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Messages - Xinrai

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1
DF Wiki Discussion / Performers serving drinks
« on: August 18, 2016, 01:31:59 pm »
I recently noticed that tavern keepers aren't the only ones who serve drinks.

I don't know how often they do this compared to tavern keepers.
I haven't done any kind of additional science on this topic (if there even is any further science required?). If someone wants to, they are obviously free to do so.
Proof if required:

2
So a troupe of Raptor people came and petitioned. I accepted them. Now they claimed most of my nest boxes and are laying eggs in them!  :o

I'm not complaining about free food (as long as they are okay with my dorfs eating them), but you can't breed them this way, right? I think some of the bird women do this too in vanilla.

I also just like to imagine the situation where the raptor woman bard, instrument in hand, is sitting on a nest box while a cautious dwarf approaches in hopes of taking the eggs.

3
Just in case this hasn't come up yet, I just noticed that the spurring interaction is causing a minor spam of combat reports from visitors.

4
So I've been testing out a few different things over three different forts since last time. I'm still not a 100% sure on what I will try as the "ultimate" pit fort (if there will ever be one), but anyway.
No screenshots yet, I will try to have something better to actually show when I put screenshots from now on. Maybe not the full pit, but at least 80% done.


For whatever reason, I decided that I want the pit deeper than before. The bottom could be past at least the first caverns (but no open access to them ofc). As a part of that, I didn't want the fort to start from the very top, so I planned a spiraling road down to go through the defenses and to the trade depot. But then I also decided that I will first make a smaller fort to have all the basic stuff going on and focus on the pit after that. I also had a weird idea of starting the pit halfway, where the fortress would begin, and then work my way up to make the defenses and simultaneously go down to make the rest of the fort. Then I figured that it would just be simpler to dig only down. Moving on...

I also decided that I'm probably not going to make a central spire, just because I think it would potentially look better without one. I may still try one fort with a central tower full of nothing but stairs and bridges that go to everywhere else.

Other weird ideas include a waterfall from a river that flows down to the caverns. Or just a plain old lake at the bottom, since that's less dangerous. Magma has its charm, too, so it is a tough call. I'd lose all the stuff that the people were carrying if they fall, though. It could still be worth it to have a magma pool, since I'm probably not going to empty a pool even if it was just water, anyway. And people will die in the falls. Happened only once so far, and I haven't properly gotten to any very steep drops yet.

Right now, I think my idea is to work on the pit as late as possible in a fort, just to save on time. So basically just creating a normal fortress except that I leave room for the pit in the middle for later. That way, I can also shape the pit better to fit the fortress instead of making expansions that involve making the pit smaller. And I also don't need to make a secondary, smaller fort.

I also started to consider moving all farms in a walled off section of the cavern. It would be interesting to have a farm area that circles around the pit, so that's something I will try to get in the lower levels of my fort. I should probably try scouting the caverns before deciding where exactly the pit goes, now that I think about it.

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DF General Discussion / Re: Future of the Fortress
« on: August 08, 2016, 07:37:03 am »
Toadyone and ThreeToe, beyond the master list they made, seem to really concentrate on the stuff their currently working on. So asking questions outside of that scope tend to not get a in depth answer. Ideological reasons for going to war, and them starting civil war is fairly reasonable thing. When it becomes the active aspect of the game, thats when you'll get that question answered more in depth.

The question is now more related to the current focus.
If I had a time machine, I'd use it to go ask the first question later in the history of this universe.
Or maybe just go play the final version of the game, that might work...

6
DF General Discussion / Re: Future of the Fortress
« on: August 08, 2016, 06:32:48 am »
So the answer to this question, 'sounds good, no timeline.'
I've been following the future of the fortress long enough to know that's completely possible. Doesn't prevent me from hoping that there'll be more insight.

7
DF General Discussion / Re: Future of the Fortress
« on: August 08, 2016, 06:26:30 am »
(Edited for a different question to satisfy the general peace of mind)
Will holy symbols become more prioritized targets for groups with an opposing sphere of worship? Will other individuals/groups prioritize artifacts as well, such as fighters preferring weapons/armor over other items or dragons wanting objects made of gold?

8
Btw, do you know a way to stop a civ from sending mercenaries, scholars, visitors, etc? Any way to turn that off?

The entity files in the raw have [MERCENARY] written in them, I think removing that and maybe some others. There's [WANDERER], possibly that one? I don't know about scholars.

Btw, can these be modified and still have an effect on an existing save? Or new worldgen? Probably new worlgen.

9
Short story shorter: There was no iron on the map, I looked for copper and then I got interested in a newer version of the game.
I'll get back on this eventually, maybe after the next artifact update. I got an idea for an artifact room in there somewhere, maybe underneath a temple.

10
Well, better late than never. I'm here again with a little update on a new fortress I just started.

Not everything has been set in stone yet. Get it? Stone? Dwarf Fort... nevermind (I just realized I made that joke on the first post. But it has been long enough that I consider it fresh again).

I embarked on a mountain/forest area. Flat land would probably be more ideal, but I wanted to have it on something uneven for some reason.
I will still expand the pit, but this is the start.

Here's a few pictures during the first steps:



We are still early in the first year, so there's not a huge amount to show yet. This is above the pit.
You can see my farm area where there's soil. I started digging that before the pit. It will connect to the rest of the fortress just fine over there. There's a ramp up to the surface, I will be blocking that soon.
The beginnings of the central spire are also visible from here. It will reach this level at some point, too.


Trade depot is already on the works, I will make a bridge west. In the end, I will have walls around the pit, and a gate, also probably through the west, but I need to figure out how large exactly the pit will be before I set them up. I will also build a floor up the trade depot (for marksdorfs to shoot out of, maybe), so it will have a roof.
Oh, and I checked, and my civilization has a giant chinchilla deity of volcanoes and mountains... You can guess whose temple there will be on the lowest level of the central spire. It won't go down to the magma sea (although who knows. But probably not), but still deep into the mountain.


First workshops are done, as is a dorm. You can see the path leading to the farm.
The built walls on the southern end of the spire are a result of a little miscalculation on my part... Oh well. The things I do for symmetry (I will smooth the rest too, ofc)


Doesn't go deeper yet, but it will. I do think it would have been interesting to have a long drop before even getting to the fortress, but maybe later. I didn't want to wait that long for them to dig.


So. I am planning on at least 1 or 2 walkways that circle the pit and are above ground. Probably around where the kitchen and still are now and one level deeper. The levels below will have straight drops, so building floors around it would mean being above the floors of the upper level.
I will probably replace the floors with bridges at some point for a trap. And the rooms will also all be connected without needing to go outside, so I can lock all the dorfs inside.

Also note that I won't be keeping the pit as square as it is now. I will expand it in ways that it will have a lot more corners and that it goes around some rooms (not fully around, except for the central spire). But first I will probably channel it further down and further south and east. I do aim for the central spire to be as central as it can be.
And of course, the walls around the pit will be one of the next things I do. I won't have a retracting bridge to fully cover the pit though. But there won't be any flyers coming in right away, right DF? Right? Please?



I will try to keep more regular updates now, you can expect another one maybe during the next weekend. I'll see how far I will get by then.

Questions are okay.

EDIT: I know the fort looks exposed. And yeah, it kinda is. But I will be planning where the wall goes shortly. The first migrant wave hasn't even hit yet, and I have some dogs, so I believe in new fortress luck for a while more. If that exists.

11
(this is occurring on 34.11, in hopes of attracting a bit of goblin attention)

I've been embarking upon this endeavor with you, and am pleased with the progress my dorfs have made.
We are on year 3 and have finally reached the rock layers of the ~60x80 tile pit (should have brought 3 miners, no mason.)
Here's the farm layer (with sunlit booze stockpile):
Spoiler (click to show/hide)

There have been a few minor injuries during the excavation, but after the lead miner's left hand become horribly injured, I think I know what may be causing the problems.

This thread (http://www.bay12forums.com/smf/index.php?topic=102632.0) discussed the safety of undertaking a large excavation such as this; there was a bit of controversy regarding the necessity of removing any residual up-ramps before designating the next layer for channeling. I think I might have cracked the mystery.

It would seem as though an empty up-ramp designated for channeling will not collapse when pick meets stone.
However, should there be a chunk of stone (or 3, as tends to happen the deeper you go) occupying said ramp, they will fall on some poor dorf/dog/baby/cat when the miner gets down to business.

Best of luck to you Xinrai, hope this helps. Please keep us posted.

Our fortunes rise and fall together.
Thank you!
That hole is certainly bigger than the one I dug out. Looks awesome!
I will keep the warning about ramps in mind.

(I used multiple smaller dinning halls instead of a large one)
This is a good idea. I didn't even think about it, but that makes sense if the journey to the other side gets too large. And making large rooms can lead to the fortress "leaning" more towards one side if there is a giant hole dividing it.


I have been thinking about making a new fort when the update comes. One weird idea I had was making a bridge across in the middle and placing a temple an equal distance away from both sides. If there is a god for magma, then definitely a temple for that deity should be surrounded by a river of it. And it would be on the literal centre of the fortress.
Although a tavern in a place like that sounds good too...

12
It is really nice to see some discussion. I may talk over some of it more in-depth later and maybe start a new fortress, following some advice. I didn't really begin with any grand blueprint for the first one, but I have got some work done. Been almost three years, nothing big has happened yet. Some random stuff that I am feeling:

- I still have ramps going about most of the way, meaning that the hole gets a bit smaller the way down, and I am keeping a wall outside as the primary defense instead of any bridge-traps... at least for now. I will start making a more straight drop before the hole gets too small. I can't channel too much on some of the sides because I would end up destroying the walls of some of the rooms.

- I didn't want the hole be too small, but not too big either because of the time it would take to get to the other side. This got in some kind of a weird middle ground. I started out with the hole pretty small, but I am still expanding it every once in a while to the sides (going around any rooms so that I don't destroy their walls, like I said above). I will keep making it deeper and deeper, of course, although I will probably try shield it from caverns once i'm there. Now I have some rooms which are sort of "sticking out" on the walls of the hole, which is making it quite different from a smooth cliffside. I kinda like it. It feels more natural than simply having a straight wall run down 50 z-levels.

- I may expand the hole outwards once deeper underground. There isn't going to be daylight to all of it but maybe the pillar of light in the middle will make people happy.

- I am probably going to smooth everything out but that isn't a very high priority for me.

- No casualties to falling after three years. I don't know why there should be because, like I said earlier, it is still largely channeled and no smooth drops, not to mention not even being up to cavern-depth yet. But still, I am so proud of my little non-slippery dorfs!

- Vermin clogging up the bottom and other areas outside in the hole. Should I allow vermin remains to be gathered outside as well? Oh, damn you cats.


I just closed the game before I figured to type out some technical info that I was thinking about making a note of like how wide is the hole on the surface, but oh well. Maybe next time.

13
Well hello there! This is my first post here, so I just wanted to get that out of the way.

I just got back in to the game after a break of several months (not going to wait for any update or anything), and there is something that I have been meaning to aspire, and which I actually did try to do a few times back. I want to design a fortress, one which can create an impression of awe and brilliance.
Well... there are lots of ways to start doing that, but I have something more specific in mind. But no details or anything too fixed or set in stone (pun intended?).
Instead of explaining with words what kind of a fortress I have been inspired to do, I will take you to a tour over what gave me this idea.
https://www.youtube.com/watch?v=6cX-bidFhfU
Clicking on the link above will take you to a video with a nice soundtrack, but, more importantly, a vision of something that I wish to see done. (The video isn't made by me or anything)
I wouldn't be telling the truth if I would say that I hadn't been inspired by this game (Heroes of Might and Magic V) to try something like this for this game (Dwarf Fortress).

So, essentially, a large pit, with a fortress built around it (see? The video is more useful and informative than me just saying that).
A volcano or magma/lava at the bottom is completely optional for me, and I am not looking to recreate exactly what was on the video. I have tried this before, and while I haven't done completely miserably, the fortresses haven't lasted for them to have been anywhere near to being complete.

I don't know if anyone has a community fort like this already built or showcased, and I am not sure if I will do something like that, but this thread is here for the following purposes:

- To hopefully have people talk about ideas for this kind of fort. On how to design it, how to protect it, where to have it, what to work on.
- To have me reporting on what I have done and is it working. If someone else feels inspired enough to start a fort like this, or already has past experience in something like this, feel free to also report and tell what you have done for your pit.

I am about to start a new game, so any suggestions about biomes or other pre-embark stuff will not make it for that one, but feel free to still throw ideas around for that.
Things that I am going to be deciding/thinking about to start out:

1. What kind of a shape will the pit be? Will I do a reversed cone, like a drill, and have the surface of the fortress with a massive hole that becomes smaller and smaller as it goes further below the ground? Or will I do it the other way around? Or will I make it just one steep drop like a straight cliffside?

2. What kind of defenses will I build? How screwed am I if flying things come at me?

3. Outdoors, in the pit. With my previous attempts for a fort like this, I have made (or begun to make) rooms with doors leading out to the pit. Then I would have many sets of bridges connecting around the entire thing, essentially allowing dwarves to move in a circle to the other side (nice for preventing cave adaptation). Should I try designing this for every z level?

4. Traps. One thing that should definitely be fun! is doing the thing I said in part 3. and then having a lever to retract all bridges surrounding the cliff. With a siege, I can let the invaders get to the pit, then just seal the doors (hopefully with no dwarves left outside), and then retract the only thing those goblins (or whichever) can stand on and let them fall. This would make it useful for there being something deadly underneath, although even if I make some lake of water to the bottom, it should still be fun watching them tumble down to it.



All discussion is welcome
(or not all discussion... just ones that stay relatively on topic or are humorous)
Also apologies for possibly bad/confusing English (not my native language)

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