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Messages - Sarvok

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DF Dwarf Mode Discussion / Re: Trivial findings
« on: February 03, 2022, 12:55:34 am »
https://dwarffortresswiki.org/index.php/DF2014:Water_wheel#Micro_Water_Reactor

Check out this micro water reactor. I made one the same as the one in the first graph. It's been working for years. I haven't tried multiple reactors linked together yet.

Gah, I'm not a fan of minecarts.  But if this works, maybe I will be.  It sounds doable, I'll give it a try.  Thanks for the help.

EDIT:  It worked.  Practically solid state.  Thanks again.

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DF Dwarf Mode Discussion / Re: Trivial findings
« on: February 02, 2022, 05:39:16 pm »
I made a dozen standard water reactors and I found that a) they leak, and b) they glitch, momentarily losing one of their waterwheels output, about once a month per reactor.  I've seen posts about leaking but not about glitching.  I think I've figured it out, but why nothing about the glitching?  Do people not notice, or care?  Or am I seeing things?

3
DF Dwarf Mode Discussion / Don't Assume
« on: January 30, 2022, 10:57:59 am »
I have a goblin citizen in my settlement.  Assigned him to armor making.  Took me a while to notice that all the armor he's produced is sized for goblins.

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 22, 2022, 08:23:29 pm »
Hmm, I wonder if there's any chance of it's bones still being in the location where it died?  Perhaps it could be revived by a necromancer, or an Adventurer could bring back its bones for the shrine?

I love the Hydra temple idea, and anything involving influencing religion.

===

In the latest Swordbeach news, a new Forgotten Beast arrived - a giant winged, feathered slug with deadly spittle.  It flew around the cavern for a little while, before apparently getting caught in an old leftover web from Omethu (the Forgotten Beast who killed almost everyone, 15 years ago), plummeting to the cavern floor, and splitting into gore.

Good idea about getting more info on Nongnob's remains.  Since he was all about muck, strength and rebirth, he just might show up eventually, reborn.  To help Him find us, spread the good news of Nongnob and earn some nice coin, my dorfs are selling the traders about ~20 quality  Nongnob statues a year.  Right now we aren't getting any Nongnob prophets or pilgrims, but hopefully that will change as the Word gets out.

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DF Gameplay Questions / Re: Goblin citizens being kept from alcohol?
« on: January 22, 2022, 01:09:13 pm »
I’m pretty sure goblins will only drink when force-fed by a poisoner.

Darn.  Apparently they're keeping themselves from alcohol and complaining about it.  I know people like that.  Thanks for the answer.

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DF Gameplay Questions / Goblin citizens being kept from alcohol?
« on: January 22, 2022, 12:05:53 pm »
Vanilla fort, except for the aggressive chickens and small number of dorfs.  Recruited a goblin bard, two years later her husband signed up, too.  They've had two kids since he got here, girl's fourteen now, boy's eight.  They are all citizens at this point.  Mom and Dad are frustrated from a lack of decent meals, but that's understandable, because they have goblin tastes, which the dorfs and traders don't have foodstuffs for.  The kids grew up with dorf tastes and values, so they're fine, fitting right in.

The problem is, all three adults are frustrated / dejected / distracted about "being kept from alcohol".  The eight year old is not, doesn't talk about booze. 

What's going on?  Is there any way to get alcohol to these citizens?  Dad's a true blue goblin, but Mom's a peach, and the kids are alright.  Girl in particular shows a lot of promise.  Besides, fertile couples are always welcome, obviously.  So I'd like to solve this one.  Thanks!


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DF Suggestions / Re: "Simple" meditation suggestion
« on: January 21, 2022, 01:19:50 am »

...

I disagree with the idea of "generic" meditation.  From a gameplay perspective, meditating on a particular concept is a lot more interesting of an activity and tells you more about the belief system of the dwarf in question than simply "meditating".  Whether all meditation is, in fact, meditating on a concept - even if that concept is "emptiness" - is a philosophical discussion that goes beyond the scope of DF.

Meditating as a military order seems weird, but if meditation works the same way as worship, there probably should be a way for religious orders to schedule prayer gatherings, as scheduling gatherings at specific times (during which sermons, etc., could take place) is one of the primary functions of religions in the real world. For non-theistic orders, these could manifest as scheduled meditation.

Thanks for the feedback.

I think "scheduled meditation" is a good summary of the suggestion.  The player being able to get a group of dorfs in a room all meditating.  I was thinking generic meditation for simplicity's sake, and because it's a stereotype, but I'd be fine with them individually meditating on whatever they wanted to meditate on (after all, no one can tell what meditators are really meditating about).  That could be hilarious, actually, especially if one option is "Meditating on <favorite food/drink/acquaintance>", for example.

If the player could influence specific religious fervor somehow (lavish temple, more images), or the other things mentioned, that would be good, too.  But religion in DF is thick soup, so I didn't want to go there.

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DF Suggestions / "Simple" meditation suggestion
« on: January 20, 2022, 12:23:42 pm »
I did the pre-suggestion tasks and found nothing exactly like this.  I'm aware religion in DF is complicated, so a focus on meditation avoids that.

I have a DF game set in a stereotypical Eastern monastery.  One of the things done in such places is organized, scheduled group meditation.  There is currently no way to organize or schedule meditation in DF.

Suggestion: To improve the experience of monastic life in DF, I suggest a way be provided to compel the dwarves to meditate.

One implementation would be to make "meditate" a military order.  The dwarves would head to a non-denominational temple and meditate there, similar to how they would be stationed or trained there, meaning they may drift in and out, be more or less likely to go, etc.  A little more complicated would be to designate a piece of furniture as a meditation spot, as is done for training.

The meditation would be generic, not specific to a deity, not "on" anything.  Regular meditation would still occur.

That's it.  Thanks for listening.



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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 20, 2022, 11:28:18 am »
I truly hope those monks get a chance to meet that hydra.

Me, too.  The best possible addition to the temple, and the monks can find out if rebirth is as real as necromancy.  Biggest problem will be keeping all the legendary ax monks from mobbing His Exaltedness.  Good incentive to keep playing this one.

EDIT:  After hundreds of statues (a major export) and decorations, I got an image of Nongnob being struck down by an unnamed human over a hundred years ago.  Rest in peace, you rampaging devourer and object of belief.  Your cult will live forever!  (Note: With Nongnob decorations and statues all over, the number of Nongnob worshippers in Learnvault has gone up by one, without any new immigrants or residents.  Maybe it's working.)

EDIT2: It's not working.  My dorfs have sold over 1500 Nongnob statues and countless cloth/silk caps with Nongnob decorations.  No Nongnob worhippers, pilgrims, prophets or suspicious-looking hydras have manifested.

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 18, 2022, 12:17:32 pm »
Learnvault is a stereotypical Eastern monastery.  So the official religion must preach rebirth, and the only available religion for that is worship of Nongnob Gristlydrives the Simple Callus.  The monks have made Nongnob an elaborate temple, many wonderful statues and countless decorations. 

Nongnob is a hydra, not a deity.  He has existed since before time began, though, and has killed more things than infection.  In case Nongnob shows up and tries to kill them all (not a usual Eastern monastic issue, probably), the monks practice their forms and build cage traps.  The monks really want to talk to Nongnob about this whole rebirth thing.  (Note: all the devotion has not increased the number of worshipers.) 

Speaking of !!SCIENCE!!, the monks were given the research question:  Is the sand-blast from a collapsing ceiling capable of propelling a test chicken vertically into the air?  A small test rig showed that the sand-blast does travel vertically itself, and it does push chickens horizontally.  The Giant Blowgun was built, and in multiple trials, positive vertical travel of chickens was not observed (exception: when the chickens bounced up on hitting the bottom of the Blowgun after a ten to fifteen urist drop).  The answer to the research question was: No. 

Several chickens gave their lives in the study.  Some interesting effects were noted.  Further research is planned.  Acquisition of a senior mathematician is desired (our dabbler has spent the last five years pondering positional notation, whatever that is, and did not assist in this study).

11
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 28, 2021, 09:32:59 am »
Tired of early game, decided to run a 100+ year fort.  "Creatureland the Monastery of Scholars" is a war animal research / breeding fortress for "The Theater of Wanes", the smallest of the three remaining dwarven civs, beset by goblins and badly in need of high quality war animals and (according to the Queen) "dogs the size of grizzlies".  Embark with a lot of dogs and some barely competent dwarves, only scientist is the book keeper, a math dwarf.  We'll get better scientists later, we're sure.

Things go well, we survive the wild life, set up crops, industry, clothes, defense.  Get two small immigrant waves, gives us 21 dwarves total.  Elf and human merchants drop by, bringing some promising creatures.  Lose a few dwarves: Drowning in the well, failed mood, miner killed digging out the pit.  Migrants pass us by for some reason... bump up the bribes to the merchants, keep going, lots of progress, no attacks.  Migrants pass us by again... huh?  Realize we've never seen the dwarven merchants.  Never seen any diplomats at all.  What?

Only one continent, so we're not isolated.  Civ/holdings map shows The Theater of Wanes is still there, although they've lost some ground to the suddenly more numerous gobs.  No new gobs between us... look at the civ/civ page.  Looks... isn't there a lot of W's on there?

The Theater of Wanes, our home civilization, has declared war on us.  Civil war, apparently. 

According to statues and stories in the tavern (seriously), the Theater of Wanes started when time began and has seen new king/queens on years 53, 56, 100, 110 and... midsummer 125.  Right after we left.  And the changes in 53 and 125, at least, were preceded by military events, or changes in military leadership.  Looks like we just missed a civil war – possibly a holy war, based on the new King Likot's past career as a “holy walk” in a popular religion.  Now we're refugees, or expatriots, take your pick.

Darn.  So immigration has stopped.  Remember the three casualties?  Two were each half of the only two couples in the fort, so no kids for a while.  Looks like we'll be recruiting out of the bars and library, then.  Unfortunately, while there are apparently plenty of bards, there are only three wandering scholars in the entire world, and while they visit here, they don't stop.  Better offers elsewhere, apparently.

Not exactly how I expected to start a hundred year fortress!


 

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