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Topics - Fualkner

Pages: [1] 2
1
DF Gameplay Questions / Manage Orders and Multiple workshops...
« on: September 02, 2010, 05:08:12 pm »
So, I've queued up 120 orders of blocks for my magma pump stack. However, the manager put them all into two workshops, leaving the other three unoccupied. Unperturbed, I just put a repeat order on blocks for the other three workshops. No masons are working there, though they sit with no jobs.

Is there some sort of artificial limit to how many simultaneous workshops can work on producing the same product?

2
Forum Games and Roleplaying / Unlikely Assassins (Accepting applications!)
« on: December 11, 2008, 10:19:56 pm »
Hello, and welcome to my new forum game extrrrrravaganza! Okay, maybe not that good, but I'm hoping for the same success that Evolution got. This game is alot simpler, and will thus require alot less work from me. Anyway, on to the game...

"Are you awake, acolyte...?" So says the echoing voice from everywhere and nowhere. The room is dark, but it's not a normal dark. It's deeper, you not only see it, you feel it seep through your skull into your mind. Questions arise, but the darkness takes them too. "What a lovely mind you have... May I take a peek...?" Memories flash against your eyelids, stirring up emotions you thought were long dead. The visions are more vivid then they were when you experienced them firsthand. "How very droll... so you do have nothing left... then you have no objections...?" The darkness lifts, at least to your eyes. You feel it still, in body and brain. "Welcome, acolyte... this is your home... you are mine, and I am yours..." The voice is more distinct now, but still childlike, lilting in tone. It seems to float, and linger in the air. "The world is a messy place... we are not well-liked... we must overcome... will you join me, acolyte...?" You don't feel as if you have a choice. The air seems to tighten around you, and you feel escape would be futile, then painful, then you feel you'd feel nothing at all...

Welcome to Unlikely Assassins! It's a loose group of oddities, bent on one goal: Survival. (You were expecting murder, weren't you?) Now, here's what you need to fill out.

Spoiler (click to show/hide)

Now, this game has a certain level of secrecy to it. Send your sheet directly to me, via PM.

Additional rules shall be revealed as the game goes on, but here's the basics that the voice has revealed:
1. If you are known, you are a liability... I cut my losses...
2. You will obey me... Or I will release you...
3. The souls of humans are... delicious... you will enjoy them...
4. Accidents happen... the mission comes first...

And with that, GOOOOOOOOOOOOO!

(Yes, this is heavily influenced by Paranoia. That's never a bad thing.)

3
Forum Games and Roleplaying / Evolution: Not a debate, a forum game.
« on: July 12, 2008, 01:45:44 pm »
SPECIES REGISTRATION IS CLOSED. IF INTERESTED IN PLAYING A DEITY, CONTACT VIA EMAIL.

Since it's the trendy thing to do, and I've always loved forum games, let me introduce my game, Evolution. It is a direct rip-off of other Evolution games, so truly, it's not mine. But anyway, to the rules. The goal of the game is whatever you make of it. Total world dominance? Sure. Grand structure? Awesome. Basically, the only goal is survival. You get 50 Evo Points to invest in whatever you want. The scale at which you spend them is 1 for 1 until you get to 10, then 2 for 1, ect. So, as an example, I evolve claws to 15 points. It would take 20 EP to get there, 10 for 1-10, 10 for 11-15. Evo points are spent whenever you make an advance in any way. Language, tentacles, and pottery are all examples of things you can spend EP on. The more EP there is in something, the more knowledge you have about it, the stronger it is, ect. 1 point in something is practically a waste, because it's just beginning it's development. Total mastery is reached at 50 points, which takes 150 EP total. You get EP in many ways, this will be detailed later.

When making your creature, keep in mind a few things. First of all, if your creatures have no way of communicating, they cannot share ideas. Language of some type is very important, even mandatory. However, how this language works is completely up to you, and I'll accept anything from speech to vibrations and eye winks. With that note, senses are standard, but at a low level. If you want to see farther, you invest EP. And as a general guideline, make sure your tech/magic/knowledge tree makes sense. Your creatures can not start building nukes without knowing anything about metalworking, radioactive material, propulsion systems, ect. If you need to know how much EP you have to invest until I'll allow a higher tier ability (Language to Tactics, or Poetry, for example.) feel free to ask. Know that it will definitely take 10 at the very least.

There are deities in this world, but you do not know anything about them. They will be added if you discover them with religion or they take an interest in you. Also, if this game gets enough people that want to play, I may let some people become deities, but do know that this does not make you all-powerful. You also have rules to follow.

I'm working on a map. You shall begin play with four hexes that are next to each other. Expansion is possible and encouraged, as your creatures grow and breed, there will be a need to expand. If your creatures are large, they will be strong but they will need more space very quickly. On the note of population size, assume creatures give birth to one baby at a time and the creature takes 40% of its lifespan to grow up. Default population is 20,000, spread over the four hexes evenly. You must note whether your creatures are carnivores, herbivores, or omnivores. Omnivores are a flexible option, but they do not absorb as many nutrients from their food and require both plants and animals to stay healthy. Land also has a animal and plant density rating from 1-10. The numbers will be separate and will be a good indicator as to how many creatures can live there. Obviously, these number can be changed depending on several factors, like farming, extinction hunting, random drought, angry deity, ect.

As a final note, the more interesting and RP-ish your post is, the more likely you are to get good results. This is to encourage interesting gameplay and creatures.

4
1st Granite, Early Spring, 1051: Arrival

We arrive at this wet pebble beach with little more then what we wore, a few seeds and basic supplies. The Mountainhomes deployed us here. For what reason, I do not know, but our job is to establish a fortress here. The catch? There is a huge ocean bay between us and the other side of this place. Our job is to bridge the gap and establish a grand home on both sides. Defence will be a nightmare, as will logistics and trade functions. We are on the right side of this bay right now, with absolutely no access to the other side.
But I'll be damned if I let a small ocean stop me from completing my duties. I am Erush Orderhalls, and this is my home now. It shall stand for years to come!

17th Granite, Early Spring, 1051: Digging in

We have dug an entryway, and by cutting straight down into the stone, we have discovered we have an aquifer! Damn this place, too much water. Regardless, we have found a way to get under it, by digging into the beach. Hopefully we do not cause a collapse anywhere on these upper levels. It would result in ruin and flooding. In short, completely doomed.

26th Granite, Early Spring, 1051: Bauxite

Truly, luck favors the honourable. There is a vein of bauxite on the surface of the beach. This valuable ore shall serve us well, I believe. We are also digging out a place for a farming plot in one of the sand bluffs. May the plump helmets sustain us for our time in this miserable place. I hope they taste good as a drink.

13th Slate, Mid-Spring, 1051: Still digging

We have finally emptied out the farming cavern, and have started to build a second one. Hopefully, we shall be able to grow in this sand. I'm no farmer, but I'd say sand is a crummy thing to plant in. Everyone is falling asleep on the beaches. I laid down for a nap myself, and got flooded with a wet mist. Ugh. I hate this place with the passion of...

Meh, screw it. Time to sleep.

       

23rd Slate, Mid-spring, 1051: Ah, FOR THE LOVE OF KOR.

The planter says that the site we dug out is inappropiate for building a farm plot upon. The stone outcroping that cut the cavern in half can not be farmed upon. Irrigation is out of the question for now. Looks like our work was for naught. DAMN IT. Hopefully we can build something in that area. Perhaps a barracks?

9th Felsite, 1051, Late Spring: Let's get some Beer!

I ordered the construction of a still near our food stockpile. We need alcohol, right? But my 'fellow' dwarves refused to build the damn thing. They found more important things to do, such as NOTHING. Not "taking a break", just standing around. Don't make me get out my whip, damn you...

19 Felsite, Late Spring, 1051: Food production

Food is moving along quite nicely. I got those lazy morons to get a move on, and they built that still. We are brewing our own drinks as I write. Fish is also being processed. I personally would enjoy a good piece of mackeral. So, for now, the fort works. We, the fortress of Fencebrave, may survive for another season.

20th Felsite, Late Spring, 1051: Wine? WINE?!

Plump helmets make wine? Not beer? BAH. Will my suffering never end? Wine is meant for those field pansies, those 'elves'. Even their name sounds artsy, if you get my drift. If we get a caravan around here soon, I'm ordering some beer.

1st Hematite, Early Summer, 1051: Summer

Summer is here, warm times ahead! Meh. We live underground, if the sun's on your skin, you aren't working hard enough. That fisherdwarf may be doing useful work, but it's mostly just standing around waitin' for lunch to bite you in the toe. Construction has begun on the bridge, though I could lie down on the thing with my feet on the beach and my head in the water. Long way to go, lots of stone to be used. Anyway, here's a few sketches of the fort's layout at this time.

       
       
     

[ April 27, 2008: Message edited by: Fualkner ]

[ April 27, 2008: Message edited by: Fualkner ]

[ April 27, 2008: Message edited by: Fualkner ]


5
DF Modding / Erm... Why won't it work?
« on: May 09, 2008, 11:36:00 pm »
I am making a mod that should make small patches of fossils. I dicide to test it out, to see how it will work. I start a new map, look around, reveal the dirt... nothing. Not one square of my fossils. Oh well, I'll use that reaction I created to make a fossil!

...

What? It's... a rock. Just that. Rock.

I put it in it's own little file, tags look alright. I have no idea what's up. Code is below.

code:
 [OBJECT:MATGLOSS]

[MATGLOSS_STONE:TRILOBITE]
[NAME:trilobite fossil][COLOR:0:7:1][TILE:'@']
[VALUE:7]
[ITEM_SYMBOL:1]
[ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]
[SOLID_DENSITY:3796]

[MATGLOSS_STONE:FOOTPRINT]
[NAME:fossilized footprint]
[VALUE:7][COLOR:0:7:1][TILE:'W'][ITEM_SYMBOL:'W']
[ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]
[SOLID_DENSITY:3796]

[MATGLOSS_STONE:LEAF]
[NAME:fossilized leaf]
[VALUE:7][COLOR:0:7:1][TILE:5][ITEM_SYMBOL:5]
[ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]
[SOLID_DENSITY:3796]

[MATGLOSS_STONE:CARP1]
[NAME:carp fossil]
[VALUE:8][COLOR:0:7:1][TILE:224][ITEM_SYMBOL:224]
[ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]
[SOLID_DENSITY:3796]

[MATGLOSS_STONE:CARP2]
[NAME:saber-tooth carp fossil]
[VALUE:8][COLOR:0:7:1][TILE:224][ITEM_SYMBOL:224]
[ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]
[SOLID_DENSITY:3796]

[MATGLOSS_STONE:GOBLIN1]
[NAME:goblin fossil]
[VALUE:8][COLOR:0:7:1][TILE:'g'][ITEM_SYMBOL:'g']
[ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]
[SOLID_DENSITY:3796]

[MATGLOSS_STONE:GOBLIN2]
[NAME:crushed goblin fossil]
[VALUE:8][COLOR:4:7:0][TILE:'g'][ITEM_SYMBOL:'g']
[ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]
[SOLID_DENSITY:3796]

[MATGLOSS_STONE : DWARF1]
[NAME:dwarven neanderthal fossil]
[VALUE:8][COLOR:0:7:1][TILE:1][ITEM_SYMBOL:1]
[ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]
[SOLID_DENSITY:3796]

[MATGLOSS_STONE : DRAGON1]
[NAME:ancient dragon fossil]
[VALUE:8][COLOR:4:7:1][TILE:'D'][ITEM_SYMBOL:'D']
[ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]
[SOLID_DENSITY:3796]

[MATGLOSS_STONE : DRAGON2]
[NAME:roaring dragon fossil]
[VALUE:8][COLOR:4:7:1][TILE:'D'][ITEM_SYMBOL:'D']
[ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:100]
[SOLID_DENSITY:3796]


That's it, word for word. I put the trilobite one in the regular rock .txt, and it worked fine. So how do I make this work?

EDIT: Smiley genocide, ignore spaces.

[ May 10, 2008: Message edited by: Fualkner ]


6
DF Modding / Some help with modding...
« on: April 21, 2008, 08:12:00 pm »
I'm adding a few creatures to my game, and I want to know, will my new creatures (Orcs) attack and siege like goblins? I copy-pasta'd the goblin code and plan on altering that, but I'm wondering if the goblin sieges are hard-coded or not.

7
DF Dwarf Mode Discussion / Making sand with Tweak
« on: May 12, 2008, 03:46:00 pm »
I started a fortress with the intention of making a project with glass. However, I get there and see... No sand. The enbark screen said there was sand, but no sand. So, I decide to make a plot of sand using tweak. Looking through the wiki, I can't find any data on sand's tile type. Has anyone made sand / can help me make it?

8
DF Dwarf Mode Discussion / Getting dwarves to walk somewhere
« on: May 05, 2008, 10:04:00 pm »
Lots of people say to get a dwarf to stand somewhere if you want to execute him, ect. How exactly do you do this? Is it possible for only one dwarf? The only way I can figure out is if you put thier bed somewhere, but there's got to be other ways, right?

9
DF Dwarf Mode Discussion / Tweak utility help
« on: May 04, 2008, 03:54:00 pm »
I got tweak this morning. I installed .Net runtime, restarted my computer like I'm supposed to, and extracted the Tweak directory into a separate folder. I open it, and it looks like it's running... cept I can't seem to do anything with it. None of the buttons do anything to the game. I'm activating the modules, nothing. The circles next to them are blue, if that helps. I'm running Microsoft Vista Home Premium on a almost -new computer.

10
DF Dwarf Mode Discussion / Vaults
« on: May 04, 2008, 12:19:00 pm »
I want to store my artifacts \ Masterful objects in a vault. How might I go about doing this? Could I just build them, then remove? And for things like mugs and such, can I make a stockpile to just take mugs of a certain quality?

11
DF Dwarf Mode Discussion / Hunting and Animal Capture
« on: April 30, 2008, 08:43:00 pm »
I am interested in capturing and breeding deer to make a nice little supply of meat. However, my hunters have killed them all off. So, a few questions.

1. What's the best way to capture an animal? Is the cage trap the only option?

2. When I capture the beast, will the hunter kill it after it has been tamed?

3. When will the animals return?

4. Should I turn off my hunter's hunting if I want to catch animals?

Thanks for the help.


12
DF Dwarf Mode Discussion / Your personal rules
« on: April 28, 2008, 06:44:00 pm »
What extra restricitons do you put on yourself? Anyone can set 2000000 traps and defend a fortress, how do you do it? What challenges do you set for yourself? Any 'senarios' you make up for yourself?

I'm currently playing a fortress with a large ocean seperating two pieces of land. I'm making a fortress on both sides, mostly for kicks, and the challenge. I cannot do anything that's ungodly cheap, such as the 2 million traps thing I mentioned. My rule for traps is that none can be touching each other. i also gave goblins the RECKLESS tag. They really should be fearless.


13
DF Dwarf Mode Discussion / Waterpark... can it be done?
« on: April 20, 2008, 10:55:00 pm »
Well, I'd like to embark on a fun project: making a waterpark. Now, I have to wonder: I can make the slides, but can anyone float on them?

So, can I send a dwarf down a water chute in a barrel? Do barrels even float?


14
DF Gameplay Questions / Bridge fortress [Challenge]
« on: April 29, 2008, 08:01:00 pm »
Find a nice ocean with the other shore visible and able to be built to. Then, make a bridge between the two. One of the forts must be solely militaristic. This fort will defend your original fortress, which I assume is mostly craftsdwarves and jewelers. The real challenge comes in with transporting supplies. You'll need many dwarves on farming and hauling to get food all the way over there...

But, one question I have. If I set up a stockpile a far way away from another, closer one, will my dwarves transport food to the far one? If not, I may have to change my own rules to allow some sort of farming on the other side.


15
DF Gameplay Questions / Crossbows and Z-levels
« on: April 28, 2008, 06:39:00 pm »
I'm going to make a crossway above a bridge and I'm wondering: Can dwarves fire off it? If I make them patrol up there, will they aim down and fire effectively?

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