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Messages - Hetairos

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1
That just makes the usual inverted pyramid. But I guess there is no real way to avoid that, is there? I could probably cast walls inside of it and collapse it afterwards somehow.

2
Obsidianize large areas of the magma sea from the edges. If you start from the center, the unsupported obsidian will fall into the SMR and vanish.
I'm not sure I understand.

3
Oh, that thing is long done. Say, what would be the best way to create vertical walls through the magma sea?

4
The most threatening foes most of them face are kobold thieves and the occasional minotaur. Everything else is contained for the most part, except for emergencies I try my best to avoid.

5
I didn't really have an immediate goal to work towards for a while, and just maintaining the fortress without doing anything else seemed like a waste of both in-game and RL time. Between that, writing a thesis and a brief stay abroad I didn't really play DF all that much. Year is 247, still 2 years short of where I was time-wise before my save got corrupted. I've been playing a bit more recently and wanted to drop a brief update to show where we are now. Hopefully things can get a bit livelier soon.

One thing I got stuck on was the magma minecart cannon design. I wanted something that could operate indefinitely, but that required the speed of the cart to not change significantly cycle to cycle. I couldn't see a way to do it besides meticulous fiddling with the minecart calculator. It took me a while to remember I wanted the desing to rely on rollers. Rollers don't simpy boost the cart speed - they have a certain speed value they impart on slower moving carts. This means if I start the firing cycle with a roller and ensure the cart returns there at a sufficiently low speed, it will be reset every time, allowing it to work indefinitely as long as there is power. Once I have the power supply and control system planned out, the construction can start.

In the meantime, I've been working on some minor projects just to give the dwarves something to do. A shrine to Thusest Pridemobs, a deity of war and fortresses, is nearing completion. It's built in the shape of a small fort with a statue of the god in the middle. By the way, it turns out Hell doesn't have a whole lot of vertical space - just 5 levels counting from the very bottom, so I'll have to keep the shrines kind of squat. I also dammed the local river by dumping magma into it to fish out a bunch of items stuck at the bottom. Statues, blocks, bolts, corpses...



There is yet another project for the future. I asked PatrikLundell, who found the solution for the caravan/migrant bug, for an idea he'd like me to realise in the fort. This was the reply. I was thinking of combining points 2 and 4 into an Uristface-shaped shaft leading through the magma sea. For now, I don't really have an idea what would be the best way to create vertical walls in there.

At the moment, Wirejade is at 256 citizens. The immigrants require housing, and housing in turn requires furnishings. Metal industry needs to supply the raw materials for furniture, and I want it all to be gem-encrusted. The dwarven caravan brings me gems now, but my jewelers are poorly skilled, so they train by putting green glass on worn out clothes. The demand for clothing is increased too. All in all, quite a few industry branches are seeing a minor renaissance. I have been able to expand the military as well, to the point I'm running out of adamantine armour. The stockpiles are full of wafers, but my best armoursmith is merely competent and I don't want to waste them on low quality craft. I need to crank out some iron leggings.

It appears that the lack of strange moods was indeed tied to the amount of mined out tiles. After a fair bit of mining for ore and stone one dwarf got possessed and made an orthoclase sceptre. Honestly, the lack of new artifacts is not that much of a problem. Unless I micromanage my dwarves to get everyone a bit of metallurgical or other experience, most are pretty useless and I have plenty of wealth. What I could use are dwarves with high-level skills without the need for prolonged training.

I lost a few legendaries over the years. One of my best weavers got ripped apart by a passing demon when looking for webs in Hell, and several military dwarves died of old age - either in their sleep or in the middle of a sparring session.

6
Other Games / Re: Total War: Warhammer! It's out!
« on: February 24, 2017, 09:20:08 pm »
Quote
  • Improvements to Campaign AI recruitment logic.
  • Fixed a bug causing the game to crash with very large numbers of men in a unit.
  • Changed Wood Elves campaign behaviour to be isolationist with occasional bursts of aggression, better reflecting the lore.

Plus changes to magic. Update's looking pretty great.

Quote
  • Orion, The King In The Woods, has issued a proclamation throughout Athel loren denying his resemblance to Mel Gibson.

ayy

7
I have an extremely important announcement to make.

IMMIGRATION AND CARAVANS HAVE BEEN RESTORED!



You can thank PatrikLundell's dismissmerchants script for this. I feel I should build something nice to commemorate this, but what?

The last caravan showed up in 160, so it's been 75 years. The first new migrant wave consisted of 6 dwarves, among them one married couple and nobody with any particularly useful skills. What am I to do with a novice trapper? She's very strong, so I had her pick up an axe and go train. Encouraging marriages will continue. Migrants will actually help with that as long as they aren't too old. No families = more leeway in choosing a partner = lesser likelihood of everyone eventually ending up too related for marriage.

The caravan was more disappointing. Two wagons, mostly laden with food. I have over 50k prepared meals, for crying out loud! Bring me some leather or gemstones. At least I have someone I can sell all the wooden trash to instead of chucking it down into the glowing pits.

Also it looks like I have to link the watercannons all over again, so don't expect a full update in a while.

EDIT: Tinypic is working again so I can add a picture.

8
I was afraid that would be the answer. Very well then, I'll try to come up with something.

Caravan is confirmed as working too.

9
Edit:
I keep getting sieged, so I can't verify things with my own game, but I applied a script to Kathe's save, and without it no caravan arrived, but with it it did, so it might actually work.

The script:
Code: [Select]
-- Dismisses bugged merchants.
--[====[

dismissmerchants
=================

]====]

function dismissmerchants ()
  for i = 0, #df.global.world.units.active - 1 do
    if df.global.world.units.active [i].flags1.merchant then
   if df.global.world.units.active [i].flags1.dead and
   not df.global.world.units.active [i].flags1.left then
    dfhack.println ("Dismissing merchant ")
df.global.world.units.active [i].flags1.left = true      
   end
end
  end
end

dismissmerchants ()

Necroing the thread to report the script worked with my fort. One friendly macedwarf appeared on the map's border and promptly left, while "Dismissing merchant" was printed thrice. The spring wave of migrants has arrived, and I'll see if the caravan shows up as well when autumn comes.

I was going to create a magnificent structure for whoever finds or makes a fix for this and saves my fortress, so please let me know what would you like :D

10
Hang on. Remember that time when I posted about a workaround for the broken caravan bug which stopped immigration into the fort? People thought it was a new version bug, but I had a save with it occurring in 34.11. So I uploaded it to DFFD and linked it on the bugtracker. What I'm trying to say is that I do have a backup (albeit an accidental one).

So Wirejade lives, as it did 9 in-game years ago. Nearly everything past the linked update is essentially retconned, but I'll leave it in spoiler tags. I'm going to restore the progress more or less to the point it was before the unfortunate corruption, then pick up from that point onwards.

Autobackup is on :P

11
As for the corrupted file, ouch. I assume you've already tried tools like CCleaner? Though not sure how CPU cooling could cause save corruption.

I tried a system restore, though I didn't have any restore points old enough to do anything, assuming that could be a factor to begin with. What can CCleaner do beyond that?

It's not really the cooling unit itself. I must have broken something and now I get occasional random reboots and display problems. The screen gets covered in vertical stripes or just turns off, forcing me to hard reboot. One of those likely broke something, although I don't remember that happening while I was playing DF. I'm going to get someone to take a look at it.

Oh... oh, holy Armok.

They really couldn't figure out any other way to kill your fort, could they?  :P

I suppose. I even had a fairly complete list of things I wanted to do with the fort before I called it quits in mind. Oh well.

12
I think that explains the artifact situation. I had no reason to dig much for a long time. If I needed space, there were always rooms to repurpose; piles of surplus furniture and armour could be melted down in case of a metal shortage. I'm not aware of any DFHack tools which I could use to check nor do I have the knowledge to make them myself.

How did you manage to climb the learning cliff that quickly?

I semi-accidentally chose the most easymode embark site ever, then slavishly followed the quickstart guide and alt-tabbed to the wiki any time I had doubts about something. It wasn't nearly as quick a process as it may seem, it just wasn't spread over several forts. It took me in-game years to realise I can dig below the first cavern layer. I still learn new things from time to time.

• What is that annoying FPS point for you? Or do you run without FPS indicator?

Around 13-15 FPS.

• ....Literal magma hellcannon? Oh wow. Now that's new. And cool as hell.

Larix's minimal watergun might be of interest due it's lowest known cadence, but it sounds like you already have a plan.

For dealing with the lowest z-level of the map, it's worth noting itg's work in the area, such as mining slade by carving it into a fortification and obsidian-casting (link). I think dwarven power mining might also work for your version.

I was looking forward to that, having not build anything major in a while. I'm familiar with Larix's design and I'm nearly sure it's impossible to simplify it further. But I can't use it, and the slade mining tricks won't help me with it since there is no slade to mine there. The map just ends. It's a floor with nothing left beneath.

Of course now there is another much bigger reason I can't do anything.

• I've heard that marriages occur more easily in DF2012. Though it seems you're still having problems - well, some couples just aren't compatible.

The whole orientation thing isn't in if that's what you mean. But if they can be lovers, then they can marry, right?



Premature farewell below. On second thought, there's no real point in keeping it around.

13
Due to save corruption I had to revert progress to before the events of this post. Most, but not all of it, is no longer relevant.

Spoiler (click to show/hide)

15
Other Games / Re: Crusader Kings 2 is released.
« on: December 11, 2016, 07:03:49 pm »
The exact same thing happened to me after some update. The Old Gods one I think? It went away eventually, without me doing anything specifically about it.

Try clearing your cache.

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