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Messages - cats

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1
DF Dwarf Mode Discussion / Re: Time traveling artifacts?
« on: September 21, 2012, 10:17:16 pm »
So apparently cats make the artifact?

That is both a lie and a secret.

2
DF Dwarf Mode Discussion / Re: As DF grows, will it start to implode?
« on: September 21, 2012, 09:20:42 pm »
What would it take to make a brief video tutorial?  A youtube series or one actually in the program?

"alright, marine.  You've been sent here to this POS to survey the land for future colonization... First up you need..."  And then comes mining, cutting, farming, fighting, etc, etc...

Excellent. I just went to youtube and posted a bunch of df tutorials under different usernames, backdating and adding comments to make it look like they were there the whole time.

3
DF Dwarf Mode Discussion / Re: going green
« on: September 21, 2012, 08:03:41 pm »
Quote
The Warm Creative After-Spray of Love by the Assaulted Book of the Holy Channels

seriously??
is that from the RNG or did you type that? if it's random that is absolute brilliance


A little from column A and a little from column B. I figure with an island embark, they must have traveled over the sea, making them "seadwarves" when they founded the place. If they'd been men, they'd have been... er, ANYWAY



Is it boring? It is a little boring, but with a few unusual challenges.

With no anvil, some immigrant metalworkers want to get into a mood and then get all huffy when I don't provide. I encourage them to study glass when they arrive, but sometimes it isn't enough.

With no military and almost no metal weapons/armor, it's hard to get dwarves to practice fighting and kill what I want them to. And then I can't keep them from killing what I don't want them to. I have 3 useless FB trapped on little pedestals and my best archers won't hunt them, even when I give them a convenient burrow. Then a novice two-shots my captive webber.

Eventually, I want to build my walls up to the peak of the volcano and cast obsidian all around to make the outside ground level, put a depot in the center and (informally) agree to trade one item per year to rockhome in exchange for whatever miserable goods they have to exchange. The relative peace and quiet helps with this. I also want to reproduce and toy with some of the clockwork posts (automated swimming trainer/marksdwarf trainer), without worrying that the next siege might get lucky or that FBs are wearing down my squad of axedwarves.

Can I build acceptable bedrooms with constructed floors and statues instead of walls? (Usually I engrave everything.) If so, how difficult/horrible is this?

And of course I'm also examining some of the assumptions that the simulation makes. Friendly relations with the home civ? No, we do NOT. So why is our animal training experience transferred home? On embark, the home civ had no access to plump helmets. Did they gain this knowledge from us, even with no formal trading? Maybe if I trade with them someday I'll find out.

With no depot and usually no way inside the walls, traders stay on the edge. Usually they leave, sometimes they're attacked by wildlife, but sometimes they go berzerk on their own. Sometimes traders show up with immigrants and have no trade goods and won't come inside. They just hang around on the edge of the map and eventually die.

To combat FPS/RAM death, I'm considering walling off most of my fortress at any one time. Right now, I think that would be tedious so fortunately it seems like a ways off. I like to build larger than DF plus the hardware I run it on wants me to.

4
DF Dwarf Mode Discussion / Re: going green
« on: September 21, 2012, 06:55:09 am »


On an island, we don't get many non-dwarf visitors. Some bears and unicorns patrol the area, and then one day a Forest Titan appears. We have the door open, and he ignores the cage traps.

Oops.

No military, so I send in the war dogs. They dogpile on the Titan.



It goes back and forth, Titan grabs one dog and rips her in half while 20 more chew at extremeties. Pretty soon I notice the list of healed scars is growing faster than its injuries.



The battle is raging near some glass furnaces at the top of a volcano. A marksdwarf appears, shoots a few bolts and then runs off to find more ammunition. Still no anvil = no metal bolts except what immigrants bring with them. I'm having more war dogs trained, but the current batch is spooked and running away. Can't say I blame them.

And then, a miracle.



Titan falls into the lava. Nasty yellow mist. The end.


Meanwhile, FB are collecting in the caverns. A webber appears, and I decide to adopt. It's a giant slug with wings (it can't fly). I got it to shoot some webs, and I was just putting the finishing touches on my new web factory, when disaster struck.

A couple dwarves were wandering around in the webbing area while I was working on the main lever. I'd just attached some flood gates and was flipping the lever once just to make sure they worked. What harm can possibly come of it, the FB won't be able to hurt my dwarves.




A tailor who happened to be carrying a crossbow two-shot the FB, getting off the killing shot while still lying prone. I checked his skill level, he was a Novice.

Observations about FB webbers:
Spoiler (click to show/hide)

At least I have a home carved out for the next web-slinger who comes along.


Finally, a Mechanic got in a mood and gave me this.



That's the holiest of holy channels ... if you know what I'm saying.  :D

5
With all the constructing and deconstructing, you're better off using the fast two-slit method (fast because it uses 2 z-level deep staircases instead of channels).  No exaggeration, was able to pierce a z-7 layer aquifer in probably no more than 45 mins.  Whether it's the fastest, I'm not sure. But it sure did feel like the most hassle-free.

HASSLE-FREE? What are you, a human?

6
DF Dwarf Mode Discussion / Re: going green
« on: September 16, 2012, 09:51:28 pm »
http://www.sendspace.com/file/x26rm5

created with vanilla 34.11, advanced world generation

7
DF Dwarf Mode Discussion / going green
« on: September 16, 2012, 08:55:19 pm »
We're going to an island, so don't bother coming around to trade or immigrate! Well, actually we're not taking over the entire island plus surrounding waters so somehow it is easier for you to find us.

We are dwarves who are not completely satisfied with the dwarven way of life at Mountainhome, and we're setting out to do something better. Changes from normal embark:

* No digging tools

We reject the ideology that a dwarf's primary purpose is digging, and his/her place underground. Rock is a useful substance, but by limiting the supply we plan to elevate other means to the same ends.

* No anvils, metal bearing ores, metal items or ingots

We also reject the means of creating digging tools. If an immigrant brings his own, that's fine.

* No seeds

Obviously, with no digging we won't be able to plant underground farms. The embark site has plants, and caverns (if we ever get to them) can provide seeds.



Post embark, we want no contact with Mountainhome. This is difficult as dwarves are stubborn and will keep trying to trade every year. Therefore, post embark:

* No trading.

We reject the idea that a fortress cannot or should not be self-sufficient. We also reject the idea that skills such as lying, storytelling and appraisal should drive the economy in even the smallest way. If we ever trade, it will be out of kindness not necessity. Until the council decides otherwise, no Depot and no trade agreements of any kind.


I tried some of these ideas earlier with a full-island embark (no caravans, no immigrants). Eventually, I ran out of RAM because the site was too big. This time with a 2x2 I should get farther. It took the better part of two years to fully wall the map. We were on the slope of a volcano



so the walling and flooring to create a significant flat area took some material. Local wood ran out long before the walls were finished (wooden walls have since been replaced with glass or olivine blocks, for an all-green look). Power up the glass furnaces? If only it were that easy. We gathered plants but came up empty on rope reed. No cloth. Turkeys would eventually provide us with leather to make bags, if only we had bags for sand to run the glass furnaces. When some miners showed up with their own picks, I had them remove some ramps outside the walls and dig for the first caverns.



Barren. The second caverns were also dry as toast, with lots of silk lying around but not safe and not the hundreds I'd need for a fast-growing fortress.



The third cavern level was more generous. Embark was at level 117, and the third caverns were at -25. All caverns were breached, then immediately walled off. We have almost no metal armor or weapons. Zero military.

After a few years, caravans started dying outside the walls leaving gifts. After we breached the third cavern level in about year 5 they left a supply of leather and cloth.



So we built a door, but mostly we keep it closed. I considered not allowing immigrants, but I'd just have to make coffins for the poor saps when they died of dehydration. My dwarves are bleeding hearts, and when an immigrant died of dehydration outside the walls they made an artifact statue to memorialize him.

Currently in year 7, more traders are dying outside the walls. This time they're leaving meat and wood. The meat was lying on the ground, guarded by a trader and his camel who both went crazy. Now it's gone.

8
DF Dwarf Mode Discussion / Marksdwarf in action
« on: September 12, 2012, 06:39:16 pm »
Marksdwarves! Go kill the troglodytes!

I observe the first to arrive on the scene. He's properly equipped, and well-trained with professional levels in marksdwarf, archery and ambush. At MAXIMUM range (plus a little) he starts firing at the lead trog. Most of his bolts miss, breaking a tile or two away, but a few hit and the trog limps away slowly (back toward his trog friends). Now out of arrows and with no backup, Urist McRambo charges the trogs and gets slaughtered as he tries to beat them with his crossbow.

It was a wide open field and a clear win for the dwarf vs four troglodytes. Instead, he injured one and died.

Answer: more marksdwarves!

Still, I have to ask if this is a usual level of dwarven dumbassery. I think this one took a few too many bolt recoils to the head.

9
DF Dwarf Mode Discussion / Re: A Forgotten Beast is YOU!
« on: September 10, 2012, 09:54:53 pm »
Uninterested.

10
DF Dwarf Mode Discussion / Re: Dormitories vs Individual Rooms
« on: September 10, 2012, 06:43:31 pm »
I make largish communal bedrooms, 32 beds plus one each of armor stand, weapon rack, cabinet and chest. The rooms are 11x11, smoothed and engraved. I have 9 tile stockpiles of booze, 9 of prepared meals, a few tables and chairs and the rest is random artifacts lying around. Each bed makes a bedroom that takes up the entire space, dwarves choose their own beds and the tables/chairs are assigned to demands or left unassigned. Two doors per room help prevent traffic jams.

I have a nearby but separate dining area, but even with more chairs than dwarves I had frequent complaints of not enough chairs.

With this setup, dwarves "slept in a bedroom like a personal palace", with or without artifacts. The artifacts seem to make a difference. I put off engraving until I have a legendary engraver, with just one dwarf smoothing a few hallways it doesn't take that long.

Why do I make bedrooms this way?

Easier to dig. Shorter pathing. Vampires. Safe/useful place to store artifacts. If I'm low on wood, first bedroom can start as a dorm.



The lines of beds are hard to see underneath the clutter. Each room has four lines of beds that run N-S, two on the E and two on the W (with a space near the wall where food/booze are stored). The O in each corner is an engraved column.

11
DF Dwarf Mode Discussion / Re: I wanna make ice crafts, etc~
« on: September 08, 2012, 12:35:36 am »
You got something against ice beds, what are you an elf?

12
DF Dwarf Mode Discussion / Re: Elite wrestler squad?
« on: September 07, 2012, 02:26:10 am »
You can pretrain your soldiers as wrestlers. Once you put a weapon in their hands, stuff dies too quickly for them to get a lot of useful practice in.

13

Lural: Others have tried, only to be crushed beneath my heel like vermin.



Like a vermin?

...

Crushed for the very first time?


Why did you post, I though this topic was dead, why?


Aw, don't feel sad and blue.  :(

14

Lural: Others have tried, only to be crushed beneath my heel like vermin.



Like a vermin?

...

Crushed for the very first time?

15
DF Dwarf Mode Discussion / Re: World gen for island embark?
« on: September 05, 2012, 06:38:15 pm »
If the ocean near your island freezes over, you can still get migrants/caravans/intruders.

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