Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - MottledPetrel

Pages: [1] 2 3 ... 73
1
DF Community Games & Stories / Re: Modded Hell II: Mini-Update
« on: August 08, 2020, 04:02:46 pm »
At this point that's largely what I'm thinking, but considering that the main room coincides with a magnetite patch I might B-line it to steel armor until we find some other wonder ore.

2
DF Community Games & Stories / Re: Modded Hell II: Mini-Update
« on: August 04, 2020, 03:22:46 pm »
It's called Titaniunyte, and your guess is a good as mine for mod. Here's what the game says about it (I have yet to learn how to quantify these numbers and modifiers, so some help would be nice):






Also, apparently it was more components than steel. Though, I'm not totally sure why there would be an option for that crazy recipe and then an option to just smelt it normally. I'm going to have to see what the smeltery says it can do, but I believe there is some bauxite around for the the more complicated recipe if necessary. There is also Scheelite lying around:






Something called Holtrime:




And I remember seeing something called Earth Crystal, but I can't find it.

3
Been busy for a little bit, and will probably continue to be busy, so I thought I'd put out a mini update to hold people over.
---

Although the firebreak was set up in time, it would appear that most flammable things that were brought with the embark are now gone. Most of the food and the handful of seeds that could actually be planted were brought inside, but the bags they came in as well as the thread and cloth went up in smoke. Regardless, only a beta male died in the fire, so all things considering it went kinda well.

The Koopa caravan is here, but considering we literally just lost almost everything we had I'm not even gonna hope that we can get anything useful. I was, however, able to buy three sets of backpacks and water skins. All things considered, that's actually a pretty nice find because just about every corpse on the map has already started to rot. Furthermore, in my experience things that are brutally killed instead of hunted or slaughtered don't often get butchered, so leather is much rarer of a commodity than you would think.



The next step in making the fort habitable was digging out a dining room and then a dormitory. In case you're wondering why there's just people laying on the floor, it's because I set aside a hospital in an attempt to get the string and cloth hauled inside before they burned. That didn't work. Instead, I learned that there were a lot of creatures walking around with broken ribs. The fisherkoopa is now going to be doctor, because he isn't actually preparing any of the fish he's catching and I'm a little upset about that.

Thankfully, migrants showed up literally right after I complained about not having enough people. Of those who showed up are a novice miner, a legendary fish cleaner magikoopa and his youngest son; another miner (nephew to the first miner) with a short enough attention span to worship 7 different gods, own 3 pets, and to leave his lover behind to run across the world to live in an almost uninhabited hole in the ground; ANOTHER miner (half brother of the child), a legendary metalsmith who's gonna be the head brute because there aren't any other burly koopas who can take the role, a legendary presser; and finally a fishery worker with 8 deities, a missing lover, AND a missing master. On top of that were some pets and stray animals, nothing crazy enough in itself to mention. Regardless, considering our mining force basically tripled I'm hoping that we'll be able to get everything set up so that as few people are wandering around the dangerous surface as possible.

I'm setting aside the metalsmish, the fishery worker, and one of the miners to start the military. If there's anything that the first month and a half showed me, it's that we need to get at least one koopa totally equipped as fast as possible so the fort doesn't get stomped. However, we seem to have more options on hand than I'm used to. Just mining out the center room I've come across veins of a lot of modded ores that I'm not familiar with. One that seems hopeful, however, is the black squiggly 'a' that can be seen in the last picture. I don't remember quite what it was, but it was claiming that I could smelt it together with steel to get an even better alloy. I'm going to have to do a comfortably minimum amount of digging to find if these ores and alloys are worth trying or if steel is the safe choice. Personally, I don't want to make the safe choice, but I also don't want to find out that I'm making armor that only protects against piercing and nothing else.

Back to school season might be a little patchy for me, but I'm gonna be trying my best.

4
So here's our problem, for whatever reason it would appear that a good portion of the seeds we brought don't want to grow. Here is a list of what we have that can be planted.

In my experience, not all pokemon berries can be eaten raw. I have absolutely no idea what most of them do in dwarf fortress terms so I've just been trying to avoid them. Here's all the seeds we have total.

Looking at this, it would seem that an underground farm is the answer, but we don't necessarily have miners growing on trees so it might take a while. I went and looked through each koopa's thoughts and I couldn't find anyone who felt 'bitterness' over eating an energy root. Furthermore, I know that creatures can eventually grow to feel nothing over death, but can they feel nothing over their food being bitter? Do energy roots have some kind of hidden healing property that makes it worth it? Also:

It would seem that the floor worked, though we lost a beta male in the fire because he decided that he wanted to haul a log right in front of the gathering blaze and then a tree fell on him. Also, the wagon along with most of our perishable supplies burned too. Honestly, this is looking like it's going to be a tough game. Which, honestly, I guess is for the best. I've never really had a game as desperate as this is shaping up to be so it's probably gonna be a whole lot more interesting than the last one.

5
Yeah, sorry, stability is already enough of an issue so I don't think I'm going to be adding stuff mid-game. Before I keep going, I REALLY need to know if energy roots have some kind of bad effect to them, because I really don't want to get a year in to find that our main food source causes a bad thought.

6
I actually remember being in the embark screen and seeing that the game wanted us to take sleeproots as our main starting food because they were cheap. That, honestly, would have been really funny. I, however, am more afraid of my own modded mushrooms because I don't entirely remember what they do. All I remember is that the psychedelic mushrooms cause a random amount of random emotions and that there were some other ones that caused internal bleeding as if you just ate a big mouthful of fiberglass. Though, we somehow managed to loose like 70% of our seeds, so now we're almost exclusively eating pokemon energy roots and mario squinting radishes.

I already know better than to promise an update schedule, but I'm going to try to get an update of similar length to the last one out every weekend. If anyone has any requests other than me just trying to get everything underground before we get stomped, let me know.

7
DF Community Games & Stories / Re: Modded Hell II: The Embark Begins
« on: July 18, 2020, 05:55:12 pm »
     It goes without saying that as shown last time the river in our spawn was beyond dangerous due to its inhabitants. However, I was surprised to learn that there were actually two rivers with a rather defensibly plain between them.


     In the future I'd like to dig a moat between these two rivers and around the eventual fortress opening to defend against both the infamous fire and the infamous filth that seems to plague koopa civilization. I was also surprised to find that the 'rocky wasteland' we were promised had far more tall grass peaking out between the boulders than I would have expected, further necessitating the eventual moat.


     The first matter of business was to begin building a ramp down into the plain and chopping down the pesky trees that were in the way. Quite honestly, I don't remember who wanted what profession, so everyone's getting assigned what needs to be done in the order that it needs to be done in. I also happened to look at everyone's stat's because I was interested, and I again remember how funny modded deities can become.

















(I find it funny to think that painted turtles are close enough to koopas that they're okay with worshiping them.)

     It also became clear that moving in right between the two rivers might not have been the best idea, because almost immediately the fish men in the river left their native banks to start angrily gesturing at the koopas from across the river. The poliwags, instead, decided that the koopas were new friends and left the river to greet them.


     That, however, proved to be an awful decision, as they walked right into the war animals that were being brought to their new pasture. It didn't, however, go as one-sidedly as you would expect. One of the poliwags killed a goomba minion, and another maimed the hand of one of the rhydons. A Tilapia woman then got her teeth knocked in by one of the trolls who didn't appreciate that he now had to re-pasture all of the animals. Another tilapia man was killed, and a third eventually had their spine broken and was left to starve. A couple minutes later, it was also found that one of the rhydon had been knocked into a nearby pool and had sunk like the stone it was and drowned. Overall, not the best first day to christen the fort.


     Underground, the start of the fort was being carved out. Eventually, the large room would function more as a great hall, but for now it would have to be the 'we need somewhere to put everything' spot.


     Though, it seemed like the tilapia men didn't appreciate being kicked out of their hang out spot as they decided to march right across the koopa's new front line as if to say they didn't respect the boundary.


     I decided it might be a good idea to start on cage traps early. The police car that had towed the wagon, however, decided that a more direct approach should be taken.


     After the car literally drove right through the tilapia men, the deep stalkers moved in and stung the remaining tilapia men to death. It was at this point that I learned that deep stalkers were giant lizards with stingers on their tails. Huh. Ironically enough the deep stalkers seemed to have more of a sense of mercy, and let the fish men go after they'd been knocked unconcious. The poliwags also decided that they had something to be upset about, but their assualt proved to be less successful than the first time.




     God fucking damn it, I had given the neon tetra men a pass because they hadn't been whining as much, turns out that was because they were busy robbing us. On top of that, the tilapia men had somehow pissed off the amphibious sea scorpions who were just hanging out into chasing them. Unsurprisingly, they were then led right back into the fort.


     At this point I was seriously considering just making the deep stalkers the honorary police force of Modded Hell Two, they seem to be the only competent creatures here. Not only that, but they've already got their own car with which to run over the wildlife in. Not that it entirely mattered, the entrance already being covered in blood was just as symbolic as it was literal. Now, however was the perfect time to start erecting a tower over the entry hole in order to prevent future assailants from simply 'walking in'... It was found, to my disappointment, that the base was already off center.


     This was one of the main benefits to bringing so many unskilled trolls, walls could be set up in almost no time with little to no loss in other fields. Though, after a few seconds of thinking about how to add useful bits to the tower later, I realized that there were two injured tilapia men just inside the planned walls. Let's see how they're doing.




     Oh, so not good. How about a look at the amphibious scorpions on the other side of the river that one of the deep stalkers has been trying to assert dominance over for the past forever.


     The deep stalker refused to kill that sea scorpion or his friend. Every time either wakes up from their pained unconsciousness the deep stalker would sting them right in the body and then wait for it to get up again. Honestly a lot more brutal of a spectacle than I was expecting. Though, it would have been more convenient if they were closer to home, because the Rhamphosuchus in the river decided that it wanted to eat our gogoat. Admittedly, the relatively small goat managed to poke out both of the prehistoric gharil's eyes and bruise its organs, but not before getting one of its legs reduced to shreds. Honestly, it's getting to the point where the water is proving just as deadly as the usual fire.

     It took the death of another sea scorpion and the mauling of the last rhydon at the hands of a poliwag for the outer wall to be finished. No time to waste though, a roof had to be constructed for the place to be any kind of defensible. Honestly though, at this point the long arm of the law was the only thing keeping the fortress alive.




Hopefully we'll be able to get a kitchen done fast enough for road kill barbecue.

     At this point, the last remaining Rhamphosuchus decided that borderline cannibalism was an easier thing to deal with than Johnny Law. Though, the larger caiman instead made the smaller gahril its meal in a pretty short amount of time.


     I swear to god, for whatever reason the neon tetra men seem to be expert thieves. One of the imps got out the stepladder to get a goose out of a nearby tree, and as soon as he was up it one of the neon tetra men jumped out of the river and stole it from right under his feet. Now I've gotta cut the whole tree down.


Oh god, here we go...


:( , it's not even summer yet! Alright, break time, this seems like a next week problem.

Here's the kill feed, I'm going to bed.

8
DF Community Games & Stories / Re: Modded Hell II: The Embark Begins
« on: July 11, 2020, 01:15:35 pm »
In my experience, the starting creatures in the river inevitably kill each other almost immediately after I unpause the game. It's a shame that they have to go to waste, but honestly I'm not entirely sure how fish based animal men even work in this game. Are they amphibious? Can they still hold weapons? Eventually, I'd like one of the endgame works to be an underground arena where I can pit invaders against some of the more dangerous wild animals that we'll probably catch and not be able to fully tame so I can have a place to properly discover what everything does without it happening in the living room. Given the time, I would've liked to make a separate, closable pool of water to trap the fish men so that I could later make a series of underground canals to dump them into the arena, but I'm going to assume that monopolizing the mining force to do that right now would be an awful idea.

9
And here we are (I'll get a real update out in a little bit):






There was a little bit on the next page, but I forgot it.




I don't think I've ever seen this many animal men in one spot, but I'm curious to see what they do.

10
Alright, rocky wasteland it is. Do we want to be within range of the tower or not. The only reason I'm asking this is because I've found that the game has trouble loading invasions from tower entities that are necromancers. I've found that being within range of a friendly tower causes the game to hard crash about a year in, but I don't know if that's a specific secret doing that or because the game isn't built to understand the existence of friendly towers. The tower in question is not friendly, but I also haven't confirmed what the secret it holds is. Do we want to risk it and just start near it and wait, or should I look in Legends to confirm that the embark site won't be botched by a weird secret?

11
Poll's close the sixth, got stuff to do this weekend. If anyone's got any special animals they want me to bring, say it now. There's no guarantee that the civ has them, but who says that should stop us from trying to min-max.

12
I'm going to get to the koopaing list and updating the mod list in the near future, so yes nezclaw you can be there.

I actually don't know how to look in legends for artifacts, I just wrote down who lived where before I saved the world after generation (I also have no idea what the actual world politics are, but I like what I came up with for lore). If someone could give me a brief explanation of how I could do that, that would be nice.

In terms of differences in spawn, almost all the civs mentioned in option 1 can reach all the way down to five. If I remember correctly, the only difference is that crobolds and ratooeys don't reach down there.

Also we did get a cheesomancer, two actually, the fort just fissled out a little after. If anything I'd like to think that they're still walled up in that room next to the corpse pit.

13
So let me lay out the world, and what I'm personally looking for for a spawn. Please refer to the picture in the last post for the world map.

Up in the north amidst the central mountains of that weird peninsula that comes out of the glaciers lies the koopas. Ironically enough, there's a little spot in the middle that temperate, despite being so close to the barren ice wastes. They're surrounded by Neandrethals, Chaotic Beings, Edenians, Jawas, Black Mesa Employees, and Beans. They are on good relations with none of them, but each party is so entrenched with more castles than I've ever seen on one map that not much really seems to be going on.


To the west lies a sprawling, freezing rocky wasteland dominated by the koopa's only arguable ally: An enormous bob-omb empire. In the more temperate parts of that that same region struggle Tulmanians, Pirates, Argenta, and Goblinoids. I don't know the relations between these groups, and the koopa's have no natural land access to this area, but it seems like the bob-ombs are winning.


To the south of the koopa peninsula lies one of the main continents. That 'desert' that everyone's been talking about, is in reality a giant, haunted inland sea. Somehow, there's a fortress right on a rock peninsula overlooking the evil waters at it's narrowest point. I don't know exactly who owns it, but it's likely the Aarakocras who dominate the northwest, have their fingers throughout the middle subcontinent to the south, and have coated their capital region with castles and monasteries. To the northeast, on the coast close to the northern glacier, lies the koopa's second closest ally: A largely rural nation of goombas who have lied uncontested in the cold savannahs (?) north of the mountains that separate them from the rest of the continent. In the northwest part of these mountains lies a cold yellow sand that slowly blends into a temperate white sand desert edged by savannah and grassland. This area will be embark option 1, and is in contact with: Tieflings, Aarokocras, Goombas, Ratooeys, Crobolds, Predators, Bullywugs, Centaurians, and Swinefolk. Of these, Tieflings, Goombas, and Swinefolk are friendly if not allies. To the east is a red sand desert, that if anything is just slightly more convenient in terms of resources with an accessible river, flux stone, and more convenient grasslands. This will be embark option 2, which is the same in terms of neighbors except for the fact that the Aarokocra bastion to the west considers it too far to be of interest.


To the south, the continent is dominated by an enormous mire of marshes and swamps that slowly pool into a much more sinister pot hole in the southeast corner. This region is the uncontested homes of the legions of swinefolk and crobolds who war against the Aarokocra to the northwest and the scattered towns in the middle subcontinent. This area has the same neighbors, except that Aerians and Gnolls start to show up as you approach the middle subcontinent.


The people of the middle subcontinent are in an awkward position. There are a lot of nations that only have a few sites to their name that are trying to eek out their existence between the great powers of the regions around them. To the north are unsuitable swamps, to the south are some even worse conditions that I'll get to. Furthermore, the Aarokocra are trying to take over this region in order to wage war against the Crobolds and Swinefolk to the north on two fronts as well as to stop the northern march of the Itchlarians below them, Crobolds and Swinefolk already considered the region as something of a hunting ground and now have a reason to stake more permanent claims in order to prevent the Aarokocra from getting to involved, and the Itchlarians to the south hope to reach their evil allies to the north in order to push the Aarokocra off the continent so that there aren't any major powers available to contest the Crobold-Swinefolk-Itchlarian triple entente. As we enter this region, the Ratooey phase out, as historically they became a protectorate of the Aarokocra. The Koopas, already being allies to the Itchlarian and the Swinefolk, hope to join the evil alliance of the west on the grounds that after the Aarokocra are removed the alliance can aid the Koopas in turning the northern middle peninsula into their own personal fortress complex. The crobolds, however, resent this idea, and remain coldly dismissive of the idea. Lorewise, it would make sense to try to claim this region for Koopa glory, but geographically it's kind of lame. Regardless, anywhere on the middle subcontinent will be known as embark option 3.


The southern continent is, relatively speaking, a sprawling wasteland. Almost the entirety of the continent is composed of a single Untamed Wilds stretching across a yellow sand desert to the east, an untouched savanna to the west, a shattered rocky wasteland to the southwest, and a tropical savanna squashed between mountains and ocean to the southeast. The Itchlarian bastion lies in a haunted swamp in the middle east, with a second bastion to the middle south, completely controlling the routes around that mountain range. Because of this, the Aerians in the southern savanna have been completely cut off from the rest of the continent, now they prepare to hold off the inevitable war with the Itchlarians for that region. Instead, the Itchlarians have essentially secured an entire continent to themselves, and with a third bastion north of the yellow sand desert, they have gained the means to wage war in the middle subcontinent while claiming the entire space south of them. With a fourth bastion being made to monopolize the passage west of that mountain range as well, almost the entirety of the region is their for the taking unless the Aarokocra can get there to contest them. The west savanna is fertile and uncolonized, but it borders the rocky wasteland that is lorded over by a lich and his black tower over a Terrifying sea and the lands it has polluted. The rocky wastelands will be embark option 4, and the yellow sand desert will be embark option 5. The main difference between the two being that the rocky wasteland is near a tower, but outside of the influence of the crobolds. It would be a noble service to the koopa's ithclarian allies if they could secure either of these hostile regions from Aarokocra influence while they focus on the war to the north.


Relatively speaking, the world outside of the east and the north is relatively unpopulated. In between the east and the west continents is a peaceful collection of fishing towns made and owned by the bottle nosed dolphin men.


South of the two northern peninsulas lies an isolated subcontinent made into a sprawling combine encampment as they prepare for what they hope to be an eventual assault on the Black Mesa Employees and Chaos Beings to the north. For this purpose, they have signed a non-aggression treaty with the koopas, who share the peninsula with their enemies and hope to see them driven out.


The western continent is a rough, unclaimed land. The Mandalorians have managed to build a defensive wall of castles in order to claim the northern peninsula as their own, while sending out founding caravans throughout the continent in the hopes of getting another foothold. So far they have not been successful, but some of these towns have gone unsacked as of so far. South of the mountain range that separates them from the Mandalorians to the north are the orcs. The orcs, similarly to the Mandalorians, have focused more on walling themselves in before spreading out. They have built mighty fortifications along the mountains that enclose the fertile river valley that they were born of. Currently, they're vying for the extreme west coast of the world, as are the Mandalorians. Both empires are doing this, because the zombies of the eastern sinister swamp are unlike their brothers on the other continent. They were able to retain enough of their intelligence to construct warped monuments of obsidian from which they can mount raiding parties against the powers of the continent in order to eat them. To make matters worse, Brigands have set up their main pirate hide out on the equatorial isthmus in order to mount raiding expeditions against the boats of the bottle nosed dolphin people in the central islands. To them, raiding is raiding, and because of their location have effectively blocked any and all expansion to the southern part of the western continent.


This region, just like its eastern counterpart, is a completely untamed wilderness marked by sand dunes and broken crag. The only civilization to speak of on this entire land mass is a single Mandalorian hamlet that even now barely holds itself upright on a plateau amidst the central mountains. For all intents and purposes, the Brigands that have them trapped there consider them a plaything, and enjoy knocking over their town when they feel like it like a kid would knock over sand castles. Due to its lack of big players, I'm going to say no embark options on this continent.


Man, here I was saying I was gonna cut back on the lore, and now I've spent my afternoon making a complete and comprehensive world politics scene. Ah well, I'm gonna put up a poll, tell me if anyone wants to know anymore world information.

14
DF Community Games & Stories / Re: Modded Hell II
« on: June 30, 2020, 07:33:50 pm »

Pretty much what it's looking like right now.

15
DF Community Games & Stories / Re: Modded Hell II
« on: June 29, 2020, 01:51:00 pm »
Alright, I've got the raws to about where I want them. The only changes I've made that I haven't really specified are that I've excluded SQ's ADP (I got rid of all of it before you sent me the fixed version, and I don't want to patch it in) and a reasonable amount of Incompetent's Biology mod (sorry man, I got rid of the entity file and stability went way up). Preliminary update should be out tomorrow.

Pages: [1] 2 3 ... 73