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Topics - Heavy Flak

Pages: [1] 2
1
DF Modding / Concerning Pets, and Armor
« on: August 04, 2010, 07:12:00 pm »
Hey, all

I have been out of the loop for a long, long time while I work on a community fort, and Dwarf Fortress - both the old version and the new, feel weird and alien to me.  I'm sure I've seen something regarding this somewhere else, but I haven't turned up anything searching through the forums, so I hoped someone could dredge up the answer to this.

In the old 40d version, is there any way at all to get pets to wear armor?  Like, can you have war dogs wearing small plate?  Or is that just a pipe dream?

EDIT:

FFFFFFfffff, I thought I posted this in the modding forum.  Any way it can be moved?

2
I'm building a tunnel that will eventually be covered with water, in 40d.  But in order to make this tunnel, I used glass to block the water, and want the tunnel to be sloped up to a peak with ramps.  This leaves an "open" space of sorts on top the glass windows, which I am covering with ramps to make the slope.

My question is, will the ramps stop the water from flooding the tunnel, or will it "seep" in, so to speak?

3
DF Suggestions / Descriptive Looks of Dead creatures in Legends
« on: April 22, 2010, 09:38:08 pm »
I really like the way everything looks in the game, and being able to see that your adventurer is all scarred up and has missing fingers and teeth is totally bad-ass.  But when you die, it all vanishes.  Suddenly he's just a statistic; a name, a number, and a rank.

I'd really like the game to save these pre-death descriptions, so that when I go back to look at As Embracedberry, the Geared Bones of Satin, I can see his entire body was covered in scars, and all the fat had been melted off of his feet.  Or that the dragon I killed had his wings cut off.  It's just something little, but would add a lot to the depth of the characters.

4
DF General Discussion / A bounty is placed: Bring me Immigrants!
« on: October 04, 2008, 05:27:40 pm »
I know I'm a madman for even suggesting that I want immigrants to come to my fortress, most people want the soapers and milkers to stay far away.  Not me.  I need warm bodies, fresh meat.  And I've only seen one wave in eight or more game years.  After the last update, it's always announced that it's too dangerous for immigrants to come this season.

That's why I'm placing a bounty on a mod that will reset the danger flag.  I don't really have much to give, other than huge thanks and a couple *internets* as a reward, and I'd try doing it myself if my coding skills haven't deteriorated over three years of no use.  I don't even know if this is possible, other than I know there's an internal flag, or a points scale, that is used to determine how immigration is handled.

So - anyone up for the task? 

5
DF Bug Reports / [40c] Active Military Dwarves Refuse to Move
« on: September 06, 2008, 11:25:11 am »
This has been a LONG running issue for me, and I never thought to submit it.  Due to a recent event, I figured I'd finally go ahead and send it in:

I had a hammerlord get injured fighting undead camels.  He was put on bedrest for like, three years with broken legs.  I forgot about him, until all of a sudden he had healed and was walking around the mess hall.  He did everything that a normal Dwarf should, eat, spar, drink, sleep, buy stuff.  But if I activated him he would stand perfectly still and never move.  He also had no interest in fighting, never moving towards enemies that might come within range.

Any Dwarf that was put in a squad with him - either under him, or as his leader - would do the "Stand still" trick too.  As soon as they were removed, they'd begin to act normally again.  Over time, he developed a relationship with another military Dwarf and I put them in a squad together and forgot about them.  Something has rubbed off on that second dwarf, because now he has stopped moving too.  They aren't in the same squad, and as soon as he's activated he refuses to budge from his spot until that setting is turned off.

I've got a save available if you want it.  This happens any time you activate those Dwarves, so it's not something you have to wait a specific time for. 

EDIT: I've run a couple tests, and there are some interesting things.  If I take the Dwarves and tell them to have no weapon, and no armor, then activate them, they strip all their stuff where they're standing and don't move.  If I then tell them to get different weapons and a different class of armor, and they're still activated, they'll run off and collect everything - when they get their last piece of equipment they stand perfectly still and never move to their squad designation point. 

6
DF Bug Reports / [39e] Extended stockpile options not always there
« on: August 02, 2008, 04:13:11 pm »
Under the stockpiles Weapons/Trap Comps and Armor, you can select if you want the items stored there to be usable or unusable.  You can make those changes anywhere EXCEPT if you have the "metal" submenu selected.  Those options dissapear until you select something else, like Trap Components or Core Quality.

This doesn't affect any of the other stockpiles, it looks like.  Just Weapons and Armor.

7
DF Suggestions / Hide items IN the stock menu
« on: July 30, 2008, 05:05:07 pm »
So I have a problem, and it's one I've created myself.  I currently have 39,491 stones and growing by the second.  I don't care about them laying around, I can deal with that eventually (though, with that many, probably never). 

What I do care about is when I don't take precautions to avoid them when I go to check my stockpile of logs, or rough gems, or bars.  If I'm not careful, I'll lock up my copy for Dwarf Fortress for like, three to five minutes while it gets ready to display... just a list of too many stones.

I would LOVE to see an INIT option that could be set to stop displaying items in the stock menu once they reach a certain number.  Something like, [MAX_DISPLAY:10000] where after 10,000 items, the full number will still show up beside the stone, but only the first 10,000 will be displayed.

8
General Discussion / The Best of the Worst - a Movie Thread
« on: July 22, 2008, 02:26:37 pm »
I'm a media sponge.  Movies, and television, and books, and to a lesser extent music, I absorb it all.  My favorites though, are Bad Movies.  The worst-of-the-worst, the stuff that Mystery Science Theater 3000 would have had a field day with.   It started in college when I found a DVD labeled "DIE SCREAMING MARIANNE" at the local flea market.  I never bought it and to this day wish I had, if only so I could sharpie a comma in there.  "DIE, SCREAMING MARIANNE" would have been much better.

If you're a fan, throw some more movies out.  If you've seen these?  Try to convert the non-believers as to the virtues of B-Grade slop.  Most of these movies can't be classified as "good", but can surely .  There are a few I'm hesitant to post, because they're just so bad they're not fun, but from a ... historical (?) standpoint, they're worth a mention.  I'll label those in red. 

Edit: I'm adding the movies that everyone lists below to this list, with either their description (if there is one), or mine.  I'm also classifying them by what I have and haven't seen, because hey.  I'm the life of this party :)

---

Movies I've Seen


Robo Vampire - A man wearing potholders for armor fights hordes of Chinese Jumping Vampires while doing The Robot.
Robo Vampire 2: Devil's Dynamite - Don't be fooled by the production dates, this is actually the sequel to the hit movie Robo Vampire.  Time and space don't hinder this director and his vision.
Catman in Lethal Track - The movie that started it all for me, watch in fascination as Catman never once comes into contact with the main villain.  It should be noted that this, and many other movies by this director, are nothing more than full length movies spliced and dubbed. 
Catman in Boxer's Blow - an excellent worm-eating torture scene can't save this from dreaded Sequelitis.
Meatball Machine - You have to see it to believe it, as aliens turn humans into screw-eyed cyborgs with rubber weapons, who fight to the death gladiator-style to eat giant testicles that double as the Alien Control Rooms now growing off their bodies.
Track of the Moon Beast - Something about a giant were-lizard, and Johnny-The-Worst-Indian-Ever?  I had to drink a LOT to get through this one.
Crippled Masters - A unremarkable Chop Socky flick that has the notable distinction of featuring performers from the local freak circus, a guy with no legs and a guy with no arms. 
Freaks - A love story set in a circus side show with real side show freaks, this movie disturbed my mother so much she refuses to even acknowledge it exists.
Enter...Zombie King! - Mexican Wrestlers wander the land, fighting zombies for no apparent reason.  It features a girl so ugly even a mask can't help her.
Salo: 120 Days of Sodom - A test of endurance, and one that can only be recommended to a few. 
Vase de Noches (The Wedding Trough) - The last man on earth rapes the sow he loves and tried to raise her mutant piglets after she commits suicide, all without dialog and the barest hint of music.  I can't believe I'm saying this, but I was bored to tears with a movie lovingly referred to as "That pig fucking movie". 
Shark Attack 3 - One of the best shark movies ever made, with the best pickup line ever and the best jetski escape ever.
ZARDOZ
Hercules in New York - Such an absurd movie, especially when you hear the completely unmanly dubbing they gave Ahnold.
Bubba Ho-Tep - Bruce Campbell as a guy who thinks he's Elvis and Ossie Davis as a guy who thinks he's JFK save a nursing home from mummies.  Yes, it's as awesome as it sounds.
Dead Alive (aka Braindead) - Peter Jackson turns zombie movies on their head with kung-fu priests, people eating pus, the best claymation this side of King Kong, and more blood then you're likely to have seen.
Bad Taste - Watch this movie about people-eating aliens that took FOUR YEARS to film.  Then think to yourself, "They gave Peter Jackson HOW much money to make Lord of the Rings?"
Meet the Feebles - Watch this movie about a sex-crazed, drug using puppet broadway troop, and think to yourself, "They gave Peter Jackson HOW much money to make Lord of the Rings?"
Black Sheep - New Zealand is overrun with mutant, flesh eating sheep, oh the humanity!
Barn of the Blood Llamas - Red Neck's start dropping like flies as they run afoul of viscious, acid spitting, flesh eating llamas.
Plan 9 from Outer Space - Almost staring Bela Lugosi! 

Yet to be Seen
Troll 2
Dracula vs. Billy the Kid
Silent Night, Deadly Night 2
Kungfu from Beyond the Grace - not much info on IMDB...
Starship Troopers 2
Undeafable - realizing it was directed by the guy who did the Catman, Robo Vampire, and soon to be added Thunder Ninja Kids movies, this is now a must see.
Rottweiler
The Lost Skeleton of Cadavra - holy crap, this looks amazing.

9
On the far left side of the map, up against the edge, any Dwarves walking near there will cancel their job with the message, "<blank> cancels <x>: interrupted by Zombie Two-Humped Camel".  This has been going on for nearly a game month now, with no camels (turning up dead or undead) and no dead Dwarfs. 

I suspect they're trapped off the map, but they're still being registered as in existance.


10
DF Suggestions / A small relationship tweak
« on: July 17, 2008, 08:56:40 pm »
On the relationships screen for a dwarf, that allow you to zoom to any of the relationships, or view them, and slowly work your way down the tree. 

This also includes their Patron Saint, and this is where I think the tweak should take place.  When you view a Diety, there should be a line underneath their description that reads, "<X> number of Dwarves worship this God."

It's a small thing to track, and I know looking at stats like these are quite popular, so I think it would be nice to have it added in.

11
DF Gameplay Questions / Importing Maps
« on: July 15, 2008, 07:41:05 am »
With the newest version we now have a map drawing feature, which everyone will admit is really neat.  But if we can make our own maps, I think we should also be allowed to import our own maps as well.

Some may think this unneeded, what with seed values being so much smaller than a .bmp of a game world, and for new-world to new-world maps, I'd say you're right.  But there are a lot of old maps, on old versions, that are still really cool.  They have great layouts, or extreme features that are hard to find.  Allowing the ability to import a .bmp of an old-version game into the map editor, and have it fill it out for us, would be a great way to get those things without generating tons of worlds and hoping.

Edit: Errr, it seems I put this in the wrong board, it should have gone in suggestions.  Chalk that up to me not having my coffee yet...

12
DF Bug Reports / Constructions on muddy tiles start muddied
« on: June 26, 2008, 01:13:48 pm »
I guess the title says it all, really. 

I had a lake that was drained.  Obviously, all the sand and basalt underneath was muddied.  If I built any sort of construction on top of the muddied floor, it started out as muddied (as in, muddied basalt wall, muddied basalt floor, etc). 

The exception to this was smoothing the random boulders and stone floors which removed the mud and left a nice gray + instead of a brown one. 

left out: I only tried this with rough stones, not blocks.  If anyone can confirm the same thing happens with blocks before I get home from work, rock on.  Otherwise, I'll try that tonight and see what happens.

13
DF Bug Reports / A Typo in Dwarf Thoughts
« on: June 20, 2008, 08:20:02 pm »
On a miserable dwarfs profile is the following line:

"He worried greatly about not have a tomb after gaining another year"

14
1st Granite 

They’ve all been taken in by Aryn Estetar’s spell, though I really don’t see how anyone in the Mountain Homes could have resisted.  He’s spun such a great tale these past weeks.  An immigrant from the icy tundra’s far more North than our maps can show, Aryn Estetar’s slimmer frame stood taller than we mountain cousins.  His matted blonde hair and patchy beard always struck me as odd, but who am I to go against the blind masses, those enthralled with sweet words of rewards and hard work, of Utopia.

By the end of his stay at Stukos Matul he was giving speeches in the statue gardens almost twice daily, his already towering height accented by the tower-cap barrels he stood on.  He spoke at great length about what we were due, and how our hard work was only being used to line the pockets of an unjust and corrupt king.  A KING who would gladly let his servants – the engineers, the miners, the masons, the craftsmen - starve because he felt that everyone deserved a meal.  Not just those that couldn’t work, but those that wouldn’t.

Eventually Aryn’s ramblings filtered up through the usual channels, as they always did, until it caught the ear of Queen Rigoth Herself.  One morning as he started his first sermon he was interrupted by the clattering arrival of the Royal Guard.  A quite amicable offer was given to him: Leave immediately and you won’t be trussed and left to the goblin hordes gnashing at the border.  Those who agreed with his filth should leave the statue garden now – any talk of dissension would be quashed by the Hammerer.

The son of a wealthy merchant, Aryn arrived in the country of Stukos Matul with vast wealth.  This threat upon his life was all the catalyst needed.  Jumping down from his makeshift podium, Aryn pointed to the streets beyond and with a rallying cry shouted, “Then follow me, follow me to a new life!  We embark this evening!”

The turnout for his exodus was far less than expected.  We dwarves, though hardy, are slow to uproot from our homes and even less are willing to risk their lives at the whimsical lark of some rabble-rouser.  Only a scant few joined him for this trip.  Myself, having nearly exhausted my… sources of income, eagerly pledged allegiance to this idealist. If word of success returns home with this letter, Aryn’s new settlement could potentially be a massively untapped resource for an intelligent, enterprising dwarf!

As our Miner’s strength gave way, he lost his grip on the yolk of the wagon, the whole lot of remaining supplies digging a few more feet forward to embed in the dirt.  But Aryn Estetar didn’t mind at all.  Jumping down from the back of the wagon, he rushed to the edge of the cliff, staring over the scorched wasteland below.  His frame a slow shimmer from the heat, he raised his hands skywards and bellowed, “We have arrived.  Look!  Look upon your destiny!  Look upon your new hopes!  LOOK!  Upon our future!

We were put to work immediately at Aryn’s barking orders – dig out a makeshift series of shops, scrounge for food and brew drink, destroy the wagon to make beds.  The Mountain Homes have been bled dry from our kind, it is time we milked these exciting new venture.  Venture forth if you dare, but as soon as Gold is struck, I will be writing again.  I’ll need your help to haul it all home.

Faithfully yours,
Johnny Zefonkigok
Johnny Fountainspring

15
DF Bug Reports / Constructed Floors on Top of Sand
« on: May 06, 2008, 08:45:00 pm »
This may be a design choice, and if it is I apologize - feel free to go ahead and just delete this thread in that case.

However, if it's not, I'd like to mention that if you construct any type of floor (in this instance rough basalt) over top of sand (in my case, red sand) it doesn't actually block the sand.  That means that Dwarves with bags can happily come up and scoop up the sand through the stone and take it back to their glass smelter.


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