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Topics - melomel

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1
World generated and game started in 40.03; currently playing in 40.05.  First and only fort in the world; has each civ type + tower as neighbors.  Start year 501; currently 503.

I had two sieges early on--the first or second year.  One small band of mixed undead, one small band of live gobbos.  My fort actually has wealth now, but all I've seen since were two very annoying bands of grey langurpeople.

I got the two migrant waves, and since then, nada.  I seem to be stuck at 19 dorfs.  I've checked the sites and pops; there are almost 15000 dwarves in the world, and several thousand are non-undead belonging to my civ.  The bulk of them seem to be living in hillocks instead of fortresses, if that affects things.  I've upped the population cap in d_init.txt a couple times; haven't even had a birth from any of the married couples.

My best mason regularly cranks out masterwork statues that the game announces as interesting.  Masterwork demon statues, left and right!  However...  when I actually check the stocks, it's the same-old, same-old disappointing statues of my expedition leader.  Is this a known bug?

2
DF Dwarf Mode Discussion / Game crashes at the end of the first year?
« on: July 10, 2014, 07:48:36 am »
Is this a game-breaker, or just a thing that happened?

So far, it's the first crash I've run into, but I've got a very small and laid-back little outpost.

Minor bugs include:  Giant magpies floating frozen in space for three seasons, unmoving; I've been building a bunch of block walls; two isolated pillars don't have the corresponding block floor on the z-level above; and a dead kobold is listed as "missing".  (After a funny Benny Hill chain of terrified kobold, terrified war dogs, terrified kobold, then the useless military showing up just in time to stand there, stricken by horror, HORROR at the kobold's death.  Lord help them if any goblins show up.  XD)

3
I'm not sure how I did this, but I can't make wheelbarrows on a shiny new embark.  They show up in stockpile options, but neither in workshop nor the J>M build queues.

I deleted a lot of animals from the raws, and removed aquifers from some (well, a lot) of soil types, but I haven't done anything more complicated.

Double-checked and made sure--yep, right version of the game; the old fortress I got bored with (it was doing TOO WELL) can still produce wheelbarrows.  Copied the raws from that one over; still no wheelbarrows.

And after I'd finally found an embark with a hellish husk-creating miasma...

Did I do something stupid and obviously wrong?

4
I'm guessing not--the wiki just says you need to be close to a tower for a siege--but the little bastards keep refusing to build anything in world-gen, so I figured I might as well double-check.

If the necros leave the map unharmed after loitering outside your locked gates, will they re-siege/ambush?

5
Okay.  The dwarves-refuse-to-construct-anything-cattycorner quirk was bad.

This is making me want to take a sledgehammer to my PC in a fit of only-partially-mostly-hormonal rage.

How the fucking fuck does one fucking FIX this?

This is not an optional wall.  This is a Vital Ground Level Keep the Goddamned GCSs and FBs from tap-dancing up and down my motherfucking CENTRAL STAIRWAY* wall and every godforsaken time I try to build the fucking thing THE MOTHERLOVING PIG MOLESTING LITTLE IDIOTS STAND ON THE SQUARE WHERE THE WALL NEEDS TO BE AND THEN CANCEL BUILDING IT BECAUSE, GOD DAMN IT, THEY ARE TOO DUMB TO FUCKING MOVE.

What.  The.  Hell.

Designating a construction and then suspending it doesn't work here, because I CAN'T SUSPEND WHAT I NEED BUILT.

* Yes I know what people say about central stairways, but this bitch is secure.  WILL BE secure if THIS DAMN WALL GETS BUILT.

6
I like big tiles and I cannot lie.  And by lie, I mean see.  See the small, small, teeny tiles.  I need new glasses and my monitor is freakin' tiny AND I WANT MAXIMUM RIDICULOUS MAX ZOOM IN ON MY DORFS.

I put off asking about this because I didn't think getting a closer zoom/bigger picture was possible, but having just been reminded that I don't know jack about DFHack, this is worth a try.

Is is possible to moosh vanilla DF into displaying its tiles as square?  Vanilla DF tiles are big enough for me, but...  not equilateral.

(Current fort is all about the radial symmetry, and rectangular tiles are not suitable.)

Failing that, is there any goddamned way to make a tileset bigger than this one?  It's nice, aside from the kerning, but too small.

(Tried copying that tileset, blowing it up 200%, and using the new image...  the colors got weird, but the graphics stayed the same size.  Tried renaming the file 32x32 instead of 16x16, but still no dice.  I know my way around basic image editing, but have no fucking clue how to make init.txt realize that MEL NEED BIG PICTURES.)

Lowering my screen resolution to 800x600 works on other games, but not DF.  Getting new glasses is necessary but not happening any time soon.  (Don't worry; I see good enough to drive; I just like being able to zoom in ultra-close.  And you probably don't live near me.  Probably.)

7
How do I get a dwarf to carry this.  I need a dwarf to carry this.

Isn't there an outside chance that a dwarf can be freakishly huge enough to pick it up?

Failing that, I am open to cheating.  (My first option would be surgically grafting it into/onto my champion, but I don't think DFHack can do that yet.)

Or, hell:  will captured hostile entities pick up weapons?  I would also feel massive satisfaction if I could somehow get Ngokang Usnarûd (Worker Ant Woman Animal Trainer necromancer) to pick it up and wield it.

Really.  Anything works.  I just need to see something holding it and using it to send severed parts sailing off in an arc.  It doesn't matter which something, or whose severed somethings.

8
I am using a small (2x2) raising gabbro block drawbridge and cheating (using DFhack's autodump) to move items to the floor underneath it (not on a tile anchoring the bridge).

At a certain point (when the number of items to be obliterated is between 800-ish and over 3000), smashing does not happen.  This makes me (and my FPS) very sad.

The wiki does not pontificate on the limits of the Smasher.  Is it just the number of items, or do other factors come into play?

I am trying to smash corpses, bits of corpses, some caged corpses, and gabbro.  So very, very, very much gabbro.

(As an aside:  Smashing 29 corpses, some useless body parts, and vermin remains does much, much more for my FPS than smashing x3 that amount of stone.)

9
The goblins of The Lie of Rhymes, ever-yearning to increase their number, would resort to the age-old tactic of stealing infants from their unwary neighbors when their females did not bear enough young to meet the yearly quota.

This was pretty much every year:  Even goblin females, not being the romantic sort, would often skip the whole courtship-and-marriage phase and "produce" a child via kidnapping, as often as not preferring to simply torture and creatively dismember their suitors.  It was hard for the average Snodub to get lucky when the fairer sex compared him to the master that ruled their civilization with an iron fist; no matter how long his yellowed fangs, how jade-green his lumpy skin, how rippling with muscle his twisted thews:  They just couldn't compete with an unholy four-armed abomination festooned with long magenta feathers.  (The fact that the lawgiver could also spit webs--from which orifice it was never made clear--was also patently unfair, the men thought.  Lesser mortals like them had to actually go out and steal acquire some ropes and chains to prep their boudoir for a night of passion.)

So it was not at all uncommon for the dank obsidian creches of the Lies to be filled, at the end of each season, with a variety of new infants and sub-adolescents, each different and yet equally loved treasured counted as a member of their group.

Ngokang, however, was different.  The kidnappers brave liberators of lost children returned that season, emptying their «troll leather bags» of dwarven, human, and elven children (there were a few kobolds, too, but since they usually didn't survive the first week, they didn't count).  Even among the panoply of species, Ngokang was...  special.  So special that the goblin responsible for bringing her into the fold was initially reluctant to take credit.

"What is that?!"  demanded the Arch-Matron of Childcare and Slow Flaying when she saw the odd, translucent-white, roughly-child-sized-and-shaped blob.

"Iunno," mumbled her rescuer, shuffling his feet.

"You were supposed to bring us a child.  Instead you've dumped a pupa on my floor!"

"I have not!"  he protested.  "I haven't since I was two years old!"

"I said pupa, you dolt.  An insect larva."  The Matron scowled.  "Well, too late now.  If she doesn't molt into anything interesting, maybe the cook will know what to do with her.  Insects are a remarkable source of protein, you know."

"Ewww!" chorused the children.

The Matron crossed her arms.  "Ew?  Ew?  I'll have you know that in my day, cave spider intestines were a treat that every gobboling loved!  I stabbed my best friend for a plate-full."  She smiled briefly, eyes going misty.  "Now, speaking of that:  It's time for your 1 o'clock dagger-wielding lessons!"

Ngokang never did make it to the kitchens, not so much on account of quickly maturing (she didn't) as the cook's predilections ("Do you know how astringent ants are?  Get that thing out of here!")

Her childhood was painful and brutal--even by goblin standards.  Often the butt of jokes, never chosen first for any game, the young antwoman child lived in terror of her peers.  The one ray of light in her dismal existence was their yearly picnic and volleyball tournament; she would gorge on creeping-eye-jelly and peanut butter roasts as the other children played.

It was at such a picnic that her talents first revealed themselves:  Ngokang had an instinctive command over animal life.  She tamed her first animal in her twelfth year: a bear attracted by the pic-a-nic baskets.  (It ate several of her classmates first.  She expressed regret; after training the grizzly beast for war, she made sure it never devoured any other children:  "It's horrible for their digestion, you know, and kids are just chock-full of cholesterol.")

That was only the start of her blossoming into womanhood--err, drone-female-hood.  She would go on to master the very secrets of life and death, commanding corpses to walk once more, divining the means of immortality.

Ultimate power was at the very tips of her forelimbs; she was only a few dwarf corpses away from completing her research.  She crept nearer and nearer to the crude start of a mountainhome, chuckling dryly between her mandibles, reading her unholy necromantic spells, and then--suddenly!--inexplicably!--she found that the bars of a +featherwood cage+ had closed about her.


TL;DR:  Srsly.  Antwoman necromancer?!  I love this game.

10
Just got my second round of migrants, what seemed to be the usual assortment.  They stood around blinking Xs for a moment, and then the # of "idlers" plunged to zero as the population of my fort as a whole began to stream purposefully towards the finished goods stockpile, hauling bone earrings.  Earrings?  I didn't make any ear--oh, crud, who died?

I couldn't find the corpse.  What I did find was a seven-page pile of animal bone/hair/tooth/nail jewelry on the ground.

It turns out my new lyemaker has 295 kills to her name.  Seven pages of bone crafts (or more; I didn't notice immediately) were left on the ground where she appeared on the map--twelve more pages of ornaments on her, which I guess maxed out her inventory.

I'm not sure how unusual this is, but I am quite amused.

ETA:

Now with half-arsed artist's rendition!

Spoiler (click to show/hide)

11
DF Dwarf Mode Discussion / Tooth piñatas?
« on: March 20, 2012, 12:37:14 pm »
Have creatures been turned into tooth piñatas in this version, or is my miner just...  dentally-focused?

Spoiler (click to show/hide)
A plague of macaques made a beeline for the wagon at embark.  I counted 22-odd loose teeth from just one monkey...

Spoiler (click to show/hide)
I see a lot of royal jelly roasts in his future.

Spoiler (click to show/hide)
Yet more teeth, sailing off in arcs!

Do loose teeth reanimate in evil areas?  I'm sensing potential here...

12
Checked the wiki, but the 2012 Known Bugs page seems to be blank.  Anyrate, I can manually select the pandas for slaughter, but how the heck do I allow animal adoptions when the critter doesn't show under Z-stocks?

I remember running into something like this in another version, also with elven imports...

13
Step one:  Wait for the humans to arrive at your Depot.

Step two:  Make a custom animal stockpile next to your Depot; fill it with the approximately 43 caged troglodytes cluttering up your units list.

Step three:  Give your expedition leader some armor and that artifact platinum warhammer.

Step four:  Have your peasants haul every single troglodyte cage into the Depot.
(http://www.bay12games.com/dwarves/mantisbt/view.php?id=4065)

Step five:  PROFIT!!!  ...Download DF Hack to get rid of the blood.

Spoiler (click to show/hide)

That was fun.  I think I'm going to wait a year or so, and then do it again...  With trolls.  When the elves are trading.

14
DF Dwarf Mode Discussion / Gem cutting bug?
« on: September 16, 2011, 07:09:59 pm »
My gem cutter has finished polishing all of the amethysts and aquamarines.  The rough indigo tourmalines/rose quartzes are sitting in a bin right next to his workshop, but the option to cut them doesn't show up on the menu.

No burrows, gems/bins not forbidden/tasked for hauling, workshop components not forbidden, no burrow restrictions.

Thoughts?  I'm going to try making a [j][m] work order.

15
First mood; clothier with the fifth wave of immigrants.

He's claimed a workshop; the material the workshop's built out of isn't forbidden; he's collected 18 (!?) pieces of silk cloth, but there is more available; he's not assigned to a burrow but I believe there was a military alert on when he mooded; he's demanding rock.

There are scads of stone about, but no rock salt (which he likes).  Thoughts?  =\

[ETA] I am not sure which of these measures did the trick, but here is what I did:  Deleted all the burrows.  Made cloth and stone stockpiles next to the claimed workshop.  Made a new burrow, encompassing the workshop and new stockpiles.  Assigned moody dwarf to burrow, and when he STILL wouldn't start constructing, I put the whole stupid fort on military alert in that burrow and dumped and reclaimed the stone/silk.  He got crackin', using three pieces of cloth and a hunk of rock.

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