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Topics - Michaelsoftman

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DF Dwarf Mode Discussion / Oh gee thanks DF
« on: January 22, 2013, 11:04:59 am »
I have been genning worlds to find a site that has a major river surrounded by extremely high cliffs.  I want to build a fort that's suspended over the river.

I FINALLY get one, and guess where my starting location is?  On the frozen river.  Which won't be frozen for long.

It would have been perfect too, the cliffs are straight up 11 z levels above the river, and there's a smaller waterfall.  But nooooo DF wants my Dwarves to die within a few minutes.

Back to genning worlds!

2
DF Dwarf Mode Discussion / Starting Dwarves with extra abilities?
« on: March 20, 2012, 09:05:12 pm »
I started off with a usual team of Dwarves, but both of my Miners have extra skills.

I had them set as Miner / Armorsmith and Miner / Weaponsmith.  The Armorsmith is also an Accomplished Carpenter and Wood Crafter.  The Weaponsmith is also an Accomplished Gem Cutter and Setter.  I didn't set their skills this way, nor are any of my other starting dwarves changed.

My game is not modded at all.  This is a Reclaim fort though, would that be the cause?  Or is it just a wonderful bug?

3
DF Gameplay Questions / Would this work? *spoilers*
« on: March 12, 2012, 11:49:54 am »
If I breach HFS and let the demons out, then start a new fort in the same world, (or adventure mode) will demons be roaming around?

Alternatively, has anyone ever genned a world that has surface HFS?  If they were loose during world gen, would they be everywhere during game play?

4
DF Gameplay Questions / *spoilers* not showing up in embarks?
« on: March 09, 2012, 10:39:32 am »
I am playing an unmodded DF, current version.

The last 3 sites I have chosen, all 3x3 or 4x4, I have dug down into the magma sea, but there is never any Adamantine.  The magma sea just dips down into a solid layer of semi molten rock, and ends.

After this happened the third time, I went and used DFhack's reveal, and indeed hell is down there, but I just have no way of getting into it.

In the previous version, there was supposed to be at least 1 Adamantine pipe into hell on every embark, did this change?

5
DF Dwarf Mode Discussion / Luckiest fort?
« on: March 06, 2012, 10:09:58 am »
What's the luckiest fort you've ever run?  The fort most blessed by Armok?

I just started up one which received a High Master Metalcrafter in my very first immigration wave.  I had just struck magnetite, a giant deposit of it, so I smelted it all into iron and had my Metalcrafter start making Iron Crafts.

I had no idea how valuable they were, each one is between 400 to 1200 Dwarfbucks, and he usually makes 2 per bar. (2 masterwork = 2400 for 1 Iron bar).

I think the only thing that beats this is the one time I embarked on a cave, and the Dragon inside self destructed somehow before my starting Dwarves died.

6
DF Dwarf Mode Discussion / Fun, but short fort in a Terrifying area.
« on: March 05, 2012, 11:50:10 am »
So I have been using the version before this last release, since Toady has been releasing bug fixes.  But I decided to go ahead and download it, and mess around for a bit with the new features in evil biomes.

Fort 1 - Attempt a normal embark.  Everything dies within 2 minutes.

Well now, I figured I'd need to either have a military, or do something ridiculous.  I went for the ridiculous option.  I modded Giant Cave Spiders to be common pets on embark.

I embark again, this time with an army of 3 War Dogs (Was going to chain them up by my Depot, but I never even got that far with them) and 8 Giant Cave Spiders.  I pause as soon as the game starts, there's only one Eagle Corpse flying around.  I figure that this won't be too bad.  I set out digging underground to put my Depot and fort entrance down there.

And then it happens.

A swarm of dead Moth Men and Women fly at my Dwarves.  My spiders being spraying web everywhere, and MURDERING the corpses (is that possible?).  But one of them had gotten to my War Dog.  It turned on the spiders, who struck it down instantly.  They returned to the wagon.  Then the corpses started rising back up again.  And I was like "Well I forgot this could happen."

My spiders run at the corpse parts again, striking them all down.  My dead war dog's body parts chase my Woodcutter around for a bit.

Now I'm trying to rush to get everything from my Wagon indoors, so I can seal myself off to the zombies.  It's not working so well though.  Near the fort entrance are DOZENS of corpses (38 right now) and body parts waiting to reanimate, my one dog is somehow still alive (and not undead) despite having a crushed head and throat cause of a Mothman Chiten that came alive and attacked him.

Here's a pic.  Keep in mind this is less than 5 minutes into the fort.  Less than 13 days of in game time.

Spoiler (click to show/hide)

Beneath all that delicious GCS silk web are dozens of corpses.

Oh great, now a couple of Giant Porcupine corpses just showed up.  Only solution now is to wall myself in and breach HFS.

7
DF Modding / Civ making question.
« on: March 01, 2012, 06:07:05 pm »
I know how to create a new civilization, but I was wondering what is needed to make a non humanoid creature into a civ.

Example, let's just say a Giant Eagle, or a Cow.

If I slap the [INTELLIGENT] tag on it, will it be able to civ?  And that's it?  Or is more required?

Assume that I make an entity for it based on the Goblin entity.

8
DF Modding / Can anyone recommend me such a mod?
« on: February 28, 2012, 09:56:30 am »
I am looking for a mod that does not change DF's mechanics at all, but simply introduces new hostile creature civs.

I remember like a year and a half ago I had an Orc mod for DF, they were basically stronger goblins that would siege you starting the very first summer.

I miss that type of military challenge to keep me entertained.

Any good ones around?

Or can someone point me towards a quick tutorial towards turning regular creatures into a civ?  I'd like a Whale civ, I think.

9
DF Dwarf Mode Discussion / So excited! *spoilers*
« on: February 27, 2012, 05:38:58 pm »
So I just genned a new world after getting in some practice with a few embarks.  As soon as I start, it says there's a cave-in, but it's many many z-levels down.  Kinda curious, I decide to peek at it with DFhack's reveal.

OH MAN OH MAN I embarked right over a demon fort.  It's filled with FIFTEEN pages of zombie and skeletal panda men, moose men, snail men, and badger men.

So many things to kill... It's actually very awesome cause the last version of DF I played didn't have demon forts in them, at least, I had never ever seen one.  This one leads all the way down straight into hell from my 3rd cavern layer.  It actually looks like a very fun place to go as an adventurer, a lot of the floors of the tower (24 floors in all) are maze like.

My plan is to move down into it, clear it out somehow, and use it as an extension for my fort for strand extraction and crafting.

To make it interesting, I've decided to send only one military Dwarf down and see how he does.  I'm hoping for some type of artifact weapon to be made by one of my Dwarves before I attempt this.

10
DF Dwarf Mode Discussion / Anyone have an embark like this they can share?
« on: February 12, 2012, 01:48:57 pm »
I'm looking for a spot like this, seems impossible to find though.

A Joyous Wilds biome, no aquifer. 
Temperate or Warm climate, decent amount of trees and plants.
Access to all the standard civs for trading and war purposes.
It would be awesome if it had Flux, Shallow AND Deep metals, but it's not required.  I'd take just one source of metal.

It sounds simple enough but I've been playing with the world gen parameters for nearly 2 hours, and even trying to use Perfect Embark and I can't generate a site like this.  :(

Or, some tips of world gen editing or using PE would help.  I've increased the desired amount of good subregions, lowered the amount for evil ones.  I lessened the amount of oceans and mountains so I get more land that could suit my needs, but no luck still.

11
DF Modding / Quick reaction question.
« on: April 20, 2010, 01:04:59 pm »
I'm trying to edit a reaction in the reaction_smelter.txt in the raws.

Code: [Select]
[REACTION:BLACK_BRONZE_MAKING]
[NAME:make bones]
[BUILDING:SMELTER:NONE]
[PRODUCT:100:2:CORPSEPIECE:SHELL:CREATURE_MAT:TURTLE:SHELL]
[PRODUCT:100:2:CORPSEPIECE:BONE:CREATURE_MAT:ELF:BONE]
[SKILL:SMELT]

I simply edited the reaction so I wouldn't have to gen a new world.  But it won't show up at my smelter.  It always says 'no reactions available' or something like that.

Am I doing something wrong here?

12
DF Dwarf Mode Discussion / Best embark ever.
« on: April 19, 2010, 06:56:23 pm »
So I wanted to embark somewhere with a cave.  I find a nice location without an aquifer, and I set out.

As soon as the fort starts, FIRE.  EVERYWHERE.  There was a dragon living in the cave, and he happened to be standing right where my dwarves parked their wagon.  Luckily, my dwarves run and scatter, and the dragon turns to fight my pet dogs.  The odd part is this.  One of my dogs apparently bit the dragon in half somehow.  It died mysteriously, split in half, but the combat logs don't tell how it died.  It just shows pages of it being bit by my dogs and nothing happening, and then all of a sudden it's just cut in two.

Well anyway, after it died I explored the cave.  At the very bottom of the cave, it opens right into the first underground cavern.  It's a nifty little setup.

Some pics.

The ground level.  The cave is underneath a little hill of obsidian, I think it looks cool.
Spoiler (click to show/hide)

The wide open underground cavern, not fully explored yet though.
Spoiler (click to show/hide)

13
My fort started out peaceful enough.  Was digging out some bedrooms when all of a sudden job cancellations flooded in.

A RACCOON WAS IN THE FORT!

My dwarves were all running away, I had no military, no equipment other than one axe and some picks.  I had no idea how to use the military anyway.  I hope the raccoon will leave, but no, it continually runs for my stockpiles, making my dwarves scatter and return, which makes the raccoon run and return.  I stumble through the military screen until I find a "create squad" option, and put a peasant in the first vacant slot.

Then I figure ok that's done.  But the peasant was still running away from the raccoon!

I press go to the squad menu, and after pressing nearly every choice, I see one command that seems to be sticking out above the rest.

KILL.

I choose "kill" and select the raccoon.  My dwarf becomes a squad leader and rushes to take down the rabid beast.  He chases the raccoon to the river, where he finally corners it, and begins a 4 minute long combat with the creature.  He systematically breaks all of it's legs before he starts punching it in the head.  The raccoon was unconscious, nauseous, and in extreme pain, my recruit hadn't taken a single wound!  He kept on punching that raccoon.  He punched him in every single organ and body part.

Even though the blood was flying into the river and onto the nearby trees, he didn't stop punching.  Even after blood started covering the river, he didn't stop punching.  Finally, after a few minutes, the raccoon was dead.

I look forward to using the KILL command on other creatures.  Military = awesome.

14
DF Dwarf Mode Discussion / Bloodthirsty raccoon
« on: July 24, 2009, 08:10:21 pm »
So the Dwarven Liason arrives, missing a leg.  Thankfully, he's SUPERDWARVENLY TOUGH, so he's able to hop about on the one leg pretty good.  He jumps a few spaces, passes out for about half a second, then jumps again, and repeats.

He makes it about halfway to my fort by the time I'm trading.  I lose track of him to designate stockpiles for everything I just bought, and then I get tons of "interrupted by raccoon" messages.

So I look, and behold, a NAMED raccoon is chasing my Dwarves.  So I think uh oh, which one of my Dwarves is dead already...  But they're all there.

So I look for Stumpy the Liason.

He's scattered all around about 5 different tiles.  Chunks everywhere...  His corpse further along, he still tried to make it to my fort while being ripped apart.

The odd part about all this is that after the raccoon killed the liason, it seemingly charged right through the only entrance to my fort, which is a 5x10 bridge, and started harassing my Dwarves.

Once an animal gets a taste of Dwarven flesh, does it become more aggressive?

Also, I hate not being able to specify what the Dwarves should trade me :|

15
DF Gameplay Questions / pop cap and nobles
« on: June 22, 2009, 10:30:35 am »
If I cap my population, my Dwarves will still have children.  If I keep the pop cap on, and just wait for them to have tons of lil Dwarf babies, will it trigger the arrival of nobles?  Or do they need to come with migrant waves?

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