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Topics - digitCruncher

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1
Curses / Inexperianced Liberal Leader, looking for fodder
« on: July 20, 2011, 07:15:05 pm »
Hi guys, long time DF player, and only just found this game, and it looks pretty sweet :D

Anyway, I have only just started playing LCS, and thought: "It is always fun to lose, but if I am experianced enough, I will never lose :(" Therefore, I am going to do a very quick playthrough. I will complete one month a day, and every day try and put up an update on how the little liberals are doing. If you think 1 month a day is slow .... it probably is, but my previous games have never actually reached March. This one will last a little longer, I presume. And it can always change over time!

You guys, if you don't feel like lurking, are free to 'claim' those liberals, and tell me what you want them to do. Those people that you control probably have a higher lifespan than the ones I control directly, simply because, well, I suck. I have played a grand total of 3 games, and two were on the last Toady release (3.09 or something). My sole 4.04 game ended rather sadly after I was shot trying to escape the police. The reason for this execution? I was tagging, in a non-nightmare USA >.>

But lets see how long a liberal leader who has barely learned how to raze a flag and heal squadmates without having them out of action for 2 months can cope in the dark world of corporate USA...

Reccomendations for settings? I will probably randomize up a charactor (as that is the funnest way to start, I think ;) ), but should we enable nightmare mode, we didn't start the fire, classic mode (I doubt it :P), Democrat mode, or that elite liberal setting that requires 100% completion??

Oh, and one quick question: What determines the 'cap' of a skill? For example, if I have 10/10 persuasion (being the skill that ALWAYS maxes out, as I can't seem to score in 4.04 :( ), how do I boost that to 11?? Is it linked to my charisma score (which I think boosts up whenever I get enough Juice to level up)?

2
DF Community Games & Stories / The Blood Throne: Another Arena Thread
« on: March 27, 2011, 08:53:45 am »
Just looking through the other arena thread, I had an idea for a identical similar series, but one which doesn't require reading of 70-odd pages to understand what is happening. So I have decided to make The Blood Throne, a vicious place where victory is impossible, and the only possible solution is to hold out against your opponent for as long as possible. Advance through the leagues, and you will unlock the most powerful weapon in the universe. But you will still be forced to FIGHT.

There will be certain leagues each of your characters may be in. From lowest to highest: Copper, Bronze, Brass, Iron, Electrum, Steel, Platinum, Aluminium, Steel, and two super-secret spoiler leagues.

To create a character simply select a gender, a race (Goblin, Dwarf, Human, Elf >.>, Kobold, or <Animal>man), select 10 skill boosts, and any equipment you want to buy. You have 75 dwarf bucks available, and a price list of all the stuff you ever want to buy is here: http://df.magmawiki.com/index.php/Value. Not only that, but if you want, you can also purchase beasts of war, and equip THOSE with armor and weapons too! (Stupid beasts, such as dogs, can't use battle-axes, for example, but (I think) you can have armor on your puppy)

Spoiler: Skill Boosts (click to show/hide)



Spoiler: Pets (click to show/hide)

Initially, you can only buy anything in the second spoiler, at normal quality, with the following materials:

x1    Wolf Leather (You can also pick any leather from any animal with less than a x4 multiplier to cost)
x2   Bismuth, Copper, Lead, Nickel, Tin, Zinc
x3   Lay pewter, Nickel silver
x4   Trifle pewter

You can only go up a league if you win 2 fights (and yes, you can choose to stay at a lower league, but you don't get the sweet weapons)

Spoiler: Bets (click to show/hide)

Spoiler: FAQ (click to show/hide)

First battles will (hopefully) be within 24 hours.

<Going to also reserve two posts>

3
DF Dwarf Mode Discussion / Dwarf Fortress has ruined my sense of logic
« on: October 06, 2010, 09:03:45 am »
I just feel suddenly quite... mad.

My current fort (which I am about to abandon, because it has done its job) is a very quiet fortress, where no ambushers or sieges have ever occured. It is 75% mountains with no trees, and 25% dry plains with low vegetation and forest.

I have 30 soldiers, all of which need steel equipment ... but I have not found any sizable lignite or bitumous coal clusters, and so I have had to rely on charcoal to make my ~100 units of steel. Thats around 400 units of charcoal. Also, I had to build beds, barrels (My farming industry was way TOO successful. I have enough food to last me around 3 years without cooking, and around another 3 if I cook the reserves. My booze supply is a little unhealthy because all my barrels were full of "Quarry Bush Leaf Roast [64]"), and bins (currently have around ~500K in clothes and cloth).

This chronic wood supply was only partially alleviated by the underground caverns and the traders. I needed more steel, and there simply wasn't enough wood to share between my massively growing stockpiles of booze, food, and clothes, as well as my expanded living quarters (ten years in, and 50% of the dwarves STILL don't have a bed to call thier own >.<), AND equip my dwarves with steel items. And then it hit me... MAGMA! Just set up some magma smelters and forges and I would have all the fuel I ever need!

Then it hit me again... my thought process went something like this:

"I have clear-cut three different forests, and am ruining the nearby economies in order to trade for more wood (I once traded ~140K of finished goods and roasts, for ~1k of wood, and a few metal bars to the humans. Tell me that didn't destroy the human local crafters economy >.>). But all I have to do to get EVEN MORE WEALTH is DIG DOWN THROUGH THE CRUST and INTO THE MANTLE, where I will use the lava itself to make metal"

And I thought all this through as if it was a completely normal thing to think.

*cries*

4
DF Suggestions / Simple Trade UI Improvement
« on: July 11, 2010, 07:19:28 am »
Surprisingly, a search on this did not turn up anything. And that is a surprise, because this seems so... obvious!!

The suggestion is made up of 3 parts, which Toady can implement for points. (Higher points = more useful)

Suggestion #1: Add a "Trade All" button on the dwarfs side of trade deals. This will automatically mark EVERYTHING (Bins, barrels and crafts alike) for trade. It will not mark any mandated (banned) goods, unless the appropiate setting is enabled. 100 points

Suggestion #2: Add a "Trade All Except Containers" button on the dwarfs side of the trade deals. This will automatically mark everything EXCEPT bins for trade. Again, it won't mark any mandated goods, unless the appropiate setting is enabled. 10 points.

Suggestion #3: Same as #1 and #2, except on the traders side. I can't see many uses for this, except to seize the entire caravan, and I have lived without siezing caravans. But I am sure, for balance reasons, it could be done with very little extra effort. 1 Point

Note, this is *not* the screen where you select goods to move to the depot... in this situation, the humans have already arrived, and you have already brought 300 million DB of assorted -cat bone amulet-'s to the depot, and you want to over-sell to get the additional happyness boost (and larger caravans next year!)

Moving from the stockpiles to the depot is easy-ish (just select each bin it is stored in), but after that, it is very very slow to select each individual item to trade. You can always make exceptions, all this idea does is select them for trade, and to select exceptions, just select trade goods manually just like how we do it now, and they will become deselected.

Simple UI change, which will save me ~10 minutes each season in selecting all my trade goods, and save me carpel tunnel syndrome too, from all the <down arrow>, <enter> keypresses I do each time >.>

5
Disclaimer: This story will NOT be about swimming merchants. I don't want to risk any war yet >.>

I feel it is about time that I start up a LOOOONNNGG community game, just so that I can have the privilidge of being the only person using 40d after the new version is released :P

This community game is probably very similar to some other games... but that shouldn't stop it from being fun.

The scenario is as follows: A bunch of dwarven outcasts... sailors in fact, are stranded on a foriegn continent after hitting a reef, and losing thier ship.

Not all was lost, however! They managed to scuttle the ship, and gather many resources. A quick count of everything they have is as follows:



Now lost on a distant world, they must rebuild a ship capable of returning to the mountainhomes. (The exact requirements of this ship will be dependant on whether the site has a magma pipe or not... If I have magma, I think I will build one of only a few steam ships in DF :D)

But what is the catch? Simple :D There are no dwarves. This means, no dwarven caravan, no immigrants... all the dwarves I have will need to be born there!! (On the plus side, AFAIK, there is no nobles either!!) Not only that, this ship is an exploration ship... it wasn't MEANT to strike the earth. This means that there are no picks to be brought on embark (but if someone is feeling REALLY mean, they can have a miner dwarf... if you don't like me :( :P). Finally, the humans do not trust us... so we cannot buy picks from them. We need to make them ourselves.

With seven dwarves, the first two years or so will be entirely above ground!! So ... who wants to be part of the Dwarven Survivor reality show??

(Embark information will follow once I generate the world)

DWARVES:

Jesus [Ieb]: Carpenter / (Broker?)
Digit [digitCruncher]: Cook / Brewer [DECEASED, killed by a couger, 17th Sandstone 260]
Dermonster [dermonster]: Marksdwarf / Hunter
Zorgoth "the wise" [DwarfOfDefeat]: Axedwarf / Woodcutter
Tally [Tally]: Butcher / Tanner / Leatherworker
Arcayna [Arcaine]: Bonecrafter / Woodworker
elizar [elizar]: Farmer / Herbalist
Haika [Haika]: Bonecarver, who wants to buy cows. Maybe even a cheese maker?? ;) Currently a baby, son of Arcayna [STOLEN: By an un-known and unidentified goblin, 5th Opal 262]
Roger [roger123275]

And baby names!!

Arrkhal [Arrkhal]: Metalcrafter who LURRVES magma
Semag [Haika]: Replacement for Haika
Eztuzt [Eztuzt]: The Future Awesomesauce Chef

6
I am getting TONS and TONS of annoying 'cancel plant seeds, needs seeds' messages. I have nearly 26 pages of those messages, and each line has a x10 or something symbol next to them...

It is making the game unplayable... so how can I fix them?

They started as soon as I ordered dwarves to stay inside (due to seige). The order to stay inside has since been lifted. The seeds are accessable, and there are TONS of them (I have >150 of each type of seed, and 200 of one of the 'missing' seeds). The farms, seeds, and dwarves are all inside. All the doors are open (however, they were closed and forbidden to keep the dwarves out of the upper level, and since unlocked)

7
DF Gameplay Questions / Bunch of questions for a new fort idea
« on: December 16, 2009, 08:10:31 pm »
I plan to make my own little unique fort... something which (I hope) hasn't been done before. Chances of success are zero, and chances for fun are quite high (if I survive long enough)

Effectively, I will be designing my own little shipwreck. Although most of the details are still in the planning stage, the basic grounds of the scenario are this: A group of enterprising dwarven sailors get shipwrecked on a far away continent, where no dwarf has ever walked before. But they weren't prepared for a long stay on the continent... all they have is thier exploration gear, and the scavanged wreck of a ship. And they don't often bring picks on a sailing mission, do they >.> <.<

This will be by FAR the hardest fortress I have made, but I will need to do a little modding first. Specifically, I need to gen a world with NO DWARVES. So here are my questions:

#1: Would changing the litter size of the dwarves to 0 (or something) mean that after around 200 years, all dwarven civilizations would crumble to thier end? If not, how can I kill all dwarves in world-gen?
#2: If all dwarves are killed in world-gen, then the new dwarven embarkers have no immigration, and no caravan, right? If not... dang :( I know that that is not the case if they are all killed in adventurer mode, but I heard somewhere that it was possible to have the desired outcome in world-gen
#3: Humans trade picks, right? If not, then that won't be a major problem. I can forge my own, with a little metal, plus an anvil.
#4: How easy is it to make the starting seven dwarves breed? I have never had a marrage before, and my only children have come from immigration. In fact, I am reasonably sure that my starting dwarves in my other forts don't even have a lover!!
#5: In other forts with no immigration, how easy is it to defend against invasions? I assume that there won't be any goblin ambushes while I still only have 7 dwarves...
#6: Is there a tool that allows me to select a site with a bunch of 'other' features? Specifically, I would like a start with ocean, flux, and magma. And probably a cave or chasm. Unfortunatly, the inbuilt site finder doesn't have the ability to search for ocean starts, and I doubt that I will be able to manually search for an open magma pipe next to an ocean (Or a volcano, next to an ocean :P), as those things rarely occur.
Finally #7: How many bone bolts does it take to kill a regular hunting animal? Would it be a net gain, or a net decrease? I plan on having my main food source being above-ground farms, and hunting (fishing in an ocean? Do I *want* my fisherdwarf to be eaten by carp?) Assume the most skilled hunter, and most skilled marksdwarf you can possibly get on embark. If no-one knows the answer... you soon will ;)

8
DF Adventure Mode Discussion / Adventure log idea, plus a question
« on: December 05, 2009, 10:00:21 pm »
I plan to make a nice adventure log out of a game of Adventure Mode DF. I haven't played much... in fact I have yet to kill a megabeast in the quests, as I always get absolutely smashed (I think the one where I cut a giant in half with my axe on the first swing doesn't count). Again, that could be because of my reluctance to hire people to help me...

To make a quick summary, it will involve a rather good human axemen, with a Skilled Shield User, Talented Axeman, Competent Swimmer and Novice Wrestler. But what makes this unique, will be the complete and utter lack of all Fast-travel capabilities.

Thats right... I have to manage food and water supplies, be careful about what battles I get involved with (A significant leg injury will mean that my 2-day trip to home base could take a week, and another week of sleeping to rest and recuperate), and still become a legend!

But I also am only a dabbling DF player. As a result, I need *your* forts. I am happy with any small or medium map (or large, with LOTS of abandoned fortresses)

I am currently playing out a version on a barren map, but I would love to walk up to an abandoned fort full with trinkets and goodies, and explore it. But since this is a non-fast travel map, there needs to be lots of them.

In summary, if you have a map with more than 2 developed forts on it, then upload it, or tell me how to get it, and include the following information:

* Number of forts
* Approximate maximum number of dwarves in each fort

And let me find the forts myself :D Although you can give the names of the forts if you want.

I expect to suppliment my income by raiding elves, and selling thier gear... But I think it will be quite fun :D

One question I couldn't find by searching: Does licking a non-rotten corpse give you ANY nutrition? I haven't been able to check myself, so I will probably find out for myself after a while...

*Hunts elves*

[Edit]Nope! Licking the elf head does not make me any less hungry :(

*Eats worms*[/Edit]

9
Thats how I feel at the moment. The year is 3004, and I have just managed to fight off 2 waves of gobbo sieges. Due to EXTREMELY bad luck, and some poor organisational planning (The first wave was a massacre, as I thought the siege trigger was 80 people, not 60), I have lost around 15 dwarves.

However, since the first seige (and about 2 seasons before that), I have been rapidly amassing wealth, and am nearly at 800K wealth. My magma smelters are running at full bore CONSTANTLY (all 6 furnaces, and 3 smelters) making tons of iron armor, in anticipation of the humans coming. My food stores are full to overflowing in anticipation of the elves. And my gobbo clothing is waiting for the dwarves, so I can *finally* get some flux.

But... wait!! I have missed the Dwarvish caravan in Autumn, AND the Elvish caravan in Spring. Whats more, I haven't had a new batch of immigrants since my Dungeon Master came just after the first gobbo siege! Is there a reason for this? In both seasons, a gobbo siege occured, but the caravans weren't killed by those... they just never came! I don't think I am going to get ANY immigrants until I get a successful caravan mission (as the dwarves don't know my wealth, so they can't send new immigrants), but I REALLY REALLY NEED a new Marksdwarf contingant!!

Am I right? Won't I get any immigrants until a caravan comes? And why are the dwarves and elves no longer coming to my awesome fort? And is it likely that the Humans won't come? (I will play a little longer to see if they do...)

[Edit]Checking the wiki confirms it... while under seige, I cannot get new caravans. And as such, I cannot get more recruits :(

This... sucks. Oh well... I will just have to wait until I get my serrated disks set up, and just let them pour in... In order to survive my path of traps, they will need to pass a group of serrated disks (practically insta-death), then 2 rows of cages, then a row of crossbow traps, then ANOTHER two rows of cages, and then they have to fight my dogs, and legendary guards.

*Save-scums and looks through the fort as it is in adventure mode*

10
I was lucky enough to get a Fire Opal Coffin as my second artifact (but I still think my cheap 24K head veil is more useful, as it made my clothier legendary in clothering), so obviously, I jam it in some nobles bedroom (specifically, my Mayor's bedroom). Surprisingly, it had no effect on the value of the room!!

So I decide to experiment, and made the bedroom a bedroom/tomb for my mayoral bedroom. I expected it to lower the value of the room (50% shared room penalty) Surprisingly, however, this happened!!




Yes... my mayor has a modest Quarters, and a Grand Mausoleum!! What gives!?

PS. I have never had a noble mandate anything before (never played much further than the Dungeon Master, and never reached Dwarven Economy, but this time I *will*), and this guy has already mandated rope reed items, and now he mandates querns within a season! I like this mayor :D Although I think the miner/trader is going to give him a run for his money at next election time.

(PS. Small additional question: The value of coins confuses me. Apparently, according to the wiki, the value of a non-copper, non-silver, non-gold coin is 10x it's metal value multiplier. For tin, this is 2x. So apparently, a tin coin is worth 20 copper ones, or 1.25 gold coins (!?)

It is a typo, and coins are *actually* worth only 1x thier metal value multiplier? A metal value multiplier of 2x would mean copper, silver, and gold are not actually special, so in my mind, a 1x multiplier makes sense...)

11
DF Gameplay Questions / Safe training
« on: November 30, 2009, 08:29:16 pm »
I don't like micro-managing my military, as they almost never get used. As a result, I would like to know the best (IE. Safest) weapons to use for training purposes.

From what I can see, Wrestling (Remove weapons), and Hammerdwarf/Macedwarf (Break bones / Punt enemies away) are 'safe' to train with, even with Iron/Steel weapons on Steel armor, and Spears (Pierce organs, like hearts, lungs, and spleens) and Axes (Lop off heads, cut necks, remove limbs) are NOT 'safe' to train with, unless I micro manage them to use wooden spears / copper axes

Am I right? And would an army of pure Hammerdwarfs / XBows with a few Wrestlers be a good defence, or are either Speardwarves or Axedwarfs superior in combat to Hammerdwarves / Macedwarves?

I tried a small axedwarf contingent. It didn't go down well. (of 5, one lost an arm, and dehydrated during a trading mission, when no dwarves gave him water, 2 suffocated, 1 lost a limb and died from bleeding, and the final one survived the training, became an Axedwarf, was assigned to the Royal Guard, and had a mood, and demanded Turtle shell, which had mysteriously all disappeared (probably rotted on the surface), and was struck with melacholy)

12
DF Gameplay Questions / Dwarves won't mine my ramps!
« on: November 19, 2009, 02:36:28 pm »
For some reason, none of my two mining dwarves will carve out my second layer of ramps... they just do other jobs! When I remove all thier other jobs, they just go back to base (my meeting hall is on the second level) and wait aroung doing nothing!

I have made ramps before, including one unusable ramp, so I don't think I am doing something immediatly obviously wrong... but you never know...

So what is wrong with this layout??


13
DF Gameplay Questions / No-one uses my well!!
« on: November 11, 2009, 04:14:37 am »
I saw a thread about this before, but now I can't find it, even though I don't think that thread would help. So I have posted again, as I have spent ages looking.

Anyway, for some odd reason, my dwarves refuse to drink from the well I provided them, opting instead to trek across the wilderness to a lake, or stream, to prompty either drown or get killed. I want them to drink from the well because:

A) I have a pathetic beer situation, which isn't going to clear up until the irrigated farms start working in earnest
B) I am struggling to build my 'flooding room' without going outside, and in desperation, I have banned dwarves from ever venturing outside.
C) I am almost certain that about half my dwarves will start complaining about thirst within a month, and start dying of thirst within a year, unless I can solve my well problem...

The setup is easy. A 7x7 room, filled with water (literally, there are 48 7/7 water tiles, and 1 6/7 water tile), which is sourced from a river (don't worry... a floodgate is holding back the pressure of the river, and I have a couple of checks in place). The well is situated exactly 1 z-level above this reseviour, on a channel, which is labeled 'active'. There is a 'Water source activity region', which covers the 81 tiles around the well, including the well, which labels 1 water source tile. There are no other water source regions. There is an open floodgate six tiles to the right of the well, which I don't want to remove. And the reseviour is filled to the brim (with eight exceptions) of flint rock. Either of these two things could be the problem, and both have serious consequences (removing the floodgate risks flooding a significant portion of the fort, when the reseviour needs to be refilled, and removing the rocks means opening the reseviour, which WILL mean the farms get flooded... does this cause the farms to die??)

I also doubt I can do both before the first dwarves start feeling the pinch of a lack of liquid... so what is the problem? And what other problems have people encountered, which means the dwarves do not use a well.

If all else fails, I can just see what happens... and let the fort fall into disarray :P

(PS. Do creatures in cages drown??  ;D)

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