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Topics - Aspgren

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1
Creative Projects / Aspgren's art blog
« on: April 25, 2014, 06:20:27 am »
Hello 'creative projects' forum.

I figured that I would put up a little thread advertising my art blog.

There isn't much to see yet but the fact is that I've been studying art for quite a while, yet I have shown close to absolutely nothing of my work to anyone except close friends and family members. This has to change.

If you're interested in words and the occasional picture, check it out.
I'll try to monitor this thread as well as the blog, in case someone has questions or whatever.

2
DF Dwarf Mode Discussion / Law & Order
« on: May 23, 2013, 11:41:32 am »
This is the story.

I embarked with nothing to give myself a challenge. Half of the map is terrifying and spawns wretched creatures. Despite this I managed to get a good 14 dwarves and some cattle behind a wooden palisade... when giant zombie sparrows attacked.
I mounted a stand within the confines of the palisade and the dwarves slew 2 sparrows but were overwhelmed. Every single animal and all but one dwarf was slaughtered.

After the survivor had secured the fort, some 3 dwarves migrated to help out.
Unfortunately one of these has a pretty bad temperament. He felt terrible because he saw a rat, because he didn't have a proper room, was caught in the rain, drafted etc, etc.. so he murdered his wife.
I appointed one of the others as sheriff and the sheriff beat the murderer, though not severely. Urist McMurder went to complain to the expedition leader (sole survivor) but ended up attacking her instead. She went to report the crime but, since the sheriff was busy, she went to bed.
Urist McMurder walked into her bedroom and caved her skull in.

At the moment Urist McMurderer is locked up. He has killed 50% of the fortress population and right now he IS 50% of the population.

How would you do in this situation? If I leave him in jail he'll probably be so miserable that he'll die and all hope rests on one single dwarf... but if I let him out he might go crazy again and all hope will rest on one unhinged murder-dwarf. It's also a tremendous burden for the sheriff to do all the fort's chores on his own.

3
DF Dwarf Mode Discussion / The social status / hierarchy of dwarves
« on: March 02, 2012, 09:46:55 am »
How do you regard the hierarchy in dwarf mode? I don't mean who gets the best rooms and a personal zoo (because nobles demand them and get them even if we hate their guts) but rather who you think most highly of. Let's say... who you're most likely to build a temple to. In my forts it's ...

1. The dieties of the civilization
2. The founding 7.
3. The monarch
4. The captain of the guard & the militia commander
5. The elite soldiers & the militia captains
6. The families of the founding 7 (non-founding spouses, kids)
7. The baron & his family. Also the family of the monarch.
8. The mayor
9. Legendary workers
10. The guards
11. The fortress staff. (brokers, bookkeepers, chief medical dwarf, hammerer etc.)
12. Crippled war veterans.
13. Soldiers.
14. First immigration wave citizens or their children
15. Second immigration wave citizens or their children.
16. Third immigration wave etcetera ...
dead last: criminals & vampires ("criminals" can be anyone who has displeased me)

 If a 10th wave immigrant marries a 2nd wave immigrant he/she will climb in social status. Their children will also have a higher status.
 In the rare event that a dwarf is genned with children but without a spouse; and if he can still take a new wife in this version; then the children from the old marriage will NOT climb the social ladder with their parent. The new fortress-born ones will be of higher status.
 of course the best way to climb the social ladder is to land yourself a notable military position. if you don't want to risk your life though you should try to marry into royalty or flirt with the founding fathers.
 I do not think lesser of cripples but I do think better of cripples of war.

So yeah. That's it! Do you guys think about these things at all or is it just me? :D

4
(figured this would be more appropriate here than derailing a DF questions thread so I copied it)....
I just realized I can make my dwarves drink venom.

TO THE LABORATORY!

Edit:
 I made a pocket world and embarked in a calm area. I didn't bother to look for helmet snake venom in the list of things to bring because I found giant cave spider venom and thought "even better!"
 I made a 1x1 pit and made a small tunnel to it. The pit was blocked off by a door so it remained a 1x1 room... the reason was because I wanted to move the barrel in and out of there.
 I tried using a bug to remove the venom from the barrel. I forbid the venom pool itself and designated the barrel for dumping and for moving to another stockpile. It didn't work ... I suppose the bug occurs when you tell the dwarves to put the barrel in the TRADE DEPOT and nowhere else. The forbidden venom gets poured out when you do this.

 So I had to wait for merchants. I left the game on and took a walk ... only to realize when I got back that I had left the autosave function on and only a month had passed. So I had to sit down and wait the rest of the year until finally merchants arrived.

 It worked. The dwarves poured the venom into the small room and left with the barrel. I locked the door before anyone could clean it up and immediately started filling in the room from above as a pond. I saw that the Z level above the pool showed that there was liquid ... WHITE liquid. I built a well over it and, sure enough, the bucket contains "water laced with giant cave spider venom"

 Now I wait ... the dwarves kept running there and pouring water into the well. so I turned off the pond option.. and now they start drinking!

 ... there are 8 units of venom-laced water in the bucket. So far 5 dwarves have drunk from it but no one is showing any symptoms of being poisoned.

 Fudge.

Edit 2: after a while the venom evaporated. oh well... atleast I got the dwarves to drink it and that's worth something.

5
DF Suggestions / Hunting zones and settings
« on: February 20, 2012, 09:36:24 am »
Hi. I searched but didn't really find this being discussed...

I think it'd be neat with designated hunting zones in dwarf mode. Instead of hunters running to the edges of the map and shooting ravens and falling into ambushes ... you could designate an area and the dwarf will hang out in it. Only leaving it once prey has entered the zone and the hunter is in pursuit.
 I imagine that hunters who prefer to keep to themselves or who have a strong sense of duty spend more time in the hunting zone than others who prefer to party. I also imagine that some hunters prefer to sleep in the zone. So building a hut with a bed in it or putting a bed underground would be good for the morale of the hunter.

 Other things to consider:
Designating specific hunters to specific zones. Urist covers the north forest, Catten the west, Solon the east.
Designating what game to hunt. Don't waste your ammunition on small game rabbits! Wait for a deer.

If course if you don't designate hunters to the zone then they'll gather there on their own... and if you don't designate a zone at all then the hunters continue like they do today. Though it would still be nice to have a way of telling them "only hunt game of a certain size" or forbid specific dangerous animals from hunting.

Thoughts?

6
DF Dwarf Mode Discussion / Designate digging with the mouse
« on: February 17, 2012, 08:08:50 am »
Hey what's up.

Just thought I'd drop a little note here. I prefer to use the mouse to designate digging as opposed to raping the enter button and arrow keys. Now sometimes the mouse cramps up. As in it picks a certain area where it doesn't recognise my clicking.

 I found out today that this clears up if I just move the dwarf window around a bit. resize it and stuff. Hope someone finds this info useful.

7
DF Gameplay Questions / "That's not my sister. I don't know who that is!"
« on: November 20, 2011, 05:37:38 pm »
So I build a fort just to test wether or not windmills cause noise pollution, right? (the answer is no they do not)

and I'm about to abandon when migrants appear. It's a single father bonecarver and his two daughters. Okay, cool ... but wait a minute.

The girls don't recognise eachother as siblings. Is this normal?

 I'm totally keeping this fort. Just to see if daddy can get married and make more children.

edit: the girls don't seem to get "talked to a sibling lately" thoughts and they aren't developing any new relations with eachother. They're just a blank.

8
DF Gameplay Questions / Insane / melancholy dwarves and burrows.
« on: November 07, 2011, 06:48:10 pm »
I tried searching for this but the only thing I found was someone who was unsure.

Will melancholy or crazy dwarves respect burrows? I'm pretty sure berzerks don't.. what with being enemies and all. but I'd like to assign the suicide candidate crazies to some remote corner of the fort where their death doesn't have to be witnessed. Nothing ruins a good party like uncle urist starving to death in the corner.

9
DF Gameplay Questions / Trolls desecrating my dwarves!
« on: June 17, 2011, 12:59:12 pm »
 Hey so this might have been answered? I don't know. I remember a thread where we discussed the [bonecarn] tag and, just now, my fort was besieged.

Spoiler (click to show/hide)

TL;DR: Trolls hanged around a dwarven skeleton, does this mean that [BONECARN] can eat skeletons?

10
DF Dwarf Mode Discussion / What have you learned today?
« on: May 21, 2011, 01:02:07 pm »
I have learned that a squad of blind dwarves;

1. Can explore caverns and reveal the fog of war.
2. Can fight pretty well when being attacked. (stand in corridor, stab the enemy who lounges at your shield)
3. Is completely WORTHLESS when it comes to getting rid of the giant rat who snuck into the fort.
 Seriously they chased it through the waterworks, through the hospital, the statuary garden, a guys house, the storage rooms, the sheriffs office, the pastures ... I had to draft a civilian who wrestled it down and held it in place or they would never have killed it.

11
DF General Discussion / (removed)
« on: May 18, 2011, 05:38:10 am »
removed due to lack of interest

12
DF Gameplay Questions / Ogre pit
« on: December 28, 2010, 11:06:20 am »
I've thought about what to do with captured goblins and, since I once saw blind cave ogres in the second cavern layer, I will capture some and make an ogre pit.

 I will throw the rotten and mutliated remains of the goblins into this pit and watch the ogres feast upon their bones! .. but I only know that the [BONECARN] tag allows them to eat .. well. the bones. What about skulls? partial skeletons?

13
DF Dwarf Mode Discussion / Symmetry-breaking Jewelry in the walls [POLL]
« on: December 15, 2010, 10:58:50 am »
So you've thought up a nice symmetrical design for your fortress and your dwarves are happily digging away. The rooms emerge but, to your horror, your perfectly symmetrical and beautiful creation has valuable gems in the walls!

If you mine these gems the whole thing will be ruined! How do you deal with it?

14
DF Gameplay Questions / Hospital threads
« on: December 06, 2010, 01:55:08 pm »
Hey.

So I set up a hospital and everything, figured they need thread so I built a loom.

Now the weaver goes and gathers webs and makes thread. All's good, but then he's automatically set to turn the thread into cloth. I suspended this so I'd get a nice stack of thread for the hospital and then let him continue.

 Is this kind of micromanagement necessery to get the thread?

15
DF Dwarf Mode Discussion / Genetic superiority
« on: November 17, 2010, 04:27:14 pm »
In my current fortress (.17) every single dwarf has jade eyes, pumpkin hair and sepia skin.

Every single one. The traders also have it.. and the human caravaneers also share common eye, hair and skin colors. I only remember their hair was chestnut though.

 I looked around in adventure mode and found humans of different colors but couldn't make it to any fortress due to boogeymen. Is this conformity a bug or are pumpkin-headed dwarves simply fit for survival?

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