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Topics - dwarf_reform

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1
Other Games / Black Ice (on Steam)
« on: June 25, 2015, 06:18:49 pm »
Trying to help this game gain some fame!

Recently discovered the game Black Ice on Steam and it scratches all the same itches that 3089 does (for me, at least!) :) The Steam page covers the game pretty well, so I won't go into that here (don't have much time at the moment!).. The dev is friendly and always willing to chat with fans/customers, and when I see that I always feel like doing a bit of free advertising :D

So! Check it out, give it a glance, see if what you see hooks you in.. Its an Early Access game but the dev plans on supporting it after final release too..

http://store.steampowered.com/app/311800/

2
DF General Discussion / Giving thanks to the friends of the fortress..
« on: November 17, 2014, 05:14:40 pm »
First, all thanks to the Great Toad for bearing down and birthing DF for us all :> Otherwise we wouldn't be here (well, here at the forum, joined in bearded camaraderie, anyway, bahaha), and we wouldn't have had this much fun..

This thread is truly for everyone else, though.. To all the modders, the DF Talk-transcribers, the bug reporters and the donators, to the LP'ers and tutorial-makers, wiki-updaters..

I often think of DF as an all-Toad work, when it truly is not.. This thread was spurred by seeing "Made plants that grow in winter-spring plantable at all proper times (Quietust)" in the last main page update, and thinking on how many times I've seen it..

Fixed many typos (Gorobay)
Fixed problem dividing out item milligrams in weapon velocities (UristDaVinci)
Adjusted contact area/depth of ammo, max velocity of shooters (Joben)
"Thanks to Zivilin, Pirate Bob, UristDaVinci, Joben, Bertinator and many others that performed various experiments and so on."
"Stopped autosave features from corrupting worlds (thanks to everybody that helped sort that out so quickly!)"
" Thanks to all the birthday well-wishers... that was reasonably intense."

So.. Thanks to everyone that has ever helped DF grow, financially or functionally. We've got a lot of unsung heroes, similar to Batman and Gotham, or knights and their castle :> This thread is for singing about them :D I'll start!

Thank you, Quietust, for providing what I believe is the only Q avatar on Bay12
. Just wouldn't feel like home without it ;) ... ... ... :D Seriously though, deepest thanks to all active friends of the fortress!

3
DF Modding / Questions about explosives..
« on: October 23, 2014, 12:36:40 am »
I've been slowly going insane that there are no explosives in vanilla DF, although application and devious use of said explosives seems very dwarfly to me.. Was wondering if I could get some mighty info:

*Has Toady ever given an opinion on the addition of explosives, for good or bad?

*Are there any mods that have honest functional multi z-level explosions?

*Is there some technical problem with how DF handles things internally preventing it (assuming there are no successful mods)?

The only keg that could potentially rival a keg of booze is a metal keg packed with black powder.. and, after all, you're not truly drunk unless you mishandle explosives while hammered.. Thanks in advance for any future enlightenment!

4
I've had two dwarves dehydrate, one fisherman while standing next to water (and two tiles from the well), and this last one was Queen Meng, King Moul's omni-skilled companion :| They are out of booze, but 'brew drink from plant' won't show up in the brewery despite being by a massive stockpile of plump helmets (and a hideous supply of barrels and pots..)

Almost positive that nothing is forbidden, or locked away, or stockpile tied up giving to another pile, etc.. I'm worried yet another critical dwarf will be the next to dry up (I've only got 20..).. Something is keeping the workshop from acknowledging the supplies..

Also my expert metalcrafter ended up getting pincushion-ed by a goblin and now I've enabled metalcrafting for an inexperienced dwarf and he refuses to do any metal-work..

5
Greatly inspired by Vherid, and through editing a couple of his sets to personal taste, I decided to do my own meager set of generally unusable color palletes.. Oversized screenshots and my poor attempt at catchy names follow:

A comparison screenshot using Phoebus stock colors (except magenta, I always swap it to purple..)
Spoiler (click to show/hide)

Brain Cheese
Spoiler (click to show/hide)

Rave Fungus
Spoiler (click to show/hide)

Candy Elephant
Spoiler (click to show/hide)

Red Armok (all-white except for red and light-red)
Spoiler (click to show/hide)

Azure Nightmare
Spoiler (click to show/hide)

Leprechaun Leather
Spoiler (click to show/hide)

Golden Shower (yeah yeah)
Spoiler (click to show/hide)

Western Rust (hoping for a sepia effect while avoiding being too similar to the above theme..)
Spoiler (click to show/hide)

Purple Pelt
Spoiler (click to show/hide)

Graybeard
Spoiler (click to show/hide)

Shady Paint (darkest colors I could bear)
Spoiler (click to show/hide)

Pastel Bleach (most pale colors I could bear)
Spoiler (click to show/hide)


Just copy/paste and replace the text in 'colors' notepad in the 'init' folder.. Anyway, maybe someone will find these semi-useful for screenshots or something :)

6
DF Dwarf Mode Discussion / Learning about guard captain, the hard way..
« on: October 09, 2014, 11:23:24 pm »
I was under the impression that the guard captain just headed up a second squad of soldiers and was supposed to be a couple notches mo' fancy than the others.. When reading "captain of the guard" I didn't envision a heretic-hunting hyper-fanatic Guardsman with a capital G.. I never appoint a sheriff, and have also ignored guard captain til now..

Attempting to shape up a real fully lethal military this round, though, and I appointed an expert level macedwarf migrant (fully equipped with masterwork mace) from my first squad into the role of guard captain.. He'd obliterated three dwarves, two of which were legendary craftsmen, before I knew what was happening..

THEN I went to read the wiki.. ;) At this point the only "criminal" left alive was Sarvesh, my first master engraver, and a dwarf I'd been keeping an eye on over time.. He offended the mayor (now baroness) ages ago over a goblet or scepter mandate and the baroness has kept a complaint posted on it in her mood description (upset by some undelivered punishment)..

Now that the guard captain has arrived justice will be delivered! Sarvesh, our final felon, is laid up in the hospital with a fractured left ankle and foot, except the 'Wounds' menu shows that its more than that.. Looks like multiple breaks and definitely multiple infections, despite the emu soap.. Looking through his treatment log he's has an average of 5 procedures a day (including cleanings) for a month and a half now..

And now, because I noobed up and appointed a guard captain I didn't need, three dwarves are dead. Once I noticed that dwarven justice was being served up by our dear captain I booted him (and his shiny steel mace) in favor of a skill-less peasant whom I eventually equipped with just a steel helm and a tower-cap blowgun (going to see if he'll beat people with it, naturally..) The next problem was appointing a hammerer and axedwarf into the guard captain's squad, again not realizing that his whole crew dishes out "justice" right along with him..

Now, with Sarvesh laid up in the hospital with a volcanic/weeping/stinking foot, unconscious, our blowgun equipped captain is spamming me with "Kulet Uddarrisen, captain of the guard cancels Beat Criminal: Invalid officer." while standing by Sarvesh's hospital bed.. Occasionally he'll leave and store an item or two in a stockpile, but he always comes back.. He also follows him to the traction bench when the doctors move him..

If he gets out of bed at all I want him back to engraving crap, not getting caned with a blowgun until his punisher passes out.. Dwarven justice, why!?

As a side note, I've got a prison being set up, gold used anywhere it can be, but I'm not so sure I want the law man around at all.. If I kill him will his position be auto-filled? I don't care much about bad feelings, either, since the original captain and his goons mowed down those 3 dwarves right in the middle of the dining hall in front of the entire fort :> I could send him into the caverns to spend time with that scorpion FB..

7
DF Dwarf Mode Discussion / Help reclaiming a chained zombie..
« on: October 06, 2014, 05:49:27 pm »
RAAGH! So I get the brilliant idea to chain up this elf crossbow-zombie I caught during a siege as a kind of infinite ammo auto-turret, which is the only part that worked well out of this whole thing.. too well..

I want that zombie back in a cage! :| Here's the setup, resplendent with high-definition detailed hand-labelled schemata:


On the right is the bottom/ground floor, left image is one z-level up and above the nest box room. Pictured is the charming elfzomb on a gold chain with a bridge to the right that can be lowered so the zombie has visibility to fire downward and eastward over my fort entrances.. I realized very shortly after chaining him there (he shot the dwarf that chained him in the ass before he could dive back downstairs..) that he was going to be a disruptive force..

For a while he served as a pretty decent kea repellent, but I hadn't thought that he's on my 2nd z-level and was going to shoot at any life-form who dared try and build above the 2nd floor since that zombie room was roofless.. I've since broken down and made an obsidian roof using dfhack over the northern portion of the room so my construction can continue.. At first I tried making a single obsidian tile suspended in the air above the zombie's chain, hoping the block would fall and punch the chain through the floor, setting the zombie free, but the tile of obsidian also spawns with its own flooring/support and won't fall.. (dfhack needs a function for dropping projectiles! And for abusing extracts/blood/fluids/syndromes..)

For a second I hoped that maybe I'd constructed the chain on a tile that was created by the central walls in the nest box room below, so I could dismantle that wall on z-1 and destroy the floor on z-2, but its built on a dwarf-built floor tile :( I've even considered dfhack-dropping a tile of magma in there and burning him free, but there is quite a bit of raw wooden fort around that room (and around the whole complex) and I already had a tough time using dfhack-water to extinguish a forest fire..

Can I deconstruct or otherwise destroy the tile his chain is on from below, or use some secret dfhack trick I don't know about? I've already got cage traps set up to collect him no matter what direction he goes once set free, so that's handled.. I deconstructed the staircase that led up there so that invaders (or my own dwarves) couldn't climb up there and kill him once he started firing.. I just want him back alive (or as alive as a zomb can be..) so I can install him in a proper 3-z-level tall bridge-walled turret-box with a roof..

8
Hrm.. My dusty, old, conflict-free fort has generated some kind of trouble :| A 5-wagon caravan from the mountainhomes arrives and begins pathing to my depot, requiring them to go all the way around the wall.. At the same time I'm having a 3 tile wide buffer of wooden floors built around the entire fort to help keep trees away from the walls, and now I've got:

*one of my own carpenters that apparently attacked a swordsdwarf guard that came with the caravan (he got his neck chopped out for his troubles..)
*another miner who also lost his head when he decided to attack the same swordsdwarf..
*my woodcrafter attacks the merchant, no damage done, then my miner stepped in and put a pick through the merchant's head..
*five of my dwarves standing in a pile viciously beating one of my many, many migrant Traders..

Not sure what to make of this, though I'll be a bit irritated if it leads to a spiral :) I'm not currently saved, though, so I can fall back and lose some progress in favor of burrowing everyone and pulling the drawbridge when these merchants re-arrive in the alternate savescummed reality :|

Anyway, I can't find a source for this whole conflict starting..

9
DF Dwarf Mode Discussion / Dwarf stuck attending meeting
« on: September 25, 2014, 05:12:28 pm »
My dwarf! 'Nu WereBeast' Ilrommeng is, fairly obviously, a werebeast.. The first time he transformed he was in the hospital so I locked his door and walled him into the 3x3 hospital room (each hospital room also has the aquifer channeled out and accessible by their beds..) When he turned back to a dwarf I unlocked and set up food and booze stockpiles that were quickly stocked, then I locked the door and walled him inside..

He's been in there for about four years now, and I mostly just ignored him except when he'd transform, I'd go and check to make sure he was still walled in (was uncertain, but I guess werebeasts can't destroy walls? If they can then he's shown amazing restraint!)

For the first time in a very, very long time I grabbed Dwarf Therapist so I could see who my best smiths were and saw that my trapped werebeast (whom I'd been thinking of as sub-dwarven, and basically waiting on to die) has been totally naked (and angry), without a table or chair (and angry), without a bed (and angry), with the same old booze (and angry), in a room loaded with roaches and other vermin (and angry..), and, for who knows how long now, has been stuck in an apparently unstoppable loop of trying to 'Attend Meeting'..

I'm thinking he would have been tantruming if not for this mysterious unreachable meeting :) Once I saw he was naked in there I got DFHack just to teleport clothes in to him, which I'm thinking worked because the bad moods are gone from his list.. But then I had miners come in outside the hospital and hollow out a whole living area for him to be carefully released into.. That went well enough, and now if I can get him un-stuck from this meeting job he can set himself up a bed, tables and chairs, a coffin, and six masterwork gold statues.. It doesn't look like he's eating or drinking, either..

I want him alive now! :( Going to use DFHack to teleport in all the stuff he'll need to live comfortably and see if I can't train him into a zombie hunter to use against the swarm of undead that have owned the surface for at least two years.. Are there any DFHack commands I'm not aware of I could use to break him down to "No Job"? ANY DFHack anything?

And will his single-tile aquifer water-source transmit were-hyena-ism if I forced a new dwarf to drink from it? (Its full of werehyena/dwarf blood..)

10
DF Dwarf Mode Discussion / Dwarven ale roast?
« on: September 24, 2014, 10:44:01 pm »
Seems like my dwarves wanted a drink that you can eat..



Known bug, I'm assuming? :) He almost made enough for everyone in the fort to get one..

11
DF Modding / Modding the dwarfliest dwarves..
« on: September 24, 2014, 06:30:23 pm »
DISCLAIMER: I am not a modder, just a copy/paster of raws, haha..

So.. After a couple less-than-satisfactory experiences with tantrums recently I've been dreaming of a different dwarf. These dwarves are probably already modded somewhere (if modding these things is even possible..)

First, "the dwarf's dwarf" of dwarves :> I want a dwarf that gets happy moods from his friend dying in combat (tis the only honorable way to go!)..

A dwarf who eats his friend's pet and his friend respects him for eating his pet. Dwarves that don't form grudges over other dwarves, dwarves that will gladly feast on the flesh of sapient beings, including other dwarves.. Dwarves that love a hallway splashed with blood, or a grisly bodypart-strewn field of battle, as much as I do!

I think dwarves would also get good moods from seeing massive stockpiles of weapons/bars/coins/stone/booze, and lakes of lava.. They'd form friendships based on how useful the other dwarf is, or how many kills a dwarf has though they wouldn't waste time condemning a useless kill-less dwarf (when they could be out killing things and admiring scenes of battle instead).. They'd also probably accept miasma as a fact of war and life, or even as the smell of success :>

Basically they'd be tantrum-free dwarves unless you wanted to go the extra mile and add in things like "She has been depressed by the lack of bloodshed recently." or "She endured a friend drowning/starving/dehydrating like a coward recently." or "He hasn't been able to enjoy the flesh of his enemies lately." They'd probably want cages and traps and hoarded bars and coins and corpses of personal kills in their rooms instead of engravings and statues.. And, if I had it my way, when/if they did "tantrum", they'd kill non-dwarven beings only instead of the totally counter-productive choice of attacking other able-bodied dwarves (which would supply them with mood-enhancing bloodshed and victory)..

I imagine most of these changes would make dwarves less than palatable to humans and elves during worldgen (since they'd fry any dead elf or human into steaks if possible) which would probably lead to them getting squashed even faster than normal..

tl;dr is: Dwarves that love blood over waterfalls, corpses over statues! Dwarves that don't cry or care about tastefully arranged tables :> Is there something similar to this already modded for a playable race?? And is any of the above impossible to accomplish due to hard-code stuffs??

12
DF Suggestions / My mostly minor suggestions..
« on: September 22, 2014, 11:27:26 pm »
Been keeping this notepad open as I play DF and have been adding things as I come across them.. This list hasn't been compared to Toady's future plans at all, and some of it is already doable through mods and things.. Most of it is smaller streamlining/UI/usability stuff and some hardcoded stuff that'd be nice to see set free, and any critique or comments are appreciated (especially concerning already-planned stuff..):


*A genned world (or is a seed enough, or accurate?), chosen/generated by Toady himself, for each stable release.. "The sacred soil of Armok!" Ideally these maps would be genned with the entire DF fanbase in mind in regards to fps-death and map size, or maybe a small, medium, and large world (though thats a lot of choosing.. I was thinking of a single map in the spirit of community togetherness..) This would be cool for community forts, and just to see what kind of world Sir Toad chooses..

*Strange moods for military dwarves that have claimed a weapon, that adds improvements to the weapon (serrated edge, blood-letting holes, double-edging, spikes or weights or pommel guards.. It'd have to actually raise the material properties for the weapon, though, from what I've read about weapon function..)

*Legends mode function for skipping to the bottom (and maybe center for the longer entries).. Its painful scrolling through decades of history just to get to a creature's 'kills' list..

*Pet hospital

*Display previous info about trade agreements when traders arrive.. "I have those llamas you asked for." or "Do you have any of the splints or plants for sale that we spoke about previously?" type stuff.. Next time they show up I probably won't remember that I had some legendary splints carved to sell them without some help..

*Allow skeletons to be dismantled into usable bones

*Sort the "Workshop Profile" dwarf-list by skill in the profession related to the workshop (ex. list best cooks first for kitchen).. It'd be great if it could display their skills too, like when you assign nobles or soldiers..

*Zone designation where dwarves place grazer-edible items (or animal food in general) so animals
can be fed anywhere (wild animals would eat from these if possible, too.. Always that downside!)

*Allow dwarves to embark on worlds where dwarves never existed at all, and set some
requirements for how early a dwarf can claim ruler status (I embarked in 40.13 recently in a world where
all dwarves were dead and one of my starting dwarves immediately claimed the crown, and immediately
started generating bad thoughts from all his crazed mandates and room requirements..)

*Allow embarking with 1-20 dwarves, and totally disabling migrant waves (entirely!)

*Ability to physically view an embark site before actually committing to an embark, and being
able to personally place your starting wagon, and the ability to have dwarves push or drag the wagon to
new locations after embark..

*Optionally dress all (even non-military) dwarves slot-by-slot

*Ability to order a dwarf to wet an area with a water (.. or magma?) bucket, for putting out
fires and watering farm areas

*Allow the military 'move' command to be issued to non-military dwarves, along with a targetable function to tell a dwarf to move a single item

*Display the name of the targeted tile when placing mining designations

*Allow in-game aquifer on/off toggle in worldgen (this may already be possible??)

*Allow woodcutters or gatherers to destroy tree saplings (more elegant than building dirt roads
over them)

*Let craftsdwarf or farmer workshops apply liquids (and ideally globs and dusts) to weaponry for limited-use poisoning

*Allow barrels, refuse, corpses, hives, cages, and living creatures to be fired by catapults (the ability to fire up over walls in an arc would be awesome too..)

*Allow all material-shaping workshops to benefit (quicker build times) from 'power' access (a windmill, for example)

*Add a second playable sub-species of dwarves that DO NOT CARE (will eat pets, will display
trophies, will eat sapients, and they ENJOY doing these things; example being a dwarf who has
its pet eaten by another will actually respect the other dwarf more for being so dwarfly..
(Probably better left to a mod, but would provide a more dwarfly experience in the vanilla
version..)

   **A splinter of the above suggestion, it'd be awesome to be able to disable ghosts,
grudges, and all individual dwarven emotions (mood hits from pet deaths, friend/child deaths,
etc..) Basically options to allow play of a tantrum-free fort, however undwarfly it may be ;)

*Add explosives production and bomb usage (for war/traps, mining, and science).. Could be something like Metal Barrel + Powdered Coal + lever = explosions.. A fuse made of cloth (and maybe tallow), if you want to add another layer of difficulty.. Not sure if DF has saltpeter or sulfer, but those two and charcoal are the ingredients in common gunpowder, for realism.. I'm guessing there are some DF-design problems with explosions, or Sir Toad is possibly opposed to explosions, else I figure we'd already have explosions..

*Allow fires to be set purposefully in fort mode (Fire-starting labor option in
alchemy/cleaning/architecture section)

*Ability to remove or add all dwarves from a burrow with a single command

*Make a traffic designation that absolutely forbids passage to your dwarves and animals
(wouldn't effect hostiles or wild creatures, of course)

*Some new non-evil rain interaction types..

*Dwarves will play insturments if their musicality is high enough and they have no job.
Dwarves that like music will get a small boost to mood, dwarves with low musicality will be slightly irritated by music and won't purposefully attend 'concerts', when held. (EDIT: Dec 1: I read about this one in the tavern arc recently, so its on the way.. though it'd still be nice to have early access to pre-tavern fort-mode music..)

13
Embarked on a volcano and it started my dwarves way up on the edge of the volcano.. From flat ground the volcano goes up 50 z-levels before it runs out of dirt surrounding it and then its just a 15 z-level obsidian cone full of lava sticking out..

Wagon is nowhere to be seen.. The entire raised area of the map doesn't contain a single 3x3 area for a wagon to be placed and the wagon isn't anywhere on the flat/ground level.. My dwarves had plans to go get their equipment but couldn't.. Can't seem to find the wagon anywhere :> I thought wagons showed up as a building in the 'R'ooms/Buildings list when they were present..

I placed a food stockpile and butcher shop to start piling any potential food, and they've started running up the volcano slope and retrieving the food I brought on embark, but I still can't see a wagon or a pile of goods at the point they "get to the wagon" and suddenly have an item in their hands..

14
DF Gameplay Questions / "Trashcan Man" won't do his job..
« on: September 19, 2014, 12:23:37 am »
I named a single dwarf 'Trashcan Man' (+1 for the reference-getters) and all he has enabled is corpse hauling, feed patients/prisoners, burial, refuse hauling, and 'cleaning', but he sits around like a bum unless someone needs buried, from all I've seen (though I haven't watched him for as long as I should have..)

The real problem here is the undead herd outside that forced me to run underground, and now all dwarves and animals are hanging out in the engraved statue-filled throne room/dining room/statue garden/happy place..

About twelve animals starved to death all at once and a new one dies every five or ten minutes and the result is a never-ending wave of stink constantly washing over my tantrum-sensitive dorflings :| Can't seem to get anyone to haul them off even though the majority of hauling jobs are done (enough that dwarves can sit around with no job pretty often..) and relevant stockpiles are nearby.. Trashcan Man's performance failure saddens me, most of all.. :>

So.. How do I get these lazy dwarves to get rid of these bodies? It seems like they wait til they're fully-rotted non-stinking skeletons before they haul them off when I do see them getting hauled..

SAD EDIT: Just designated the corpses for dumping and Trashcan ran right off and did his job :| RAAAAAGH! I figured they'd haul things like that to the stockpile without having to issue a dump (*snickers*) order.. The only time I ever even used dump previous to this was to auto-haul stone and wood with DFHack :D

15
DF Dwarf Mode Discussion / Confusion with throne/dining room stuff..
« on: September 16, 2014, 11:34:54 pm »
Ugh, hate to make a thread just for this, but... I always create an overly large fully engraved dining room for my dwarves, but each time I add statues in and assign the whole room as a statue garden, and then use a chair to assign a free 'Throne Room or Study', and then a table for a free dining room... Using the shiny engraving room for as many uses as possible is the idea, of course :>

Anyway, the problem is that one or more of these designations provides a siren call for every single unrestrained tame animal in the fort to pile on in, and then refuse to leave to the point of starvation or dehydration :| And to add an extra level of scary is the realization that they all generally showed up to that room at the same time so should all be near-equally dehydrated or hungry :|

What designation(s) are the culprit?? Should I be blocking rooms like this off with non-pet-passable doors? Should I let 74 geese simultaneously dehydrate because it'd be at least mildly humorous? ;)

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