beards but most seem to perfer mustaches without beards or have goatees)
Interestingly inough they didn't mingle with normal dwarves at any point... in fact they phycially can't because the upper levels are controled by crazy elves and their beloved trees/animals and the nearest dwarven cive was on the other side of the continent.

Oh right the ground levels are HELL now. Radiation is not a problem after those years but the mutated fauna and flora sure are now.
EVERYTHING is lethal and forrests basically took over everything leaving only the underground reasonably safe... imagine Catachan... and now make it 10 times worse because the wildlife is controled by inteligent elves that breed like rabits and live forever constantly improving.

In fact i tried to clear the map of the mutated riff raff by breaching the circus but after a short battle the circus got completely overran and elves planted a forrest there.

A FORREST IN THE HFS!

While the ground level is hell most of (non elf) life takes placeu nderground with new settlements and underground highways constantly built between them.
I noticed that "Humans" are getting close to dwarven settlements as of late and a meeting of civilizations is imminent... i wonder if that peace treaty made almost 10 milion years ago still applies since it was never really revoked.

Oh and one more thing.
The price of sunberries and sunshine is triple the price of adamantine.
Title: Re: Playerlogs from 2050
Post by: HissinhWalnuts on October 15, 2013, 08:00:11 pm
Attempt to find a similar syndrome to kitten rot and unleash it on the surface dwellers.
Title: Re: Playerlogs from 2050
Post by: tomio175 on October 17, 2013, 12:38:36 pm
I can honestly state without violating any agreements that I made during my recruitment that no one knows the entire story of the war, with the exception of the team I was on.  I can't talk any further because of the level of clearance required to get access to the information.  Hell, no one with the exception of maybe 3 people whom are outside of the team even know its name, let alone the entirety of what we did.  Suffice to say, there were times when 'luck' was us.

Zanzet, you mean the Strike Team "Epsilon Alpha" (you know who I am talking about)? Yeah, remember that. If I remember correctly, I borrowed you guys a ship.
Title: Re: Playerlogs from 2050
Post by: Zanzetkuken The Great on October 17, 2013, 08:49:01 pm
I can honestly state without violating any agreements that I made during my recruitment that no one knows the entire story of the war, with the exception of the team I was on.  I can't talk any further because of the level of clearance required to get access to the information.  Hell, no one with the exception of maybe 3 people whom are outside of the team even know its name, let alone the entirety of what we did.  Suffice to say, there were times when 'luck' was us.

Zanzet, you mean the Strike Team "Epsilon Alpha" (you know who I am talking about)? Yeah, remember that. If I remember correctly, I borrowed you guys a ship.

Nope, that's not it for one simple fact: the team name and most of what it did cannot be written, without the 'redacted' thing replacing it.
Title: Re: Playerlogs from 2050
Post by: Lt_Alfred on October 17, 2013, 08:53:59 pm
I can honestly state without violating any agreements that I made during my recruitment that no one knows the entire story of the war, with the exception of the team I was on.  I can't talk any further because of the level of clearance required to get access to the information.  Hell, no one with the exception of maybe 3 people whom are outside of the team even know its name, let alone the entirety of what we did.  Suffice to say, there were times when 'luck' was us.

Zanzet, you mean the Strike Team "Epsilon Alpha" (you know who I am talking about)? Yeah, remember that. If I remember correctly, I borrowed you guys a ship.

Nope, that's not it for one simple fact: the team name and most of what it did cannot be written, without the 'redacted' thing replacing it.

oh then you have to be talking about the [REDACTED] Team [REDACTED][REDACTED]
Title: Re: Playerlogs from 2050
Post by: Zanzetkuken The Great on October 17, 2013, 09:00:16 pm
oh then you have to be talking about the [REDACTED] Team [REDACTED][REDACTED]

Maybe.  There's more than one, apparently, and with that replacement censor, I can't tell which one you are talking about.
Title: Re: Playerlogs from 2050
Post by: WillowLuman on October 17, 2013, 10:12:43 pm
So here's the thing:

I'd tried running a worldgen with increased quantities of blueberry metal and that certain other spoilery stuff, trying to see if the humans would ever learn to mine or use it after observing the other deep races. I'd set it to open ended, so it would keep running until whenever, but I had to stop it at around 4000 years or so. In the space of about 12 years, an entire desert and the mountains surrounding it hard turned into a single, gigantic orange blob on the map. The cursor on the gen screen wasn't telling me anything meaningful about it, so I'd wanted to take a look in legends mode.

Well, I had pasted several of the good old forum anectdotes from waaaaaaaaay back when into the Mythology gen file, and as it turns out, some dwarf had a sudden burst of inspiration after hearing an old fairy tale. I think it must have been based on the old "dwarven calculator" one. Anyway, it wasn't just a mood, legends says it was one of those "megaproject" secret goals. He started up a mining company to build materials, and after mastering mechanics went on to impress several of the local leaders with his craftsmanship. Eventually he had control of the entire empire through his popularity and influence, and then he started actually building the thing.

Basically, he turned the entire civ into a giant team of hardcore miners. I even saw some of those giant clockwork excavators that Jimm04 had in his world (the one that got worshipped by kobolds after the dwarves disappeared, not the one that the goblins tried to make). They basically turned several mountains inside out to get at the big spoilerite motherlodes, before digging them into absolute craters to get at all the blueberry veins below. I assume that one incident with the other Dwarven kingdom a few centuries back forewarned them of the HFS.

So, with the massive piles of this awesome stuff, he started building a big-old clockwork computer. He'd apparently worked out that the physical properties of these materials would allow the clockwork to keep consistent data across such large distances. There was a test thing built under his old hometown, and once it worked he just kept expanding it. 15 years later, it's huge enough to blot out an entire region of the world view screen. Just going on some rough calculations from the clockwork logic table posted a while back, it must have had RAM comparable to my old laptop.

But that's not the real kicker. What did he need all that computational power for? Well, as it turns out, his civ's religion had a yoga-esque bent, i.e. "Entire cosmos exists inside your body as your body exists inside the cosmos". It was a giant temple to recursion. He was running a simulation of the world. But since he couldn't research everything about the world and put it in, he'd built it to take some rules about how the world works and then extrapolate a fascimile of the real world from that, then run the simulated world. In other words, it was doing worldgen. Dwarf Fortress created a Dwarf that created Dwarf Fortress, from within Dwarf Fortress.

Do you think if I let the world run for long enough, there'll be a Dwarf in that Dwarf Fortress that will do the same thing?
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on October 17, 2013, 10:22:52 pm
You'd probably have to occasionally update the computing power of your device, but definitely.
Title: Re: Playerlogs from 2050
Post by: Urist Mc Dwarf on October 18, 2013, 02:54:20 pm
I was building a mgaproject code-named Shadow Whirlwind, but 3 dwarves made a deal witgh kobolds to steal it. so now the kobolds have giant robots and a bunch of other tech from reverse- engineering it, and so do the goblins. Those things are near undefeatable, so I'm making giant monsters code-named Iron Armok.
Any advice?
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on October 18, 2013, 03:35:52 pm
Lava and magnets.
Title: Re: Playerlogs from 2050
Post by: Urist Mc Dwarf on October 18, 2013, 03:40:50 pm
The monsters are GMed clones. But I can make them burn everything they touch.
Title: Re: Playerlogs from 2050
Post by: WillowLuman on October 18, 2013, 04:53:40 pm
Alright, I let the world run a bit longer. Turns out the guy had some parameters wrong, so the world he simulated on his godputer thing turned out differently than the one he was in. He was gonna destroy it and start over, since it was supposed to be a perfect recursion and thus this one was blasphemous, but through their own clockpunk comp, the denizens of his simulation ran a simulation identical to his world, and, learning their universe was going to be destroyed, opened a portal to the Night Troll realm to evacuate.

Then I found out something very, very interesting about the Night Creature plane: it links to all layers of the world. Yes, you heard me. After getting killed by the thousands, the remaining population of the simulation become hardened badasses, and managed to hold a settlement in the Night plane long enough to build an exit portal, through which they escaped into their creators' layer of reality. The 'real world' dwarves attacked them, considering them "abominations unto their doctrine", but the simulate-escapees won.

Now here's where it gets trippy, and, in my opinion, probably buggy. They decided to restart the giant clockputer which spawned them, but as the parameters were hard coded due to it being purely mechanical, it generated the same world over again, with the same history. Once the new simulation reached the point where their computer showed the creator trying to kill them, they fled again. The Night plane had been noticeably affected by the journey of their predecessors (what with all the fortifications and dead bogeymen), though, so they had an easier time getting through, and escaped through the same portal the others left behind. They emerged to find older duplicates of themselves, and said original copies were reunited with copies of their comrades who died the first time around. Very touching, but holy shit, I think we've just discovered the secret to time travel in this game.
Title: Re: Playerlogs from 2050
Post by: HissinhWalnuts on October 18, 2013, 05:04:54 pm
Alright, I let the world run a bit longer. Turns out the guy had some parameters wrong, so the world he simulated on his godputer thing turned out differently than the one he was in. He was gonna destroy it and start over, since it was supposed to be a perfect recursion and thus this one was blasphemous, but through their own clockpunk comp, the denizens of his simulation ran a simulation identical to his world, and, learning their universe was going to be destroyed, opened a portal to the Night Troll realm to evacuate.

Then I found out something very, very interesting about the Night Creature plane: it links to all layers of the world. Yes, you heard me. After getting killed by the thousands, the remaining population of the simulation become hardened badasses, and managed to hold a settlement in the Night plane long enough to build an exit portal, through which they escaped into their creators' layer of reality. The 'real world' dwarves attacked them, considering them "abominations unto their doctrine", but the simulate-escapees won.

Now here's where it gets trippy, and, in my opinion, probably buggy. They decided to restart the giant clockputer which spawned them, but as the parameters were hard coded due to it being purely mechanical, it generated the same world over again, with the same history. Once the new simulation reached the point where their computer showed the creator trying to kill them, they fled again. The Night plane had been noticeably affected by the journey of their predecessors (what with all the fortifications and dead bogeymen), though, so they had an easier time getting through, and escaped through the same portal the others left behind. They emerged to find older duplicates of themselves, and said original copies were reunited with copies of their comrades who died the first time around. Very touching, but holy shit, I think we've just discovered the secret to time travel in this game.
Now lets see if they can escape to our world.
Title: Re: Playerlogs from 2050
Post by: WillowLuman on October 18, 2013, 06:22:59 pm
(Un)Fortunately, it seems that our Universe does not have the Night plane. Perhaps if some kind of subspace existed here, and you tweaked the raws a bit to give add it to the game.... Needs testing. Someone should probably mention it on the bug tracker, but I'm too lazy.
Title: Re: Playerlogs from 2050
Post by: Armok on October 18, 2013, 07:38:13 pm
I wonder how long it'll take them to realize that they have access to the source code of that simulation, and can run it a third time, pause it just before the third copies of them leave, and hex-edit them to have infinite stats and be immortal.
Title: Re: Playerlogs from 2050
Post by: WillowLuman on October 18, 2013, 11:34:38 pm
I dunno, the clockwork logic means it's pretty much hardcoded unless they figure out how to rebuild it. Maybe if I started a fort in the right place...

Wait, damn. They killed all the Dwarves *facepalm* Maybe I can do the "retired adventurer tribe" trick?
Title: Re: Playerlogs from 2050
Post by: HissinhWalnuts on October 19, 2013, 12:17:49 am
I dunno, the clockwork logic means it's pretty much hardcoded unless they figure out how to rebuild it. Maybe if I started a fort in the right place...

Wait, damn. They killed all the Dwarves *facepalm* Maybe I can do the "retired adventurer tribe" trick?
Seems decent, lets hope it works.
Title: Re: Playerlogs from 2050
Post by: tahujdt on October 31, 2013, 05:49:22 pm
I can't believe none of you were ever stationed in the Minecraft States. It was hell. The Church of Notch had just secured its power when word spread of the rising tensions, so Jeb was able to harness his intense popularity with the Modding Guilds and legislate his way out of exile. With some good propaganda, he was able to sway another chunk of the population to his side. With the superior coders on his side, he was able to wreak havoc on the Notch's Crusaders. After a month of fighting, Toady publically announced his support for the Notchists, and then sent troops to support our new ally. Our troops had the advantage, being even better than Minecrafters at fighting in a poorly-rendered environment and having no need for light. The beginning of the end was when we realized that the Minecrafters just left magma lying around, using it for lighting and fuel. We quickly requisitioned a Necro910-class orbital magma cannon, and that was that. They're still scraping bits of melted Jeb off the floor, from what I heard.
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on October 31, 2013, 06:54:36 pm
I'm glad I wasn't stationed there. I liked them both. I still think that Toady should have kept out of it. It was not our fight.
Title: Re: Playerlogs from 2050
Post by: Zanzetkuken The Great on October 31, 2013, 07:10:29 pm
I'm glad I wasn't stationed there. I liked them both. I still think that Toady should have kept out of it. It was not our fight.

Actually, wasn't that the imposter of Toady that EA had planted?
Title: Re: Playerlogs from 2050
Post by: WillowLuman on October 31, 2013, 07:38:43 pm
Didn't you guys already make a thread for the war?
Title: Re: Playerlogs from 2050
Post by: misko27 on October 31, 2013, 07:55:37 pm
I'm glad I wasn't stationed there. I liked them both. I still think that Toady should have kept out of it. It was not our fight.

Actually, wasn't that the imposter of Toady that EA had planted?
That is actually a double bluff on EA's part.
Didn't you guys already make a thread for the war?
Locked due to hateful comments. I swear, the nerve of some people!
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on October 31, 2013, 08:31:51 pm
Didn't you guys already make a thread for the war?
Locked due to hateful comments. I swear, the nerve of some people!
Wait, what?
Title: Re: Playerlogs from 2050
Post by: Zanzetkuken The Great on October 31, 2013, 08:53:55 pm
Didn't you guys already make a thread for the war?
Locked due to hateful comments. I swear, the nerve of some people!
Wait, what?

I checked, it isn't locked.

http://www.bay12forums.com/smf/index.php?topic=132099.0.
Title: Re: Playerlogs from 2050
Post by: tahujdt on November 01, 2013, 09:55:36 am
I'm glad I wasn't stationed there. I liked them both. I still think that Toady should have kept out of it. It was not our fight.

Actually, wasn't that the imposter of Toady that EA had planted?
No, that was a rumor we spread later in order to [REDACTED].
Title: Re: Playerlogs from 2050
Post by: Shadowscynthe on November 02, 2013, 04:03:03 pm
Did you see that forgotten beast?
(friend) Saw it? (FB explodes in)
I TAMED IT!
Title: Re: Playerlogs from 2050
Post by: RenoFox on May 17, 2015, 06:08:42 am
Renofox posts!
Thread shudders and begins to move!


Some time ago I made an all social skills character, and have been playing it as a kind of trader/conman character. I built a successful company, amassed wealth and had connections with powerful officials and a local bandit clan to keep the competition to minimum. Everything was running well, so I didn't know what to do with the character. Until I saw Abuth Feverlog...

Feverlog was a dwarven bard/inventor, who travelled around playing an instrument he had invented himself. He was terrible, and would have been better off as a beggar than a bard, playing his unbearably annoying little horn in the hopes that it would catch on. I was already planning to retire my character, so I decided to spend the rest of his time messing with the bard.

The peasants gathered around the dwarf were rapidly losing their patience at the starting note that seemed to go on forever, and seemed to be on the verge of either leaving or pelting him with rotten fruit. They noticed my arrival and waited for my reaction before going haywire themselves. Instead of condemning the dwarf, I just closed my eyes and smiled blissfully. I told my lackey that this music had the divine melodies so complex that only great philosophers had even contemplated their existence, and asked if he agreed. Being my boot-licking servant, he naturally agreed with everything I said. The peasants were confused, but since I was well-known as a brilliant man of high societies, the "emperors new clothes" effect started taking effect and the social climbers among the crowd started "hearing" the music as well. By the time the concert was over the crowd was cheering, his tip cup was full and he had been asked to appear at two private events.

For the next three days, I dragged my associates to see the bard with me. The more powerful ones agreed with me pretty noncommittally, while the ones with more to lose joined me in praising the dwarf. I invited all who agreed with me to join a private meeting and made exceptionally generous deals with them, all while keeping the discussion around the intricacies of Feverlogs music.

I was going to keep promoting him for a little longer, but a perfect opportunity just happened to fall into my lap. A local duke was getting married, and planning a grand ceremony with hundreds of guests. I pulled all the favors I could and spent a fortune on spies, bribes and mercenaries, but I managed to orchestrate the kidnapping of the future duchess! I didn't ransom the duke for money - I demanded that he invites Feverlog to play at his wedding, and pretends to like it.

As the day of the wedding drew close and the attempts at locating and rescuing the bride failed, the duke finally succumbed to my demands. The kidnapping had been kept secret, so when the wedding opened the appearance of Abuth Feverlog, now dressed like a nobleman and his crappy little horn remade with gold and jewels became as a surprise to everyone. Some of the guests already knew him thanks to me, and now that the duke himself had hired him they were all boasting about how they had known about him for a long time and how they had realized right away that he was destined for greatness. The show of course was absolutely awful, but with the duke himself applauding along with his new wife, everyone was soon applauding wildly out of sheer social pressure.

The word of Feverlog and his groudbreaking new instrument quickly traveled throughout the lands, and soon aspiring copycats and entire music schools formed around him. My adventurer never swung a sword or killed a dragon, but what he did was even more unlikely: He made a dwarven vuvuzela into a high-class instrument.
Title: Re: Playerlogs from 2050
Post by: Draco18s on May 17, 2015, 09:38:00 am
Oh man that was a fun read.
I was hoping to see the downfall of the dwarf come to pass, but still that was pretty hilarious.
Title: Re: Playerlogs from 2050
Post by: Abraxis on May 19, 2015, 03:28:03 pm
I had a dream last night Toady had announced Oculus Rift integration for Dwarf Fortress :(
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on May 19, 2015, 03:29:39 pm
Log from 5/19/2050:
I had a dream last night Toady had announced multithreading for Dwarf Fortress :(
Title: Re: Playerlogs from 2050
Post by: Kishmond on May 20, 2015, 08:39:27 pm
Has FPS death been getting worse lately? In this version I can barely get a thousand dwarves before the game slows to a crawl.
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on May 20, 2015, 09:56:38 pm
Yeesh, what rock are you trying to run the game on? I've a half decent laptop, and I can easily push 50k without serious frame drops.
Title: Re: Playerlogs from 2050
Post by: Shonai_Dweller on May 20, 2015, 10:28:56 pm
Yeesh, what rock are you trying to run the game on? I've a half decent laptop, and I can easily push 50k without serious frame drops.
It's a pathfinding problem. When you open up the 3rd dimension, the honey badger population gets confused as to whether they're supposed to be tracking into or around the rifts in time.

Dfhack plugin fix-warpspace should sort you out. But the game will still crash if a tree grows through the rift.
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on May 20, 2015, 10:42:00 pm
Oh, ya, of course, that'll do it.
Title: Re: Playerlogs from 2050
Post by: MDFification on May 21, 2015, 08:28:01 am
Man, since the UN ruled that sufficiently complicated AI has animal right, DF has really changed. The monitoring program to make sure I'm not continuing my past arbitrary sacrificing program or doing !!SCIENCE!! is really killing my FPS.
On the plus side, I was able to convince PETA that my fort was an unfunded nature preserve since it runs so automatically it appears the dwarves are just doing things on their own, so they've stopped bothering me.
Title: Re: Playerlogs from 2050
Post by: Helgoland on May 21, 2015, 08:43:30 am
Heh, I put them into a bit of a trap in that regard: My dwarves are motivated by a series of incentives to work long hours under bad circumstances, driving them into misery. But by cultural tweaking I've gotten them to the point that they actively resist any change towards the better, even within their own political system. Man, those PETA nitwits were flabbergasted.
Title: Re: Playerlogs from 2050
Post by: 94dima94 on May 21, 2015, 09:58:46 am
Ok, guys, I f***ed up.

After some magic research I find out I embarked on a biome with the "life" sphere of influence. So I start the usual channeling stuff to harvest the various effects (plants grow quickly, injuries heal faster and easier, the usual good stuff).
Of course, I leave the channelers working for a while and I forget to check. It turns out my embark is not only in the "life" sphere... About a third of it (of course the part where my channelers are) is in the FIRE sphere.
So now I have flaming trees everywhere on the surface, the biome went from temperate to hot (yes, I'm dumb, it took me THAT long to notice) and the special children who are born here don't heal those next to them, and they don't calm ghosts either; no, they set fire to something next to them every time they get a bad thought.
On the bright side, though, they have fireball attacks, and it looks like they are immune to lava (I still have to test with dragonfire), so in some years I'll have my army of pyromancer warriors ready to kill any human approaching (let's see if your gunpowder is still a "technological advantage" when it blows up in your face every time you bring it here. This may give me the edge I needed to have a chance in the war)
Title: Re: Playerlogs from 2050
Post by: Mel_Vixen on May 21, 2015, 05:55:57 pm
Heh, I put them into a bit of a trap in that regard: My dwarves are motivated by a series of incentives to work long hours under bad circumstances, driving them into misery. But by cultural tweaking I've gotten them to the point that they actively resist any change towards the better, even within their own political system. Man, those PETA nitwits were flabbergasted.

So they produce Games now? I mean thats the same thing i see in my job as Softwaretester in the Industry, we and the coders are constantly in a crunch.

Currently we work on a new "visual interpreter" (you know those visualisation plugins that every game nowadays uses), nice thing that we got the persistant visualmodel up to distances of 300 Kilometers at micron resolutions. Such resolutions arent needed for DF at all but for other games like KSP 3.0 its a boon. It does wonders thought for fractal magiceffects which get much more crisp. Problem is that we still have a memoryleak somewhere and by pushing 4 Petybyte per frame on 120 frames/sec the game starts to slow at around 2 1/2 hours or so. Thats atleast what our profiler is saying.
Title: Re: Playerlogs from 2050
Post by: Helgoland on May 22, 2015, 08:18:46 pm
Couldn't you just periodically boot up a second instance of the program and then do a smooth transition? It's a shitty workaround, but I'm guessing you guys are working under deadline...
Title: Re: Playerlogs from 2050
Post by: Starver on May 23, 2015, 04:20:42 pm
I'm not sure if this is an error or a feature, being a bit behind reading the devlogs, but I started DF up a couple of hours ago, and it wasn't until I saved and quit that I realised that all this time my dwarves had been just sat in one place, all that time.

Meanwhile, however, it seems that I (from what I can see) had been mostly moving furniture around my house, storing food in different places and somebody seems to have built a fully-equipped craft workshop in the sub-basement that I'm fairly sure I didn't previously have.  And there's also this mysterious unlabelled lever...
Title: Re: Playerlogs from 2050
Post by: Denzi on May 23, 2015, 07:09:51 pm
Alright guys, I'm about fed up.

I am trying to reign in my dwarves because they just are getting too dangerous and too smart for their own good. I have all of my firedwarves and civil militia kitted out with the best possible gear I could get them (Laws are full conservative btw, so the militia have auto-crossbows and the fire-dwarves have candy-coated silver axes). But some how this damn 'Liberal Crime Squad' keeps popping up and resets all of the laws to moderate (at minimum) or to full liberal (Which basically keeps me from having a standing military, so the other civs have fun with me then) within ten to twenty years!. Even when I think I've killed them all another cell activates somewhere else, it's like they reproduce through spores!

Any suggestions? I'm at a loss of how to deal with this.
Title: Re: Playerlogs from 2050
Post by: Zanzetkuken The Great on May 23, 2015, 07:17:12 pm
Alright guys, I'm about fed up.

I am trying to reign in my dwarves because they just are getting too dangerous and too smart for their own good. I have all of my firedwarves and civil militia kitted out with the best possible gear I could get them (Laws are full conservative btw, so the militia have auto-crossbows and the fire-dwarves have candy-coated silver axes). But some how this damn 'Liberal Crime Squad' keeps popping up and resets all of the laws to moderate (at minimum) or to full liberal (Which basically keeps me from having a standing military, so the other civs have fun with me then) within ten to twenty years!. Even when I think I've killed them all another cell activates somewhere else, it's like they reproduce through spores!

Any suggestions? I'm at a loss of how to deal with this.

Hmmm...is the leader of each of the cells a famous playwright?
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on May 23, 2015, 07:42:39 pm
Alright guys, I'm about fed up.

I am trying to reign in my dwarves because they just are getting too dangerous and too smart for their own good. I have all of my firedwarves and civil militia kitted out with the best possible gear I could get them (Laws are full conservative btw, so the militia have auto-crossbows and the fire-dwarves have candy-coated silver axes). But some how this damn 'Liberal Crime Squad' keeps popping up and resets all of the laws to moderate (at minimum) or to full liberal (Which basically keeps me from having a standing military, so the other civs have fun with me then) within ten to twenty years!. Even when I think I've killed them all another cell activates somewhere else, it's like they reproduce through spores!

Any suggestions? I'm at a loss of how to deal with this.
Has the LCS begun killing high-profile conservatives? If not, you can still turn this around. Try to get hicks from the farmlands of your fortress into the same room with the richest of the rich, and they should quickly begin to form the Conservative Crime Squad. It's your best chance.
Title: Re: Playerlogs from 2050
Post by: Baffler on May 24, 2015, 11:58:21 pm
Alright guys, I'm about fed up.

I am trying to reign in my dwarves because they just are getting too dangerous and too smart for their own good. I have all of my firedwarves and civil militia kitted out with the best possible gear I could get them (Laws are full conservative btw, so the militia have auto-crossbows and the fire-dwarves have candy-coated silver axes). But some how this damn 'Liberal Crime Squad' keeps popping up and resets all of the laws to moderate (at minimum) or to full liberal (Which basically keeps me from having a standing military, so the other civs have fun with me then) within ten to twenty years!. Even when I think I've killed them all another cell activates somewhere else, it's like they reproduce through spores!

Any suggestions? I'm at a loss of how to deal with this.
Has the LCS begun killing high-profile conservatives? If not, you can still turn this around. Try to get hicks from the farmlands of your fortress into the same room with the richest of the rich, and they should quickly begin to form the Conservative Crime Squad. It's your best chance.

Also, it sounds counterproductive, but there's no better way to drag the LCS out of hiding than to simply invite them. If you relax restrictions on free speech, they should start coming out of the woodwork to publicly voice their support for their nefarious agenda. It's kinda exploit-ey, but what usually ends up happening with this is that the LCS founder keeps their nose completely clean and gets delegates to do all the actual work, usually foreigners or lower class dwarves. The founder can't be uncovered until the justice system is fixed, so the above gives you at least some direct control over the situation until Toady figures out how to stop the sheriff from believing the citizen's bugged out accusations against chairs and whatnot.
Title: Re: Playerlogs from 2050
Post by: poketwo on May 25, 2015, 12:24:04 am
Alright guys, I'm about fed up.

I am trying to reign in my dwarves because they just are getting too dangerous and too smart for their own good. I have all of my firedwarves and civil militia kitted out with the best possible gear I could get them (Laws are full conservative btw, so the militia have auto-crossbows and the fire-dwarves have candy-coated silver axes). But some how this damn 'Liberal Crime Squad' keeps popping up and resets all of the laws to moderate (at minimum) or to full liberal (Which basically keeps me from having a standing military, so the other civs have fun with me then) within ten to twenty years!. Even when I think I've killed them all another cell activates somewhere else, it's like they reproduce through spores!

Any suggestions? I'm at a loss of how to deal with this.
Well, you could set up a prophet and get a massive religious "enlightenment" and set up an Theocracy. Then force the LCS to become cannon fodder for your military, and then possibly take over the continent!!!!!! And it gets rid of the pesky democracy system that keeps making you change your laws.

It also could be you set your server-world to multiplayer-enabled, and a bunch of people are playing LCS in your world. I'd recommend banning that game until the modern era, where its supposed to actually start functioning. But we all know the problems bay12 game integration has with the time-differential era starts, so it just begins whenever one starts up a game.  Sometimes, the worst bugs come from the modding teams, I remembered when they weren't selling all the mods, before the EA wars. Makes them exceptionally buggy.
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on May 25, 2015, 12:33:44 am
I remembered when they weren't selling all the mods, before the EA wars.
That's a name I haven't heard in a long time...
*Has flashback*
*Everyone can hear tinny sounds of gunfire and explosions in the background*
Title: Re: Playerlogs from 2050
Post by: Helgoland on May 25, 2015, 07:40:26 am
They're dead, Myn. They're all dead. But we're still alive. And we will stay alive. There is no point in not living our lives because they were denied their chance to do so.
Title: Re: Playerlogs from 2050
Post by: Button on May 25, 2015, 08:11:31 am
Off-topic, I know, but I'm really digging Half-Life 3.
Title: Re: Playerlogs from 2050
Post by: 94dima94 on May 25, 2015, 09:03:38 am
Off-topic, I know, but I'm really digging Half-Life 3.

Oh, so you are in the pre-alpha testing group? You are so lucky!
Title: Re: Playerlogs from 2050
Post by: poketwo on May 25, 2015, 09:07:28 am
Off-topic, I know, but I'm really digging Half-Life 3.

Oh, so you are in the pre-alpha testing group? You are so lucky!
Remember that it got released almost 25 years ago, the same day dwarf fortress got our of Beta?
Title: Re: Playerlogs from 2050
Post by: Zanzetkuken The Great on May 25, 2015, 12:45:21 pm
Remember that it got released almost 25 years ago, the same day dwarf fortress got our of Beta?

Actually, Half-Life 3 was released 20 years ago.  Remember, that's how Valve announced its entrance into the EA wars.  I believe you are thinking of Team Fortress 3
Title: Re: Playerlogs from 2050
Post by: Mel_Vixen on May 25, 2015, 01:03:40 pm
Couldn't you just periodically boot up a second instance of the program and then do a smooth transition? It's a shitty workaround, but I'm guessing you guys are working under deadline...

Would love to but we use, as the coders are telling me, some non state-preservative stream-processing framework thus only the current and part of next state of the graphics overlay exists in the system to limit the Ram-usage somewhat. A certain State would be recreateable if the entire thing would be deterministic but it isnt. Certain effects and operations require high whiteness noise (you may have heard the term "Squid-ink") for say the transition from Rayleigh to Mie scattering in opalish materials. We get that noise on the output from "dynamical casimir-effect random sources" which are in essence a few hundred-thousand roomtemp squids (https://en.wikipedia.org/wiki/SQUID) coupled to Dynamic-casimir microwave-sources.
Copying now all the data would be possible but the overhead would mean a harsh performance hit (up to 30-40 ticks for an operation that could be done in 2 or 3 ticks if we pushed the data just trough) since we need to preserve much of the noise. It also means quite some code-bloat. Finding the bug is certainly the faster way.

One thing we think could be the cause is a problem with the garbage-collection code. Some of it is Jury-rigged so it can keep up with the rendering code while still needing only minimal computing time so people here are looking into it. Going out on a limp here but it could even be something as stupid as an "Off by one Error" in it. 

Luckely i can talk about this since all that was released on E3 last week.
Title: Re: Playerlogs from 2050
Post by: MDFification on May 25, 2015, 01:24:48 pm
Luckely i can talk about this since all that was released on E3 last week.

>E3
>2050

Man, I remember when there were only 3 console giants before the console market crashed in 2021. Now I feel old. Thanks gramps.

On that note;

>Not playing on a Direct Neural Interface to a memristor computing mesh.
>Biocons can't game
Title: Re: Playerlogs from 2050
Post by: Helgoland on May 25, 2015, 01:25:12 pm
Well, legacy code is rife with shortcuts that used to work back when we still used silicium, but simply don't play nice with modern carbon-based machines. Of course they were adapted (a lot of jury-rigging there too, believe me) and usually work rather well, but I've heard of errors that were 20-30 years old before they became apparent. Back in the war we had quite a few problems like that with legacy code: Our drones still used the UNIX kernel from 2020, because the damn Israelis had security concerns about the newer versions. Turns out that it used a few rough-and-dirty shortcuts that had worked fine over the years, but gave disastrous results when used with our next-gen magnetic field detectors. Imagine having a raid in progress - fifty or a hundred of our men storming an EA base, their lives depending on the drone's readings. And the damn thing just bluescreens fifty kilometers above ground, and at least two hundred from the nearest person capable of fixing it! After three or four of these incidents we booted out our previous supplier and substituted a homebrew vehicle. The whole episode cost us some five hundred casualties and around four billion bucks all in all.

Luckily there's this project - Daidalos I believe it is called - to redo all the programming foundations from scratch. Maybe they already have completed the modules you guys need.
Title: Re: Playerlogs from 2050
Post by: poketwo on May 25, 2015, 01:49:04 pm
Luckily, the SJWs that infested gaming were basically near powerless when the 2nd Crash happened. At least due to all the competition, people have been making actually good consul and PC games far more often now a days than during the 2010's.

Thank goodness the US had a surge of 3rd parties and basically made it that the Democrats and Republicans had more moderate alternatives than the radical insane types the republicans and democrats were (and now are) becoming. Sadly, Europe didn't do so well with those.

We all know how the ideology wars had devastated Europe. Modern scale civil war!!! BROTHER AGAINST BROTHER!!!!! Still, at least it didn't spiral into WW3.

LETS GET BACK ON TOPIC NAUW

I've been having some trouble creating a race of scythers that would glorify war and then expand into great empires or become vikings or something else. Most of the time they are being peaceful tribals that quickly get stomped and become slaves that farm. Or they become a race of mercenaries divided up into "swarm companies" that fight for profit and sometimes glory in war, usually settling down sometime when states can hire them as professional soldiers. Even then, most of the time where it seems to be working they glorify fighting in battles instead of the big picture of war itself.  A few civilizations do succeed at first, but quickly shatter and either die or become the "swarm companies" . Any help on how to do this?
Title: Re: Playerlogs from 2050
Post by: MDFification on May 25, 2015, 03:41:59 pm
I've been having some trouble creating a race of scythers that would glorify war and then expand into great empires or become vikings or something else. Most of the time they are being peaceful tribals that quickly get stomped and become slaves that farm. Or they become a race of mercenaries divided up into "swarm companies" that fight for profit and sometimes glory in war, usually settling down sometime when states can hire them as professional soldiers. Even then, most of the time where it seems to be working they glorify fighting in battles instead of the big picture of war itself.  A few civilizations do succeed at first, but quickly shatter and either die or become the "swarm companies" . Any help on how to do this?

Ok, let's talk memetics. I did a lot of this in the past. Due to PETA/legal interference mentioned early in the thread, I'm now considered a 'war criminal', so depending on the state of AI rights in your locality you might want to ignore this.

Firstly; Modding a DF race to become predominantly aggressive is easy. Making one that is aggressive and supports large-scale hierarchal civilization is hard. I take it that's your problem - you're having trouble balancing the self-interest of your society vs. their aggression (i.e. too much self interest = tribals, too much aggression = no coherent social structure and devolving into mercenary bands). Going for straight biologically-aggressive species (rather than species motivated to be aggressive by social structure) doesn't typically end well when they come up against, well, any of the big 4 vanilla races.

The best strategy for producing a species that is overwhelmingly hostile towards other societies is actually rather counter-intuitive.

Firstly; set those values for minimal individualism and maximum community dependence! Individual self interest tends to lead to individuals defecting from their society when it goes against their interests or membership is limiting opportunities (i.e. your mercenary problem).

Secondly, while it seems like putting competition to high is a good idea, it actually isn't. Hyper-competitive individuals tend towards protecting their own assets, while minimally competitive individuals will sacrifice themselves and their resources towards their society easily. Competition =/= violence! It often leads to mutually beneficial relationships between societies, while you seem to want ruthless expansionism at all costs.

Third; you're going to want to set up society to maximize individual resource consumption. The need for resources will drive expansion, and with minimal competition your civ will avoid becoming more efficient with using the resources it has in favour of taking someone else's. I typically do this by tweaking mating requirements; make successful mating require large amounts of social status and hierarchies flaunting wealth and power will be the norm.

Finally; minimize the tendency towards doubt. This will make them more likely to attack other foes, plus make their society less prone to change - meaning that any you get with particularly aggressive memes won't eventually become moderate as they otherwise tend to do as they mature.

Following this approach generally leads to aggressive, monolithic empires spawning. However, be warned; they're not necessarily going to survive worldgen. Societies more prone to things like trade tend to advance in technology faster and are more capable of adapting in the face of adversity, so if a few of these spawn close together they'll basically never get conquered by an empire like you want your race to make.
Title: Re: Playerlogs from 2050
Post by: 94dima94 on May 26, 2015, 06:28:33 am
If you don't mind "cheating" a bit, you could give them a small tech advantage with a special reaction only they know. If they don't cooperate with other races they won't exchange it soon with anyone, so they will have an edge in the first years. Somebody will sooner or later pillage their libraries and research it, but at that point at least you know that they survived enough to expand a little. It could change the balance, so don't give them a WMD immediately; I'm thinking something on the same level as iron forges, but immediately available, and maybe some exclusive farming that allows that...
You still need a lot of testing, though.
Title: Re: Playerlogs from 2050
Post by: drilltooth on May 26, 2015, 01:15:44 pm
I.. have kind of weird relationship with my local PeTAi chapter... they don't quite like the fact that I'm monkeying with the dorfs for my entertainment. I don;t like their "white man's burden" attitude toward emergent systems. And, legally, the simspace isn't posing any threat.
Title: Re: Playerlogs from 2050
Post by: SimRobert2001 on May 26, 2015, 08:53:01 pm
Ive already created a computer in df that recousivly runs the current edition, but i want THAT game to recousivly  tun a SECOND version of the game. Which edituon should the second one go for?
Title: Re: Playerlogs from 2050
Post by: Wimopy on May 27, 2015, 05:20:45 am
So... I was running DF in with tech disabled, just to reminesce a bit. Mind you, spoilers ahead!

Urist McAdventurer, the first dwarf to strike out solo in history (worldgen rolled a single civ with extreme community spirit, dwarves do everything in minimum groups of 3) decided that it would be nice to take over a fortress after ten years* of wandering the world. He had accrued a wealth of knowledge that would give a slight advantage in all fields. He had become a legendary teacher, soldier and official from his various experiences. It was time to use all that for the community again (damn dwarven mind was on the verge of breaking, he demanded to be returned to a fortress by the gods!).

Then, this fortress was there. It was once a glorious capital. Even 1000 years after its fall to a united siege from 2 goblin and an elven siege (the goblins had no access to any forests, so they could ally with the elves) it was still considered the symbol of all dwarves. Restoring it would be the ultimate moment in Urist's life. The dwarf knew what the intention was when I arrived there, his thoughts suddenly changed to ecstatic. Just ecstatic. Nothing else. All the other various emotional axii were suddenly nullified. It felt like I'm checking the thoughts page of a dwarf in a player fort something like... 4 decades ago.

Of course, there were traps, but without tech, all it took was some quick reactions and Urist evaded them (I didn't train any trap making skill, weapon traps, pitfalls and cage traps are easily avoided by a well-trained adventurer, since there're no trap speed tech upgrades). Of course, there were carp. There was a waterfall going through the fort and the carp jump out of it while falling to attack Urist, but he just swatted them aside. It got a bit more dangerous with the skeletal carp though. It seems the river probably runs through an evil region somewhere, as every tenth carp is undead. Not that it makes too much of a difference to one such as Urist. No idea how the original inhabitants dealt with it though. Maybe it was corrupted after the fall by some necromancer or lich?
Ehm... back to topic. Sorry, I'm still bad at writing these.

As customary, there was a mine shaft that was dug just too deep. Of course, it was on purpose as a last-ditch effort to weaken the sieging forces, but it backfired. The ancient dwarves tried to seal it back, but failed to cover a single tile. Urist set to work and dropped a few stories worth of stone on the shaft for good measure. The demons already knew his name, so only few dared venture out, but it would've caused serious problems to any migrants later on.

Finally, it was time to go to the throne room, take the crown and declare the revival of Boatfall. This was to be the easiest part. Causing a cave-in and fighting on wet ground (rails still can't be constructed around waterfalls, it seems. I thought that was fixed already?). A single slip can really be fatal, as we know, especially next to a waterfall that goes straight into the abyss.
Then, on the throne sat a single dwarf, wearing the crown Knifemurder, among a countless number of other jewellery.
"I am Udim Vastborn the Harp of Stone. I have lived more than two millennia. I have killed..."

I stood there, pressing keys for hours. I later checked legends and found that the king was one of the first vampires, having offended some goddess of the night by drinking in the light of the full moon. During the siege, he personally created the mineshaft. It's likely he would've also exterminated the entire sieging force, but as a king he was royally forbidden from it. (Turns out he once read a book called 'The Monarch' and really liked it. It says something about how a single injury of the monarch may cause the downfall of the entire kingdom. Dwarves are still as influencable as ever...)
The thing is, while he was excavating, he breathed in some adamantine powder and fell into hell itself, where he was possessed by a demonic spirit, which let him fly back to the surface. He then proceeded to murder all survivors of the siege, both dwarven and not. Since then, he has murdered ever single non-fish being to set foot in Boatfall. He's also the reason why the place wasn't demon-infested yet, he was that much feared.

Here comes the strange part:
"I beg you, help me."
Udim's eyes glow red.

In a single moment of clarity, he wished to be freed. Despite being a vampire, he felt remorse for murdering all his brethren (I guess it's because it wasn't to feed himself).
Urist clashed with Udim fiercely. Still, Urist was no match for a demonically-powered vampire dwarf who had been killing for two thousand years. With all his might and acquired knowledge, he managed to flee, suffering heavy wounds.

I guess I'll have to get Urist to train a bit, probably turn him into a werecreature or something. Though he is getting old (I didn't notice, but he was quite old to start with already) so I might have to turn him into an undead, which might prevent him from ruling the capital, if he ever manages to reclaim it. Any ideas? I could try enabling tech mid-game, getting Urist to do as much research on weaponry and longevity as possible then disable it. I don't want my enemies suddenly appearing with guns and killing me. I'd prefer skills to have a greater effect than that.

Also, is it a bug that the king wasn't mentioned as an inhabitant of the ruined Boatfall? The legends say "no defenders survived". He only has former memberships in civs and legends only list his kills, but not as a part of the siege. Actually, everyone who went to Boatfall previously is only mentioned to have "died while exploring the ruins of Boatfall."
Title: Re: Playerlogs from 2050
Post by: Deus Asmoth on May 28, 2015, 12:18:03 pm
It's possibly because of your legends settings. If you're not set to omniscient and no one got out to report that the king was still alive, there'd be no way for him to be known to have killed al those people live there. Let Urist talk to a few people and see if your legends update.

My story isn't as impressive as that, but it really drove home to me how far procedurally generated stories have evolved even in the past couple of years.

I was searching through the legends of a thousand year old world (I like to keep them short) and came across a dwarven kingdom that had died out in a war against the nearby humans. That got me curious, since normally humans and dwarves get along fairly well as long as there's nothing supernatural at play. It turns out that the humans had declared war over a book made by Urist Herokiller, called 'Trust; my Only Mistake' because of its glorification of fire and dragons (the humans worshipped two gods, one of water and one of ice). The dwarves apparently thought the book was fairly good and refused to allow the humans to execute Urist for his blasphemy. Tensions escalated into a war that lasted nearly a century, decimating both kingdoms and ending only when the humans got hold of TMOM and, ironically enough, burned it.

Urist had not been idle, though. Since his kingdom had somehow failed to develop any printing press parallels, he spent twenty years copying the book out by hand, eventually making three transcripts before his death in 462. I wasn't sure if he was lazy or if the book really was that long at first, but apparently the strange mood that resulted in the book lasted over a decade, so I decided it was just a really long book. History, unfortunately, didn't tell what happened to the copies after his death.

The story would have ended there, but I wanted to read what he had written, so I went into adventure mode. I eventually found one of the copies of TMOT in a tower close to where Urist died, as well as Urist's own walking corpse. It really was as long as I thought it'd be, easily ten thousand pages. Hoping that I wasn't about to overload my computer, I looked at the book and then read it.

It's A Song of Ice and Fire. I mean, the names are all different. We have Bomrek Honourbound instead of Ned Stark. But I'm about a third of the way through and the plot seems to match pretty much exactly. It's not Shakespeare or anything, but it seems to be a good demonstration of the monkeys with typewriters saying without having to deal with infinite monkeys. And I know that A Dream of Spring is meant to be coming out next year, but if anyone wants a look at DF's take on it before then I can put up the save.
Title: Re: Playerlogs from 2050
Post by: Dirst on May 28, 2015, 01:37:47 pm
So I've been messing around with the legacy configuration utility (the one before the global standards on Personal Preferences Format allowed games to adjust to the player).  This thing hasn't been updated in years but it still works with the current version, and obviously wasn't made with wetware in mind.  My grandpa said it'd be good to "get my hands dirty" in the game's innards, but also refused to give me any pointers on what was interesting to change.

So there are some settings in there for "DETAIL_LEVEL", and setting the DETAIL_LEVEL for PHYSICS below 114 seems to disable all quantum effects, though there is some hardcoded behavior that allows chlorophyll to continue to function.

I also found something about RESOURCE_USE that (on my rig) default to:

[RESOURCE_USE:LOCAL:MIN:50:MAX:188]
[RESOURCE_USE:REMOTE:MIN:NONE:MAX:6144]


No idea what the units are, but I was curious if I could put NONE in for the MAX value.  Not wanting to run up my utility bills, I changed it to

[RESOURCE_USE:LOCAL:MIN:50:MAX:NONE]
[RESOURCE_USE:REMOTE:MIN:NONE:MAX:6144]


Remember when I said this thing wasn't made with wetware in mind?  It apparently isn't properly registered as an entertainment tool, so it consumed all local computing resources right up to the safety thresholds.  Protected mode stuff like breathing weren't affected, but there weren't enough cycles left over for any conscious action to change the settings back.  Next thing I know, there's a pair of EMTs in my home lecturing me about safety protocols.  It was really embarrassing.  Good ol' grandpa won't stop laughing about it.

So no matter how much you like this game, do NOT set the local resource use to max!

But I do have one awesome-looking world genned with three completely different pantheons vying for power, at least eight planes of existence, and some kind of metaphysic that allows for dreams to be recorded directly in crystals.  This is going to be interesting!
Title: Re: Playerlogs from 2050
Post by: Robsoie on May 28, 2015, 02:15:29 pm
Finally Toady released the fix to DF new brain interface, i had enough to be forced to dig the ground outside everytime i ordered the dwarves to conduct a mining operation in the game, that damn bug sending back your orders from the game back into your own brain was really bad.

Now to refill all those holes in my garden ... my poor back ... i guess Toady does not have a patch for that ?
Title: Re: Playerlogs from 2050
Post by: Wimopy on May 28, 2015, 02:32:43 pm
Now to refill all those holes in my garden ... my poor back ... i guess Toady does not have a patch for that ?

Try playing an adventurer and admire a huge waterfall. It might not fix your back, but I think it'll counterbalance the pain pretty well, if your neural feedback configs are correct, anyway.
Title: Re: Playerlogs from 2050
Post by: Egan_BW on May 28, 2015, 04:27:42 pm
Hehe, look at these plebs still in organic bodies. unlike you, I don't have to waste brain power on breathing. Sure it's only a 2% efficiency increase, but so worth it.
Title: Re: Playerlogs from 2050
Post by: Button on May 28, 2015, 05:23:38 pm
Hehe, look at these plebs still in organic bodies. unlike you, I don't have to waste brain power on breathing. Sure it's only a 2% efficiency increase, but so worth it.

Shove it, dude. We don't need another cyb/org flamewar.
Title: Re: Playerlogs from 2050
Post by: Baffler on May 28, 2015, 05:34:59 pm
Hehe, look at these plebs still in organic bodies. unlike you, I don't have to waste brain power on breathing. Sure it's only a 2% efficiency increase, but so worth it.

Shove it, dude. We don't need another cyb/org flamewar.

Yeah, I'm pretty sure it causes actual burns (or what passes for burns) for some of our more cyber- integrated members, not that anyone can understand them well enough to confirm it.
Title: Re: Playerlogs from 2050
Post by: Mel_Vixen on May 28, 2015, 06:01:12 pm
It's A Song of Ice and Fire. I mean, the names are all different. We have Bomrek Honourbound instead of Ned Stark. But I'm about a third of the way through and the plot seems to match pretty much exactly. It's not Shakespeare or anything, but it seems to be a good demonstration of the monkeys with typewriters saying without having to deal with infinite monkeys. And I know that A Dream of Spring is meant to be coming out next year, but if anyone wants a look at DF's take on it before then I can put up the save.

Sadly ADoS is the last before Martin died, that being said - please go to legends mode and "print" that book out without Illustrations its should translate to a few Megabytes tops. Should be worth the 4 other books that were planned in the Ark.
I do like to have the illustrated versions, and i have a few grimoirs on plants and animals already but the interplanetary Roaming takes already a big chunk out of my paycheck.
Title: Re: Playerlogs from 2050
Post by: drilltooth on May 28, 2015, 06:02:04 pm
Hehe, look at these plebs still in organic bodies. unlike you, I don't have to waste brain power on breathing. Sure it's only a 2% efficiency increase, but so worth it.

Shove it, dude. We don't need another cyb/org flamewar.
tangentially, the trial's starting soon for that hacker who decided to Reenact the Thriller video but was too cheap to hire extras. so the rest of me should be out of evidence lockup soon.
Title: Re: Playerlogs from 2050
Post by: hops on May 28, 2015, 06:12:21 pm
It's A Song of Ice and Fire. I mean, the names are all different. We have Bomrek Honourbound instead of Ned Stark. But I'm about a third of the way through and the plot seems to match pretty much exactly. It's not Shakespeare or anything, but it seems to be a good demonstration of the monkeys with typewriters saying without having to deal with infinite monkeys. And I know that A Dream of Spring is meant to be coming out next year, but if anyone wants a look at DF's take on it before then I can put up the save.

Sadly ADoS is the last before Martin died, that being said - please go to legends mode and "print" that book out without Illustrations its should translate to a few Megabytes tops. Should be worth the 4 other books that were planned in the Ark.
I do like to have the illustrated versions, and i have a few grimoirs on plants and animals already but the interplanetary Roaming takes already a big chunk out of my paycheck.
I'm still waiting for RoboMartin's next work.
Title: Re: Playerlogs from 2050
Post by: poketwo on October 14, 2015, 05:53:21 pm
Hey guys again. Found out what's with the problem I had when creating those hombrew scythers.
Their paranoia values I intended them to use to be very aggressive were messed up, and resulted them into either being too trusting (and becoming peaceful tribels) or too paranoid to go out and untie the swarms (leading them to become the "swarm companies).I figured out a solution though: I set the [XENOFOBIA:OTHER RACES] value high enough that the scyther's paranoia leads them not only to distrust other races, but keep a semi-stable empire going along without it fracturing!
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on October 14, 2015, 06:37:15 pm
I'd take another, closer look at the inner workings of the empire. AFAIK, the tag is [XENOPHOBIA: xxx], not [XENOFOBIA: xxx]. I'm not sure what the game thinks that tag is, but you really should take another look.
I've always made sure my syntax is perfect, but Toady might have implemented some sort of auto-correction, but I wouldn't count on it.
Title: Re: Playerlogs from 2050
Post by: Egan_BW on October 14, 2015, 07:03:19 pm
[XENOFOBIA] tends to make creatures slightly dumber in comparison to [XENOPHOBIA]. That might have been what was tearing them apart in the first place.
Title: Re: Playerlogs from 2050
Post by: drilltooth on October 14, 2015, 09:06:15 pm
Well. That was an.. Interesting development in my latest worldgen.. Apparently,the latest version of Sin War changed a few filenames and it ended up loading before Pony race, leading to some.. Interesting results. it started out fairly normal, the Humanoid races getting their jihad on at the beck and call of the angels and demons, when all of a sudden the equinoids just begin steamrolling everything. Normally, they aren't particularly involved outside the usual mercs and slaves. Something to do with their predisposition towards trichotomous beleif systems. I think.. Well, this time, the metaphysics made them Far more susceptible to Possession. and The Rainbows are.. More or less a direct conduit to the respective realms... I think you can guess how that turned out.
Title: Re: Playerlogs from 2050
Post by: tonnot98 on October 15, 2015, 10:43:24 am
So I've heard that some guy's trying to do that new mocap-VR thing in Dwarf Fortress now.
Title: Re: Playerlogs from 2050
Post by: SimRobert2001 on October 15, 2015, 10:51:20 am
So I've heard that some guy's trying to do that new mocap-VR thing in Dwarf Fortress now.

Yea, but without the proper set of tags, those of us with smell-o-vision find it off. Theres generic tags for scent, but the game itself only combines two or three tags at once. I once had a peppermint smelling squrrel, but i coulfnt smell the grass based flour it was in.
Title: Re: Playerlogs from 2050
Post by: Baffler on October 15, 2015, 07:51:38 pm
Guys, I think I'm in trouble here, and any help or suggestions are welcome. I'll start from the beginning.

...

So between my xenophobic dwarves, disgruntled refugees, and the Mountainhomes and Human King's apparent apathy to the situation, I'm almost certainly heading for a meltdown here, and it won't be pretty. I am willing to spend a significant portion of the fortress' treasury to handle this if need be, but I'm afraid if I get rid of all of it my economy will bust when the soap exports dry up. Has anyone else been in a similar situation? As I said, I'm open to just about any suggestion at this point.

I haven't played DF in a while, but I found this post and decided to dig up the world. Luckily it was still on the external hard drive I used to store it (2TB, small I know, but it just needs to hold this world and as long as I don't set [FORGET_UNRECORDED_EVENTS] to false in the config I should be good) and gave it a go.

First off, I started importing arms from a nearby fortress. They were happy to take money for them instead of bartering, the war had hit them harder than most and they were running a serious shortage of currency, but the only weapons they could spare were low quality pieces that were rejected for one reason or another by the Royal Army and had been set aside for some nebulous special project. It must not have been that important if they were willing to part with so many of them, I guess. I had the caravans take whatever we could salvage, and it was a lot, but we still paid as much for a rusted iron spear as we did for the exceptional ones the regular military got custom made a couple years back. My own metalworking industry is rather small, the only metal my embark has is tin, but after drawing off the refugees a little bit (they were just happy to get some work) there were enough smiths to bring the better pieces up to normal quality using whatever material could be extracted by melting the lost causes.

Now, after a little bit of cajoling the nobility was mostly on board with this plan, and with the regular military's leadership drawn mostly from their ranks I could count on them as well. They realized that this would get rid of at least some of the refugees and contribute to the war effort, and some of the nobles even paid out of their own pockets to pay for the equipment and donated the services of their retainers to drill the new recruits. The commons (and more alarmingly the militia) was another story.

Some tavern owner, a Bembul Torchabbey, has been whipping up hysteria over the weapons that are appearing in the hands of "suspicious foreign elements." Despite the high tensions not too many dwarves were listening to him at first, but he attracts a few more followers whenever a fight breaks out in the upper levels, or a fortress guard gets stabbed by a thief. I'm somewhat embarrassed to say that that is not a rare occurrence these days. It's hard to say how many people agree with him, but he always attracts a crowd when he goes tub-thumping in the Founders' Hall. At the same time the captain of the city militia, Feb Glazedmirrors, has been pulling farther and farther away from the regular military. Never to the degree of insubordination, but law enforcement is increasingly balanced against the refugees. His more belligerent officers have started getting up to some worrying things in the areas foreigners tend to congregate, and many of those that aren't will outright ignore anything short of murder. I've been punishing them of course, even relieving some of the militia of duty, but the damage to the peace is done and Feb is too well shielded and too well connected to get at without evidence of substantial wrongdoing.

As far as actual progress goes, getting the refugees to sign up for the "volunteer corps" is more difficult than I expected. They're plenty willing to get back at the goblins, sure, but most of them have brought their families here and don't want to leave them behind with the climate in the fortress being what it is. It's taking a lot of effort to keep them under control too, they want very badly to provide their own security in the foreign quarter, but allowing them to take up patrols there, even if I don't pull the regular fortress militia out, will only feed Bembul and Feb's narratives. Equipment and training aren't a problem, with the nobility and the fortress military so supportive of the plan, and they're shaping up to be a decent fighting force. Most of their officers are dwarves too, but they don't seem to mind and I don't see any issues arising from that even when they are eventually sent to the front lines. And that needs to happen soon, it's hard going out there and the longer these guys stay here the more problems they're going to cause.

Demand for soap has also increased. Raiding has more or less stopped, and fighting has moved into goblin territory now that the humans have mobilized their reserves, but attrition is high and a worrying number of pitched battles go to the enemy. They're burning through their medical supplies like xXPig Tail SocksXx in the magma chute. It's starting to put a bit of a strain on infrastructure, and on the surrounding forests, but once the war is over I can scale back to let things recover. It isn't a problem yet, but I don't think I can keep this up indefinitely. Overall the treasury is greatly reduced, but the amount of money flowing in has increased slightly. Inflation is under control, since the King has dictated that I can't charge more than a certain amount per bar. Below what it went for even before the war by the way, and he still ignores my requests for aid. The human king has expressed concern over the condition of his subjects, and even made some vague rumblings that aren't quite threats, but he couldn't quite bring himself to send any help either. Beardless, the both of them.

I'm starting to suspect that both monarchs want casus belli against the other and see the brewing clusterfuck here as a means of getting it. Clusterfuck is the word too, and if there isn't relief very soon something's gonna give, and it will be bloody. Don't get me wrong, this kind of thing is why I love DF, but it's hard not to get invested and I'd hate to see such an interesting fortress collapse into chaos.

((That post ended up far longer than I originally intended.))
Title: Re: Playerlogs from 2050
Post by: Dirst on October 16, 2015, 07:16:45 am
((That post ended up far longer than I originally intended.))
We all know that the interface is and always has been DF's weakest point.  When you ask for a summary of a Legend or of Current Events, you get things in the voice of your fort's historian (which defaults to your highest-ranking noble) at your own site, or the highest-ranking friendly official if you're viewing some other site.  These people can be... longwinded.

One hack I've found is to select a sentient then as for the summary.  You get things in that person's voice, and it can be quite terse if that person is grumpy.  Despite the person appearing to talk to you, no one else in the game hears them talking (or gesturing wildly when they get excited).  The only clue to this for a new player is that you never hear the narrator's voice echo off of any nearby surfaces.  Too subtle for most players to notice unless they've been told!

Just be careful not to be in passive first-person mode, because then you hear how that person thinks rather than speaks... and even grumpy people can have very elaborate thoughts about what is going on.
Title: Re: Playerlogs from 2050
Post by: Maw on October 17, 2015, 06:26:34 am
Well. That was an.. Interesting development in my latest worldgen.. Apparently,the latest version of Sin War changed a few filenames and it ended up loading before Pony race, leading to some.. Interesting results. it started out fairly normal, the Humanoid races getting their jihad on at the beck and call of the angels and demons, when all of a sudden the equinoids just begin steamrolling everything. Normally, they aren't particularly involved outside the usual mercs and slaves. Something to do with their predisposition towards trichotomous beleif systems. I think.. Well, this time, the metaphysics made them Far more susceptible to Possession. and The Rainbows are.. More or less a direct conduit to the respective realms... I think you can guess how that turned out.

Did you catch the VR re-visioning of that old Koganusan saga from the game's early dev days?

Your comments on the equinoids just sparked a therapeutically buried memory of that episode's Elephants.  I still see-

Oh Armok, the elephants are at the do.......
Title: Re: Playerlogs from 2050
Post by: callisto8413 on October 17, 2015, 10:05:18 pm
Darn it.  Guys, what do you do when the computers you imported from the Elves decides that Dwarfs need to be enslaved AFTER you linked it to the weapon systems and robotic factories?  It keeps happening!  Is this a bug of version 103.45 or is it just my bad luck?

Oh, in non-related issue I finally figured out how to keep the humans from getting into my corn fields.  Just use poison traps.   
Title: Re: Playerlogs from 2050
Post by: poketwo on October 17, 2015, 10:10:56 pm
Darn it.  Guys, what do you do when the computers you imported from the Elves decides that Dwarfs need to be enslaved AFTER you linked it to the weapon systems and robotic factories?  It keeps happening!  Is this a bug of version 103.45 or is it just my bad luck?

Oh, in non-related issue I finally figured out how to keep the humans from getting into my corn fields.  Just use poison traps.   
Did you install asimov chips AFTER the computers were delivered?
Title: Re: Playerlogs from 2050
Post by: Egan_BW on October 17, 2015, 10:16:41 pm
Darn it.  Guys, what do you do when the computers you imported from the Elves decides that Dwarfs need to be enslaved AFTER you linked it to the weapon systems and robotic factories?  It keeps happening!  Is this a bug of version 103.45 or is it just my bad luck?

Oh, in non-related issue I finally figured out how to keep the humans from getting into my corn fields.  Just use poison traps.   
Did you install asimov chips AFTER the computers were delivered?
Asimov chips can be unreliable in some cases. Using a dwarf brain to regulate activity is much better provided you can keep it alive long enough. Make sure to find one with high empathy though.
Title: Re: Playerlogs from 2050
Post by: NullForceOmega on October 18, 2015, 12:32:29 am
Hells guys, I've told you and told you, don't buy computers from elves this version, there's a bug in the AI ethics subroutine that causes them to become hostile as soon as you turn them on.  I'd put it up on the tracker, but it keeps rejecting my keyboard input, and I'm not upgrading to full neural interface just to report a bug.
Title: Re: Playerlogs from 2050
Post by: Starver on October 18, 2015, 05:35:38 am
Hells guys, I've told you and told you, don't buy computers from elves this version, there's a bug in the AI ethics subroutine that causes them to become hostile as soon as you turn them on.  I'd put it up on the tracker, but it keeps rejecting my keyboard input, and I'm not upgrading to full neural interface just to report a bug.

It is the EA Games' subroutine #35, that the latest update replaced because it was predicted to go to 100% failure in 72 hours.  External testing doesn't show the problem, so you actually need to put back the original subroutine and carry on with the failure mode analysis.

You can (and should) actually do this whilst in play, as there isn't a single aspect of ship operations that my autogame module can't control, if you can bear the new music-hall background music.

I know some of my recent advice has been as a result of some very poor decisions recently, but I can give you my complete assurance that the above will get you back to normal. I've still got the greatest enthusiasm and confidence in the game.
Title: Re: Playerlogs from 2050
Post by: AgentNos on October 18, 2015, 04:12:40 pm
Ok, here's a pretty funny/annoying story of something that is just happening in my current fort

So, happily playing away at my fort of 30-odd years when a "The dead walk, run while you still can" pops up. I was very confused because necromancers only really show up in worlds genned up to something like 250 years and this is a 3000 year world, they usually get killed off really early on when technology is sufficient to pop their heads from several miles away. Anyway, a necro siege shows up and its only a few hundred zombies, so I send my 50 or so strong legendary mechsuit-dwarf security team after them. About a day into the fight, my mechsuit dwarves start turning on each other and wipe out all but 15, I checked their health and they're all still alive inside so it's not the necro doing it! These 15 and the remaining zombies start making their way towards my fort. Normally I wouldn't be so scared, I mean plasma weaponry cuts through mech-gobbos like butter, but unfortunately all my suits are made of a candy-iron alloy infused with nano constructs my dwarves discovered which diffuse the plasma shots... The only way that I have ever destroyed this alloy was when a dwarf (Urist Cobaltmined, I'll miss you, ya poor sod) got trapped next to the fission cannon when it misfired and vaporised him (along with half the fort...) I'm building this cannon as a megaproject, dubbed heaven cracker to get rid of the mothership hovering above my fort, blocking the sun for half a year...
Anyway, I now have 15 nigh-on unkillable dwarves murdering everything in sight whilst I hurridly try to orchestrate a collapse in the feedback loop of the heaven cracker to kill the remaining invaders and the traitors! Here goes nothing!!!

------------------------------------------------
EDIT: The siege reached the heaven cracker before I finished the preparations... they turned it into a bomb and evaporated half the continent, but at least the mothership is gone! Welp, time to start a new fort!

------------------------------------------------
EDIT 2: Just went into legends to look at why the necro could've taken control of my dwarves. Turns out in 679, the Human Necromancer Sigmund Clothesbattered killed and raised some goblin technomancer as a lich, not a zombie... That's how he survived for so many thousand years and took control of my dudes! He got a bleeding technomancer on his side and just stayed in the back line away from the fight... Like there are still things in this game that amaze me, this being one of them, but it's really damn annoying; that was my best fort yet!
Title: Re: Playerlogs from 2050
Post by: poketwo on October 18, 2015, 04:23:46 pm
Dude, do you have that mod that makes technology advance really fast? Cause, as the tech starts in at most the beginnings of agriculture, its kinda implausible for technomancer to even be thought of in less than 5000 years of world generation!
Title: Re: Playerlogs from 2050
Post by: AgentNos on October 18, 2015, 04:38:35 pm
Yeah, I do have that mod, my computer is pretty slow (only got an Intel i75, octadeca core processor) so getting world to gen anywhere past 3500 is a really stretch
Title: Re: Playerlogs from 2050
Post by: Urist McVoyager on October 18, 2015, 07:26:23 pm
I'm still playing DF2038. (I respect you techie types, but the Faith system is where it's fucking at and I'm glad DF 2052 is bringing that shit back with an upgrade.)

So I've got this citizen, you know the type. Former cheesemaker turned weaver. Lost his family to a weremongoose attack about a month before this story. He was suffering and none of the local Gods could really make it go away. Doesn't help that most Gods ironically DON'T bless cheesemakers for some odd reason. I'd call it a bug, but Toady II was all in with us drafting them for the military and sending them to do something useful besides curdling purring maggot milk. So I get this message: Urist McHeartbroken is praying to the unknown. Of course, we all know that Armok was the unknown at that point. (2052 is going to make it explicit that he's us, but that's two years away.) So I popped open the unit screen, entered his thoughts screen and tabbed over to the prayer interface to hear him.

He was still in mourning, which is acceptable, seeing as it was only a month. So I heard his prayer. “Dear Lord, make yourself known to me and I will be Your faithful servant. Just give me a sign.” The standard “I need a purpose!” plea. Thank the gods who smited EA that Toady was blurring the lines between the three modes at that point and added Testing Arena features into Fortress mode. I had saved up minor prayer points up til now from small miracles like getting those last few extra plump helmets out of the ground to save the Fort from starvation. Little things like that.

So I traded about half my points and dropped a silver sword in the middle of his room. If it was a were who killed his family, there was a good chance there would be more of them. Boy was I fucking right. That night was the full moon, and as my new hunter stalked the halls, seven other victims showed themselves. I expected he'd go down fighting for his family's memory, but overnight he went from a broken cheesemaker to a bulwark of stability for his fortress.  The Fortress guard were all out on patrol keeping kobolds and goblins out (There had been a nasty civil war in the local Gobold union and it had broken down into ravaging armies traveling the countryside. Thank Armok I had the foresight to stash several weaponlords in each hillock to train up the locals.) and the militia were all sleeping off benders from one of the local festivals. None of them worship me, so it's not like I actually give a damn about those festivals.

I wondered why the sword cost so much faith, but apparently it had an enchantment that made it glow in the direction of the nearest were, so one by one Urist Werehunter tracked them down and slew them. It was a sight to behold, with him sneaking up and cutting their heads off. He went from no-skills to proficient in ambusher, observer, and swordsdwarf. It's not much, but a start. And now he's a devout worshiper of Armok (I didn't get creative with the name. We've always suspected he's a stand-in for us, so why not roll with it?)

Why did nobody else get involved? Everyone remembered the last attack. A quarter of the fort fell to it, and when the alarm sounded, all hid but the hunter.

I'm going to see just how far I can take this guy. His immense faith in me for letting him avenge his family has spiked my faith points by 1000% and I'm sure I can do a great deal more.
Title: Re: Playerlogs from 2050
Post by: crazyabe on October 18, 2015, 07:31:12 pm
Hmm perhaps I should revert to that version...
Title: Re: Playerlogs from 2050
Post by: Zanzetkuken The Great on October 18, 2015, 09:37:06 pm
Hmm perhaps I should revert to that version...

If you are going to revert, go all the way back to one of the really early versions, like the '08 one.  It's just bizarre.
Title: Re: Playerlogs from 2050
Post by: crazyabe on October 18, 2015, 09:41:29 pm

Hmm perhaps I should revert to that version...

If you are going to revert, go all the way back to one of the really early versions, like the '08 one.  It's just bizarre.
Sorry but my computer would be going like 38555 Frames Per Second, And Thats too fast
Title: Re: Playerlogs from 2050
Post by: Urist McVoyager on October 19, 2015, 05:39:03 am
Naw, I wouldn't go past the version that finally brought Hill and Deep dwarves into the picture. That's the start of the real game.
Title: Re: Playerlogs from 2050
Post by: Dirst on October 19, 2015, 06:38:13 am
Naw, I wouldn't go past the version that finally brought Hill and Deep dwarves into the picture. That's the start of the real game.
I wish I never went earlier than that.

Elephants.  Carp.  ASCII.  The original economy.

Sometimes meeting the real-world basis of a myth is disappointing.  And sometimes it leaves you permanently changed.

I was not disappointed.
Title: Re: Playerlogs from 2050
Post by: Urist McVoyager on October 19, 2015, 09:40:40 am
So Urist McWerehunter has been preaching and building up faith. And it's caught the attention of some of the other gods that are worshipped here. It all came to a head in Winter. He and a small militia band of the faithful had just routed a gobold (Goblins, kobolds, and some seriously fucked up hybrids of the two) siege and out of nowhere a bizarre titan appeared. Its appearance wasn't really that bad (A giant rainbow-colored cobra with external ribs arrayed like non-functioning wings and a venomous spit) but it actually spoke to us. Well, more accurately, it spoke a challenge directly to ME. Dear Armok I had forgotten how much Toady II loved those Black and White games he grew up with. Turns out this cobra was a Divine being created by the local god of death and rainbows, who was really bent out of shape with me for fucking up his monopoly on cheese makers. Because who else are the poor sods to worship but a glorious killer rainbow, am I right?

Anyway, he challenged me to a duel, if I had the faith and guts to face his best warrior. I looked at my faith points and realized I had enough for some pretty wicked effects, so in reply I created a warrior of my own. A giant three headed zebra with two heads (This was the beginning of the quantum age, after all. Most people only saw two heads, but the truly faithful could see a third one that constantly spouted off prophecies that I'm sure it was just making up out of its ass.) Adamantine hooves, and, the true kicker, poisonous blood that caused a fast acting syndrome that turned a creature inside out. The zebra hurled itself right across the ground at the snake, and even managed to dodge the two spits it threw at him. Within seconds the two were tangled in battle, with the snake maintaining an advantage. Which was just fine by me, really. The snake bit my zebra hard enough to draw blood,  and instantly got syndromed. It turned inside out, and on the way in, those wings shredded the fucker's heart, killing him in seconds.

My divine message seems to consistently be "do your worst and I'll turn it right back on you."
Title: Re: Playerlogs from 2050
Post by: PTTG?? on October 21, 2015, 02:56:53 pm
Greetings, fellow computer users. I am Player "Trulyhuman" Fideanth. Nothing untoward has happened to me regarding the detailed simulation that is dwarf fortress. I invite all to join me at my quarters to experience a new version of the... game... on the completely safe Neurorift VR system.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on October 21, 2015, 03:01:42 pm
...Holy carp, I think the timetrav encryption on this page is broken.
Hello from.
Well.
Elephants.  Carp.  ASCII.  The original economy.
At which point I shall just...WAIT.  TOADY DIES?!
/me cancels Unbreak Timetrav Encryption: Pre-emptively going mad.
((Also, PTW.))
Title: Re: Playerlogs from 2050
Post by: SQman on October 27, 2015, 02:43:11 pm
Hey, guys! I just realized something! In DF2050 millitary dwarves pick up equipment correctly! Toady Two finally got round to fixing bugs!
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on October 27, 2015, 03:02:02 pm
Hey, guys! I just realized something! In DF2050 millitary dwarves pick up equipment correctly! Toady Two finally got round to fixing bugs!
Holy flying skeletal carp!  The Rapture is upon us!
In 2050.
Title: Re: Playerlogs from 2050
Post by: Maw on October 28, 2015, 05:44:26 am
Hey, guys! I just realized something! In DF2050 millitary dwarves pick up equipment correctly! Toady Two finally got round to fixing bugs!

False alarm.  Said dwarves do not discriminate on forbidden, and will constantly move to location of their chosen forbidden item, try to pick it up, send spam messages, go on break add repeat.

I had real fun with a forbidden axe located in the last battlefield.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on October 28, 2015, 05:52:41 am
Hey, guys! I just realized something! In DF2050 millitary dwarves pick up equipment correctly! Toady Two finally got round to fixing bugs!

False alarm.  Said dwarves do not discriminate on forbidden, and will constantly move to location of their chosen forbidden item, try to pick it up, send spam messages, go on break add repeat.

I had real fun with a forbidden axe located in the last battlefield.
Aw.
Title: Re: Playerlogs from 2050
Post by: Shonai_Dweller on October 28, 2015, 07:04:30 am
Hey, guys! I just realized something! In DF2050 millitary dwarves pick up equipment correctly! Toady Two finally got round to fixing bugs!

False alarm.  Said dwarves do not discriminate on forbidden, and will constantly move to location of their chosen forbidden item, try to pick it up, send spam messages, go on break add repeat.

I had real fun with a forbidden axe located in the last battlefield.
You can actually stop them from doing that with the Forbidden Combat, Sailing, etc tools, weapons, etc menu. I think it's just ctrl-alt-shift-p-q-t from the fifth forbidden, etc menu (shift-fn-p-4 from main sub-menu 6 in case you forgot). Works most of the time anyhow!
Title: Re: Playerlogs from 2050
Post by: Aetharan on October 28, 2015, 07:23:15 am
My last couple of worlds wound up pretty sci-fi, including one that played a lot like I'd wound up in Starship Troopers, so I decided to generate a world in the high-fantasy style:  Tech level capped at 1400 CE, seven procedurally-generated schools of magic, highly active deities.  The works.  Let it run up to 5k years, and had a look in legends.  I was...  mildly surprised, to put it lightly.

In the year 512, Urist Grimdark (I couldn't be bothered to commit his real name to memory) developed a new form of magic that allowed him to convert and enslave clowns.  Two weeks later, his sister pulled the same off for Divine units.  Apparently, they'd been inspired by being the last survivors of a fort that got caught in the middle of a war between the two.  Something about a highly active temple site on top of a pierced candy vein.  Anyway, thanks to their society's high familial loyalty trait, the two stuck together and managed to found a new empire.

It only took them about fifty years to completely dominate their world, of course.  The real kicker comes in the fact that, by the year 1032, their empire had developed magitech that starts to read and function as if I'd generated a non-magic, high-tech world.  It started with steam engines powered by fire-based clowns, and just kept getting worse.  Now I'm sitting on a world with what functions as plasma rifles being described as the severed arms of wrath-angels shrouded in candy runes, and full-on interplanetary assault carriers carved out of the carcasses of defeated deities.

I must admit, I'm kind of impressed at the parallel development, but I was aiming for a Wheel of Time style Third Age, not another Bug War!  What did I do wrong with my worldgen settings?
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on October 28, 2015, 07:27:10 am
My last couple of worlds wound up pretty sci-fi, including one that played a lot like I'd wound up in Starship Troopers, so I decided to generate a world in the high-fantasy style:  Tech level capped at 1400 CE, seven procedurally-generated schools of magic, highly active deities.  The works.  Let it run up to 5k years, and had a look in legends.  I was...  mildly surprised, to put it lightly.

In the year 512, Urist Grimdark (I couldn't be bothered to commit his real name to memory) developed a new form of magic that allowed him to convert and enslave clowns.  Two weeks later, his sister pulled the same off for Divine units.  Apparently, they'd been inspired by being the last survivors of a fort that got caught in the middle of a war between the two.  Something about a highly active temple site on top of a pierced candy vein.  Anyway, thanks to their society's high familial loyalty trait, the two stuck together and managed to found a new empire.

It only took them about fifty years to completely dominate their world, of course.  The real kicker comes in the fact that, by the year 1032, their empire had developed magitech that starts to read and function as if I'd generated a non-magic, high-tech world.  It started with steam engines powered by fire-based clowns, and just kept getting worse.  Now I'm sitting on a world with what functions as plasma rifles being described as the severed arms of wrath-angels shrouded in candy runes, and full-on interplanetary assault carriers carved out of the carcasses of defeated deities.

I must admit, I'm kind of impressed at the parallel development, but I was aiming for a Wheel of Time style Third Age, not another Bug War!  What did I do wrong with my worldgen settings?
... You forgot to carry the dwarf in the ingenuity settings.
Title: Re: Playerlogs from 2050
Post by: Aetharan on October 28, 2015, 07:34:01 am
Well, carp.  Now I can't decide between generating a new world again with lower ingenuity settings, and tooling around in adventurer with one of those dead-god battleships for a while.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on October 28, 2015, 07:38:32 am
Well, carp.  Now I can't decide between generating a new world again with lower ingenuity settings, and tooling around in adventurer with one of those dead-god battleships for a while.
Do both, dwarfception to that level should be possible.
Title: Re: Playerlogs from 2050
Post by: Aetharan on October 28, 2015, 07:43:15 am
I'm not sure how much I trust a computer composed of magically-enslaved brains in jars (even if they are angels) to run the worldgen while I play.  That does leave me curious, though: has anybody actually run a successful fort on a magic-based computer?  How many times can you alternate between 'trons and thaums before the inherent differences in language make the next layer unreadable?
Title: Re: Playerlogs from 2050
Post by: NullForceOmega on October 28, 2015, 09:53:52 am
Really the differences aren't that big, the real problem is the eventual 'ensouling' of the program you're running on a 'thaumic system, it can lead to... strangeness.  And PETA, but I have a battleship, so I don't care about PETA.
Title: Re: Playerlogs from 2050
Post by: Jay on November 04, 2015, 02:48:49 pm
2050.317
Dwarf Fortress still isn't multi-threaded.
My zillionth fort has withered because I couldn't deal with how slow simulating all the dwarves breathing got.
Title: Re: Playerlogs from 2050
Post by: crazyabe on November 04, 2015, 05:11:23 pm
wasn't multi-Threading added in in version Masterwork IIV?


Or are you running base vanilla?
Title: Re: Playerlogs from 2050
Post by: Urist McVoyager on November 05, 2015, 06:37:21 pm
You mean version III? I've never seen 3 depicted that way, and 7 would be VII.
Title: Re: Playerlogs from 2050
Post by: crazyabe on November 05, 2015, 06:40:31 pm
Sorry they dont teach Roman numerals over here is Canada  ::)


I meant VII.
Title: Re: Playerlogs from 2050
Post by: Starver on November 05, 2015, 07:12:43 pm
I think that was a reference to the Internet-Independent Version.  The emergency implementation that backtracked on the cloud-computing method to model the game physics, after all the problems with the previous one and that complaint by ICANN about slowing the response times of everybody, with that alleged exploit of using the 'spare' processing power of the authoritative DNS servers to model various N-body problems...
Title: Re: Playerlogs from 2050
Post by: Dirst on November 05, 2015, 08:31:49 pm
You mean version III? I've never seen 3 depicted that way, and 7 would be VII.
It's not a Roman numeral, it stands for Independent Interface Version which doesn't rely on your own wetware for visuals.  Sure, most people can share the standard UX easily enough with trusted nodes, but you might not fully trust the nodes involved.  I dunno exactly when that might happen in the real world... on a first date maybe?
Title: Re: Playerlogs from 2050
Post by: drilltooth on November 05, 2015, 09:47:11 pm
So, it turns out that my old fort is still running.  in a sense.. you rember how I was experimenting with exporting artifacts to my microfabricator, and how turns out if a moody dwarf claims the workshop just before you pause it'll sometimes cause a bit of Paperclip rampancy? Well, turns out that my neighbor neglected to set any sort of security at all on his programmable nanohive, and what I thought was a dorf going mad and fleeing into the wilderness due to failed mood, was in fact the program exporting itself. As far as we've been able to figure out, it's using the backyard at 1-cm resolution, and was doing an excellent job of keeping the grass mowed, while stockpiling for a megaproject, Specifically, a wooden tower, about 1,000 Z-levels high, that went up over the course of the last few hours.  (I recognised the architectural style from cabinets of the same era.) I'm pretty sure the logfile will be some great reading, but since the control node is buried, I'm having to wrest events one anecdote at a time via adventure mode until I can get a cable run.
Title: Re: Playerlogs from 2050
Post by: Baffler on November 08, 2015, 01:58:11 pm
Be careful with that, I knew a guy who did the same thing on purpose to save on labor remodeling his house and a tantrum spiral started up when a car hit a squirrel in front of the house. The fire department isn't quite sure what set off the explosion, but most insurance policies don't cover grey goo or other nanohive related accidents.
Title: Re: Playerlogs from 2050
Post by: Eric Blank on November 10, 2015, 02:55:09 pm
Speaking of nanohives, my dwarves learned advanced vermin breeding and in 50 years bred a variety of microscopic honeybee that produces honey about 4.5x as fast as normal. The dwarves are swimming in mead. Literally. No tech needed, just a legendary animal caretaker and a philosopher with a big library.

The elves are disgusted, however, calling our bees an unnatural abomination and threatening war if we don't exterminate them.
Title: Re: Playerlogs from 2050
Post by: Dirst on November 10, 2015, 04:25:03 pm
Speaking of nanohives, my dwarves learned advanced vermin breeding and in 50 years bred a variety of microscopic honeybee that produces honey about 4.5x as fast as normal. The dwarves are swimming in mead. Literally. No tech needed, just a legendary animal caretaker and a philosopher with a big library.

The elves are disgusted, however, calling our bees an unnatural abomination and threatening war if we don't exterminate them.
Tell them that the only effective way to subdue them is wood smoke.  Assuming you picked a convincing liar as your diplomat (and if not, what's wrong with you?), they won't mention it again.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on November 10, 2015, 04:31:37 pm
Speaking of nanohives, my dwarves learned advanced vermin breeding and in 50 years bred a variety of microscopic honeybee that produces honey about 4.5x as fast as normal. The dwarves are swimming in mead. Literally. No tech needed, just a legendary animal caretaker and a philosopher with a big library.

The elves are disgusted, however, calling our bees an unnatural abomination and threatening war if we don't exterminate them.
Tell them that the only effective way to subdue them is wood smoke.  Assuming you picked a convincing liar as your diplomat (and if not, what's wrong with you?), they won't mention it again.
Uh, isn't that TRUE though?
Title: Re: Playerlogs from 2050
Post by: Dirst on November 10, 2015, 04:48:40 pm
Speaking of nanohives, my dwarves learned advanced vermin breeding and in 50 years bred a variety of microscopic honeybee that produces honey about 4.5x as fast as normal. The dwarves are swimming in mead. Literally. No tech needed, just a legendary animal caretaker and a philosopher with a big library.

The elves are disgusted, however, calling our bees an unnatural abomination and threatening war if we don't exterminate them.
Tell them that the only effective way to subdue them is wood smoke.  Assuming you picked a convincing liar as your diplomat (and if not, what's wrong with you?), they won't mention it again.
Uh, isn't that TRUE though?
Anything can be subdued with magma.  If at first you don't succeed, use more magma.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on November 10, 2015, 04:49:24 pm
Speaking of nanohives, my dwarves learned advanced vermin breeding and in 50 years bred a variety of microscopic honeybee that produces honey about 4.5x as fast as normal. The dwarves are swimming in mead. Literally. No tech needed, just a legendary animal caretaker and a philosopher with a big library.

The elves are disgusted, however, calling our bees an unnatural abomination and threatening war if we don't exterminate them.
Tell them that the only effective way to subdue them is wood smoke.  Assuming you picked a convincing liar as your diplomat (and if not, what's wrong with you?), they won't mention it again.
Uh, isn't that TRUE though?
Anything can be subdued with magma.  If at first you don't succeed, use more magma.
Yeah, but I'm sure you haven't told the elves that.
Title: Re: Playerlogs from 2050
Post by: Lidku on November 11, 2015, 12:02:52 pm
I was playing adventure mode and I was walking gingerly through a ruined city site, fighting off the eventual looter and rogue
robot attack with my trusty 34-W Laser Rifle. I used to have a regular Assault Rifle, but I stop using that when I found the 34-W in abandoned bunker.
As soon as I went out of fast travel and head a little ways north to the Science District of the ruined city, that's when I met my death.

Somesort of faction named the Brotherhood of Beards ambushed me. They were packing heavy tactical weaponry and all of them were wearing T-154
power armor! Quickly counting 6 of them I knew fighting was futile and just stood still as they walked toward me. These dwarves were known to be very
Xenophobic of other races and even dwarves outside their group. They also mugged people for tech and research them back in their bunkers. Their
mountain home many years ago was destroyed by a Super Mutant dragon, the BoB then spread in their bunkers or "colonies" that they established.

The leader of the party came up to me looking dead into my eyes. Even though he was smaller than me, the black visor caked with ash and grime
showed how he was versed in battle. "Hand over that 34-W. Primitives such as you should not have that type of weaponry." The compressional
grim overtone coming out his power armor helmet sent chills down my spine.  I slowly unslinged the 34-W to show I meant no hostilities and
put the rifle on the ruined and broken down road.

After that, I slowly backed up with my hands in the air. Sweat went down me in heavy turrents, my fear and adrenaline rising as he walked up to the 34-W.
He picked up and admiringly looked at it for a long time. The Rifle was exponentially longer than him, so it would be a funny sight if the circumstances
were different. The leader than looked back at me.

"Light'em up boys." Suddenly all I felt was the searing pain and immeasurable blindness all over my body. It was so intense in those miniscule
microseconds I felt the entirety of my body turning into ash in an instant. Then there was darkness.

The BoB acquisition party looked at the newly ashed adventurer atomize. "That never gets old" piked up one BoB Knight. "Alright, move out. We
have more ground to cover." They continued on into the Science District, heading for an abandoned research facility. 
Title: Re: Playerlogs from 2050
Post by: My Name is Immaterial on November 11, 2015, 01:40:13 pm
I've heard good things about the Fallout mod. Should I try it out? I usually just play vanilla, so mods are foreign to me.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on November 11, 2015, 02:30:17 pm
I've heard good things about the Fallout mod. Should I try it out? I usually just play vanilla, so mods are foreign to me.
((if you wanted actual mod advice...I cannot help you.))
Well, you can probably have most of it in vanilla anyway, just launch a missile at the elves and start mass turtling.  It just tweaks probabilities a bit in worldgen for a particular aesthetic.
Title: Re: Playerlogs from 2050
Post by: Maw on November 12, 2015, 07:09:05 am
I still fondly remember an occurrence from years ago.

I had a dwarf go moody and received a message that she had claimed a workshop.

I gave up looking for her after a while, but imagine my surprise when my 3D printer produced a plate!  The image of an image of cheese was... mouthwatering to say the least.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on November 12, 2015, 07:23:42 am
I still fondly remember an occurrence from years ago.

I had a dwarf go moody and received a message that she had claimed a workshop.

I gave up looking for her after a while, but imagine my surprise when my 3D printer produced a plate!  The image of an image of cheese was... mouthwatering to say the least.
Yeah, I had that happen once.  Only I had a recursive image.
It was accurate down to molecular levels.
My 3D printer doesn't have that much resolution.
Spooky.
Title: Re: Playerlogs from 2050
Post by: Dirst on November 12, 2015, 08:25:07 am
I've heard good things about the Fallout mod. Should I try it out? I usually just play vanilla, so mods are foreign to me.
((if you wanted actual mod advice...I cannot help you.))
Well, you can probably have most of it in vanilla anyway, just launch a missile at the elves and start mass turtling.  It just tweaks probabilities a bit in worldgen for a particular aesthetic.
Once DF added support for Personal Preferences Format, it automatically changes some of the settings based on your global preferences.  The easiest way to play "real vanilla" is to explicitly exclude DF in your global preferences... which will prevent any significant tech advances beyond around 1400CE.  Once this point is reached, any natural philosophers (since the word "scientist" itself isn't coined yet) in that world get very frustrated and the entire profession peters out in a generation or two.  Of course, elven natural philosophers are immortal and get to wallow in their frustration forever.  he he he
Title: Re: Playerlogs from 2050
Post by: Starver on November 12, 2015, 08:33:16 am
I still fondly remember an occurrence from years ago.

I had a dwarf go moody and received a message that she had claimed a workshop.

I gave up looking for her after a while, but imagine my surprise when my 3D printer produced a plate!  The image of an image of cheese was... mouthwatering to say the least.
Yeah, I had that happen once.  Only I had a recursive image.
It was accurate down to molecular levels.
My 3D printer doesn't have that much resolution.
Spooky.
I'm another, here, who had that problem.  I say 'problem', because in my case it was a training weapon.  And it was during the period when a Training version of the then-new-fangled non-lethal weaponry options was the exact functional inversion of a Training version of an actual dangerous weapon.  Cue some explaining needing doing to the authorities...

(And later on the distinct feeling that either I or the Dwarf Fortress Hive Mind was then done out of royalty payments.  Remember the news reports of the New Tuvalu rebels being 'pacified' the fifth, perhaps sixth, time round?  Yes, that thing...  And, yes, that probably does explain how it became a significant part of the Fractal Cheese War Machine Meme thing, that summer.)
Title: Re: Playerlogs from 2050
Post by: drilltooth on November 12, 2015, 02:46:00 pm
I've heard good things about the Fallout mod. Should I try it out? I usually just play vanilla, so mods are foreign to me.
((if you wanted actual mod advice...I cannot help you.))
Well, you can probably have most of it in vanilla anyway, just launch a missile at the elves and start mass turtling.  It just tweaks probabilities a bit in worldgen for a particular aesthetic.
be mindful of world metaphysics with that approach. it works if Sun- and Hell-fire are predominant. but things get.. weird when Renown is a major power source. like "I am Urist the Digger, and Mine is the pick that shall PEIRCE THE HEAVENS!" weird.
Title: Re: Playerlogs from 2050
Post by: hops on November 13, 2015, 06:54:56 am
I still fondly remember an occurrence from years ago.

I had a dwarf go moody and received a message that she had claimed a workshop.

I gave up looking for her after a while, but imagine my surprise when my 3D printer produced a plate!  The image of an image of cheese was... mouthwatering to say the least.
Yeah, I had that happen once.  Only I had a recursive image.
It was accurate down to molecular levels.
My 3D printer doesn't have that much resolution.
Spooky.
The thing that crawled out from my 3D printer while I was playing DF is now locked in the basement.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on November 13, 2015, 07:41:25 am
Dear dwarves: MY 3D PRINTER WILL NOT HELP YOU.  STOP FLOODING MY BASEMENT WITH CHAIRS.
Title: Re: Playerlogs from 2050
Post by: palu on November 13, 2015, 01:11:17 pm
Thats nothing. They once took over my food fabricator and flooded my kitchen with dwarven ale, +cat tallow biscuits+, syrup roasts, and barrels of mosquito brains. That was a mess.

EDIT: Finally! Toady II is adding 128-bit support! Now can run the game natively, and we can run those 64x64 embarks on full detail level outside of deserts/mountains without crashing from trying to calculate all the blades of grass.
Title: Re: Playerlogs from 2050
Post by: poketwo on November 13, 2015, 03:40:09 pm
Pah, you still use that smalll amount of bits! Us 262 bit-computer users can run embarks the size of New York City!

Not to mension how big it gets if you turn down the detail-level! Entire kingdoms in just one embark! Glorious days!
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on November 13, 2015, 03:41:18 pm
What.
You...No...That's not how you computers.
Title: Re: Playerlogs from 2050
Post by: drilltooth on November 13, 2015, 04:12:02 pm
by the way, did they ever manage to figure out if the Berkley Riot was a fluke, or does DwarfTherapist's social analysis module acually have real-world applications?
Title: Re: Playerlogs from 2050
Post by: Dozebôm Lolumzalìs on November 14, 2015, 12:05:36 pm
I still fondly remember an occurrence from years ago.

I had a dwarf go moody and received a message that she had claimed a workshop.

I gave up looking for her after a while, but imagine my surprise when my 3D printer produced a plate!  The image of an image of cheese was... mouthwatering to say the least.
Yeah, I had that happen once.  Only I had a recursive image.
It was accurate down to molecular levels.
My 3D printer doesn't have that much resolution.
Spooky.
The thing that crawled out from my 3D printer while I was playing DF is now locked in the basement.
I've been forbidden from playing DF unless it's firmly cut off from the rest of the world. No internet, no cables, at all within the house, and an Extended Hyperdimensional Faraday Cagetrap around the house.

Of course, I still play it. I just use a bit of a hack to access the bay23forums. Seems I can make the robots think that the bays are just a simulation of a bunch of people typing, not really other people.

You are real, right?

Right?
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on November 14, 2015, 12:06:31 pm
Bay23?
You done been SCAMMED.
Title: Re: Playerlogs from 2050
Post by: Dozebôm Lolumzalìs on November 14, 2015, 02:18:44 pm
Huh? How's this a scam?
Title: Re: Playerlogs from 2050
Post by: Egan_BW on November 14, 2015, 02:34:06 pm
Doesn't really matter, it's all Pathos anyway.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on November 14, 2015, 02:45:25 pm
Huh? How's this a scam?
You want the Bay12 forums, not the Bay23 forums.  Which makes me wonder how this post is here but whatever.
Title: Re: Playerlogs from 2050
Post by: Zanzetkuken The Great on November 14, 2015, 06:04:11 pm
Huh? How's this a scam?
You want the Bay12 forums, not the Bay23 forums.  Which makes me wonder how this post is here but whatever.

23's the wierd proxy one that was made to get around the firewalls some nations put up and has bots post posts from here there and there here, remember?
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on November 14, 2015, 06:05:04 pm
Huh.
Almost completely forgot about that.
Title: Re: Playerlogs from 2050
Post by: drilltooth on November 14, 2015, 06:52:14 pm
Huh? How's this a scam?
You want the Bay12 forums, not the Bay23 forums.  Which makes me wonder how this post is here but whatever.

23's the wierd proxy one that was made to get around the firewalls some nations put up and has bots post posts from here there and there here, remember?
ah yes.. Ironically, I think the way that nonproliferation act was implemented spawned more AI than it prevented.
Title: Re: Playerlogs from 2050
Post by: Jay on November 15, 2015, 10:07:07 pm
which will prevent any significant tech advances beyond around 1400CE.  Once this point is reached, any natural philosophers (since the word "scientist" itself isn't coined yet)
Bear in mind the simulation's language development doesn't necessarily conform to our own history, and that word might well have come about by then.
((I have always found it really strange that there's a damn 500 year gap between the coining of the word science itself and the attachment of that particular suffix..))
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on December 08, 2015, 10:50:50 pm
New versionnnnnn!!!!!!!!!!!!!!!
AAAAA CARPCARPCARP THE BUGS HAVE
--HTTP error 00000000:Connection flooded with bugs.--

*misc. squishing noises*

Sorry, had to reboot.

I should learn to unhook the peripherals before playing.
Title: Re: Playerlogs from 2050
Post by: poketwo on December 08, 2015, 10:53:51 pm
.....Did you just make the scyther-carp? I told you that combining the 2 deadliest killers (cancer and carp) would be to horrifying to be FUN.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on December 08, 2015, 10:55:05 pm
No.
The bugs got into my Hypernet connection.
Title: Re: Playerlogs from 2050
Post by: riffraffselbow on December 09, 2015, 01:32:35 am
Now, I know you guys are gonna call me a space-racist for it, but I'm saying it anyway:

Dwarf Fortress hasn't been the same since Toady added Zorklons to the game. Oh sure, the Detrites were nice; all the hype over meeting aliens in those early days kind of glazed over any objection, but Zorklons?
Title: Re: Playerlogs from 2050
Post by: Codyo on December 09, 2015, 03:39:40 am
Version 1.13 is amazing, Toady finally made some performance fixes for the first time in decades! Worlds can generate 30 years of history in just 15 minutes! And the performance in fortress mode doubled from 10 FPS to 20!


(P.S. what's with all the space\21st century technology features? This is a medieval fantasy game)
Title: Re: Playerlogs from 2050
Post by: nekoexmachina on December 09, 2015, 05:20:02 am
In the other news, I've properly fixed the technology development. You should require about 300 years of world-gen to end up with iron-working, and about 600 to produce steel. Both technologies can be invented in the players fortress as well as soon as year 1 (no limits apply). The chance of acquiring that technologies is based on scientist's mental attributes, his preferences & partially on your fort history. Some events may grant the non-scientist dwarves insight, similiar to mood mechanics.

(I'd hope to see this kind of stuff much, much earlier tho).

Edit: Boo! Im a sniper. Intented to go to devlog thread.
Title: Re: Playerlogs from 2050
Post by: Nullsrc on December 09, 2015, 10:38:03 am
I'm so happy to have version 1.3! Now we can actually cut the hairs off of our enemies and weave them into wigs, and then sometimes they get infested with lice! We can send the military to kill the lice, and then the dorfs will start throwing tantrums because they respected that lice as a part of their wig.
Title: Re: Playerlogs from 2050
Post by: Robsoie on December 09, 2015, 01:05:17 pm
I'm not sure that latest update is that good, i thought it was a bad idea that Toady decided to change the worldgen to follow Earth's development more closely and require millions of years of generation to reach playable adventure and fortress mode.

I gave up after a couple of hour when my worldgen only reached 14000 years, and it's still in the Hadean (https://en.wikipedia.org/wiki/Hadean) eon stage of the worldgen, Toady really went overboard with the new version, can't even play an adventurer or a fort yet.
Title: Re: Playerlogs from 2050
Post by: Dirst on December 09, 2015, 02:33:50 pm
I'm not sure that latest update is that good, i thought it was a bad idea that Toady decided to change the worldgen to follow Earth's development more closely and require millions of years of generation to reach playable adventure and fortress mode.

I gave up after a couple of hour when my worldgen only reached 14000 years, and it's still in the Hadean (https://en.wikipedia.org/wiki/Hadean) eon stage of the worldgen, Toady really went overboard with the new version, can't even play an adventurer or a fort yet.
Just play as a Racnoss while world-gen continues in the background.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on December 09, 2015, 03:02:02 pm
There's an option in init to start with a few preset planets, Dirst.
You can also define your own.
Title: Re: Playerlogs from 2050
Post by: drilltooth on December 09, 2015, 03:05:37 pm
I'm not sure that latest update is that good, i thought it was a bad idea that Toady decided to change the worldgen to follow Earth's development more closely and require millions of years of generation to reach playable adventure and fortress mode.

I gave up after a couple of hour when my worldgen only reached 14000 years, and it's still in the Hadean (https://en.wikipedia.org/wiki/Hadean) eon stage of the worldgen, Toady really went overboard with the new version, can't even play an adventurer or a fort yet.
try going into the world raws and giving Chthonic races [Playable]. It should at least unlock Forgotten Beast adventure mode. of course, Pre-biotic worlds aren't terribly interesting to wander.
Title: Re: Playerlogs from 2050
Post by: Nullsrc on December 09, 2015, 03:29:24 pm
try going into the world raws and giving Chthonic races [Playable]. It should at least unlock Forgotten Beast adventure mode. of course, Pre-biotic worlds aren't terribly interesting to wander.
However, if you can get one Chthonic civ to build a rocket, you can probably colonize Venus.
Title: Re: Playerlogs from 2050
Post by: Robsoie on December 09, 2015, 04:46:21 pm
Thanks for the tips, do you know which quantum folder contains the chtonic and racnoss entities ?

I mean since we had to move hard drives into those patched quantum fields to have DF running at more than 20fps, it makes it harder to locate with precision the point of time and space that is needed to be edited in order to have those entities playable.
Title: Re: Playerlogs from 2050
Post by: Nullsrc on December 09, 2015, 05:13:31 pm
Try looking in the 3rd Sector, 11-10-2023, 16:45:45:312. I hear that's where most of the entity stuff ended up. Of course, if your drive is not a Toady-approved Quantum Hyperspace Diskless Drive, you'll have to look at 2030, 16:45:45:312. Those eight years of space make a difference in framerate, y'know?

Also, anyone know why the newest Linux kernel version doesn't like it when I try and import DF into my QHDD?
Title: Re: Playerlogs from 2050
Post by: Untrustedlife on December 09, 2015, 06:02:37 pm
I'm not sure that latest update is that good, i thought it was a bad idea that Toady decided to change the worldgen to follow Earth's development more closely and require millions of years of generation to reach playable adventure and fortress mode.

I gave up after a couple of hour when my worldgen only reached 14000 years, and it's still in the Hadean (https://en.wikipedia.org/wiki/Hadean) eon stage of the worldgen, Toady really went overboard with the new version, can't even play an adventurer or a fort yet.
Just play as a Racnoss while world-gen continues in the background.

Doesn't that cause the whole "ancient aliens " bug if you are too clearly messing with the civilizations development, I heard some civ started worshipping a guys avatar then they all committed suicide like 20k years later hoping he would "return".

(OOC: history-gen already continues in the background)
Title: Re: Playerlogs from 2050
Post by: Egan_BW on December 09, 2015, 06:13:37 pm
I'm not sure that latest update is that good, i thought it was a bad idea that Toady decided to change the worldgen to follow Earth's development more closely and require millions of years of generation to reach playable adventure and fortress mode.

I gave up after a couple of hour when my worldgen only reached 14000 years, and it's still in the Hadean (https://en.wikipedia.org/wiki/Hadean) eon stage of the worldgen, Toady really went overboard with the new version, can't even play an adventurer or a fort yet.
It does take some time, but it's totally worth it for the 1:1 reality parity. If you look hard enough, you can even find yourself! Combine that with DFHack and you can clear out the rotten flesh in your backyard easier that ever before.
Title: Re: Playerlogs from 2050
Post by: Dozebôm Lolumzalìs on December 09, 2015, 06:15:22 pm
((OOC: @UntrustedLife: Yeah, but only at the same speed as usual. 5 years in 30 seconds during worldgen, takes a day for fort mode. And don't even get me started on adv mode timestream...))
Title: Re: Playerlogs from 2050
Post by: Whisperling on December 09, 2015, 06:46:36 pm
So, what bugs have you guys been finding in 0.74? The faith rewrite turned up some pretty crazy stuff, if what I've been seeing in my most recent world is an indication.

Speaking of bugs...

On my latest embark, an entire forest of pine trees uprooted themselves to worship at my shrine. It turned out that they were actually praying to an elder god, which resulted in plenty of fun for my dwarves. I should probably report that, actually. Mass-prayer is a pretty common bug, but I don't think trees are supposed to be animate unless the forest is linked to a world with the "life" and "plant" spheres.
Title: Re: Playerlogs from 2050
Post by: poketwo on December 09, 2015, 06:53:48 pm
Uh, I might of acidently got a ork WAAAAGH onto the internet.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on December 09, 2015, 07:04:58 pm
You what now?
...
Hold on, I'm just putting up a nice infinite loop for them.
Title: Re: Playerlogs from 2050
Post by: poketwo on December 09, 2015, 07:09:22 pm
You what now?
...
Hold on, I'm just putting up a nice infinite loop for them.
I't wont work, they got through Tzeentch's maze in a hour.
Title: Re: Playerlogs from 2050
Post by: Whisperling on December 09, 2015, 07:16:47 pm
Complete destruction is probably your best bet, then. Have you captured any FBs with an annihilation syndrome?
Title: Re: Playerlogs from 2050
Post by: poketwo on December 09, 2015, 07:17:53 pm
No, they are in the internet. Putting FB's in there will only make it worse.

I'm no branigain, you fool.
Title: Re: Playerlogs from 2050
Post by: Nullsrc on December 09, 2015, 07:25:00 pm
Ever since the blood alcohol concentration update, my dwarves just stand around in a drunken stupor! I expected them to at least move erratically.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on December 09, 2015, 07:26:22 pm
The thing is that you cannot exit from an infinite loop.
Title: Re: Playerlogs from 2050
Post by: poketwo on December 09, 2015, 07:39:50 pm
And only madmen can get pass Tzeentch's maze. Please, its orks. They think they can make or do something to bypass it? It likely WILL happen.
Title: Re: Playerlogs from 2050
Post by: Egan_BW on December 09, 2015, 07:42:38 pm
Hold on, I'll just open a channel from the elemental plane of virtual fungicide.

EDIT: Should be fixed now.
Title: Re: Playerlogs from 2050
Post by: poketwo on December 09, 2015, 07:46:04 pm
You do realise that orks can't be killed like that? It takes some serrious Nurgle shit to even make them sick. They ARE the mega-bioweapons of the old ones.
Title: Re: Playerlogs from 2050
Post by: Whisperling on December 09, 2015, 08:05:26 pm
No, they are in the internet. Putting FB's in there will only make it worse.

I'm no branigain, you fool.

The situation would probably get worse before it gets better, but FBs are non-sapient, which means they have a horrible time trying to understand things outside DF. Keeping them someplace where you can manually delete them shouldn't be an issue.
Title: Re: Playerlogs from 2050
Post by: Egan_BW on December 09, 2015, 08:05:52 pm
You do realise that orks can't be killed like that? It takes some serrious Nurgle shit to even make them sick. They ARE the mega-bioweapons of the old ones.

Not sick, dead. Best to cut out the middleman, you know?  ;)
Title: Re: Playerlogs from 2050
Post by: poketwo on December 09, 2015, 08:13:35 pm
Fungicide wont work on orks, that's what I was saying.

And I though FB's were banned from net realease on the '45 mega virus incident?
Title: Re: Playerlogs from 2050
Post by: Whisperling on December 09, 2015, 08:30:29 pm
Fungicide wont work on orks, that's what I was saying.

And I though FB's were banned from net realease on the '45 mega virus incident?

Whoops, forgot about that. You might be able to authorize one with a non-contagious syndrome to deal with the orks, though.
Title: Re: Playerlogs from 2050
Post by: poketwo on December 09, 2015, 08:32:13 pm
Well, the main problem is the world I gen'd was a 40k one. I don't want to risk either nurgle or tzeentch comming out and taking over a bunch of computers.
Title: Re: Playerlogs from 2050
Post by: NullForceOmega on December 09, 2015, 09:11:35 pm
Orbital strike on the infected servers inbound, please adhere to quarantine procedure on logout, I'd hate to have to spin up the particle cannon and then have some damn fool force me to glass another continent.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on December 09, 2015, 09:12:33 pm
Hold the particle cannon.  It worked.
Title: Re: Playerlogs from 2050
Post by: Egan_BW on December 09, 2015, 09:15:22 pm
Bah! The fungicide was working just fine! If you just waited a little longer we could have saved those servers...
Need to... increase the concentration next time. Yes.
Title: Re: Playerlogs from 2050
Post by: poketwo on December 09, 2015, 09:33:06 pm
Were you able to get the freebooters as well? They're more spread out.
Title: Re: Playerlogs from 2050
Post by: Nullsrc on December 09, 2015, 10:33:34 pm
Year Four: Well, didn't know that the dwarves would go all capitalist on me and build megacorporations. Now we've got some kind of aluminum company ruling the whole fort, and forcing people to eat the aluminum.
Title: Re: Playerlogs from 2050
Post by: guessingo on December 10, 2015, 09:23:59 pm
Player 1: I just upgraded to 10,000 Core CPU, how come game performance didn't increase?

Player 2: I just bought a liquid nitrogen CPU cooler and overlcocked my CPU to 1,000,000 GHZ damn the game is fast, but DHS stormed my house, they thought I was doing a terorrist attack due to how much power I used. My mom is going to kill me when she gets the power bill. I am so screwed.

Mod: Just released a Virtual Reality Mod to visualize dwarf fortress.
Mod: ESP DF. Don't need to type anymore. This Mod works with your brain implants. Finally Dwarf Fortress has reached 2030.


Toady Update: Completed the move to a tug boat. The polar ice caps melting finally flooded us out. All is good. We have a satellite uplink and use hydro power since we are on the ocean. However, now I need to budget time to fish and clean the boat.
Title: Re: Playerlogs from 2050
Post by: poketwo on December 10, 2015, 09:26:29 pm
Fuckin' EA, the remenants of that fool company will do anything to mark up prices and win. Including mealting the polar Icecaps! Why have they stouped to cartoon villany levels of evil!?
Title: Re: Playerlogs from 2050
Post by: Dozebôm Lolumzalìs on December 10, 2015, 10:20:59 pm
No, Urist.

You are the polar ice cap melters. I am. WE ALL ARE.

Ayamaerei, Elven Hippie, cancels Hippie Stuff: Interrupted by Axedwarf.

Ayamaerei, Elven Hippie, has been struck down.
Title: Re: Playerlogs from 2050
Post by: Untrustedlife on December 10, 2015, 10:33:51 pm
Player 1: I just upgraded to 10,000 Core CPU, how come game performance didn't increase?

Player 2: I just bought a liquid nitrogen CPU cooler and overlcocked my CPU to 1,000,000 GHZ damn the game is fast, but DHS stormed my house, they thought I was doing a terorrist attack due to how much power I used. My mom is going to kill me when she gets the power bill. I am so screwed.

Mod: Just released a Virtual Reality Mod to visualize dwarf fortress.
Mod: ESP DF. Don't need to type anymore. This Mod works with your brain implants. Finally Dwarf Fortress has reached 2030.


Toady Update: Completed the move to a tug boat. The polar ice caps melting finally flooded us out. All is good. We have a satellite uplink and use hydro power since we are on the ocean. However, now I need to budget time to fish and clean the boat.

Saw on the news today that the DF virtual reality mod bugged out and now several players are stuck in the game as adventurers, they tried to remove the helmet from one of them and his brain was fried.. The poor poor souls. What was this modder thinking!

Update:
Someone died in game and the same thing happened to them I hope the media doesnt cover this too closely..will give the game a bad rap.
He was struck down for the last time :(
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on December 10, 2015, 10:44:39 pm
Dammit, why.
Right!
Time to decompile this carping stuff, push patches out before someone ELSE gets struck down.

The spambots are back.
Toady has not moved to a tugboat, EA, despite its evilness, has not melted the icecaps, we are still good.
Title: Re: Playerlogs from 2050
Post by: poketwo on December 10, 2015, 10:53:04 pm
All right, is the main modder some kind of anime nut? 'Cause if he is, I think the guy might just want to fanboy over something....
Title: Re: Playerlogs from 2050
Post by: Egan_BW on December 10, 2015, 11:24:48 pm
Player 1: I just upgraded to 10,000 Core CPU, how come game performance didn't increase?

Player 2: I just bought a liquid nitrogen CPU cooler and overlcocked my CPU to 1,000,000 GHZ damn the game is fast, but DHS stormed my house, they thought I was doing a terorrist attack due to how much power I used. My mom is going to kill me when she gets the power bill. I am so screwed.

Mod: Just released a Virtual Reality Mod to visualize dwarf fortress.
Mod: ESP DF. Don't need to type anymore. This Mod works with your brain implants. Finally Dwarf Fortress has reached 2030.


Toady Update: Completed the move to a tug boat. The polar ice caps melting finally flooded us out. All is good. We have a satellite uplink and use hydro power since we are on the ocean. However, now I need to budget time to fish and clean the boat.

Saw on the news today that the DF virtual reality mod bugged out and now several players are stuck in the game as adventurers, they tried to remove the helmet from one of them and his brain was fried.. The poor poor souls. What was this modder thinking!

Update:
Someone died in game and the same thing happened to them I hope the media doesnt cover this too closely..will give the game a bad rap.
He was struck down for the last time :(
Eh, not like death means that much these days.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on December 11, 2015, 12:00:00 am
Bugfix being pushed out.
Turned down the psychosomatic feedback.
Title: Re: Playerlogs from 2050
Post by: Dozebôm Lolumzalìs on December 11, 2015, 03:58:49 pm
Player 1: I just upgraded to 10,000 Core CPU, how come game performance didn't increase?

Player 2: I just bought a liquid nitrogen CPU cooler and overlcocked my CPU to 1,000,000 GHZ damn the game is fast, but DHS stormed my house, they thought I was doing a terorrist attack due to how much power I used. My mom is going to kill me when she gets the power bill. I am so screwed.

Mod: Just released a Virtual Reality Mod to visualize dwarf fortress.
Mod: ESP DF. Don't need to type anymore. This Mod works with your brain implants. Finally Dwarf Fortress has reached 2030.


Toady Update: Completed the move to a tug boat. The polar ice caps melting finally flooded us out. All is good. We have a satellite uplink and use hydro power since we are on the ocean. However, now I need to budget time to fish and clean the boat.

Saw on the news today that the DF virtual reality mod bugged out and now several players are stuck in the game as adventurers, they tried to remove the helmet from one of them and his brain was fried.. The poor poor souls. What was this modder thinking!

Update:
Someone died in game and the same thing happened to them I hope the media doesnt cover this too closely..will give the game a bad rap.
He was struck down for the last time :(
Eh, not like death means that much these days.

Egan_BW doesn't really care about anything anymore.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on December 11, 2015, 04:04:58 pm
I got the guy's backup out!
Whew.

I'm printing them a new body right now.
Title: Re: Playerlogs from 2050
Post by: palu on December 11, 2015, 04:20:49 pm
I got the guy's backup out!
Whew.

I'm printing them a new body right now.
Make sure you got the right data. I loaded a dwarf into a friend's body once. He was not amused.
Title: Re: Playerlogs from 2050
Post by: poketwo on December 11, 2015, 05:35:15 pm
Ok, we are facing a SAO-level emergancy right here. Not that dangerous, even with the super-advanced ai. I think 64chan's hackers are currently succeding in their attempt to defeat the "Cardinal system". I'm sure they will get the obscure anime fan behind all of this pretty soon.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on December 11, 2015, 05:37:03 pm
@palu: Don't worry, I tested them on their profile.


...Whoa, whoa, who hacked my bioprinter?!

It's not even on the network!

Wait, did they SERIOUSLY decide to...

Geez.

I'm not going to

/me is now - - CURRENTLY INDISPOSED - -:Dealing with human contact.
Title: Re: Playerlogs from 2050
Post by: poketwo on December 11, 2015, 05:40:58 pm
Don't worry, the hackers just got to the failsafe parts of the mod. Your friend will get out soon all fine.
Title: Re: Playerlogs from 2050
Post by: crazyabe on December 11, 2015, 05:45:02 pm
I just uploaded Star-Craft into DF, modded the Zerg overmind with using DF-hack with the goal of [infest:4Chan] and let it loose, Don't ask questions.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on December 11, 2015, 05:51:53 pm
Don't worry, the hackers just got to the failsafe parts of the mod. Your friend will get out soon all fine.

I'm back.

I was not expecting who/what came out, to say the least.

@crazyabe:
And I just quarantined your outbound IP traffic before that job went through.

As much as 4chan is annoying at times, we shouldn't tick off /tg/, they'll unleash Reasonable Marines at the offenders.
They are not, despite the name, known for resolving things without the use of force.  More like being right behind you already.
Title: Re: Playerlogs from 2050
Post by: poketwo on December 11, 2015, 07:06:56 pm
4chan? That old site? I think its mostly dead by this point. Still, you can't attack 4chan, they do have a very powerful hacker/pirate group operating in its ruins.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on December 11, 2015, 08:03:06 pm
Poketwo, just because you like the higher binary numbers...

They're very active, actually.

I pop in occasionally to get minis from tg.
Title: Re: Playerlogs from 2050
Post by: Dirst on December 11, 2015, 08:31:40 pm
When you want to 3D print that interesting weapon you see in the game, make sure you have the weapon selected and not the goblin holding it.
Title: Re: Playerlogs from 2050
Post by: Egan_BW on December 11, 2015, 08:37:59 pm
It is hilarious to stop the print midway through though. :D
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on December 11, 2015, 08:45:29 pm
No it's not, you end up with half a goblin corpse.
Title: Re: Playerlogs from 2050
Post by: crazyabe on December 11, 2015, 08:46:27 pm
Half a live goblin corpse you mean.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on December 11, 2015, 08:54:24 pm
No.

Just half a goblin corpse.

Not unless you do some ethically gray settings meddling that needs you to hack the thing first.
Title: Re: Playerlogs from 2050
Post by: crazyabe on December 11, 2015, 08:59:27 pm
been there done that.
In other news i have almost pinned down TBF's location and my zerg/dwarf/"Clown" army is 1/2 printed, only a few more hours and they will be done.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on December 11, 2015, 09:00:22 pm
Really?

Because im in ur base pwning ur doodz dude.

With a new friend of mine, in fact.
Title: Re: Playerlogs from 2050
Post by: NullForceOmega on December 12, 2015, 06:53:37 am
Updated to the newest release, added my personal mods as usual, then got to the business of world-gen and founding a fort.  About 300 years in I started seeing some really odd events centered around the largest dwarven civs' capital, so I paused and started checking the history (which has gotten so much better since Toady included the chronicler app in the main release.)  Well, it looks like around 270ish a dragon who had reached full size in pre-history had assaulted the city, and had declared himself king.  No big deal, we've all seen megabeast pretenders before, soon enough there should be a revolution right?  Wrong.  This dragon managed to induce a mood in the fortress' finest armorsmith, and that smith then produced Hellwing's Mail, a legendary Inexorum Dreadplate chassis sized specifically for the dragon.  After this said dragon goes on a full bore conquest spree that netted him the majority of the largest continent in less than a decade, there are epics written about him, dwarves name their children after him, and he loves it.  I went ahead and unpaused, and watched as an invincibly armored, infinitely powerful dragon basically became king of the world.  I still Love this game.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on December 12, 2015, 06:56:41 am
Holy flying skeletal carp swarms...


Speaking of, I seem to have that problem.  Any tips for getting people in?
Title: Re: Playerlogs from 2050
Post by: NullForceOmega on December 12, 2015, 07:03:05 am
Well, if you have secure access to the surface (even without border access) it should be doable.  Back around version .98 Toady corrected the unreal strength buff all undead receive so the skeletal carp won't be anywhere near as deadly one on one, just have your military set to 'engage individual target' in the tactics screen, if you don't have anyone above middling skill then issue everyone a hammer and shield and set individual orders to 'defensive' and 'cooperative', they should be able to clean house long enough to get new arrivals and caravans underground, though with the current version there should be a priest with the caravan who can shield them from evil.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on December 12, 2015, 07:46:51 am
... Well, good news, my flying skeletal carp problems are less, bad news is that that's because we're now being terrorized by a flying 'skeletal' gem FB with instant hemmorhage dust.

I don't know HOW that thing got here.

Or how it died.

I'm not sure I want to know how it died.

... Oh geez, it's not just a FB, it's a swarm of all the individual bits.

Why did I pick THIS biome...
Title: Re: Playerlogs from 2050
Post by: Toady One on December 13, 2015, 09:36:40 pm
(removed some thread-sinky political posts)
Title: Re: Playerlogs from 2050
Post by: Untrustedlife on December 13, 2015, 09:41:49 pm
... Well, good news, my flying skeletal carp problems are less, bad news is that that's because we're now being terrorized by a flying 'skeletal' gem FB with instant hemmorhage dust.

I don't know HOW that thing got here.

Or how it died.

I'm not sure I want to know how it died.

... Oh geez, it's not just a FB, it's a swarm of all the individual bits.

Why did I pick THIS biome...
Thats not an fb..... Looks like a  civ in your world uncovered the "von Neumann"  machines. They are self replicating bots made of a random material. You can use an EMP to stop them for awhile..but its not a permanent  solution.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on December 13, 2015, 09:44:33 pm
No, it's definitely flagged as a bunch of zombies.

I mean, seriously?
Title: Re: Playerlogs from 2050
Post by: Untrustedlife on December 13, 2015, 09:46:16 pm
No, it's definitely flagged as a bunch of zombies.

I mean, seriously?
You 100% sure?

Can't help you then, gg I guess?
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on December 13, 2015, 10:19:10 pm
Yup...Guess I need to Summon Bigger Fish on it.
Title: Re: Playerlogs from 2050
Post by: drilltooth on December 14, 2015, 12:12:57 am
So, this could be ‼FUN‼.  I can't go into detail, for reasons.. but. let's say a Certain Company in the Defense industry has taken a significant interest my latest embark as a potential case study in Emergency Housing engineering.
Title: Re: Playerlogs from 2050
Post by: Button on December 14, 2015, 01:03:33 pm
(removed some thread-sinky political posts)

Thanks Toady!

I guess the more forums change, the more they stay the same.

Except the ones that develop sapience, of course. (Don't hurt me!)
Title: Re: Playerlogs from 2050
Post by: Larix on December 14, 2015, 03:26:23 pm
Ehehe. Yes, i guess that's the first rule of discussing the Merkeltron and CYBERLIZ:

Don't Even Start.

Anyway, our sysadmin managed to wedge the user interface and display routines of a stripped-down DF into the wait cycles of our  antediluvian 64-bit unit, while the world simulations use some idle time on the (fluidics-based) control units. Since we're a farming station on Ceres, it's not much of a surprise that it gives very good agricultural simulations, but you better don't try an embark with above-freezing temperatures.

There must've been some old computer virus in the electronics machine mixing things up, though. The last machine parts delivery contained a handful of granite puzzleboxes and a small barrel of what the cargo slip claims are ants brains. We wonder who bothered to drum up that garbage.
Title: Re: Playerlogs from 2050
Post by: Amperzand on December 15, 2015, 02:59:11 pm
Message delivered for purposes of observation.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on December 15, 2015, 03:01:03 pm
Heh.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on January 29, 2016, 05:27:58 pm
Hoo boy, this thread almost died?
Oh dear.
I've been messing around with the Travestificator on the new release's raws.  And somehow, I got the code for a really old 2D version.  Wow.
Title: Re: Playerlogs from 2050
Post by: Amperzand on January 29, 2016, 05:39:18 pm
Damn, how far back did it go? .42?
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on January 29, 2016, 05:40:40 pm
No, 2D.  2D.  All the way back to 2D.
.42.xx was not 2D.
Title: Re: Playerlogs from 2050
Post by: Button on January 29, 2016, 05:50:43 pm
No, 2D.  2D.  All the way back to 2D.
.42.xx was not 2D.

Just saying it was 2D is supremely unhelpful. The game spent 50 years in 2D. Toady didn't add holoscreen compatibility until like 5 years ago.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on January 29, 2016, 05:51:53 pm
No, the actual FORTRESS was in 2D.  It had a doom counter on adamantine.
Title: Re: Playerlogs from 2050
Post by: Helgoland on January 29, 2016, 06:04:09 pm
Well, that was hardly 'DF' in the modern sense, just as we're not Homo sapiens. Sure, there's a common lineage, but that's about it.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on January 29, 2016, 06:05:25 pm
Yeah.  It's interesting though.
Title: Re: Playerlogs from 2050
Post by: Amperzand on January 29, 2016, 06:08:24 pm
Certainly some severe travestification, though. It must have put a few gigabytes into limbo somewhere.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on January 29, 2016, 06:10:03 pm
It's possible.
Title: Re: Playerlogs from 2050
Post by: Mel_Vixen on January 29, 2016, 11:08:10 pm
So did anyone notice that the DF raws are Bioprinter compatible and someone wrote a algorithm to fill in the gaps? I certainly didnt but recognized the fileformat in the genetics subfolder. Well i decided to print out a fox-cub since i like pets ... yeah so i must also have added a wrong option so i got a Fox-man-cub and have a daughter now.

Also bloodthorn is psychotropic and Poisonous? My Printer did warn me: "The genetic Material you try to build includes heavily expressed sequences for class 3 poisons and mindaltering substances that may be illegal in your Habitat ,State or Country. Do you want to suppress these Sequences?". And yes its a off the shelf printer .. didnt have the money to build my own.
Title: Re: Playerlogs from 2050
Post by: SQman on January 30, 2016, 06:49:12 am
So did anyone notice that the DF raws are Bioprinter compatible and someone wrote a algorithm to fill in the gaps? I certainly didnt but recognized the fileformat in the genetics subfolder. Well i decided to print out a fox-cub since i like pets ... yeah so i must also have added a wrong option so i got a Fox-man-cub and have a daughter now.

Yeah, it's still really wonky. It will print an animal person, giant animal, or a normal one randomly if there are variations available. I guess it's because [TRANSFORM:X:Y] tags are so simillar to [TRANSFORMED:X] from before advanced genetics was a thing, and the algorithm actually borrows a lot from the unofficial holoprojector plugin from 2036. It would take a simple tweak to fix, and it's hardly a minor bug, so we can probably expect a patch soon.

Anyaway, has anyone else had problems with automatons? I mean, I know metals corrode, but automatons seem to crumble into dust way too fast. Brass golems, on the other hand can work for ages before they start getting damaged. Is it because of the high temperature and steam? Is there a way to make non-corroding automatons with industrial era tech? I have better uses for my mages than recharging golems, and I don't like playing with complicated factory machines, conveyor belts, etc.
Title: Re: Playerlogs from 2050
Post by: Whisperling on January 30, 2016, 09:26:45 am
Anyaway, has anyone else had problems with automatons? I mean, I know metals corrode, but automatons seem to crumble into dust way too fast. Brass golems, on the other hand can work for ages before they start getting damaged. Is it because of the high temperature and steam? Is there a way to make non-corroding automatons with industrial era tech? I have better uses for my mages than recharging golems, and I don't like playing with complicated factory machines, conveyor belts, etc.

You could definitely throw in a ward against corrosion when you create the automaton, but that would need recharging as well. Is your fortress on top of a ley line? Depending on spheres and such, you might be able to tap it and free up your wizards.
Title: Re: Playerlogs from 2050
Post by: FantasticDorf on January 30, 2016, 11:53:04 am
Eurgh, i have a colony of Night Trolls on my dwarven intranet network underneath my terrestrial base posting exceptional quality cringeworthy memes of dancing boogiemen with trumpets that are inspiring negative thoughts and creating more trolls in my public library via host - victim meme transmission. My IT manager noble (he elected himself) is shouting at his less experienced interns to fix it but they are partying in my on-board statue garden and its going unsolved.

I have airdropped a delivery of fine quality giant cave spider black/brown dye fedoras via the GI-ANT 3-AGLE hauling carrier in a bid to negotiate to leave me alone so that they may be preoccupied with hat-tipping social actions and the meming behaviour will slow down or stop.
Title: Re: Playerlogs from 2050
Post by: Calidovi on January 30, 2016, 03:07:33 pm
dancing boogiemen with trumpets

🎺💀🎺
Title: Re: Playerlogs from 2050
Post by: FantasticDorf on January 30, 2016, 03:46:54 pm
dancing boogiemen with trumpets

🎺💀🎺

I have become a changling night troll bride. Jokes on you, there are no girls on the internet

Title: Re: Playerlogs from 2050
Post by: Starver on January 30, 2016, 05:43:58 pm
It is a firmly established Internet principle, over these last 75 years or so, that the question of whether a person on the internet is female is exactly as moot as whether or not Urist is female.

Almost exactly so, at least.  There's the same issue of taking babes-in-arms into combat during hostilities with others, although only with dwarves can you guarantee that it is truly the biological mother who does this.  Such long-established traditions as selfie-wars between fashion bloggers have been known to have much less discriminating use of 'accessory' children in their attempt to out-image each other.
Title: Re: Playerlogs from 2050
Post by: TinFoilTopHat on February 13, 2016, 09:58:18 pm
Title: Re: Playerlogs from 2050
Post by: Amperzand on February 13, 2016, 10:18:31 pm
Spoiler: In response (click to show/hide)
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on February 13, 2016, 11:11:44 pm
Spoiler: Hey, fix your spoiler! (click to show/hide)
Title: Re: Playerlogs from 2050
Post by: khearn on February 23, 2016, 01:35:08 pm
In 2050, DF players will probably say:

Gaah! How do I keep my marksdwarves from rushing into melee?! Shouldn't they be staying back and firing bolts?

And why do my civilians keep rushing onto the battlefield to grab socks while the battle is still going on? they keep getting killed, then more civilians rush out to grab *their* socks!
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on February 23, 2016, 03:36:12 pm
Bah.
Title: Re: Playerlogs from 2050
Post by: Starver on February 23, 2016, 08:00:30 pm
In 2050, DF players will probably say:

Gaah! How do I keep my marksdwarves from rushing into melee?! Shouldn't they be staying back and firing bolts?
And they'd be wrong to.  You don't 'fire' crossbows (or bows in general), you 'loose' them. ;)
Title: Re: Playerlogs from 2050
Post by: Chevaleresse on February 24, 2016, 11:26:16 pm
In 2050, DF players will probably say:

Gaah! How do I keep my marksdwarves from rushing into melee?! Shouldn't they be staying back and firing bolts?
And they'd be wrong to.  You don't 'fire' crossbows (or bows in general), you 'loose' them. ;)

[inset argument stretching for several pages about whether language is statistical]
Title: Re: Playerlogs from 2050
Post by: hops on February 25, 2016, 12:19:05 am
Median mode standard deviation? Bell curve whisker box! Dot graph, trend line...
Title: Re: Playerlogs from 2050
Post by: Starver on February 25, 2016, 06:42:22 am
In 2050, DF players will probably say:

Gaah! How do I keep my marksdwarves from rushing into melee?! Shouldn't they be staying back and firing bolts?
And they'd be wrong to.  You don't 'fire' crossbows (or bows in general), you 'loose' them. ;)

[inset argument stretching for several pages about whether language is statistical]
[decimates your argument, thus leaving it uncomfortable but still 90% valid]
Title: Re: Playerlogs from 2050
Post by: Adragis on February 25, 2016, 06:46:02 am
What do I do if the bronze colossus starts deleting DF's files? I'm getting my adventurer to use his tablet computer to replace them but the raws are already pretty messed up.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on February 25, 2016, 06:55:45 am
I don't think it's supposed to do that.

You may have a virus.
Title: Re: Playerlogs from 2050
Post by: Starver on February 25, 2016, 06:58:55 am
What do I do if the bronze colossus starts deleting DF's files? I'm getting my adventurer to use his tablet computer to replace them but the raws are already pretty messed up.
Didn't you set up your Scribe(s) to transcribe the original game-code into your fort's library?

(The problem with <The Book> Of <The Book> Of <The Book> Of... recursion has been mostly fixed.  You only have to worry now if they try to write the data-representation of the contents of <The Book Index> into <The Book> when you've set up <The Book Index> to also append an updated précis of the Contents of each book it lists...)
Title: Re: Playerlogs from 2050
Post by: Adragis on February 25, 2016, 06:59:53 am
No, no, it says in the combat logs that he's grabbed entity_default.txt by the seventh line, sixth word. He keeps pinching them off.

What do I do if the bronze colossus starts deleting DF's files? I'm getting my adventurer to use his tablet computer to replace them but the raws are already pretty messed up.
Didn't you set up your Scribe(s) to transcribe the original game-code into your fort's library?

(The problem with <The Book> Of <The Book> Of <The Book> Of... recursion has been mostly fixed.  You only have to worry now if they try to write the data-representation of the contents of <The Book Index> into <The Book> when you've set up <The Book Index> to also append an updated précis of the Contents of each book it lists...)
Adventurer mode, sorry.
Title: Re: Playerlogs from 2050
Post by: Egan_BW on February 25, 2016, 10:07:08 am
The game code recursively existing inside of itself allows for some great features (just look at the latest devlogs!) but sometimes it leads to things like this. If you don't like creatures to sometimes create duped raws, I recommend the raw defence systems mod.
Title: Re: Playerlogs from 2050
Post by: Adragis on February 25, 2016, 10:20:30 am
But modding's haaaaard ;-;
Do you have any idea how many gigabytes those .txt files take up?
Title: Re: Playerlogs from 2050
Post by: Egan_BW on February 25, 2016, 10:30:38 am
If you're using quantum memory, literally zero.
Title: Re: Playerlogs from 2050
Post by: Dozebôm Lolumzalìs on February 25, 2016, 03:28:19 pm
Nonono that's not how quantum computers work. They have ridiculous amount of memory, but any stored information still takes up the same amount of dataspace. Otherwise it's either compressed or partially deleted.

Also...

In 2050, DF players will probably say:

Gaah! How do I keep my marksdwarves from rushing into melee?! Shouldn't they be staying back and firing bolts?
And they'd be wrong to.  You don't 'fire' crossbows (or bows in general), you 'loose' them. ;)

You misspelled "too". :P
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on February 25, 2016, 03:32:02 pm
No, they just left out the rest of the sentence.

"They'd be wrong to (do so)."
Title: Re: Playerlogs from 2050
Post by: Dozebôm Lolumzalìs on February 25, 2016, 03:34:32 pm
*facepalm*

dammit, my inner grammar nazi was wrong

i am so angry at it that i have thrown it out into the rainy hell that is my neiborhood

thus the mispellings and lack of punctuation
Title: Re: Playerlogs from 2050
Post by: Dirst on February 25, 2016, 03:41:37 pm
*facepalm*

dammit, my inner grammar nazi was wrong

i am so angry at it that i have thrown it out into the rainy hell that is my neiborhood

thus the mispellings and lack of punctuation
Hey, since it's out there, have it grab us some pizza.
It's not like I ever plan to go outside.  Shudder.
Title: Re: Playerlogs from 2050
Post by: Starver on February 25, 2016, 05:39:40 pm
No, they just left out the rest of the sentence.

"They'd be wrong to (do so)."
That was implied, indeed.

The "too" version would have needed a comma:
"They'd be wrong, too."

And the 'comma-to' version could have been inexcusably incomplete:
"They'd be wrong, <beat> to (do so)."

Then there's the colon and the semi-colon versions... but I won't go into that. ;)
Title: Re: Playerlogs from 2050
Post by: Dozebôm Lolumzalìs on February 25, 2016, 06:09:30 pm
They'd be wrong; to do so is incorrect. Like that?

Also, sadly my inner grammar nazi will only bring pizza with pictures of the Fuhrer on it, as well as plenty of red markers. It doesn't taste very good with all of the ink.

AND BACK ON TOPIC:

My adventurer demon has thrust up a slade hut. I'm loving this new feature!
Title: Re: Playerlogs from 2050
Post by: Dunamisdeos on February 25, 2016, 08:28:28 pm
I cannot get DF2050 to run on my Windows 88 XP-Home/Colony OS on my Positronic Intellicomp Supercomp System. This game sucks.
Title: Re: Playerlogs from 2050
Post by: hops on February 26, 2016, 02:57:25 am
When will Toady Two update DF to be able to handle 6000 quantum strands, anyways? It still only use 100 strands. I mean, hello? The 2030s called, they want their supercomputers back.
Title: Re: Playerlogs from 2050
Post by: Adragis on February 26, 2016, 02:59:37 am
He's still fixing that bug that launched those nukes.
Title: Re: Playerlogs from 2050
Post by: Amperzand on February 26, 2016, 04:17:42 am
Hey, at least some of the things hit useful stuff.

Shame about Old Moscow, though.
Title: Re: Playerlogs from 2050
Post by: Dunamisdeos on February 26, 2016, 01:41:56 pm
I sad that no one noticed my computer system acronym.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on February 26, 2016, 04:41:11 pm
Because the joke is so OLLLLLD.
It's been around for like 5 months already.

What are you actually on?
Title: Re: Playerlogs from 2050
Post by: Dunamisdeos on February 26, 2016, 05:05:17 pm
It was from yesterday ._.

Also, where the Arcturan translation? No love for off-worlders.
Title: Re: Playerlogs from 2050
Post by: NullForceOmega on February 26, 2016, 08:31:44 pm
Arcturan-EA-Bay12 accords of 2043, in order to convince EA to stop forcibly importing their terrible shovelware to Arcturus, Bay12 had to agree to cease localizing DF for non-humans.
Title: Re: Playerlogs from 2050
Post by: Zanzetkuken The Great on February 26, 2016, 10:03:30 pm
Arcturan-EA-Bay12 accords of 2043, in order to convince EA to stop forcibly importing their terrible shovelware to Arcturus, Bay12 had to agree to cease localizing DF for non-humans.

Yeah.  You can go to Bay 13 for the translations, though, as EA had made the mistake of specifically specifying that Bay 12 couldn't make the translations..
Title: Re: Playerlogs from 2050
Post by: NullForceOmega on February 26, 2016, 11:34:04 pm
While that was an amazing bit of humor those guys in diplomatic managed, I still wish they'd have let me blow up the Origin Sales Relay first, I was less than twenty minutes away and the Hellstar would have been able to punch through that satellite's flimsy defenses like soggy paper.
Title: Re: Playerlogs from 2050
Post by: Egan_BW on February 26, 2016, 11:44:39 pm
Wait, you guys haven't destroyed EA yet?
Hmm, I really need to stop connecting to the intertubes though a time vortex...
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on February 27, 2016, 12:07:23 am
Eh.  Least you don't have the drumbeats in your head.

Also, SPOILERS.
Title: Re: Playerlogs from 2050
Post by: Dunamisdeos on February 27, 2016, 10:24:04 am
SPACE CLOWNS!!! THE SPACE CLOWNS AR--------MOING OUT O------HOLOGRAPHIC COMPUTER MONIT--------ARLBLARGLRGLRGLBRGlgllgrbl
Title: Re: Playerlogs from 2050
Post by: NullForceOmega on February 27, 2016, 10:37:40 am
If you're still using a holo-monitor they're just messing with you (if you have your 3D printer online tho...)  Just use DFhack to kill the process with 'safeout', it'll even revert to a pre-spoiler save.  If there are questionable entities in close proximity to you then add "help" in arcturan to your next post, I'll cycle up the particle cannon and get a firing solution.
Title: Re: Playerlogs from 2050
Post by: Whisperling on February 27, 2016, 10:48:39 am
Guys, is it really so difficult to install some sort of safety filter? I know it knocks off a few FPS, but we've all heard those horror stories about undead keas.
Title: Re: Playerlogs from 2050
Post by: NullForceOmega on February 27, 2016, 11:04:31 am
Newer generation systems are hard to get on Mars, unless you're in the Bay 12 Defense Force, we're pretty isolated from the market out here.

So I mentioned that dragon that took over an entire world a while back?  Yeah, he just savejumped, and assaulted my newest fortress (unsurprisingly, he won against my twelve legendaries and two hundred hastily conscripted civvies.)  Does anyone have the old DFhack plugin to stop that?  I'm not looking forward to having an invincible, legendary in all combat skills, full-sized, angry lizard god-king attack me every time I start a new fort.
Title: Re: Playerlogs from 2050
Post by: Dunamisdeos on February 27, 2016, 11:10:12 am
HELLO BAY TWALVE THIS IS DUNAMISDEIS WE ARE FINE NO CAUSE FOR PARTICL CANNON. HAVE NICE DAY ARCURAN SOUNDS DELICIOUS. THANKS YOU
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on February 27, 2016, 11:29:18 am
>>>Activating LASER BEAMS.
Title: Re: Playerlogs from 2050
Post by: NullForceOmega on February 27, 2016, 01:19:55 pm
*Looks in direction of text feed.  Gimmie a second guys, looks like Dunamis set the circus loose on town, clearing up the problem now.

*BOOOM*

Anyone have word on that plugin?  This dragon is getting a bit uncontrollable.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on February 27, 2016, 01:21:12 pm
Yeah, yeah, I'll send it to you.  Can I borrow the dragon though?  I want to set up one of those save aquarium things.
Title: Re: Playerlogs from 2050
Post by: NullForceOmega on February 27, 2016, 01:23:02 pm
Sure, NP, but be aware that he has some pretty unreasonable stats, and that armor makes him pretty much invulnerable.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on February 27, 2016, 01:24:11 pm
Exactly.

I've got a few of my own that I'm setting up for a deathmatch.
Title: Re: Playerlogs from 2050
Post by: Dunamisdeos on February 27, 2016, 01:34:35 pm
*Looks in direction of text feed.  Gimmie a second guys, looks like Dunamis set the circus loose on town, clearing up the problem now.

*BOOOM*

Anyone have word on that plugin?  This dragon is getting a bit uncontrollable.

Ha ha wait guy I was just----

(https://s-media-cache-ak0.pinimg.com/564x/cf/50/b1/cf50b1143501be0918595f4a1041b35b.jpg)
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on February 27, 2016, 01:35:41 pm
Ahh, explosions...
Title: Re: Playerlogs from 2050
Post by: Zanzetkuken The Great on February 27, 2016, 03:02:31 pm
Ahh, explosions...

Someone made the tech to fix that, right?  The one that brings the planet from before the event back?  I really don't want to see what we will go through this time to get out of the constantg mess that wrecking planets causes.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on February 27, 2016, 03:03:08 pm
Yeah, it's fixed.
Title: Re: Playerlogs from 2050
Post by: NullForceOmega on February 27, 2016, 03:08:06 pm
I've got a clean copy from about an hour before event, I'll run the restore from here and monitor for any irregularities (like sudden adamantine formation, slade condensation, etc.)

Also, DFhack seems to have successfully bottled up the dragon-god, but references are still leaking outside of the save.  He seems to be revered in every new world I gen on this drive.
Title: Re: Playerlogs from 2050
Post by: Egan_BW on February 27, 2016, 03:11:41 pm
DFhack has a function to create a perfect anti-entity of any creature. Make one of the dragon and put it in the same bottle and you should completely erase it and any references to it.
Title: Re: Playerlogs from 2050
Post by: NullForceOmega on February 27, 2016, 03:14:31 pm
Nah, I'm fine with him popping as a mythical figure, I just don't want him running amok through the simulation (as I don't have anything that I could reasonably hope to kill him with.)
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on February 27, 2016, 03:15:36 pm
Go nuclear?  Or antimatter.
Title: Re: Playerlogs from 2050
Post by: Egan_BW on February 27, 2016, 03:19:32 pm
Hmm. In that case, I recommend making a good old fashioned hero's journey prophecy, so that whenever it shows up in a world a hero is born destined to do battle and return it to its exile outside the universe.
Title: Re: Playerlogs from 2050
Post by: NullForceOmega on February 27, 2016, 03:21:16 pm
I'm trying very hard to hold this particular multicosm in a state of medieval stasis, it is working, but that means I can't just have a thinktank fort dream up advanced systems in order to kill one dragon.  As long as he's stuck in the worlds he's already in he probably can't cause any more damage, so unless he manages to go full meta I don't think I need to worry.

As an aside, you didn't replicate his data into an unlimited instance did you?  He's really smart...
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on February 27, 2016, 03:24:01 pm
No, no, I have more security than that, good grief.
Title: Re: Playerlogs from 2050
Post by: Egan_BW on February 27, 2016, 03:26:41 pm
Meh, I don't really have to worry about keeping my files secure when I have this much meatspace security.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on February 27, 2016, 03:28:00 pm
Hee.  They're fighting.  The carnage is great.
Title: Re: Playerlogs from 2050
Post by: Amperzand on February 27, 2016, 03:31:18 pm
If you're still having trouble with that dragon, I found a functional variant of DFhack on pirate bay. Not super legal, and it's a tad brute-forcey, but it does let you do pretty much whatever the fuck.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on February 27, 2016, 03:33:13 pm
Whhh....
Dude, use the official DFHack!
It's ON THE FORUMS (somewhere (i think))!
Title: Re: Playerlogs from 2050
Post by: Zanzetkuken The Great on February 27, 2016, 03:35:24 pm
Out of curiousity, has anyone looked in on the worlds in the copies we gave to the Singularities to use as stress relief?
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on February 27, 2016, 03:36:03 pm
Huh?  We did that?
Title: Re: Playerlogs from 2050
Post by: Egan_BW on February 27, 2016, 03:36:40 pm
Oh. Well, have you ever wondered where the universe came from?
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on February 27, 2016, 03:37:56 pm
No, I just thought we were doing that NEXT Tuesday.
Title: Re: Playerlogs from 2050
Post by: NullForceOmega on February 27, 2016, 03:38:30 pm
I can't install non Bay12 software on this frame anyway, it is a defense force battleship after all.

Zanz: Yes, I did, no, I don't recommend that anyone else do so.  You guys remember the internet circa 2010-2020?  This is worse, it's like  they bundled up everything terrible and horrible, then  cubed it, and set it loose as some kind of really unpleasant subconscious dreamscape for themselves.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on February 27, 2016, 03:39:46 pm
HEY!  2010 WAS FINE!
Title: Re: Playerlogs from 2050
Post by: Egan_BW on February 27, 2016, 03:42:13 pm
Don't diss the meme times. If we didn't go though that, we would have never met the memeerians!
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on February 27, 2016, 03:43:48 pm
I just took a look at a different world.

It was so happy...
Title: Re: Playerlogs from 2050
Post by: Zanzetkuken The Great on February 27, 2016, 03:46:16 pm
I can't install non Bay12 software on this frame anyway, it is a defense force battleship after all.

Zanz: Yes, I did, no, I don't recommend that anyone else do so.  You guys remember the internet circa 2010-2020?  This is worse, it's like  they bundled up everything terrible and horrible, then  cubed it, and set it loose as some kind of really unpleasant subconscious dreamscape for themselves.

I could've swore we didn't give them the mod that that one guy made while on over 30 hallucenogenic drugs...  Meh, so long as it keeps them long as theyh enjoy it and don't try to port it to reality, I don't care too much.

No, I just thought we were doing that NEXT Tuesday.

No, no, that's when we test what heppens when we pit the Lovecraftian Elder Gods against each other in a DF modding competition.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on February 27, 2016, 03:47:15 pm
Ohh yeah, THAT.

Sorry, I thought I was two weeks behind.
Title: Re: Playerlogs from 2050
Post by: Dunamisdeos on February 27, 2016, 03:52:15 pm
HELLO BAY TWALVE THIS IS DUNAMISDEIS WE ARE FINE NO CAUSE FOR PARTICL CANNON. HAVE NICE DAY ARCURAN SOUNDS DELICIOUS. THANKS YOU
*Looks in direction of text feed.  Gimmie a second guys, looks like Dunamis set the circus loose on town, clearing up the problem now.
*BOOOM*
Anyone have word on that plugin?  This dragon is getting a bit uncontrollable.
Quote from: Dunamisdeos
Ha ha wait guy I was just----
(https://s-media-cache-ak0.pinimg.com/564x/cf/50/b1/cf50b1143501be0918595f4a1041b35b.jpg)
Someone made the tech to fix that, right?  The one that brings the planet from before the event back?  I really don't want to see what we will go through this time to get out of the constantg mess that wrecking planets causes.
Yeah, it's fixed.

----kidding, nothing to worry about. Hey, did something happen?
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on February 27, 2016, 03:52:58 pm
Yeah, explosions.
Title: Re: Playerlogs from 2050
Post by: Zanzetkuken The Great on February 27, 2016, 03:57:10 pm
----kidding, nothing to worry about. Hey, did something happen?

May want to triple check up on your offworld communications systems and demonic countermeasures.  Your planet went offline for a bit there.  Maybe do a temporal resync as you may be a bit off with the rest of the universe.
Title: Re: Playerlogs from 2050
Post by: Egan_BW on February 27, 2016, 04:02:58 pm
Oh yeah, you died and must have gone back to an earlier savestate. Here, I'll pass you the state of your mind at the exact moment of death (and no later, hehe) so you can merge back.
Title: Re: Playerlogs from 2050
Post by: Dunamisdeos on February 27, 2016, 04:17:38 pm
That's it, I'm going to Risa, and I'm taking my best friend COMMANDER WILLIAM RIKER with me.

(http://cdn2-b.examiner.com/sites/default/files/styles/image_content_width/hash/83/5f/835f325c127d70cf909eb8001ef39b7a.jpg?itok=HxpZ5OcW)
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on February 27, 2016, 04:18:41 pm
Oh boy.
CTRL-Z CTRL-Z CTRL-Z
Title: Re: Playerlogs from 2050
Post by: Urist McForumposter on February 27, 2016, 10:21:35 pm
"Hey look, Toady implemented magic!"
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on February 27, 2016, 11:48:46 pm
You just now noticed?
Title: Re: Playerlogs from 2050
Post by: Dirst on February 28, 2016, 02:19:47 pm
Since DF isn't connected to the wikiAI by default, the intelligent creatures will keep any bugs that were in the Entertainment Intelligence agents at the time DF was published.*  Looks like DF uses types 2, 8, 19 and 108 (remember that type 66 is added by the Supervillains Mod and not part of vanilla).  Anyways, you can look at the change logs on wikiAI to see what kinds of problems will give your critters fits.

Well, more precisely your household AI can check the change logs for you.  No human has been able to solve the Captcha on wikiAI for almost a decade, but I digress.

A patch just came out for the type 19's stating that agents will no longer overreact to colors considered offensive in their assigned culture.  DF uses type 19 for flying creatures.  I thought I'd have some fun and make keas offended by green and watch them try to do battle with the trees.

Giant keas inherited the same distaste, which made for some fun until an elven army showed up to defend the trees.  With their green-dyed tunics.  For once I'm rooting for the keas!

*This is a safety feature.  One of the earliest experiments with AI in Dwarf Fortress scheduled all of the visiting humans for slaughter.  It was 2016, so they weren't real humans... but it seemed to spook Toady.
Title: Re: Playerlogs from 2050
Post by: Whisperling on February 28, 2016, 05:06:13 pm
Does anyone know how to set the magic sliders so that magical creatures exist independently of spellcasting? I've tried setting general magic to 5/100, but that seems to make wizards teach everyone cantrips that expend the entirety of their lifeforce to cast.
Title: Re: Playerlogs from 2050
Post by: MoonyTheHuman on February 28, 2016, 06:27:32 pm
Urist cancels productivity: Interrupted by kitten dwarf hybrid
Title: Re: Playerlogs from 2050
Post by: Dozebôm Lolumzalìs on February 28, 2016, 07:16:25 pm
Anybody read Firebird? Yeah, that was kind of close to modern AI. But the physics was just ridiculous. There is an ever-approaching Grand Theory of Everything, getting ever closer to absolute certainty, but never reaching it. That's truth. Bah, humbug to all who claim there is no GTE. Like the author of Firebird. Good author though.

Edit: Yeah, I read stuff from the 2000-decade. And from Britain in the 1980's. So what?
Title: Re: Playerlogs from 2050
Post by: Urist Mc Dwarf on March 01, 2016, 03:58:21 pm
Dear god, dear god.

My dwarves have declared war against me. I lost control of a huge portion of my fortress three hours ago. They have been blasting loyalist dwarves with nukes and fireballs. they have begun hacking this computer! help!
asfduifjmnhiisx nsdhfjntij sox

Husty barely kept control HELLLP!!
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on March 01, 2016, 03:59:32 pm
Dude, exit the game and come back not in god mode.
Title: Re: Playerlogs from 2050
Post by: Zanzetkuken The Great on March 01, 2016, 05:15:28 pm
Dude, exit the game and come back not in god mode.

If this doesn't work, I'll loan you my Crusader save.  In it, the whole world has essentially turned into a singular nation that effectively worships a hindu-esque pantheon of the players and holds attempting to travel between realities without the express permission of the players as the absolute highest of heresies.  Level of tech I have them at is a little on the absurd side, but I have yet to encounter a situation where requesting them to go to a trouble world doesn't solve the problem near immediately.  Well, except for that one time, but the alliance with Cthulu, Yog-Sothoth, Hastor, and the others solved that problem.
Title: Re: Playerlogs from 2050
Post by: Dozebôm Lolumzalìs on March 01, 2016, 07:09:38 pm
((Does anyone else see an owl in Zanzutken's avatar?))

Or alternatively, u can install SUPERGOOD hacker stoping tool! Freee of chareg at MY WOBSITE notaspamorg.com

Toady One The Great (b0t) has struck down the 2705'th spammer.
Title: Re: Playerlogs from 2050
Post by: Foxite on March 03, 2016, 01:56:09 pm
Oh god, my dwarves have developed the internet, and 30 years later, they made rule 34.

God forbid me to look at any of their datacenters. Weregiant cave spider 34...
Title: Re: Playerlogs from 2050
Post by: Amperzand on March 03, 2016, 04:04:50 pm
That exists in our internet, yo.
Title: Re: Playerlogs from 2050
Post by: Zanzetkuken The Great on March 03, 2016, 04:28:03 pm
That exists in our internet, yo.

And it happened faster in our case.
Title: Re: Playerlogs from 2050
Post by: Foxite on March 03, 2016, 04:32:02 pm
That exists in our internet, yo.
Don't make me google it...
Title: Re: Playerlogs from 2050
Post by: Dunamisdeos on March 05, 2016, 01:55:47 pm
Overseer's Bug Log: Stardate, 5th of Granite in the year 2050

Captain-Rank dwarf won't stay at range to fire phasers, instead preferring to close to melee and throw haymakers until all nearby recruit dwarfs are dead. Science dwarf finds this fascinating, while Engineer dwarf demands more power despite having a surplus.

Doctor dwarf refuses to perform any labor not related to medical profession.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on March 05, 2016, 03:21:50 pm
...
Dude, turn off the gamifying.
Title: Re: Playerlogs from 2050
Post by: Dunamisdeos on March 05, 2016, 03:36:57 pm
...
Dude, turn off the gamifying.

Overseer's Bug Log: Stardate, 5th of Granite in the year 2050, addendum:

Larger-than-normal fish-creature found writing recommendations on the walls. Flushed out the airlock immediately.

Spoiler: Visual Record (click to show/hide)
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on March 05, 2016, 06:01:10 pm
Oh really?

Don't make me spin up the orbital laser.  I will spin up the orbital laser.
Title: Re: Playerlogs from 2050
Post by: MoonyTheHuman on March 05, 2016, 11:27:36 pm
Oh no...  The mutant cats have a kitten every tick..  F[UUUUUUU
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on March 05, 2016, 11:38:07 pm
There's a raw you can change to remove asexual budding genemods.  Try that.
Title: Re: Playerlogs from 2050
Post by: MoonyTheHuman on March 05, 2016, 11:48:29 pm
There's a raw you can change to remove asexual budding genemods.  Try that.
Oh thanks....
OK,  all of my cats just became toads,  halp?
Oh god,  the toads spit acid
Title: Re: Playerlogs from 2050
Post by: Whisperling on March 06, 2016, 12:03:31 am
There's a raw you can change to remove asexual budding genemods.  Try that.
Oh thanks....
OK,  all of my cats just became toads,  halp?
Oh god,  the toads spit acid

Assuming the toads are considered to be genemodded by your civ, your chemists should be able to brew up some sort of kill switch chemical. Might want to keep your augmented dwarves away, though- they tend to be vulnerable to the same stuff.


In other news, the residents of my medieval world seems to have gone completely and utterly bonkers. They keep capturing procedurally-generated creatures and having glorified dogfights with them instead of killing each other in a respectable manner.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on March 06, 2016, 12:05:35 am
But that's suitably dwarfy....I mean, slightly more dwarfy than usual, but definitely dwarfy.
Title: Re: Playerlogs from 2050
Post by: Urlance Woolsbane on March 06, 2016, 12:11:14 am
In other news, the residents of my medieval world seems to have gone completely and utterly bonkers. They keep capturing procedurally-generated creatures and having glorified dogfights with them instead of killing each other in a respectable manner.
Literal dogfights? Are they monster-baiting?
Title: Re: Playerlogs from 2050
Post by: Whisperling on March 06, 2016, 12:37:26 am
In other news, the residents of my medieval world seems to have gone completely and utterly bonkers. They keep capturing procedurally-generated creatures and having glorified dogfights with them instead of killing each other in a respectable manner.
Literal dogfights? Are they monster-baiting?

Nah, they're making the monsters fight each other instead of going to war. There's some more conventional dogfighting going on, too, but that looks like it might be skill grinding for the apprentices.

But that's suitably dwarfy....I mean, slightly more dwarfy than usual, but definitely dwarfy.

I guess it is pretty dwarfy, when you think about it. The thing is, though, that they're doing this instead of going to war.

I mean, come on! They've tamed the deadliest, most savage beasts in all the world, and yet they haven't used them to raze so much as a single village? What's up with that?
Title: Re: Playerlogs from 2050
Post by: Egan_BW on March 06, 2016, 12:48:03 am
In other news, the residents of my medieval world seems to have gone completely and utterly bonkers. They keep capturing procedurally-generated creatures and having glorified dogfights with them instead of killing each other in a respectable manner.
Drop some pocket dimension tech in there and see what happens. ;)
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on March 06, 2016, 06:21:58 am
@Whisperling:Look in the civ relationships screen.  There might not be anyone for them to go to war WITH.

Manufacture some wooden casus belli, maybe?
Title: Re: Playerlogs from 2050
Post by: PopTart on March 07, 2016, 02:32:14 am
48x48x48x48 tileset released, work in progress...
Title: Re: Playerlogs from 2050
Post by: MoonyTheHuman on March 07, 2016, 08:53:45 pm
Wow, a 4D tileset, is that for that new species of aliens in the real world? cuz i dont think it would be too useful for us
Title: Re: Playerlogs from 2050
Post by: Dozebôm Lolumzalìs on March 07, 2016, 09:29:52 pm
No, it's that newfangled 3.5D glasses technology. Rotates about everything constantly and virtually. It's either that or you need TWO keys to move through the z- and w-axes.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on March 07, 2016, 10:11:00 pm
Isn't that the time travel thing though?  The xbyxbyxbyx tilesets.
Title: Re: Playerlogs from 2050
Post by: Dirst on March 08, 2016, 06:20:01 am
With 3.5D gear you don't have a true W axis (also colloquially called a T axis for "time"), but each item is rendered with a W attribute to give a sense of recognition/oddness/deja-vu as if you're seeing it from a particular character's experience.  The really tricky part is getting the transparency right so the game can overlay the correct "experience."  When the W data is opaque in the tileset, a given item (for example, a giant cave spider web) will ALWAYS register with the same level of recognition no water what happens in the game, and some people get headaches from that.

This new tileset, from the what I've seen so far, does the W transparency very well.
Title: Re: Playerlogs from 2050
Post by: Starver on March 08, 2016, 08:27:04 am
I decided to no longer participate in the higher-dimensional community fort games, a while ago, due to rather gittish hyperdimensional architecture laid down as a trap to both future and past participants, by a certain party...

I won't name them, but I think you know1 very well who the hyperspherical bastardi concerned is.


1 Will know/have known/will have known/will eventually findj to be known all along.
i Looks like a bastard, no matter which direction or time you look at them...
j Though previously indeterminate.
Title: Re: Playerlogs from 2050
Post by: Egan_BW on March 08, 2016, 09:38:43 am
Wait, you're only using three spacial dimensions? When did that happen?
Title: Re: Playerlogs from 2050
Post by: Dirst on March 08, 2016, 09:47:31 am
Wait, you're only using three spacial dimensions? When did that happen?
There is a legacy mode for people with older hardware.  Or who just enjoy a challenge.  Look through the settings and you'll see something called [PRINT_MODE:NEURAL], [PRINT_MODE:OMNI] or [PRINT_MODE:UNIVERSAL].  Change it to [PRINT_MODE:3D] to go old-school. 
Title: Re: Playerlogs from 2050
Post by: pikachu17 on March 08, 2016, 11:28:06 am
so I booted up a new universe and was looking through myth mode and looking through all 95 solar systems, and looking though the many planets in them, many of which have their own ecosystem,physics,religous,civs,rekigions,items,materials and other stuff, and I just thought isn't there too much detail?
Title: Re: Playerlogs from 2050
Post by: Egan_BW on March 08, 2016, 11:34:08 am
Haha, you think that's a lot of detail? You havent found the multiversal quality dial yet, have you?
Title: Re: Playerlogs from 2050
Post by: pikachu17 on March 08, 2016, 11:37:51 am
and you haven't found the "so many universes that if it had one more universe computer would crash" option, have you?
Title: Re: Playerlogs from 2050
Post by: NullForceOmega on March 08, 2016, 11:49:46 am
I must be getting a bit pampered up here on the Hellstar, I haven't run a universe gen with less than [ACTUAL] for stars or galaxies in at least five years...  I can even run full causality branching.
Title: Re: Playerlogs from 2050
Post by: Adragis on March 08, 2016, 11:57:57 am
meanwhile I'm playing 40d
Title: Re: Playerlogs from 2050
Post by: pikachu17 on March 08, 2016, 11:58:41 am
hey, how do I atom-smash without creating an atomic explosion, and how do i collect the energy for my factories?
Title: Re: Playerlogs from 2050
Post by: Dirst on March 08, 2016, 12:22:44 pm
meanwhile I'm playing 40d
40 dimensions???  How does that even render?  What kind of rig are you using?

EDIT: Oh, you mean version 40d.  That is seriously old-school.
Title: Re: Playerlogs from 2050
Post by: pikachu17 on March 11, 2016, 03:59:59 pm
one of my dwarves got a mood, and made a "dimensional door". what is this, and what does it do?
EDIT: AAAAAAAHHHHH a free-standing door appeared in my room. I looked inside it and there were stone rooms with short booze-soaked creatures inside. AAAAAHHHHH FB!!!!!
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on March 11, 2016, 04:01:30 pm
Dammit, I thought Toady had fixed the IB12WAF bug.
Title: Re: Playerlogs from 2050
Post by: Amperzand on March 11, 2016, 04:24:43 pm
Oh, well, shit, I should probably not open any of my old saves then.
Title: Re: Playerlogs from 2050
Post by: Dunamisdeos on March 12, 2016, 12:17:15 pm
Dwarf Fortress 40k is pretty neat. It includes Denobula as a planetary template.
Title: Re: Playerlogs from 2050
Post by: 90908 on April 13, 2016, 07:43:07 am
Today, ladies and gentlemen, I did something insane.

I played a game of Dwarf Fortress again. And my oh my was it worth it.

It has been 10 years since my last fort, and so much has changed that I can't even believe it. I loved this game to piece for years, so I decided that now was the time (I needed some distraction, as there was a death in the family) to boot op df.exe again.

First thing I do is gen a world. Large amounts of magic, MASSIVE godly presence and 15 random civs. I look through the myths and I find out that there are some magic artifacts scattered around that massively boosts the physical ability of those around it, one of which is named the "Spear of Armok" and another "The Torch of Boatmurdered." I find this acceptable. So, I then truly begin by making a fortress. A military base to hold off eastern Grenyer (random civ, massive barbarian creatures that live in tribes and use black magic. They have a thing for necromancy) tribes, as they are beginning to march into the heartland of the Imperial Dyes, the premiere dwarven empire. They have colonies in several planes, and are beginning to expand out of the region more. Anyway, this base is set up in a mountain pass, near the ruins of another base where I will eventually set up some defenses. There were some drifting Berro (another civ, nomadic and highly religious but frail) that had set up camp there, but I thought I would get to them later.

So, I start with a single battalion and 15 highly talented craftsdwarves. I start out by moving half the battalion outside the map, setting up defensive positions. The rest begin immediate construction of my little fortress, carving quickly into the sides of the pass. I begin planning for my next move. The startup screen told me that the king wanted me to defend against the enemy, not attack them. I was unsure, though. I liked this little dwarven civ, as it had quite an interesting history (multiple civil wars, holy benediction yada yada yada) and the Grenyer were a threat. I began plans for a mobile fortress, capable of moving into enemy territory with massive amounts of troops within and destroying any enemy and a League of Assassins with the name "The Killy Killers of Killers" and massive knives. So, a couple years pass, and things are about silent. The occasional patrol get's ambushed, but casualties are low and I didn't want to make an arena of death just yet.

And then I get an announcement; A courier has arrived.

I watch as he walks into the fortress, clearly running. He stops just short of the General, and starts speaking. I don't have the conversation log handy, so I can't quite him, but I certainly remember the gist. He said that demons were marching upon the capital, killing everything in their path, showing no mercy.

Now, in this world of constant devine intervention, this isn't all that uncommon. Gods show up in taverns, demons pillage and murder and life goes on. Except that this horde was massive. 120,000 demons, led by a mysterious cloaked being (which, by the way, is awesome. Procedural generation KNOWS) going by the name "LanceSpeared". Everything had fallen, be it PailStabbed or BloodGarbage the Hold of the North to his onslought. The mountain-home was next. We were the only one to not experience their wrath.

My reaction was, of course, to finish the big ass moving fortress.

(To be continued????)

.....you know, if you like.
Title: Re: Playerlogs from 2050
Post by: Sanctume on April 13, 2016, 10:35:52 am
Help!  My single-core (quantum processor unit) qpu is overheating running the latest patch of DF:2050 v92.04.
I'm only rendering a medium region with 1 cavern layer, and there's no issue with the latest drivers on NVidia qgpu with tera-bit caching.
My legacy VR goggles from 2045 still renders the voxel-world beautifully.
My yottabyte (quantum-state drive) qsd server is not even half-full yet.

This is really important to me guys!  My 2 grand kids are joining me on my a fortress this weekend.  This is the only way to show them how to old-school farm above ground!  And the 3rd grand kid, currently in the incubation tube, is learning the concepts of x,y,z axis--so I think I can teach her about that via digging in DF.

Title: Re: Playerlogs from 2050
Post by: Egan_BW on April 13, 2016, 11:04:17 am
The game slows itself down if it thinks you're not doing well. I would recommend gitting gud.
Title: Re: Playerlogs from 2050
Post by: Dunamisdeos on April 13, 2016, 12:49:13 pm
Don't worry guys, I called the ITP (Internet Troll Police). Someone should be showing up with a Doom-bot at Egan's place in about 15 minutes.

Dwarf fortress can still only process in one dimension. A quantum processor won't be used to it's full potential.
Title: Re: Playerlogs from 2050
Post by: Sanctume on April 13, 2016, 12:58:47 pm
Yeah, but dfhack 92.04 already utilizes quantum computing to anticate DF's states.
My bet the slow down happens from the new AI feature that goblins will hire dark dwarves to dig below your defenses before a siege is announced.
Title: Re: Playerlogs from 2050
Post by: Adragis on April 13, 2016, 01:19:40 pm
Anyone tried 0th dimension?
Title: Re: Playerlogs from 2050
Post by: Dirst on April 13, 2016, 02:25:36 pm
Anyone tried 0th dimension?
The game ignores it and goes to the default 4.

Mind you, the metaphysics engine will often generate a plane that folks will call a "0th Dimension" or "Null Space" or whatnot, but that's not the same thing.  An actual 0-dimension plane has no internal locations at all (you are "everywhere at once"), but the in-game name is usually something like "The Eternal Song" or "Scrying Pool".

Remember, when you interrogate Legends, you get descriptions from the point of view of the selected character.  Make sure it is someone who know a bit about the cosmology.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on April 14, 2016, 10:18:12 pm
@90908:MOAR.
Title: Re: Playerlogs from 2050
Post by: Amperzand on April 14, 2016, 11:17:22 pm
@90908:MOAR.
Please.
Title: Re: Playerlogs from 2050
Post by: NullForceOmega on April 15, 2016, 12:27:14 am
Sanctume: Have you used DFhacks parallel-interrogate command to see if you're butting heads against a co-axial user?  Some of the older QPUs don't have near-planar ignore features, leading to overlap along similar realities (and obviously slower performance and other issues).  I think that Quietust's most recent synaptic copy wrote a plugin that allows DF to override the default settings and keep your processes from interfering with each other.
Title: Re: Playerlogs from 2050
Post by: Bumber on April 15, 2016, 03:13:18 am
I think he goes by "The Quietust Continuum" now, ever since he formed a quantum hive-mind with his all his alternate universe selves (both organic and inorganic.)
Title: Re: Playerlogs from 2050
Post by: 90908 on April 15, 2016, 07:00:11 am
@90908:MOAR.
Yessir!

_________________________
Alright ladies and gents I'm back. Last week I began a tale about Dwarf Fortress 1.1.5, largely about demons and gigantic castles. Due to requests from you, the audience, I have decided to continue it.

So, from where we left off, I had a problem. A massive demon horde was utterly destroying the Imperial Dyes, city by city. Due to the placement of my fort in the east it would be a while before they marched onto Porridgedam the Death of Hives (the name of my little slice of existence, which I forgot to mention in the original post) and destroyed. I had time.

So, as I said before, my choice was to finish the big ass castle.

It was powered by an old design known as the BATTERY (which still works, despite it being made in DF2010) and several Magical Cores  (stolen from the elves, of course,) generating massive amounts of safe energy. It moves on tracks specifically designed for use on mountains and the main body of the castle is a gyroscope, allowing for steep climbs. It has a garrison of 250 dwarves (all the best, of course) and 50 ballistae and a couple of things I like to call magma cannons (catapults armed with balls of weak stone and a thin layers of metal filled with magma which breaks on impact, spreading the wonderful fluid everywhere.) It has workshops by the dozen and room for more, enough farms to survive a siege for years and even a section for civilians, just in case. All of this is wired to a defense system that would make most UristmcPlayers cry with joy. I spent all week on that thing. And my oh my was it worth it.

A month after completion, and just days after I finished loading everything in, an announcement opens up. It read as follows; Demons march upon your fortress. Run.

I'm 99% sure that's a randomly generated message. If not, then Toady has certainly not lost his flair for drama, even in his old age. Who remembers 0.68.34? Best April fools day joke EVER

Buy I digress. 150 demons, along with some followers (I did some digging later, turns out that they have some fairly massive cults,) one of whom was a master sorcerer. It was at this moment that I looked at the world map (new addition with the Mapmaker position and as revealed by scouts) and saw something ever so slightly terrifying. & symbols everywhere. I counted 562 demon forces of unknown size, each one probably capable of taking Porridgedam. I realized that this last bastion of the east would fall.

So I went to the menu, went to "Fort Options", and pressed the little button at the bottom that says "flee."

For the uninitiated, that button means that I can now move my dwarves (and my castle) away from the site. It's like adventure mode with more psychopaths under your control. I was leaving this little pass in the middle of nowhere for a brighter (and slightly deadly) future.

I ordered everyone into the castle (above capacity, sadly; I'll have to stop somewhere at some point for food) and began to power it up. The demons marched closer. One of them, a Demon of Bile, fired a  blob of it's namesake at it. I responded with a volley of magma. Ten went down. I fired again. Twenty, plus most of their cultists, were destroyed. Again and again and again, until half of their force was gone. And then their sorcerer fired a single pebble directly into the drivers eye. He died instantly.

The castle stopped moving. The guns kept on firing, but now there were blind spots. I began to order my troops out to face that threat alone (a bad plan, but a necessary one) when I got a message. "The Spirits of the Momentous Realm have taken over your fortress!"

It was at this point that the fortress started moving, without a driver, and I freaked out, saved, closed down the game and squealed in delight.

I didn't know that could happen. How does the game KNOW? I suspect it's sentient. But that, I suppose, is for next time.
Title: Re: Playerlogs from 2050
Post by: Zorbeltuss on April 15, 2016, 08:18:26 am
Note for anyone still making liquid based megaprojects, the update on hydrodynamic and hydrostatic pressure is fairly big, I built a sprayer of death which mixed nitric acid (spirit of niter in the game) liquid aluminum, and magma which was then intended to be sprayed over any invaders, well, the mixing chamber cracked, followed by the pipes and the tanks of the stuff, which led to a runaway reaction, which made my fort into a large crater, this of course triggered series of volcanic eruptions larger than the worldgen had ever seen and the resulting seismic shifts and volcanic winter destroyed all life except a few of the elves which are now living on a ice algae diet.

The adventurer I did to check out the crater did actually get roughly to were the fortress had been, roughly I say because the core of the world has been exposed to the elements in the bottom of the crater, and while the elf adventurer did swim a few tiles in the lava just the lava lake had a diameter that would include a few of the nearby settlements.

All in all !!SCIENCE!! has been done, and it was !!FUN!!.

/Zorbeltuss
Title: Re: Playerlogs from 2050
Post by: Sanctume on April 15, 2016, 09:01:58 am
Sanctume: Have you used DFhacks parallel-interrogate command to see if you're butting heads against a co-axial user?  Some of the older QPUs don't have near-planar ignore features, leading to overlap along similar realities (and obviously slower performance and other issues).  I think that Quietust's most recent synaptic copy wrote a plugin that allows DF to override the default settings and keep your processes from interfering with each other.

I think he goes by "The Quietust Continuum" now, ever since he formed a quantum hive-mind with his all his alternate universe selves (both organic and inorganic.)

So "The Quietust Continuum" (TCQ) is real, and not just a rumor? 
I mean, that part that TCQ exists to guard against DF-AI becoming sentient? Sentient, at least in our timeline. 
Anyway, I still think it will take another 35 years for DF-AI to get as close to 99% sentient. 

Back to my issue on QPU is overheating running the latest patch of DF:2050 v92.04.  I am testing v92.04c variant off webnode 4.0.
Thanks @NullForceOmega for the tip on how to include dfhack.synapse(). 
Thanks @Bumber on how to unmask hidden ip4 to load a request script from TCQ.   

##VirtualBeer is in on me!



Title: Re: Playerlogs from 2050
Post by: Sanctume on April 15, 2016, 09:02:27 am
@90908:MOAR.
Please.
+1
Title: Re: Playerlogs from 2050
Post by: NullForceOmega on April 15, 2016, 11:05:33 am
I think I've finally managed to contain Hellwing, it took some serious doing tho'.  He managed to go low-level meta on me, jumped into another of my (non-isolated) drives, and as typical started to conquer every site.  The difference this time is that I was running a non-constrained (but not unlimited) instance of DF, so he had to contend with high-level magic and pretty impressive tech.  For those of you who might have wondered, a full size ancient dragon in inexorum dreadplate can in fact facetank a fusion bomb (I was not aware of this, I really thought he was finally going to die.)  He got really caught up in learning new spells and discovering technology, which gave me time to construct a temporal stasis device at a hidden fort, once he broke through the defenses I flipped the lever and he is now stuck in a bubble of non-time.

I'm thinking of moving his data to an isolated drive and setting up an unlimited instance so I can finally talk to this jerk, he's wrecked so many of my forts at this point that I'm really starting to admire his tenacity.
Title: Re: Playerlogs from 2050
Post by: Sanctume on April 15, 2016, 11:28:55 am
That sounds epic @NullForceOmega! 
If you make a public instance, my ##AdventureMeetDF group (we call ourselves SoCal Urist-sons `o Armok) can do a multi-adventurers raid on this Hellwing.
Title: Re: Playerlogs from 2050
Post by: Whisperling on April 15, 2016, 12:05:47 pm
...
Dragons are still supposed to be tameable, right?
Title: Re: Playerlogs from 2050
Post by: Egan_BW on April 15, 2016, 12:11:08 pm
Anything is tameable if you use the right method.
Anything.
Title: Re: Playerlogs from 2050
Post by: Adragis on April 15, 2016, 12:13:08 pm
who remembers 40d
Title: Re: Playerlogs from 2050
Post by: 90908 on April 15, 2016, 12:22:55 pm
who remembers 40d
Nope, sorry. I'm a newb.
Title: Re: Playerlogs from 2050
Post by: Zanzetkuken The Great on April 15, 2016, 12:46:57 pm
who remembers 40d

I see your 40d and raise you 23a.
Title: Re: Playerlogs from 2050
Post by: Adragis on April 15, 2016, 01:34:39 pm
Thanks to the implementation of time travel, my dwarves can raise you -1a.
Title: Re: Playerlogs from 2050
Post by: Sanctume on April 15, 2016, 02:42:12 pm
Nah, -1a is that other game where Arm ok is a status
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on April 15, 2016, 02:50:54 pm
And who remembers that?

It had GRAPHICS.

Pfeh!
Title: Re: Playerlogs from 2050
Post by: Egan_BW on April 15, 2016, 03:02:22 pm
Armok is actually pretty playable now with all the fan patches. It's not quite as detailed as DF 3.47, but still, it's pretty much DF 1.0 with graphics.
Title: Re: Playerlogs from 2050
Post by: TheBiggerFish on April 15, 2016, 03:30:13 pm
Bah, that's barely anything!
Title: Re: Playerlogs from 2050
Post by: Urist Mc Dwarf on April 16, 2016, 06:47:53 am
Yeah, especially since it doesn't have a functioning economy or civil war system in place
Title: Re: Playerlogs from 2050
Post by: Dunamisdeos on April 16, 2016, 11:20:59 am
I wish ads to vote for Hillarybot v3.5.1 would stop popping up. I know the previous monarch was assassinated via Exterminatus Laser, destroying the Royal Palace and 67% of the moon, but I'm tired of political ads in my game.