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Messages - PetGreySquirrel

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1
DF Gameplay Questions / Re: Kayboard-Only UI settings? [50.08]
« on: May 29, 2023, 05:49:22 pm »
In the meantime, have you tried mouse keys?

I have not, but I will look into it, this might be useful more generally for me even outside of making DF playable.

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DF Gameplay Questions / Kayboard-Only UI settings? [50.08]
« on: May 28, 2023, 05:45:39 pm »
Is there any way to set the game to be playable with only keyboard inputs in the new versions?
I spent a while looking in the options for a way to do so, but failed to find any way to remove dependency on the mouse cursor entirely.

I have been playing on-and-off since before z-levels were introduced, and was away from the game for a while, not having played since the 47.XX releases, and the new UI out of the box is just... completely unusable for me, because I can't seem to find a way to get rid of the mouse.
I have some manual dexterity and pain problems, and using the mouse this much means I can't play the new versions for more than a few minutes at a time without it becoming severely painful.

If not I'll probably just have to go back to playing older versions, dwarf fortress is a very important game to me, but as it is, I just... can't play the new versions.

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 20, 2020, 04:50:30 pm »
Our military wasn't quite as kitted out as I'd have liked, but, the 100-goblin siege that came after a full year without a goblin sighting didn't manage to kill anyone... which is surprising, as they arrived on the opposite side of the map from their normal direction of attack, so they were on the less well defended side of the river. We raised the drawbridges to block the gates, and managed to keep the trolls from the doors of our back entrance, thanks largely to a couple weapon traps keeping them stalled until someone finally got around to pulling the lever. Unfortunately. a couple trees had grown near the walls, and the siege came in the time between them being designated to be cut down, and the woodcutters actually getting around to it, so the goblins still had a climbing path into the fort. It was only able to fit one goblin through at a time, though, so what it turned into was more like a meatgrinder, with the melee dwarves stationed to hit them as son as they got in range, and the marksdwarves harassing them and their allies who got close to the trees with bolts. 7 fortifications needed to be torn down and rebuilt, to remove the bits of goblin stuck inside them. One soldier got wounded, and two seem to be traumatized from all the corpses piled up, but, oh well, I was planning to retire the fort at the end of the season anyway. We managed to clean up, and remove the bodies (permanently, by way of an atom smasher) and I left them to take care of themselves once cleanup was done and we finished dealing with the merchants.

The new embark, Zoluthsazir "Combatbridge" looks promising. I'm sticking with the same civillization still, this map is on the far side of the world, nowhere near any of our other forts, in the borderlands of a scorching white sand desert and equally hot savanna. The map is split in half by an east-west running stream. We have some trees, but not a lot of them. More importantly, though, we have cassrite, and tetrahedrite.... so we can make bronze! this is a very welcome change of pace, after being stuck with copper and imports in the last fort.
Our neighbors include goblins, and a tower with as of yet unknown inhabitants (but the embark screen had the red line next to it that seems to indicate hostility.) We also have humans nearby, and we're not at war with them (now, anyway) so maybe I'll finally have a fort on this world who can trade with another civilization.

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 17, 2020, 08:40:28 pm »
Trading went well. We bought ever scrap of armour-quality metal they had (even down to puzzleboxes and flasks) and marked it to be melted, which is currently underway. We also got all the leather and cloth, and traded away nearly every excess item we had stuffed into bins, and all the worn-down clothes. About 90,000 dwarfbucks was gifted as an offering just to get rid of it and clear up space.. There wasnt as much metal as I would have liked, but, we'll take what we can get, and requested more for next year. We also got every gem they had to help keep the jewelera busy. They brought the coke and coal I asked for, but, we don't have any flux so we requested some for next year too so we can make more steel. In the meantime one of the smelters bas been set to full-time melting only (to help keep track of tenths of a bar I keep it to a single smelter -- it's slower but we need every bit we can salvage right now.)
Hopefully we'll be able to kit out at least one or two squads in decent armour by the time it's all processed. The copper armour has been great practice for our armourers, so, they can consistently produce top quality items with whatever metals we can get for them to work with. The traders seemed more than happy to buy bins full of the copper armour our smiths were practicing making, though we might start melting any non-masterworks as we're running low on tetrahedrite veins it seems. (3x3 embark on a one cavern world, so a small map with only about 40 z levels, many of which don't have any copper ore at all in them.)

Update: Our queen has arrived, with her full entourage! This is surprising, because we weren't even a barony! We're skipping from just having a mayor straight to being the mountainhome, apparently!
Hopefully, this is a sign of progress towards bringing our civ back from the brink of extinction... but we weren't exactly prepared for her arrival, the smiths will have to make her furniture in a hurry.

Update2: Luckily, we had about 60 bars of platinum still laying around, so, we managed to get the queen and outpost liaison's rooms set up to sufficient quality fairly quickly... We din't even need to engrave any of the queen's rooms to get her to stop complaining. it's a wonder how far 8 masterwork platinum chests go towards shutting the noblility up...

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 17, 2020, 03:56:33 pm »
No goblins this Autumn, so the caravan made it to the depot... missing it last year means we have a massive pile of things to sell, and everyone is currently hauling bins of crafts, toys, mugs, armour, weapons, and clothes to the depot. Even the military was given some time away from their duties to help haul it all. I imagine most of it will end up being offered, rather than traded, since there weren't that many wagons this time, but, we'll see what they have for us... I think any iron, bronze, or steel they brought -- either as bars, or finished items -- we'll buy to melt and reuse for the military. We desperately need armour that can hold up to the goblin's weapons. The last siege broke easily, but, it was fairly small. a big offensive would still be a major concern right now.

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 16, 2020, 08:33:05 pm »
If your problem is elves the solution is simple.  Just kill them!  Their weapons are always garbage, they are pathetic in general.  Can you even make metal weapons and armor at all?  Even copper and silver can do away with elves.  But seriously, find some cassiterite and malachite (or any copper ore at all) and you can make bronze, that will do away with anything elves can bring.  Destroy elves any time you can!

Nah, elves were the main antagonist of an earlier fort in the same civ, and were honestly not at all a threat since all their weapons were wooden. This fortress is nearby to a goblin civ, and they have iron and bronze fairly often, so, the copper armour isn't quite enough. Though, at least after each siege I can melt down their gear to turn into armour for my own dwarves. So far I've managed to get one full suit each of steel, Iron, bronxe, bismuth bronze, just from melting down goblin scraps and what I managed to get off the caravans. Unfortunately, an autumn siege means I likely missed the caravan this year, and will have to delay another to buy more metals.

The copper bolts and elite marksdwarves in a nest above the drawbridge managed to deter this last siege without a single soldier entering melee range! So all that metal fron the dead was fairly low-cost at least.

Well, the aquifer doesn't appear to have anything but platinum, and a miner (and my framerate) died in the exploratory mining attempt. If I can work out a more fps-friendly drainage solution I might dig out more of the platinum, but for the time being it's not looking to be particularly worthwhile.

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 16, 2020, 06:52:43 pm »
I retired Gaterider, the fortress on the evil volcano "The Tower of Immortality" shortly after completing the weaponized volcano. Things stabilized, but, I am in the process of trying to drag this dwarven civilization (The evicerated bolts) back from the edge of extinction, and having 80% of my migrants die almost as soon as they spawn on the map was.... somewhat counterproductive.
Efforts to breathe life into this civ have gone fairly well, though. Unfortunately, we're at war with 2 elven civilizations, and with the other dwarven civilization in this world, so, there is no safe place to embark, really. Regardless, our population is slowly climbing. The old capital has a population of 75, up from 40 or so a few years ago. The only other sites we have are fortresses I've retired. Of them, stakeplunged seems to be doing well for itself, with a listed population on the civ map of ~400 (retired at 200 or so, and many of the migrants to the last 2 forts have been from there.) Even the evil volcano site has shown a general upwards trend, being listed now at ~100 (retired at 30.)

Our new fortress, Berrash "Earthendeaths" has grown rapidly to 124 dwarves over the last 2 years, 46 of which are children, some of whom I hope to raise to adulthood here, and train to be useful to the civilization's survival. We embarked in a swamp in the south-west, far from the elves and opposing dwarves. Our only neighbors seem to be the goblins of "The Hex of Mucus" who sent a "siege" consisting of... 9 goblins. Not very impressive, as far as threats go, but this map only has copper, platinum, and silver, so, our military isn't as well protected from their weapons as I would like. We'll be importing as much iron and steel as we can to remedy this. We're on good terms with the humans, but, our civilization exists only in places well outside their merchant's range of travel, so, we've yet to meet any of them in any of these forts.
This fortress is in The Swamps of Wishing, The site is bisected by a small 4-tile-wide stream, which freezes in autumn, and thaws in mid-spring. This area has a 7 Z-level deep light aquifer in the sandstone layers (which we've taken advantage of to create a near-constant pleasant mist at our main entrance in the cavern layer. Above the aquifer is 2 layers of clay and one of soil, so we've had a fairly easy go at farming here. The influx of legendary metalcrafters, metalsmiths, armourers, and weaponsmiths from previous forts has helped our wealth grow rapidly in a very short time, and while the copper may not make for the best armour, at least it's of the best quality a dwarf could hope for.

I think our next major project will be to try to do some exploratory mining in the layers of aquifer-stone, we've seen some platinum in the sandstone walls, where the aquifer overlaps with the caverns, and I think that alone is enough to motivate the miners to agree too getting a little wet. If we establish proper drainage, it shouldn't be too difficult, it is only a light aquifer afterall. Maybe we'll get lucky and find some iron ore as well, which would certainly help our military out quite a bit, The presence of platinum has me hopeful that we may have some magnetite hidden above our heads...

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 16, 2020, 12:20:09 pm »
CRITICAL UPDATE 2: Building this pump stack is a fresh hell. From now on I'll be digging my forts deeper!

Yeah, a big part of me generating worlds with only one cavern layer recently was the annoyance of having to either build 100+ level pump stacks, or build the main body of the fort (or in some cases an entire sub-fort) in the 2nd or 3rd cavern layer if I wanted access to magma without dwarves walking half way to the forge area and giving up to get a drink.
Usually just treating the caverns as your 'surface' level and making a ramp-road 3+ tiles wide down to it seems to help, though. Just remember your entire population will be cave adapted if you do that.

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 15, 2020, 12:58:02 am »
The volcano has been weaponized successfully! initial testing is underway, and there appears to be no leaks into the fortress. it's not particularly fast, but, I suppose it doesn't have any reason to be, it is magma/lava afterall. Any would-be invaders will certainly have trouble making it through to our gates, at any rate.
This doesn't help with the freakish weather, and we did have to sacrifice a dwarf to finish this project (she was tantruming every season anyway, and far too traumatized by the death of her child to the toxic rain to ever hope to recover anyway... dieing in the magma while breaching the volcano is, likely, the most she could do for us at this point. Her slab is already engraved and placed.)

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 14, 2020, 07:19:57 pm »
So, we've stabilized a bit. lost a couple more to a forgotten beast with poison vapour, but, the dwarves who've made it inside have at least been able to survive and make a life for themselves in the caverns and nested in the warmth of the valcano and magma sea.

I capped population at 20 for the time being, I'm working on weaponizing the volcano and stopping every season or two to try to get migrants inside has been too distracting... once the mountain has been turned into a flamethrower, and the surface can be cleansed of distracting items, bodies, and the ever-growing stack of eagles that fly onto the map and immediately fall from the skies and die due to the rain, I'll let them try again, I think, but right now we have more important things to worry about than feeding and clothing more dwarves.
Hopefully this next caravan will spawn in the one location that can reach the depot, instead of on the opposite side of the map and immediately dieing... again... I've made the path even more restrictive, to ensure they have ONLY one path now. I hope they take it.

We finally found some of the metal this map was promised to have. Only tetrahedrite has been found so far, but, given the dangers of the surface, and our plans for the volcano, I doubt we'll be fighting weapon-wielding enemies in armour anytime soon, and the copper is sufficient to give us a strong advantage over most cavern denizens. More importantly, thanks to the abundance of magma, we don't need wood to create metal items. Our access to wood is, in all honestly, pretty dire. We're working on re-irrigating the caverns, but, being able to make metal flasks, bins, splints, wheelbarrows, etc. takes a lot of pressure off our dwindling supplies. For the time being, wood is being used almost exclusively for beds, and for ash to make lye for much-needed soap. That forgotten beast left us with over 200 globs of usable tallow, so, we're no longer resorting to butchering puppies for fat, though, their leather is still rather important for the time being.

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 13, 2020, 11:34:46 pm »
You can dig tunnels from the far edge to some central corridor or defensive area - I'd recommend figuring out a way to seal these, as the weather should kill basically any invaders who come by. You might get lucky with a migrant wave spawning right near a tunnel and dodging into it instead of taking any of the rain. Obviously decontamination will also be necessary.

Traders are more likely to do this - as they will only take the path which is accessible by your depot. unfortunately they still need to be on the surface (but dwarven caravans sometimes leave through caverns, if accessible.) Meaning, if you dig a tunnel from the surface to a depot, they should appear right at the edge of the map near the tunnel and go right in.

Yeah, controlling the spawn point for the caravan, at least, shouldn't be too hard. I have no idea how I'm going to deal with the migrants issue, will just have to survive until I get lucky and a few make it through I guess.

Progress has been made! The last migranr wave brought us 20 new dwarves! more importantly, some of them made it to the gates without being killed by the blue mucous raining from the skies!
I don't know how they managed it, exactly, but I feel it's notable that all the survivors were from a previous fort, and are at least "Adequate" level dodgers.
Of course, the ever-expanding pile of corpses they have to wade through to get to the gates left the less hardened of them pretty... unwell... Most of the fort seems to be holding together, but, several red arrows have already appeared. Understandable, really. We've only now got enough labourers to be able to make and engrave slabs for all the dead, and the combination of ghosts and corpses in the quarantine area (where I check migrants for lethal goo before I approve them into the fort proper) certainly isn't helping... hopefully, once I get more set up and can rig water and magma cleaning rigs for the area, it will get a bit better. (water to rinse the goo and such away, magma to deal with the bodies, and misc. items we have to leave behind)

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 13, 2020, 11:02:47 pm »
I have dwarves stick around meeting zones even after deleted or disabled for a moment - usually finishing their socializing routine or whatever they were doing. Not long, but maybe long enough to get evil rain on them...

Yeah, I'm still not sure what was up, but, they're dead now. So is the first caravan. So is the first migrant wave. Both arrived during the rain. I'm not sure there's been a break in it since it started, but, the 4 dwarves who made it inside are still alive. Butchered the horses (there was nowhere for them to graze anyway) and rushed to the caverns, where we built a well several levels above an underground lake.
One of the migrants was a legendary metalcrafter from my previous fort, sad to see him die to the rain.
I am not sure how, exactly, I will be able to get the migrants or caravans inside in one piece. I'm open to suggestions, since, I can't even build a canopy with this ceaseless rain. Is there some way I can open a map edge underground for them, that they would actually use?

The migrants did accomplish one good thing -- they got one of the copper axes under the roof before they all died, so, we can cut the underground trees now.

For now... I'll open an space near the edge and hope they can get inside before the rains get them... A ramp right to the last tiles and all underground from there should help, I hope.

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 13, 2020, 09:47:38 pm »
The dwarfs may have run out because the wagon is a default meeting area.
Did you make a meeting area zone inside the room?

yeah, meeting area, pen, dump zone  were all crammed into the room. (Dump zone was to try to get items inside fast, but didn't have much chance to try that, because I forbid everything before much made it in to prevent hauling attempts.)

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 13, 2020, 08:50:32 pm »
Tried to embark on a sinister volcano... Before the miners could even finish digging out a room from the stone that the side of the volcano is made from for us to hide under, a disguising blue mucous fell from the sky. A burrow was declared under what little roofing we had, and everyone (including the animals -- in a pen area) was told to stay inside it (military alert), under the safety of the stone roof. Items outside the burrow were forbidden, but a few dwarves ran out into the rain anyway, several tiles outside the burrow. I am not sure why -- I forbid the cart to prevent them from trying to run after any stray items.
Every dwarf, and every animal, died within a couple days, showing yellow wounds to every exposed piece of skin and falling unconscious before they did. Even dwarves who hadn't run out into the rain seemed to pick it up from the floor, corpses, or their fellows who had.
I am not sure this site is even inhabitable, if I had even one day to get a roof over our heads it likely would have been fine, but the near-instant death rain not even 10 seconds from my unpausing seems to imply that we won't be taking advantage of this volcano after all.

Trying a reclaim... So far 3 dead, and all we managed to get inside was some booze and 3 tower cap logs... But if we can reach the caverns quickly, our carpenter/mason, macedwarf and 2 miners can likely make a solid go of things. We have dogs and cats to butcher if we come close to starving in the meantime, but no water is accessable and the seeds are in the toxic sludge so we'll depend on untrained herbalism to start farming.

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 12, 2020, 04:48:50 pm »
It's spring again, which means I have like 80 elves wandering around trying to kill my herbalists. Once they were seen I sent the civilians inside, and the 56 soldiers we've got (26 marksdwarves, 10 hammerdwarves, 10 macedwarves, 10 speardwarves) were sent to meet them at the gates. Since we've gotten enough metal armour for the hammer, mace, and spear dwarves the elf weapons have become a non-threat. Even arrows bounce harmlessly off bronze breastplaes and steel helms. Our only injury was a hammerlord who was wrestled to the ground and beaten by 5 of them until another of her squad bashed their way through the horde to help.

Unfortunately, there's now a lot of bodies to try to clean up. This... might take a while.

Edit/update: Cleanup looks like it will take most of the spring. We have the bodies gone at least, so no more horrified dwarves sobbing about dead elves, but they left a lot of pretty much worthless wooden armour and weapons that need to be cleaned up still.
The one injured dwarf ended up dieing in the hospital, before even being diagnosed, so we lost one hammerdwarf in the exchange. Shouldn't be too hard to train up a new one to take up her Masterwork silver hammer, but, it's always sad to see a dwarf die to elves.

Edit/update 2: Cleanup took until nearly the start of summer, as anticipated. In the meantime, the engravers finished engraving the arena, and all of the bedrooms, dining halls, meeting areas, temples, etc. We built some archer's nests in front of the gate into the fortress, to keep them away from the melee when the elves inevitably return, and our best armoursmith was tasked with taking what was left of that strange blue metal into a suit of armour for the militia commander, the only pieces not masterworks were a boot and the gauntlets. I doubt there is a better protected dwarf anywhere else in the world right now.
Unfortunately, with our civilization on the verge of collapse, we're not able to advance to a barony, or county -- no sites have been founded nearby, despite our obscene wealth, and the hundreds of elven invaders our legendary militia has bludgeoned the teeth out of, and so, Atistathtat "Stakeplunged" has been retired, at least for the time being. Perhaps this shining beacon of dwarven opulence will be enough to hold back the elven onslaught and breathe new life into Egstakalath "The Evicerated Bolts", our parent civilization. Time will tell, I suppose.

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