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Topics - Mimidormi

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I was in the mood for some Fun, so I started a fortress on a terrifying glacier with enthralling mist, 34.11 mostly vanilla (the only thing I changed in the raws was the frequency of thrips and lice in their giant and humanoid variants, since I was sick and tired of them showing up so often, even if they don't show up on glaciers).

A cloud of mist drifted and covered a pack of zombie ice wolves, turning them into haunting mist thralls, and I saw them leave the map. Didn't think too much of it, since they were already undead to begin with; yet last time I played with evil mist was 34.06 or earlier, where huskified beasts and npc stayed in the map until disposed of, so it still was sort of a surprise.

Fast forward to autumn, the dwarven caravan arrives. I didn't have a trade depot set up yet, and as I hastily begun building one in the safety of the fortress' walls while the merchants waited, a cloud spawned on them, turning them into thralls... and they unceremoniously left the map, denying me the Fun I was looking for.

Did something change about husks or am I misremembering how they work?

-

Also, in four years of playing, it's the first time ever I see a beardless male dwarf. What can have caused this? How can I help him?

This is an image of his thoughts and preferences shortly after joining the fort.
He is named Kol Luzatgusil (Rubbedcopper). He joined the fort as a young craftsdwarf, barely 14 years old. Competent marksdwarf, but never claimed any being's life. Novice dodger and armor and shield user. Novice weaver, wood crafter and wax worker.
Ardent worshipper of Ral (god of jewels, minerals and metals), faithful worshipper of Nonub (god of chaos), dubious worshipper of Stettad (goddess of wealth), casual worshipper of Doren (god of fire, volcanoes and mountains).

At first I thought that it could have depended on his age, but nonsense, I've seen baby boy dwarves in 34.11 with full beards, like it has always been. Or maybe I'm thinking this wrong, maybe he can grow facial hair alright, but he elects to shave. ...Is this a phase? Or the consequence of a problematic upbringing? Is he rebelling against something or someone? Is he appropriating a foreign culture, or has been forced to adopt one? Is he trying to emulate Cacame? Is he best buds with Cross Quantum's overseer from Boatmurdered?

Consumed by doubt and concern, I checked legends mode. He is not a former human/goblin/elf prisoner. He hails from a quaint mountain hall that never knew war, in which he led an uneventful early life as an only son with his surgeon father and stoneworker mother. The two groups he belonged to are respectively the dwarven group of his home city and a dwarven religion (of which his parents are still members of) centered around the worship of the deity Ral, led by a dwarf obsessed by his own mortality but not a necromancer yet.

Now a year has passed, and Kol's creativity blossomed into Thortithtalin, "Spelldrum", artifact pair of alpaca wool trousers, decorated with alpaca wool and made from alpaca wool cloth, making him a legendary weaver. But he still isn't sporting a beard.

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TL;DR version at the end

I generated a new world for a certain project i had in mind (31.25, vanilla, no custom tilesets, medium region, 12 titans, endyear 200, 500 scarcity, levels above layer 1: 10). I was looking through the five dwarven civs playable, and i noticed something weird.

Out of the five civilizations, by the year 200 only 2 are officially alive, of which only one is flourishing with a mountainhome and a couple of colonies. The other has no capital and an exiled royal couple. But i won't talk about these two, i'll talk about one of the three seemingly dead ones.

Veludil, the Lined Lantern.

Details and chronology for those interested in them:
Spoiler (click to show/hide)

The Lined Lantern is your typical underdog civilization that the rare times when it isn't struggling against famine, it is promptly getting thrashed around by (semi)(mega)beasts and night creatures, who in turn weaken it for the next famine. Its members never rose to be a threat to other civilizations, they never conquered or got conquered, yet suffered a lot. By the year 120 it was virtually nonexistent, with its four mountain halls, close together and perched on the same small massif (called The Sunny Spine of Knights) near the low center of the map, apparently devoid of life.

Apparently.

In the year 177, after a silence long 57 years, began the Crazed Conflict, 'Amativesifa'.
The Autumn of Growths, a belligerent elven civilization that flourished in the jungles north east of the Sunny Spine of Knights, decided to attack Pointtrades of the Lined Lanterns for a dispute over truthfulness, the treatment of plants and animals (whenever i check the reason of the conflict in legends it cycles among these three).

The attackers were led by the princess Cimathi Roundlions (who will get killed the next year by a cyclops), and the defenders.. well, there was nobody to lead them. It got called Palothi Utha, 'the Onslaught of Crushing': 343 creatures (9 killed) against 11 humans (?), 5 elves (!?), all lost. The 'dwarves' got defeated and Pointtrades pillaged.

The next year, 178, after 58 years of silence, the new ruler is the human queen Etur Inkylantern. The appointed general is human as well, Deduk Wheeledblazed, whose husband is Milo Armorconvents, one of the lords of the Homely Kingdoms since 175 (he'll die the next year to a dusk freak).
The Homely Kingdoms is a human civilization that got attacked and warred several times against the Autumn of Growths plus another elven civ and a goblin one, since year 2. They lost several cities and got pillaged many times, but they always managed to fight back, recover and expand. As a result of its history, around one quarter to half of its members are elves.

Both queen Etur and general Deduk are listed as belonging to the Lined Lantern and the Homely Kingdoms, and the group that founded Pointtrades in 107, the Mysterious Rack; while Milo is listed as belonging only to the human civ.

Year 180- Palothi Tima, 'the Onslaught of Sieging', the second and last part of the Crazed Conflict, who will culminate in the destruction of Pointtrades. This time 347 creatures (no losses) against 15 humans and 17 elves, all slain.
Romimi Slinghides, male elf princess since 179 (will get killed in 190 by a dusk horror) led the attack, and Deduk Wheeledblazed the defense.

Queen Etur and the general got devoured respectively by a giant jaguar and a giant leopard. Dunem Knightsung, 1 year old daughter of Deduk and Milo, got drowned by Mame Beakcudgels, who will become the druid of the Autumn of Growths next year (he'll starve two seasons later). Dunem's brother, Meng Praiseclasps, born in 179 as well (perhaps they were twins?) managed to flee in the nearby Swamp of Showers.

In the midwinter of the same year the elves of the Autumn of Growths rejected the offer of peace from the Lined Lantern.

Year 191- Meng Praiseclasps, who survived in the swamp for 11 years, comes of age and become the new general.

===================

Questions and considerations:

-Is the occupation of abandoned sites implemented somehow?
At least some, but probably all, of the human and elven inhabitants listed among the defenders of Pointtrades were culturally dwarves, with dwarven names, worshipping dwarven deities. How did this happen, when the Lined Lantern never even waged war over other civilizations, let alone conquered any of their outposts?
Obviously they weren't snatched and reformed. I doubt too Etur's and Deduk's parents got such an amazing foresight to choose a dwarven name for their daughters, decades before they and their group decided to take over the deserted Pointtrades. Their pages in legends lists unknown parentage, they could even be born in Pointtrades, but what prompted in first place those human and elves from the Homely Kingdoms to settle there?

-Mother and son (Deduk Kolsakrith, Meng Libaddodok) biologically human, but culturally dwarven. Father and daughter (Milo Stalconellum, Dunem Ranethruni) biologically and culturally human. Why and how the game decided to split the family cultural background this way?

-Shouldn't the civilization, indeed playable, still be at war with the elves?

-When did the elves learn about dogbombing? They aren't even listed between the attackers, only as leaders behind the scenes, unleashing hundreds of big cats like some proactive damnatio ad bestias, ready to get directly involved only when it's needed that personal touch to drown a toddler?!


Please note, i'm not used to legends mode. I know about Cacame, and the recent human queen thread, and the male princess bug, so perhaps all of this is pretty normal and standard, but it seemed unusual to me, and i apologize if this isn't the right section of the forum to post about this. What do you think?


TL;DR : An empty mountain hall (whose founding, technically dead, dwarven civ never interacted with anybody) gets spontaneously defended by a group of members from a human civ, who adopts the local dwarven culture.

Edit: uploaded on Dwarf Fortress File Depot.

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DF Dwarf Mode Discussion / Can pump stacks be manually powered?
« on: December 19, 2010, 01:51:34 pm »
A quick question: can the pumps in a pump stack be operated manually by dwarves in case of an emergency?

E.g., let's say i have a 40 floors pump stack, powered by a water reactor, and for whatever reason, i have to temporarily cut the access to the waterwheels. Do the pump stack makes difference between getting powered by a single, 400+ power output source, and receiving it's power manually from each pump?

I apologize if this has been already answered, but i couldn't find an answer anywhere, and i can't test it out myself at the moment. Thanks in advance for reading and for replies :)

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I have not yet met the HFS in this version, and i'm carefully avoiding spoilers, but
Spoiler (click to show/hide)
I was wondering, will this be a possible trigger for the coming of the king/queen, as in 40d? The wiki doesn't list any arrival condition for them yet (no idea how accurate the article is atm), and my searches didn't come up with anything.

Thanks for any help!

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DF Dwarf Mode Discussion / Dwarves not burying pets
« on: May 12, 2010, 09:22:57 am »
(I apologize in advance, english is not my first language)

Two cats (owned by two different dwarves.. well, ok, maybe the other way around) have been killed during the last goblin attack, on the surface outside of my fortress.
I had active at the time the order 'ignore refuse from outside', and kept it on for some days in-game, not wanting anybody to risk their lives outside i even forbid the corpses. When i reclaimed them and changed the order to allow my dwarves to bring' em inside for burial, they still weren't picking them up.
Fearing another ambush, i ended up ordering to dump the cats in the garbage quantum stockpile inside the fortress, to slow down the decay at least. I reclaimed the corpses once again, and they got depositated in a regular refuse stockpile.

The point is: some days have passed, and nobody is burying them.
I had already some coffins with burial enabled, ready to accept only pets, before the ambush. I even built new coffins and caskets, in several materials, in case those i had were bugged.

More details:

- The coffins, neither the material they're made of, aren't forbidden (checked with 't').
- [COFFIN_NO_PETS_DEFAULT:NO] pet burial has always been allowed in the init file during the whole game.
- I got plenty of idlers with burial and refuse hauling jobs activated.
- Both corpses and coffins are fully reachable, no burrow restrictions or closed/forbidden doors/floodgates in the way.
- The corpses themselves aren't forbidden nor rotting yet (with 'k' it just shows as, e.g. 'Ducim Nishdoren's corpse').
- I'm playing an almost vanilla 31.03 fort (i only added the [SHELL] tag to horns and hooves in material_template_default.txt) , and i don't use third party programs.


I ran out of ideas, what should i do to give them a resting place?

Sorry if this has been already answered, i tried searching for it in the forum but i didn't find anything.
Thanks for any help  :)

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