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Topics - dbay

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1
DF Modding / Modding Attribute Cap
« on: August 01, 2014, 02:29:38 am »
So apparently in adventurer mode, you can't get your stats higher than double their starting values. Is there any way to relax this limit with, say, DFhack or the like? I like starting as a peasant but hate that it caps my maximum abilities. I want to climb high before drowning in a pond.

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DF Dwarf Mode Discussion / Changes to Mining?
« on: July 14, 2014, 05:19:09 pm »
In .40.03, I've noticed that when my dwarves dig a mineral or gem, the floor left behind from where the mineral block was is the default stone block of that layer. I discovered this when I carved my dining room into a tube of candy, and only had a phyllite floor. Anyone know if this is intentional or not?

I'm tentatively all for it, because it will finally get rid of those annoying technicolour dining rooms caused by a random vein of ilmenite, though it does technically make the game harder.

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DF Dwarf Mode Discussion / !!SPOILERS!! Artifact Discussion
« on: July 12, 2014, 10:39:33 pm »
MODERATE SPOILERS FOR .40!!
Spoiler (click to show/hide)

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DF Adventure Mode Discussion / Lightest Food?
« on: July 11, 2014, 02:01:49 pm »
Hey all, I've been playing a lot of Adventurer mode lately because this new version rocks.
I've found that it's critically important to keep your encumbrance down, because the more you're carrying the fewer attacks you'll get relative to your opponent. This often equals death.

On that note, does anybody know what the lightest-weight food available is? Obviously I can just carry less food, but, ideally, somewhere out there is the featherwood of lunch. Do plant-based foods weigh more or less than meat? Are there any critters that make low-density steaks?

I plan on searching through the RAWs soon, but if anyone has any pertinent information to assist my search, that would be extremely helpful.

EDIT: even if slower movement speed no longer equals slower combat speed, it's still important to keep your movement speed up in adventurer mode.

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DF Dwarf Mode Discussion / Non-exploity way to prevent HFS
« on: June 12, 2013, 08:23:18 pm »
Caution: This thread will contain unmarked spoilers. If you don't know what "HFS" stands for, read no further.

Okay, here's my idea, which I just tested to *some* success. If you're unsure whether or not to dig into a tube, before digging, smooth it out and engrave fortifications in it. You'll be able to see through and tell if its hollow before actually digging.

The problem is that if it *is* hollow, you'll trigger the HFS -- its just that the residents won't be able to get to you.
The dwarven road-dar is obviously the better solution, but this one doesn't rely on exploits, for people who are uncomfortable about them.

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DF Dwarf Mode Discussion / Leather Armour vs. Leather Clothes?
« on: May 21, 2012, 05:30:57 pm »
Does anyone know if Leather Armour is any more protective than leather clothing covering the same area, like a shirt or tunic? I'm low on metal and high on leather, so wondering if there's any advantage (aside from wear) to making leather armour, which would have to be replaced when I get enough metal to make breastplates, to just making cloaks and things.

On a similar note: what's best between cloth, silk, and leather clothing?

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DF Dwarf Mode Discussion / Auto-Quantum Stockpiler
« on: May 16, 2012, 02:42:36 am »
Hallo peoples! This may not be a new idea, but I figured out what may be the simplest possible method for creating a quantum stockpile using minecarts. I'm sure nearly everyone has figured out how to make one by now just by having the carts dump onto a tile, but this one doesn't even need moving parts.
Voila:
The Plan:
Code: [Select]
XYZ (can be anywhere)
 P
/S\
|W|
\_/

P=quantum stockpile (a stockpile with every type of good set that you want to keep there. Make sure not to allow refuse unless you want the other products there to wear away)
S=a Minecart stop with maximum friction set to dump to the north (or whatever direction the stockpile is in). Have the minecart stop set to take goods from stockpiles X,Y,Z. The cart should be set to "push east" but otherwise use the defaults. Not sure if it's necessary, but in mine the stop has an east-west track under it.
X,Y,Z (or however many you want)= These are the 'feeder' stockpiles, they can be as little as one tile big, but the larger they are the more dwarves will be assigned to haul things. The mine cart stop should be set to take items from each of these stockpiles. They can be anywhere at all, but closer to the minecart stockpile is probably better.
/\_ etc.= Minecart rails. I have yet to determine if these are necessary yet, but should probably be included for safety in case the minecart DOES move.
W= a Wall for the minecart to run around.


So what does this do?
Dwarves will be assigned to carry stuff from the feeder stockpiles into the minecart and give it a kick. Since it's sitting on a maximum friction, the minecart doesn't actually go anywhere, and instead immediately dumps its contents to the north, onto the quantum stockpile. Since the quantum stockpile is set to hold the various goods that the cart will carry, the dwarves are perfectly content to leave them there. My initial design had rails going in a circle, as seen in the schematic above (the initial intent was to make the minecart travel in a circle back to the original location and dump) but the cart hasn't actually MOVED yet, so I don't think they're necessary.

Feel free to make suggestions, critique, etc.. or, if someone has made a better one already, could you point me to it? Thanks!

8
DF Dwarf Mode Discussion / One Thrall Killed 249 Dorfs. Help?
« on: April 06, 2012, 04:12:34 pm »
First a story, then a plea for suggestions on how to avoid it next time.

Welcome to Hailoils, year 5. Here's the rundown:
Population: 250, including soldiers. 95 were children, though.
Military:
-20 danger-room trained, unstoppable, full steel armed and armoured axedwarves (the whole shebang; 3 masterwork mail shirts, a breastplate, etc. etc., legendary every skill)
-50 mostly untrained marksdwarves wearing their clothes, crossbows, quivers, and shields. I draft most migrants into this force, and only use them when I'm under a serious siege (fortress defense mod is on) and have to seal the fort from the outside
This fort was one of my best yet. It had water death traps to drown the trade depot (ha! elves), magma pumped up near the surface for forges to crank out the huge amount of steel arms and armour necessary for my troops, eight legendary miners. it was awesome.
It also had periodic 'profane gloom' clouds, which turned anything they hit into thralls. This wasn't a big problem because I built a really twisty/airlocked entrance and didn't go to the surface much. It basically just led to the occasional barn owl or dingo getting thralled and attacking. I had an array of cage and weapon traps to deal with these.

Here's what happened:
A cloud shows up, so I order everyone inside. I don't bother sealing the entrance, because I've found it to be unnecessary. However, despite the burrow command, one of my axe lords runs outside, maybe to grab some gear or something. He gets turned into a thrall instantly.
me: meh. He's replaceable, and he'll just get cage trapped as soon as he... okay, nevermind. The traps ignored him completely. He sprints clear over the cage traps and crossbow traps and serrated steel disc traps, they don't trigger at all. I know that the profane gloom thralls aren't trapavoid because I've been catching wildlife, so what happened there? Are thralled dorfs immune to traps?
I keep my elite troops training near the entrance of the fortress, so he has to go through them to get inside. At this point, I figure things are bad but not so bad - the military will cut him to pieces, but I might lose one or two.

What happened: in a few seconds, the ~10 dwarves there are unconscious or asleep(!?) (but not dead) and the thrall enters the fort proper. I activate the marksdwarves, thinking a hail of *silver bolts* will put him in place. I have pillboxes where they can shoot into the entrance hallway without being in danger.
He ignores the bolts entirely, and the militia empty their quivers. At 25 bolts per dwarf and 60 guys firing, he shrugged off 1500 bolts. He has a bruised lip and broken rib after all of this, and that's all.
The other 9 axe lords are spread around the fort doing stupid tasks like drinking, sleeping, and upgrading their equipment, and trickle at him one by one to be knocked out or crippled. It appears that the thrall couldn't get through their steel armour, but broke enough bones and severed enough nerves that these dwarves were out of the picture.

During this period, of course, he's slaughtering all the civilians he comes across.

In ten minutes, he killed the entire fortress, except for the comatose axe lords. It was fast enough that there wasn't a single casualty to madness or tantrum spirals.


...How did this happen? Those axe lords have killed FB's and GCS's and entire sieges of war elephants single-handedly! I understand that the thrall gets extra strength, but even then the weight of numbers was firmly on my side, right? And why didn't my traps get him? I thought thralls didn't keep the skills of their prior lives, right? so, this was all perpetrated by a completely untrained axedwarf. To be fair, I guess he is the first person I've fought in this game wearing *steel armour*, but my dwarves had it too and I have occasionally lost them in battle. I've held off the circus with militaries less powerful than the one I had.

9
New fortress, new opportunity for weird. Seemed like a great place at first - evil biome to the south, so I get some Zombies for Fun (I like the challenge), river for water, lots of trees, flux, iron, copper...

But, while digging out my food storage area (two floors down only) I hit adamantine and flipped out. I was worried I'd hit an unnaturally tall spire of the stuff, and was going to unleash hell right in my dining room. I really didn't want that (only one migration wave into the game) so I used DFhack's vdigx tool to designate the thing for digging, so I could see if it was hollow.

It wasn't.

It was an ENORMOUS cluster (like, the size of those massive magnetite clusters you get when you hit the jackpot) and there was another one underneath it, and another one underneath that. I recognized immediately that this was a bug (I'd been doing some modding, added the better vampires/werewolves mod and was tweaking with it - must have messed something up).

Then things got really weird.

The queen migrated... Dressed as a peasant. With only peasant skills (she likes to fish?), no retinue, no husband (she is married), no nothing. Now, I know that was supposed to stop happening after 40d. But, nonetheless, I've now got 19 dwarves and a queen and a lot of the good stuff and I still don't even have a dining room.

Crazy, eh? Anyone else have a ruler migrate dressed as a peasant in the new version?

10
DF General Discussion / "Friendly" NPC Migrants
« on: March 12, 2012, 02:38:28 pm »
My latest fort is having some weird stuff go down with regards to migrations. There are three things from the outset that make this fort different from my others:
1) I played this world in adventurer mode for a while before making a fortress
2) I'm modded to play as humans
3) My fort is settled on an ex-bandit camp that my adventurer cleared out.

So, now to the weird: About half of my migrants are, for lack of a better word, NPCs. They're listed as "friendly" in the unit list, I can't assign them labours, and their descriptions are like merchants' or enemies (ie, just the physical description, nothing about thoughts or anything). They also come carrying tools (like, boning knives and stuff) and pouches full of coins -- exactly like NPCs in adventurer mode. Upon migration, they just loiter about on the edge of the map, with no need to eat or drink. As they're all armed (many of them are in heavy armour, as well, with up to three mail shirts, swords, pikes, you name it) they've been making themselves useful catching and killing goblin thieves. Migration waves aren't exclusively normal migrants or NPC migrants, each has a mix of both. Some of the NPCs are children. One was a were-monkey, which transformed, ignored all the other NPCs, and attacked my real populace. The NPCs aren't included in my fortress population.

Also, slightly less weird but equally as cool: my regular migrants are badass. Every single one has multiple elf kills (and only elf, the civs were at war -- castles are full of elf slaves), high weapon skills, and elf hair/bone/nail trophies. This is hands-down my favourite fort because of all of this.

So, has anyone else noticed anything like this before? I know that migrants can be historical figures, which explains all the backstory elf-killing, but NPC migrants is weird (but cool).

And, whether you've seen it before or not, any suggestions on what to do with the expendable, lightly armed force I have building up outside? There must be forty or fifty of them out there by now.

11
DF General Discussion / What to do first in the new version?
« on: January 24, 2012, 04:18:39 pm »
There's so many awesome new features in the upcoming release that I can't decide what to do first. I need help! I have several conflicting goals:
-I want to create and play a long-term, massive fortress with the new vampires, werewolves, and other ghastly things in one of the new 'hell-on-earth' biomes as quickly as possible, but I have to start after playing as adventurers in order for them to have a chance at migrating into my fort.
-I'm not wild about adventurer mode, but I want to explore the new cities, dungeons, sewers, and whatnot and heroically battle all the afforementioned ghastly things BUT I also want to be a necromancer and a vampire but I can't be both at once.
-I want to play in a long-history world so as to get the maximum amount of cities, vampires and necromancers but I want my adventurer(s) to  immigrate to my fortress, which is practically impossible with the number of historical figures a worldgen that long will create.
-I want to play a fortress with guards at all the corners armed with wooden spears to hunt down the undead vampire threat inquisition-style, but I actually want to have vampires plaguing the populace for Fun so I can't be too effective at protecting against them and in any case love the idea of having a vampire duke running the fort or superdwarven vampires in the army...

What do I do? I am locked in indecision! Long or short world gen? Play as a hero adventurer? become a vampire? become a necromancer? play multiple adventurers, thus delaying the time in which I can enjoy fortress mode (my favourite mode)? hunt down all the vampires? put the vampires in charge? create vampire stormtroopers? Is there a brilliant third option I'm missing?

Thanks in advance!

12
Hey all, I was reading the "Draw your Adventurer" thread and got inspired to do a little doodling myself. Until yesterday, when I started this, I'd never drawn anything beyond a stick figure with any success - so I'm ridiculously proud of this, and felt like sharing.

This all happened in my fortress this week. It's not finished yet - I'll update with more pages when I have time.
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Comments, questions, and suggestions are welcome. Let me know if you have trouble making out what's happening or reading the text, I'm still experimenting with the style.

13
DF Dwarf Mode Discussion / Goblin Artifact Weapon?!?!
« on: November 02, 2011, 08:05:40 pm »
I made a shocking discovery today. After some talk on a different post I read about training goblins to fight the HFS, I decided to try it out. So I locked thirty or so goblin thieves in a special danger room of weapon traps (as opposed to spear traps, because as enemies these work without all the hassle), and presto! the goblins hit legendary knifer in no time.

But that's not the surprising bit.
"Bogmeslu Snos Osm, Pineseason the Rampages of Distraction a Large Silver Dagger" appeared on my artifact list in blue after a few months. The goblin named his weapon! In Goblin!

I didn't get an announcement of any sort for it, in case you were wondering.
Has anyone else seen this happen before? What should I do with this dagger? Shame it's not a better weapon. It would be pretty cool to have, like, an ex-Goblin artifact steel longsword (I'm playing as humans for this fort) or something to use against them.

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DF Dwarf Mode Discussion / Save hundreds of keypresses
« on: October 10, 2011, 08:04:54 pm »
So, I recently figured out a trick that will save hundreds of keypresses and a lot of time. When making lengthy vertical designations (such as stairs to the caverns), instead of hitting enter, enter, shift+., enter, enter, etc. you can just select "up/down stair," click on the map, and hold down the "move camera down a z-level" key.

The staircase gets designated in seconds.

This may be obvious to a lot of you, but to me it was mindblowing.

15
DF Dwarf Mode Discussion / Help with an emergency obsidian 'Gate'
« on: September 29, 2011, 01:17:24 am »
From what I understand, clowns can cut-through gates, doors, floodgates, etc.; ignore traps, and basically all standard defences. In short, everything except for actual constructions or 'natural' casted obsidian walls. I have a bad habit of accidentally breaching into the circus, and was wondering if anyone could help me with a construction that could, on a single lever pull, rapidly block off a hallway (preferably 3-tiles wide or more) with obsidian. Or an equivalent method of blocking the entrance. My fort already has large quantities of magma and water in reservoirs available.

Any ideas?

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