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Topics - Skullsploder

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Roll To Dodge / Kill the Mayor - Exposition!
« on: October 09, 2017, 01:59:49 am »
You open your eyes. They sting and you can barely see, but you manage to keep them open. A hazy yellowish light is before you, but something slowly drifts in front of it, something much more defined, long and thin. You attempt to draw a breath but get a mouthful of fetid water instead. Coughing and spluttering you thrash about in the shallow water, finally figuring out which way is up and breaking the surface for a deep gulp of equally fetid air. Casting about, you realise the object was a fat log of shit. The yellow light seems to be far above you. How far you cannot say, but a much paler green light is being thrown off by some mushrooms growing on the shore. The water in which you woke up stretches farther than the light, and the vague sound of danger echoes in the distance. As you drag your rag-clad body to the shore, one burning thought is etched on your empty mind:

I MUST KILL THE MAYOR

Spoiler: The Game (click to show/hide)

Spoiler: Rules (click to show/hide)
Spoiler: Character creation (click to show/hide)

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DF Dwarf Mode Discussion / Definite bug with ghost
« on: May 28, 2015, 06:44:06 am »
Alright, so soon after that false alarm with the legendary combatants, I bring you something which cannot be anything but a bug (I am playing 40.24):

The dwarf's remains are buried in a coffin, confirmed with the (t) button when looking over the burial receptacle (mangled partial skeleton, but still). However he is also a ghost. I couldn't find a similar issue on the bug tracker.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

His name was available on the list to have slabs engraved, and engraving and placing the slab resulted in him being put to rest.
Spoiler (click to show/hide)

But he was undoubtably both interred in a burial receptacle and in ghostly form at the same time.
Anyone else experienced this? Any ideas as to the cause? Should I post this on Mantis?

Save from before the engraving of the slab is up at:
http://dffd.bay12games.com/file.php?id=10890

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This guy had no cave adaptation (regular topside patrols) and he was legendary in every combat skill (except armour user but whatevs). He hadn't seen all that much real combat himself but he'd taken part in the battles against three FBs and one goblin squad before, and his discipline was legendary - so he wasn't simply frozen with terror.

What the hell happened? I mean, I wouldn't have noticed this if he'd had the right damned helmet on (masterwork steel helms stacked to the ceiling and he managed to fish an exceptional leather helm out of the garbage heap somehow), but still, this is a serious issue. Barely any defensive action taken - an ordinary goblin managed to land a punch on his head ffs! - and he was killed without actually striking out once. With his stats he should have been able to kill all 20 goblins by himself, naked. Indeed, his was the only dwarf corpse in a very large goblin pile, and his lower-ranking, less skilled squad members managed to get through literally without a scratch. Searching the combat logs returns no instances of them even receiving a hit without dodging or blocking. None of the goblins were weaponlords.

Anyone else experienced this problem?

4
DF Dwarf Mode Discussion / Building destroyers and supports
« on: May 23, 2015, 03:52:12 am »
Ok guys. I thought of a brilliant FB trap. And built it. And it doesn't work. Basically it's a 2z high chamber filed with cage traps. In the centre is a support holding up a single floor tile. When the building destroyer enters, he should aggro on the support, break it, and get knocked into the cage traps. HOWEVER, they completely ignore the supports, pathing instead directly past them to break down the door to the fortress. What is going on? Supports are definitely not on the list of buildings left alone by building destroyers on the wiki, and yet the Forgotten Beasts are ignoring them!

Would switching to wooden supports help? Does anyone have experience with this? Will I have to build a different system using floodgates and water to set off pressure plates?

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I am Liwa.

Recethiesa. Prisondulls. That's my surname.
I live in the forest. I hunt.

I am bored.
Perhaps a journey? East? What is East? I must go there. Dwarves. There are dwarves near here. I will go to them. They will know what is East.

6
DF Dwarf Mode Discussion / Pressure plates and obsidian
« on: March 17, 2015, 12:24:44 pm »
Alright so, I'm planning on making a very fancy obsidian farm where all I have to do is order a lever pulled and it'll run through a full production cycle for me: it'll shut off entry, open the magma tap, close the magma tap and pour the water once the magma is in, and then shut off the water and open the drain once the obsidian has formed.

Now, I know buildings can be cast in obsidian and survive with full functionality after being dug out. But my question is: what happens to pressure plates? If a pressure plate triggered by magma is covered in magma then water to create obsidian, will it remain in a triggered state or will it update to note that there is no magma on the tile?

7
DF Dwarf Mode Discussion / Trapping a necromancer
« on: February 21, 2015, 05:34:10 pm »
My fort is near a tower. I've had three zombie sieges, all over 20 corpses, and had numerous necros sneak to my entrance before running away.
However, the marksdwarves have managed to pulp all of my captive corpses and I'd like to be able to generate more for live- and trauma-training purposes.
Problem is, I don't know the pathing behaviour of necromancers, and the wiki is a bit vague. So: will necromancers intentionally path to reanimable material? Do they seek out dwarves? Or will I have to do as the wiki says and make a network of subterranean tunnels filled with cage traps and wait for a siege so I can open the hatch nearest the necro?

8
DF Dwarf Mode Discussion / Dwarves don't like loading minecarts
« on: February 08, 2015, 03:51:42 pm »
I have a minecart sitting on a track stop in the middle of a stockpile next to my depot, ready to take all that yummy iron and bronze crap down to the magma smelters. Only problem is, no one will load it. Yes, all the settings are 100% perfect.

By the way, I have a minecart dump based trash compactor that the dwarves also have trouble using - they'll ignore it for a season then swarm and empty the stockpile all in one go, but they have yet to do this with the proper hauling carts.

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delete please

10
See title. I have two veterans with missing hands and/or motor nerve destruction in their arms. As a result, neither of them can [GRASP] anymore. Anyway, a craftsdwarf threw a particularly violent tantrum, performing such heinous crimes as punching a turkey and shooting a hauler. He got his head pulped by a passing macedwarf for it, but now I'm stuck with two highly honoured veterans spamming endless "cancels report crime" messages. Has anyone else had this problem and resolved it? Preferably *without* the application of magma/starvation/murder in general - these guys are very popular around the fort still useful as wrestlers.

Thanks in advance!

EDIT: I tried removing the captain of the guard from his position, and the spam stopped, but the moment I reassigned him, the spam began again.

11
DF Dwarf Mode Discussion / Aggressiveness (bug or intended behaviour?)
« on: January 20, 2015, 04:13:39 pm »
So I have a fort wih no underground presence. It is only partially constructed so when the neighbourhood necromancer came a calling my only option was to hole up in the small keep I'd stocked with food for just such an emergency. One year later and, sick of waiting, I unveiled a small trap corridor to aid my super elite four dwarf military in taking down the thirty-odd zombies.

Here's where the odd behaviour starts. When I first open the gates, my one soldier runs towards the enemy the moment they're within normal vision range - 20 tiles - despite there being 3 separate solid wooden walls between them.

Luckily the nearby undead (7 total) were rekilled and I got Urist McOmniscient the Angry back inside safely. A few more openings go as planned, no hiccups, and eventually the west side of the river is clean, but half the original undead are stuck on the other side. My keep is on the east side, and the gate opens on the west side with no eastern access (I kept the east gate sealed). When I opened the trap corridor this time, in the hopes that the remaining undead would meander round through the southern map edge where the water level is low because of drainage, Berserk McXrayeyes runs out onto the bridge, jumps off north without being attacked by anything or gaining line of sight on any hostile (I checked him for suicidal stress, but he was fine), and walks along the bottom with dabbling swimming skills to the eastern bank, where he gets out, walks around the keep, hugging the north wall, and charges at the nearest zombie.

He was the only one who displayed this sort of behaviour. He moved fast and direct as if he'd seen an enemy the whole time. Is anyone else experiencing dwarves with this sort of invader-like aggression?

tl; dr Note he was not on station orders, just training on the inner end of the trap corridor, and he pathed through 7/7 water with no swinming skill to get to enemies he couldn't see until he last moment.

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DF Dwarf Mode Discussion / Off-duty military not dining properly
« on: October 15, 2014, 02:35:59 pm »
So, in my fort, everyone is in a military squad. Why? Because I like crossbows and I hate the clothing industry. Anyway, I noticed a lack of happy thoughts about eating in the legendary dining room after a while, so I set the food and drink carried by all "civilian" squads to zero. They still don't eat in the dining room, they just stand in the food stockpile (which is in the goddamned dining room!) and refuse to get happy thoughts. Is there any workaround to get them to eat like normal dwarves?

They are set to inactive at all times of the year, their uniform is simple leather+mail+helm, and they have a communal barracks where they do individual combat drills if idle.

13
DF Dwarf Mode Discussion / Mass pitting and eugenics.
« on: October 05, 2014, 05:47:32 am »
Hi all! So I have two questions that are very important to my ongoing childcare sideproject:

Do dwarves inherit traits?
Is mass pitting fixed again in 40.13?

I've heard here and there that dwarves can't inherit anything but appearance from their parents, and also that dwarves now start running around madly if they try to pit goblins, and I just wanted to check if these things are true.

14
DF Suggestions / Simple idea for improving enemy siege AI
« on: July 14, 2014, 04:57:11 am »
I know the Great Toad plans on implementing a system whereby goblins don't wanna walk down the same trap filled corridor that just automatically turned the leader of their squad into finely diced bits, but, in lieu of or in addition to that, I thought why not add in a simple way of interfacing items and kill locations with the pathfinding system.

That is: If there is a goblin corpse sitting on a tile, the pathfinding algorithm for goblins treats that tile as costing an extra 9 points to move over or something, and as, over time, goblins (or humans, or elves) bring back reports of your specific fort to their civilisation, pathfinding costs where goblins die slowly accumulate. So you could have where, if a goblin makes it out of a siege and off of your map alive, he spreads his rumours/reports to his superiors on the deadly layout of your fortress, and, as a result, the pathfinding cost for every tile on which a goblin died increases by one. Over time this accumulates until the +large, serrated adamantine disk+ filled trap hallway no longer seems a better route to the trade depot than the three tile wide wagon route that winds around the mountain and back.

It fits in with the narrative (i.e. rumours of a place/hall/bridge/gate that is death to goblins/humans/elves slowly builds up), and it wouldn't cost any in FPS, as we can already assign our own pathing costs to tiles with the designate tool, with no cost to FPS (in fact, if done right, it actually increases your FPS).

Also, we already know that the engine can deal with different pathing costs for different tiles for different creatures because the traffic designations you the player applies only affects the dwarves and not members of other civs.

Thoughts? I personally don't think this would be too difficult to implement, and given that you generally don't have hundreds of goblins dying in the same instant, I don't think running an extra line or three of code on a goblin's death would be too taxing on the hardware.

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