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Topics - Shrike

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1
DF Dwarf Mode Discussion / Blasted elf traders. GO AWAY!
« on: June 21, 2010, 02:57:42 pm »
Normally, I'm ambivalent towards the pointy-eared scourge. But in my current worldgen, they are the dominant race (aside from goblins and kobolds). Dwarves? There's only 20, and they all live in my fort.

And so the only reliable trade I can get (mostly for grizzly bears, jaguars, and leopards) is the hippies. Despite being located at a major crossroads of a local human civilization.

The problem is that somewhere down deep, there's a sword that's making my fort very very wealthy, and so there are kobolds. And Goblins.

They regularly murder the elf traders and have too many bowmen to be beaten, so they die, their stuff gets stolen, and MORE KOBOLDS COME.

I've taken to mining under them and channeling the corpses for the items, but rather than getting mad and staying away, the elves show up again despite the massive losses. It's just crazy.

So now, I hate elves for not showing up with guards. It's fine and dandy if animals will ignore you, BUT STOP BEING MORONS!

2
From this bug forum thread.
What would be nice is a 'rediagnose' thing, yes. But also a 'Forced bedrest' option for dwarves who can't make it to the food stockpiles without passing out again and again...and dying as a result. Essentially, allow the player to designate a 'recover wounded' order on a dwarf who is trying to be tough and kills himself  while trying to lift a barrel of booze to his parched, cracking lips.

This could just be solved by creating a food/drink stockpile next to the hospital. Or designating someone as a nurse, who has only the "give food/water to wounded" labor active.

Doesn't help if the dwarf gets up on their own, because it is then 'treated', and extreme pain, lapsing into unconciousness, etc., are not something that suggest further treatment is needed.

In my view, the optimal setup would be to have a dwarf exhibiting signs of pain to be taken in repeatedly for work until they can fully heal (if this means they get cut open and die, well, that's dwarfy). And so, I propose a new noble position: Dr./Nurse StrongArm. This position is essentially the fortress guard repurposed to ensure that a dwarf meant to be in bed or suffering from pain and unconciousness is found and led back to the hospital.

So, the order of the medical process would go thusly:
1. Recovery of wounded
2. Initial diagnosis
3. Treatment
4. Recuperation
5. Final diagnosis to clear patient to exit medical care.

Without a clean bill of health (or close enough, if it's a missing lung or eye or something), Dr/Nurse Strongarm goes and finds the dwarf who isn't being a good patient and dragging them back to bed.

This would take care of the worst offenders, dwarves hauling their broken bodies around the fort in order to get to food, allowing the 'bring food/water' behaviors to work properly while you work to fix everything up.

3
So, made a new world, and the only volcano I could find was directly adjacent to an ocean, and part of a mountain.

"Awesome!" I thought. "And it's on an island, so I can get familiar with the new systems before I make another fort with sieges and elves!"

However:

There's no source of desalinized water, and my attempt to make a farming area has been stymied by the channel taking ocean water in to the enclosed sandy area, because waves transmit through the channel... and I can't seem to pump water onto the area to get it to make mud, much less provide drinkable water.


Migrants keep arriving, and there's pretty much no food or drink. It is time for the caravan to arrive, but this isn't sustainable without agriculture.

Any suggestions on how to fix this mess? I'm thinking I should try to dig out a farming area and cistern in solid rock, and work from there, hoping that there's enough booze and food in the first caravan to keep my population alive until I can sustain them.

Code: [Select]
[WORLD_GEN]
[TITLE:MEDIUM ISLAND]
[SEED:1253294692]
[HISTORY_SEED:2554802639]
[NAME_SEED:49357383]
[CREATURE_SEED:1879566619]
[DIM:129:129]
[EMBARK_POINTS:1274]
[END_YEAR:1050]
[BEAST_END_YEAR:200:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:1600:1600]
[RAINFALL:0:100:200:200]
[TEMPERATURE:25:75:200:200]
[DRAINAGE:0:100:200:200]
[VOLCANISM:0:100:200:200]
[SAVAGERY:0:100:200:200]
[ELEVATION_FREQUENCY:4:2:0:1:0:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[TITAN_NUMBER:9]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:28]
[GOOD_SQ_COUNTS:6:63:0]
[EVIL_SQ_COUNTS:6:63:0]
[PEAK_NUMBER_MIN:3]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:4]
[VOLCANO_MIN:1]
[REGION_COUNTS:SWAMP:66:0:0]
[REGION_COUNTS:DESERT:66:0:0]
[REGION_COUNTS:FOREST:264:0:0]
[REGION_COUNTS:MOUNTAINS:528:0:0]
[REGION_COUNTS:OCEAN:528:0:0]
[REGION_COUNTS:GLACIER:16:0:0]
[REGION_COUNTS:TUNDRA:33:0:0]
[REGION_COUNTS:GRASSLAND:528:0:0]
[REGION_COUNTS:HILLS:528:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:25:25]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:5]
[NON_MOUNTAIN_CAVE_MIN:10]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:10]
[TOTAL_CIV_POPULATION:20000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:8000:1056:528]
[RAIN_RANGES:528:1056:528]
[DRAINAGE_RANGES:528:1056:528]
[SAVAGERY_RANGES:528:1056:528]
[VOLCANISM_RANGES:528:1056:528]

The volcano is about midway down the map, between the mountain icon and red sand desert. It's just standing out in the middle of the ocean.

4
DF Gameplay Questions / Ice Casting & cave ins
« on: February 16, 2010, 01:29:44 pm »
After the 'Icicle drop defense' thread, I started to wonder.

What if, on a freezing map, you ramp-carved the outline of your fort underground, filled it with water, then collapsed the surface?

Would the falling ground crush the water under it, resulting in a lower level of ice than intended?

Once exposed, the entire vertical profile of the water column should freeze. Then, you could ramp-carve out additional sections and, level by level, expand or contract as you moved down the Z-levels, and even increase the height of exposed structures by going in from underneath and filling with water and channeling out the stone floor layer that keeps it from being 'inside'.

However: would rooms in ice be warm enough for dwarves?


I'm thinking I'll need a freezig map with an underground river and magma pipe for this.


Another amusing idea: build a huge array of staircases and hatches over the ice , link them up to a few levers with specific patterns, and try to use magma to carve and create obsidian rooms in ice...

5
Rather odd... For a few seasons, possibly years, I've had a legendary wrestler royal guard sparring in the same tile, all alone.

She is ecstatic and has not required food or water. She appears to be airborne, as well.

She also does not show up when I use 'v' to try to look at her. She does show up when I select her in 'k'.

Looking at her in Dwarf Therapist reveals she is working on wrestling, but has a -78 skill level in it, despite being legendary.

Causing a one-tile cave in (from the floor above) beside her knocks her unconscious, but does not stop the behavior.


I can only imagine she has become ascendant and is levitating in the middle of the old barracks.

6
DF Gameplay Questions / Best way to completely fill a z-level with obsidian?
« on: September 02, 2009, 03:30:30 pm »
As the topic.

I've been trying to make an obsidian city from the ground up, punching a hole in the lowest level of the magma pipe, and channeling it into constructed, magma-safe bridge controlled chambers, but it's slow.

I've started piping water into one of the molds to then channel out a more narrow corridor for the magma, but I'm not sure if that will speed up delivery through the area. I will eventually need to refill all the narrow channels of the walls with magma to get a solid block... Hm.

Would it be better to create sections vertically, casting the obsidian in an underground tower, digging out a chamber to fill with magma and then pouring from there into the next section/adjacent tower, and then going about the whole process again, or would an approach of filling each z-level with magma then dumping water  onto  before pouring the next level of magma from higher up be more efficient?

7
DF Gameplay Questions / Preventing spontaneous dwarf combustion
« on: July 26, 2009, 02:47:43 am »
In my current fort, I turned off temperature for some reason...

Oh, right, to take out the imps... (Clarification, this was several years ago, and neither miner was involved with imp killing)

And just turned it back on.

All of a sudden, my two legendary miners bleed to death.

In replaying the incident, they suddenly have their feet turn red, and then their clothing catches fire.

Since I saved before turning the temperature back on, I can save them, but I just discovered something important.

Magma farms can evaporate aquifers.
All this water that I'd been wondering how to get rid of suddenly goes up in a puff.

Experimentation shows that I can temporarily delay the dwarf flambe by having them dig into a nearby aquifer, and this allows for them to be recovered and put into a bed...

Then burst into flame.

I'm guessing it has something to do with a water covering.

Can I possibly save them by stationing them in a swimming pool? Both are competent swimmers, so there's no danger of drowning.  But will they ever stop being prone to going up in smoke?


I suppose the other way to say this is: Is it possible to use water to cool things down?

8
DF Dwarf Mode Discussion / Lake of blood? (Now with Map)
« on: July 16, 2009, 12:15:03 pm »
Hello.
In my most ambitious fortress to date, I'm making a huge water lake in a terrifying mountain biome, using a river source. Not only is this my first attempt at making circular buildings, but also my first try at a drowning chamber.

Towerblockade

While it is possible to make this a magma lake, I'm rather intent on the water. The reason is because the drowning chamber is a stepped pyramid that will auto-drain after use, and be the source of replenishing the lake's water level by spilling over the sides, leaving the interior dry except when desired.  Magma would simply take too long to clear out.

It occurs to me that, as I will be constantly refilling the lake from a single point, I could make an arena at the top of my powerstation/pumptower and 'flush' it to spread blood from the arena around the lake. Has anyone tried to make an entire body of water bloody?
Can I make a 'blood cistern' and store blood to release for special occasions (EG, arrival of the king, Elven traders come by, found MORE Alunite...), or would it vanish from season to season?

I suppose, given my fort's immense donkey, cow, and horse population, that i could pit them into a charnelhouse (The equivalent of a Dwarven Magic Bullet) pull the lever until everything stops twitching, and then wash it out, thereby solving an overpopulation and aesthetic issue at the same time.

The real question: Will this please Armok?

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