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Messages - shikushiku

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 18, 2018, 11:20:34 am »
On my never-ending quest to make a happy fun zone where nobody is allowed to be sad, I've noticed that a lot of the traumatizing of dwarves in the new versions is due to seeing sentients die, or their corpses--even including our enemies, unfortunately. So I've taken a new strategy to solve both problems in my new fortress. The passage leading into the entrance to the fort is lined with cage trap upon cage trap. When enemies come, I set the alert that makes everyone get inside, and wait for all the enemies to get trapped in cages. When it's over, I take off the alert, and my dwarves rush out to reload the traps and haul the caged enemies off.

The only stockpile in my fortress that accepts cages (except empty cages and caged dwarves) is basically a QSP, except in place of the single-tile stockpile the minecart dumps into, there's a shaft channeled all the way down to the magma sea. The haulers dutifully bring the caged enemies to the feeder stockpile, then load them into the minecart and tip it over, sending them plummeting down, until they hit the magma flow and evaporate. The haulers have an 'out of sight, out of mind' attitude apparently, so they don't have any bad thoughts from the goblins dying a few dozen z-levels down, and it doesn't leave corpses around for citizens to get PTSD from.

I still have a well-equipped military, of course, but that's for conquering and handling trapavoid threats, mainly.

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DF Dwarf Mode Discussion / Re: "The Purge"
« on: July 17, 2018, 10:01:17 pm »
Or if you don't wanna cheat, trigger a loyalty cascade?

3
I don't play with much modding so I'm not 100% sure it'd work with those but you can try the DFHack script AdvFort. You'll need to find a pickaxe so you can mine construction materials and ore and an anvil so you can make a forge, then build a forge, smelter, and wood furnace (using the 'Build' job in the AdvFort menu), make some charcoal (pressing Tab while standing in the building to do jobs with it), smelt the ores, and forge your stuff. If you find bars of metal or fuel, or boulders/blocks of fire-safe stone somewhere, you can skip some of those steps obviously.

4
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: July 13, 2018, 11:12:40 am »
So the fortress I created a few days ago was kind of teetering on the edge of a tantrum spiral, so I decided to give it up. But instead of just deleting the save, I did something different this time: I made a full set of masterwork Adamantine gear, retired the fortress, and started an adventurer from there to pick the gear up.

So far I've fought some random criminals, and killed a night troll from a quest. Just now though, I found a town to rest in for the night (used social skills as dump stats so I couldn't recruit anyone in my starting place) and I found a couple *s walking around on the map. The first one was a prisoner who couldn't explain why they were there and begged me to take them with me, which I did. The second group was a dwarf lord, and a few goblins. Nothing too unusual at first glance, goblins can end up in other societies in worldgen.

Things get a little more interesting when I start talking to him, though:


Taking a peek at Legends, the dwarf lord was abducted at the age of 2 by goblins and grew up in their society. 69 years later, the goblins made a couple attacks on The League of Monasteries, a human group, the second one led by this guy. He ended up imprisoned, but not long after escaped and became the lord of The League of Monasteries.

As for my new human buddy, he was apparently attacked by the night troll as a child but managed to survive, then a year later was abducted by the same goblins as the lord--then a few years later abducted from them by a different group, and ultimately ended up leading an attack on The League of Monasteries a year after the dwarf took control of it, and ended up imprisoned by them, until I helped free him.

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DF Dwarf Mode Discussion / Re: Need help with aboveground Fort
« on: July 11, 2018, 12:54:46 pm »
Yeah, I usually make a bunch of standard rooms that all come out about the same quality, and sometimes I get an artifact bed and stick it in one of them in place of the regular bed to make it acceptable for a noble and the reported quality goes way up.

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 10, 2018, 09:12:45 pm »
Made a new fortress with a goal of subjugating all the elves in the world, seems like I'm not the only one with the same goal:
Spoiler (click to show/hide)
Does anyone know exactly what being "economically linked" to me entails?

edit: oh and this ( ͡° ͜ʖ ͡°)
Spoiler (click to show/hide)

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 08, 2018, 01:39:56 am »
Now here's something I've never heard of before. I sent my military out to pillage a nearby site, and a bit after I noticed the combat reports indicator in the upper left. Worried it might be something problematic, I open it up and read the most recent entry, and find something very confusing:
Spoiler (click to show/hide)

At first I'm worried the troll has gotten past my traps somehow, into my fortress, and attacked the departing merchants, until I notice it getting thoroughly dismembered by them towards the end of the log. I zoom to the location, and see that it did in fact happen down in the caves, and, getting a sudden thought, I open the unit list, find an elf merchant, and set it to follow them. As the screen follows them along I see them heading further from the entrance, out to the edge of the map, until they finally leave through the edge underground.

What I still don't understand though is why they entered on the surface like any reasonable merchants, went to my trade depot with no problems, and, with nothing blocking their path back the way they came, chose to path to the edge through the caves anyway. Hope those dumb elves have fun down there though.

8
Most of my dwarves' changes are due to retching on miasma (the occasional cave monster comes up into my fort and gets slaughtered by my military and then they take their sweet time getting the corpse out), but I found a few more interesting ones in with the rest:
Spoiler (click to show/hide)

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 06, 2018, 05:04:41 pm »
Spoiler (click to show/hide)

Hmmm...

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DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: December 10, 2017, 07:24:01 pm »
My attempts to plunder sites for arcane secrets have not gone well on this adventurer.

First I killed everything in a necromancer tower. I led out all the undead to kill them out of immediate site, and butchered all their corpses as insurance against being fully animated again, before heading in to take out the necromancers. Tedious work, and all my stupid companions got killed, but not that hard over all. Going through all their stupid books I finally found the slab, read it, and...nothing. Look it up apparently I can't get the secrets of life and death because I'm an immortal race, according to the Internet. Strike one.

Then I find a vault, plunder it thoroughly, but I don't get any demony goodness because apparently the demon got killed like a chump in worldgen. Well, at least I got some decent gear, better than all the lame iron stuff. And looking up the other vaults in the XML dump, the other closest one got its demon killed too, just a year before the end of worldgen. Though, if these guys go down so easily, not sure if it'd even be worth it having them around, now that I think about it.

11
I found a use for a tree full of elf children.

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DF Gameplay Questions / Re: Capturing/caging elf visitors
« on: December 08, 2017, 05:11:44 am »
I've experimented with this a bit. Dropping them with a retracting drawbridge to traps below is the easiest way, and only requires pulling the level to repeat it, but cave-in dust seems to be more effective at knocking them out without injuries. For that I used a support with a constructed floor on it, linked to a lever. You pull the lever and you get an artificial cave-in.

Unfortunately you can't do much with caged sentients. No enslaving or butchering them. Unless you wanna force them to fight other creatures for amusement or defense, it's easier to just outright kill them by dumping them in a drowning room or something, then looting their free stuff.

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 06, 2017, 03:19:28 am »
I finally got a working magma minecart elevator up and running. I tried to idiot-proof the accesses so dwarves wouldn't have any reason to climb in randomly.

Emphasis on tried.

I need the shematics of that thing, seems very... promising... *strolls away grinning madly*
I tried to make a simple winding ramp that dwarves could guide carts up after they got filled with magma, to do things "legitimately", but that didn't work out so I went with one of the impulse ramp elevators from the wiki, which obviously has far more potential for !!fun!!. This actually happened on the return trip though, which is more or less a straight drop down, except for a slight detour near the top where it needs to go to the side and then back to go around my magma reservoir. Those parts have regular ramps from above and a couple impulse ramps to accelerate them for good measure.

Did I mention I have like 7 carts going through the system at any time now? I should probably mention that. Thus, the stupid poor dwarf who found their way into the path found themselves hit with hundreds of kilograms of metal accelerated at the speed of a couple ramps, repeatedly in quick succession, until the third one blew their head wide open because DF does stuff like that.

If you wanna weaponize that, I'm pretty sure there's designs for minecart 'rail'guns out there, and appropriate use of impulse ramps should make it easy to have a cart going at obscene speeds on an automated loop in a compact design.

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 05, 2017, 06:52:54 am »
I finally got a working magma minecart elevator up and running. I tried to idiot-proof the accesses so dwarves wouldn't have any reason to climb in randomly.

Emphasis on tried.


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DF Dwarf Mode Discussion / Re: Tavern-less fortress visitors?
« on: December 02, 2017, 11:24:58 pm »
I found a simple solution to this:


I actually haven't had any new unwanted visitors since then, but I'm not sure if that's just a happy coincidence or word got out of my hospitality.

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