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Topics - krenshala

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1
DF Gameplay Questions / steam: interior well issue
« on: December 21, 2022, 05:36:18 pm »
So, before the steam release I would regularly place a well at the top of a cistern multiple z-levels deep and use it just fine as long as i had a minimum of 8/7 water in the tile below the well itself (regardless of how far down the water was).  However, with the Steam release (0.50.03 at the moment), it is telling me the well is dry despite the fact there is nearly 3 z-levels (21+/7) of water below it.  I think it is due to the fact there are five z-levels of empty space between the well and the water, but was hoping folks here had more/better info on the behavior.

2
Since I tend to play DF on my small notebook, I have been wanting a tileset that was smaller than the 15x15 (Talryth) that I had been using, that was both square and easy to read despite the smaller size.  Having a couple of slow days at work on Christmas Eve and Christmas Day, I managed to get this set created. (Hint: Start at the bottom of the image and work up when making your own! its much less frustrating :D )  I thought I would share this in case there are other folks using a 1366x768 or similar display that wanted something relatively clear and easy to read and yet small enough to give a decent display of the map, all at the same time.  This should also work quite well on large displays for showing ridiculous amounts of the map at full resolution.

To that end, I present krenshala's 13x13 tileset*:


Screenshots:


Main Menu


Embark Finder

This is one big pixel-art image (made with GIMP for those that wondered).  The font is my own, made to be both readable and fit in the self imposed size restrictions.

I hope those of you that try it find it enjoyable.

Previous Version**:
Spoiler (click to show/hide)

* This is version three of the tileset (2016-07-02).  I've updated pretty much all the letters, though most are only minor changes (such as position on the tile).

** This is version two of the tileset (2015-02-17).  I've updated a few letters (D, P, and R), some punctuation (! and ?, normal and inverted), and replaced the three diagonal line tiles (left side, fifth row up).

3
DF Dwarf Mode Discussion / question on military uniforms
« on: July 04, 2013, 11:26:00 pm »
When designing a uniform, do you need to specify boots twice to get the drunken buggers to wear two of them?  I'm noticing on my latest fortress that my ten militia members have one sock, one boot and one glove (if they have any), but not a pair of each as I would have expected.  This being Dwarf Fortress, I would not be surprised if I need to specify high boot twice to get them to wear one on each foot, but wanted to see what others have experienced before I made the change.

Oh, and when your hunter fails to return to the burrow due to alert, and you only notice because of the freshly fallen goblin corpse corpses and the giant coati being murdered, don't open the gates to let him in.  All this will do is let the melee dwarves training just inside the bridge out. ;(

4
Quote from: Inod Morultashem's official Journal for Raloshar, 'Silverweb', founded 1 Granite 84
21 Hematite, 84

A giant coati, really big but skinny and weak looking, wandered into the keep itself today.  It was scaring off the horse and camel, and the other six don't want to work any where near it.  Not that I blame them.

Thankfully it wandered back out again without causing any trouble.

22 Hematite, 84

This coati is getting annoying.  I've ordered all seven of us to attack it, so we can at least drive it off, if not deal with it more ... permanently.  I've asked Alath Ibrukfikod, the senior mason, to command our makeshift army.

22 Hematite, 84

As we all ran to attack it I realized it was trying to run off with one of our two axes!  I was going to use that axe to fight the beast!

We chased it out of the fortress with Alath, coming in on the other side of it, almost cutting off its escape.  Just north of the partially built wall Ezum Limulorstist, one of the masons, managed to catch up to it and attract its attention.  It dropped the axe and they started attacking each other, mostly ineffectively, while the rest of us charged in.

As we ran up, the beast latched onto Ezum's right leg and began shaking him around like a rag doll. Ezum managed to get in a swing at it, forcing the beast to jump back. Taking the opening, he managed to scramble away from its next bite.  Just before Alath could get to him to help, the giant coati bit down on Ezum's right arm from behind. Ezum swung himself down and with his other hand landed a bruising blow to its left rear leg.  The beast shook him around by his arm a couple times in response.

The beast shook him around a few more times before Ezum managed to scramble free again.  At this point Udil and Sodel are close enough to throw bruising punches, with the rest of us not far behind. Ezum attempts to crawl back towards the keep, but before he could make it very far, he slumped to the ground in a rapidly spreading pool of his own blood.

The rest of us arrived to join Udil and Sodel in battle at this point. We all began punching and kicking at the beast until it fell exhausted to the ground, then we smashed punches into its skull until we were all too tired to fight it any more.

We decided to call the beast Gusilmivid, Coppershrieks, and leave it be while we worked on getting more of the keep set up.  It wasn't much of a threat anymore while it lay there unconscious.

23 Hematite, 84

Gusilmivid still lay out in the woods north of the keep this morning. Sodel, extremely upset at Ezum death, started slamming things around and ranting about how "it would pay" and "I'll show that big hairy monster what's what" and things like that.

Suddenly, he stalked out toward its body. The rest of us could only stare as he walked up to its unconscious form.  This time, instead of punching at it for little effect, Sodel brought up one of the new picks!  A single strike to the head, and the beast was slain!

This wasn't the end, however, as Sodel was still very upset.  Suddenly, he lifted the body up over he head and heaved it a good six urists into a tree!  I don't know about the rest of them, but I just watched in awe that his anger would allow him to throw the beast like that.

I am going to have to figure out how to properly bury Ezum now.  We can't just leave his body out for the birds and who knows what else in this wilderness.

So, I'm almost four months into my newest fortress, trying to get a gneiss defensive wall set up as soon as possible (250 boulders is 1000 rock blocks if you embark with them and set four dwarves to be masons) since my civ is at war with the local goblins, and I embarked near a necro-tower (the goblin war was bonus, I was looking for the tower).  The first migrant wave should show up any time now.

Suddenly this giant coati literally wandered in through the one tile opening in my inner wall and just browsed around checking things out, then wandered back out. When it came back in a short while later and went right to the forge I just knew it was going to steal stuff.  I decided draft all seven of my dwarves and hope i didn't loose to many.  It was "weak" after all, even if it was a giant racoon-aardvark-thing that was just gigantic in size.

Ezum was the fastest of my dwarves and caught up to it right away.  He paid for that, but saved the axe from being stolen.  Sodel was very upset at Ezum's death and threw a tantrum.  Instead of trashing anything in the fort, however, he just walked out and planted his pick in Gusilmivid's head (gee, i wish he's brought that pick with him the first time). I thought it was done at that point, when he threw the body four tiles diagonally!  Then was only very unhappy, instead of miserable (zero happiness according to DT), after he "enjoyed throwing something recently".

I was not aware of the fact they would chuck around fallen foes like that!

This is but the latest example of why I love this game so much!  Even if my wife and her friend were picking on me about it as it transpired. ;)

So, What crazy, odd, or otherwise interesting things have your alcohol dependent stumpies gotten up to while throwing a tantrum?

5
DF Dwarf Mode Discussion / Interesting or Entertaining Migrants
« on: August 04, 2012, 03:17:49 pm »
So, I recently started a new fortress and in my third migrant wave the outpost liaison from the previous autumn showed up. It appears Shorast was so impressed with the place she decided to live there.  I guess this also  pretty much proves the liaisons no longer die when they leave your map after negotiating the trade agreement between your fortress and the mountainhome.

Quote from: in gamelog.txt DF
The outpost liaison Shorast Zuglarasol from Kosoth Idor has arrived.
A caravan from Kosoth Idor has arrived.

Spoiler (click to show/hide)

So, what entertaining or interesting migrants have the rest of you gotten recently?

6
DF Dwarf Mode Discussion / Militia, Moods and Madness
« on: July 14, 2012, 12:39:38 pm »
So, I just discovered today that being an active militia unit that is engaged in combat and wounded does not mean you cannot be selected for a strange mood.

Etur Almoshmorul, a fisherdwarf drafted into my marksdwarf squad due to a greenskin ambush, was active, shot in the lower leg, passed out. Carried a few tiles away from where he fell, then he woke up and limped to the craftsdwarf shop where I make bone bolts, and claimed it due to being possessed.  He then tried to get the materials he is looking for, moved one tile then passed out from the four copper arrow wounds he sustained in the fight that isn't quite over yet.

So, I'm assuming that if he isn't able to collect the materials he wants he will go mad, as usual.  What I'm curious about is whether he'll get seen by a doctor before that happens or not.  He is currently the only injured dwarf, so its not like the two doctors are busy.  However, if Etur heads off under the command of whatever force is possessing him he may not even get diagnosed.

This is definitely going to be interesting.

7
DF Dwarf Mode Discussion / Traders or Traitors?
« on: July 09, 2012, 07:05:39 pm »
Quote from: Kroack
A migrant wave just arrived with two dwarven traders. On the screen they are listed as friendly, not merchants. What's up with this?

I have had dwarves listed as Traders move to the meeting area as normal, and I have had some that seem to get "stuck" and are listed as friendly (the bug).  Do you think its possible that what is really going on is those dwarves that are marked as Friendly are actually goblin spies sent to scope out your fortress prior to a siege?  We all know they have dwarves in their ranks due to the Goblin Child Protective Services Snatchers, and we know those dwarves are ecstatic after they are kidnapped from the fortress.  Are they actually traitors?!


* Kroack locked his thread for some reason, and I really wanted to continue the discussion, so I fixed things the only way I know how -- started a new thread on it.

8
DF Dwarf Mode Discussion / Learned something new today ...
« on: June 24, 2012, 08:08:20 pm »
So, we all know, playing near water in winter can be hazardous to your dwarves' health, as the water can suddenly turn into a block of ice, entombing the little drunk until such time as he can be dug out (or the ice thaws and he's gone).

Today, I learned that rain makes this so much more hazardous.  Sigh, sleep well, Tun Sengkulet.  Hopefully I can get your pick back before the spring thaw in a week or so.

[edit] I post this, unpause, and the water immediately thaws.  I guess this was a warming winter than last years ... sigh. Down to one pick.

9
DF Dwarf Mode Discussion / help finding a bug report
« on: May 23, 2012, 06:52:24 pm »
My Mantis-foo is weak, apparently.  Can someone kindly assist me in finding a particular bug report?  I read it in the last couple of days, and even posted a comment at the time, but can't find it now to post some additional information i have discovered.

The Bug: dwarves will go to the stockpile and pick up a bin/barrel/bag and carry it to the object to be put into the stockpile instead of carrying that single item to the stockpile in the first place.

For those interested, what I found just now was that the idiots dwarves will go to a seed stockpile, get a bag out of a barrel, and go pick up seeds people left behind after eating.  that part is normal.  the idiot part is that once they have picked up all the seeds, the dwarf drops the bag on the floor, then runs back to the seed stockpile to fetch the barrel the bag was pulled from so he can put the bag back in it.  So, lots of extra walking around.

edit And, of course, right after I post this I find the bug report I was looking for.  /sigh

We now return you to your regularly scheduled !!fun!!.

10
DF Dwarf Mode Discussion / !!Science!! - Stacking Bolts
« on: March 31, 2012, 05:34:30 pm »
I need some confirmation from others on something I just noticed in my new 0.34.07 fortress -- bolts apparently stack!

I have had a couple of migrant hunters show up.  When my first caravan arrived, I selected to have both stacks of ~35 bolts each that they arrived with moved to the depot in order to get more trading (focused on defense due to my neighbors, goblins (War) and a tower, so I didn't have very much to trade).  When I went to trade I realized they were bronze bolts, so I kept them to smelt down for weapons grade metal as I haven't located the supposed shallow metals on this embark yet.

Wile checking just now to see if my furnace operator had stopped burning wood long enough to melt some items, I noticed that my stocks screen listed a single stack of 74 bolts set to be melted.  When I marked them for melting, it was separate two stacks.  Checking my storage room, the ammo bin contains a single stack of 74 bronze bolts!

This is an important !!science!! discovery, and it needs to be replicated and validated!  If true, the days of dwarves picking up single bolts are over, and collecting used, unbroken, ammunition is useful again!

[edit] Bah!  I'm apparently not really awake, as teh bolts are not grouped in the bin.  I could have sworn I saw them that way.

Please disregard my error.  * krenshala moves back to the back of the group and hopes no-one notices *

11
DF Dwarf Mode Discussion / Of Dwarves, Waterfalls, and Swimming !!fun!!
« on: February 26, 2012, 04:11:37 pm »
I just thought I would share with those of you that hadn't encountered it yet ... with the addition of ramps along the edges of ponds and rivers in 0.34, dwarves will think they are able to cross a stream at the top of a waterfall because the ramp allows access and the water depth drops to between 2 and 4.

They are wrong!

What ends up happening is they path through teh water at the top of the falls, walk down the ramp, and get washed over the falls by the water of the stream.  In my case, they then fall 11 z-levels to a watery grave due to drowning while unconscious from the various multiple broken limbs.

Oh, and if there is a tree right next to a north flowing stream, and said tree is on the east side of the stream, the idiot wood cutter will stand in the water to try and cut it, and get washed over that same 11 z-level water fall.

The cat managed to survive, but had three out of four of her legs broken.  The entire second migrant wave plummeted to its death, with all but the last being noted as dead right away. The last was "missing", because nobody else saw him drown.

Using restricted zones didn't seem to help, though I had other issues with that fortress, so I don't know if the high-traffic marked bridge would have helped or not since I abandoned.

12
DF Dwarf Mode Discussion / War with the elves [in 0.34.0x]
« on: February 19, 2012, 05:17:38 pm »
So, I've generated maybe half a dozen worlds so far, not a lot.  I noticed that none of the dwarven civs were extinct (no blue statues showing in the world map) and none of them were at war with the elves at the time of embark.

Have I just been unlucky in my few searchs for my favorite embark (a civ that is at war with elves, and no longer has any fortresses/mountain homes shown on the map) in the latest version or does that no longer happen as much?  I'm some of you have generated many more worlds than I've had time for in the last five days ... :D

13
DF Gameplay Questions / Moody dwarf question [solved]
« on: February 17, 2012, 08:18:41 pm »
I would look this up in the wiki, but it appears to be down at the moment (perhaps the vampires don't want my possessed dwarf to complete his bone artifact?).

He's asking for "bones ... yes ..." and "leather ... skin ...".  He has already claimed some horse bones, but isn't picking anything else up.  The "leather ... skin ..." request is just tanned hide, yes?  If so, why doesn't he like the 22 tanned hides I have available? :(

[edit]

On a whim I slaughtered the mule, and he immediately took off for the untanned skin.  I guess thats what he really wanted ...
... I'm almost afraid to find out what he's going to make as the first artifact of Asushrir (Cavequakes).

[edit x2]

Ah, seems I was wrong.  He wanted more bones.  Its odd it lists just the horse (and now mule) floating rib bones as the ingredients, but shows the workshop as cluttered, as would be expected in 31.25 when working with bone.

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DF Dwarf Mode Discussion / Migrants, and their histories
« on: February 14, 2012, 09:06:10 pm »
So, I just got my first migrant wave.  The first three migrants are Ducim Konosthabost, Tanner, her son Vucar Olilnomal, and her husband Tosid Oddomstettad, the Ranger with 54 dwarf kills in Menacedspeck ... wait ... what?!

Checking his description, I find that:

Tosid Oddomstettad has been quite content lately. (figures ... he just got here)
He is married to Ducim Brassflares and has 6 children ... (ok, not a problem ... I happen to like children in the fortress) ... He is the son of Momuz Wonderbridge and Morul Tunneledgilt. (cool ... nice additional touch to their descriptions)
He is a citizen of The Violent Sacks.  He is a member of The Confident Bust.  (yup, thats us) He is a former member of The Razors of Distance. (... interesting) He is a former prisoner of The Copper Hate.  (wut?) He arrived at Ralokang on teh 24th of Hematite in the year 126.  (ooh, I like this addition)

So, was this guy a kidnapped child that was raised by gobbos, and then escaped after killing 54 dwarves only to be reaccepted into dwarven society, married and doing well enough to have had half a dozen rock-rats before emigrating and joining my new fortress?  If so, this is really neat! :D

15
DF Dwarf Mode Discussion / Standard Military Training Results
« on: February 12, 2012, 06:13:09 pm »
Since I saw the thread on the results of using a Danger Room for training, I thought I would add what I've collected !!science!!-wise without cluttering up his thread with non-Danger-Room information. :D

On my current fortress I drafted four migrants from the first migrant wave and set them to training.  When they were on their way to pick up their gear I noted their starting martial skills.  The flaw in my !!science!! is that I forgot to note their attributes before I started training them, so I'm not sure who's gained what as far as strength, agility, etc.

As of 3 Galena 126 they had:
  • Eral Amithlikot, Speardwarf (Militia Commander)
    • Novice Armor User, Fighter, Kicker, Dodger, Observer
  • Mebzuth Ushatmingkil, Speardwarf
    • Novice Armor User, Fighter Kicker, Dodger, Observer
  • Inod Kacothfikod, Speardwarf
    • No martial skills
  • Litast Shembekar, Speardwarf
    • Competent Swordsdwarf, Shield User, Armor User, Fighter, Dodger, Observer

After a few months of training just inside the outer wall of my fortress, I checked their skills again.

As of 3 Granite 127:
  • Eral Amithlikot, Speardwarf (Militia Commander)
    • Skilled Dodger, Student, Concentration
    • Competent Fighter
    • Adequate Speardwarf, Shield User, Kicker, Teacher
    • Novice Armor User, Organizer, Observer
    • Dabbling Wrestler, Striker, Leader
  • Mebzuth Ushatmingkil, Speardwarf
    • Competent Dodger, Student, Concentration
    • Adequate Speardwarf, Fighter, Kicker
    • Novice Shield User, Armor User (rusty), Observer, Teacher
    • Dabbling Wrestler, Biter, Striker, Organizer, Leader
  • Inod Kacothfikod, Speardwarf
    • Skilled Fighter
    • Competent Dodger, Student, Concentration
    • Adequate Speardwarf, Shield User
    • Novice Teacher
    • Dabbling Wrestler, Striker, Organizer, Observer, Leader
  • Litast Shembekar, Speardwarf
    • Skilled Shield User, Dodger, Teacher
    • Proficient Fighter
    • Competent Swordsdwarf, Armor User, Observer
    • Adequate Speardwarf, Kicker, Student, Concentration
    • Novice Organizer
    • Dabbling Wrestler, Biter, Striker

They started with just wooden shield and training spear.  Nothing else but their civilian clothing.

On 26 Opal 126 a honey badger ran right over the bridge, into the courtyard, and then enraged.  The dwarves put him down rapidly with their training spears (started by breaking a back leg, and proceeded to poke and pummle it into unconsciousness in very short order, as the battle was over on 27 Opal).

On 6 Granite 127 they were issued leather armor (leather armor, cap, gloves, leggings and high boots), as well as iron spears and iron helms.  From this point on they trained with live weapons and armor.

On 25 Felsite 127 the elven ambush from the civ we are at war with showed up -- 15 bow elves and a sword elf on a war lion.  These four proceeded to kill the lion (in a single stab to the back of the head, just after making the sword elf dodge into my unfortunately empty moat), and six of the fifteen bow elves before the rest ran off.  They sustained no hits at all, dodging one or two arrows, and blocking all of the rest with ease (one dwarf even dodged back, then blocked the arrow he had just dodged). 

My training setup consided of: 1) build wooden chest and designate as a barracks; 2) create new squad, assign uniform; 3) assign four dwarves to the squad.  I didn't even bother changing the minimum number to train from 10 for this.

To me, this shows that while danger rooms work, so does standard training if you follow the few limitations I self-imposed (single weapon squad and train in group of four).

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