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Topics - Robotic

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DF General Discussion / Generated 10 worlds on DF vanilla 42.04
« on: January 08, 2016, 01:27:51 am »
Hello all,

Here is a link to the main imgur gallery
http://imgur.com/a/5uo7L

I recently put up a post on the DF subreddit, and on imgur, where I've generated 10 worlds on vanilla DF, with the default settings from Create New World!.

I took this a step further than a previous post (roughly 3 years ago...) with 10 maps. After generating all the worlds, I took a screenshot of the initial completion screen. Then after entering legends mode, generated all 10 of the worlds diplomacy, structures, and ascii maps as well. I've listed out the historical figures, death, and event counters in text form in the imgur main gallery.  The other detailed map galleries are linked through the reddit post (sorry don't feel like doing this twice :))) which can be found
here: https://www.reddit.com/r/dwarffortress/comments/3zzs4v/generated_10_worlds_on_default_settings_in/

I just generally find creating and viewing the maps to be an interesting experience, as well as exploring Legends mode in general.  Hopefully this is neat for someone else to look at.

Cheers!

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DF Adventure Mode Discussion / ADV / Legends & Diplomacy & Nobility maps.
« on: October 30, 2014, 08:46:56 pm »
Sorry if this is the wrong place to post this.

So, I love Legends mode... and with very little fanfare it seems new maps have been introduced including the Nobility and Diplomacy maps.

I have little idea what to make of these new maps...  Any light anyone could shed would be appreciated.

I tried adventuring and found a hamlet with a structure that seemed to indicate that 18 other groups had or were trying to make claims on it... and it had a pink square on the nobility map... and a bunch of lines on the diplomacy map... so I of course slaughtered the local civ lord and made it my own.  Another area falls to Cobrablood the Armored Angry Angry Autumn of Bees.  The group naming list is exhausting but that's a different discussion.  Afterwards I reloaded legends and only one of the lines had disappeared.  So it seems that my claim had disrupted some sort of diplomacy effort, however I'm still confused what I'd actually done to affect the lay of diplomacy upon the land.

I also had a large criminal organization that I thought I had wiped out by taking down 2 nobles with very little fanfare or hostility from local guards or persons in their citadel.  Do I need to then tell everyone I meet that I killed those guys?  Now I'm the boss?  Am I a boss of a criminal organization, or have I taken out their leadership at the citadel and now we can chop off the ears of everyone we meet?

Any light the community could shed on this would be appreciated.  In the mean time I've abandoned that land to a pocket world where I had explored my first generated Dwarven Hillock... then a Fortress... then I slept in the top of some trees... then got slaughtered by a goblin hammerman carrying a silver war hammer in an ambush of about 40 goblins.

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I was wondering if there are any current mods that include smoking, pipes, etc.

http://www.reddit.com/r/dwarffortress/comments/u6rjw/suggestion_smoking/

The above post on reddit got me thinking that this could be fairly easy to accomplish.  I was wondering what exactly I would need to do to produce the following:

1. The pipes (preferably made via craftsdwarf workshop)
2. The plant (Pipe weed, pipe weed seeds)
3. The job (hopefully this could be like Partying or going on break, something that a dwarf does occasionally and without direct interaction, as telling Urist to go smoke a pipe just wouldn't feel right, but if Urist decided to pick up a pipe in between hauling jobs, it'd feel a bit more immersive.)
4. The smoke, as the job is being performed, puffs of smoke should be generated and be visible.
5. Possibly a "smoking room" building or zone that would allow smoking dwarves to congregate in one area.  Are modded zones even feasible?

Any sort of input would be great, I'm heading off to slumberland at the moment but I have a feeling I'll be working on this tomorrow if it still seems possible.

4
I've got a save at the moment where I'm experimenting with turning the whole fort into were-tortoises. 

Mutant Ninja Dwarf Tortoises. 

I've come up with a method that seems to work fairly well but would like some input from the community.

Create Turning Room, 10x10 room with 10x10 retractable bridge hooked to lever.  Raising drawbridge as door.

Set all your victims into military with no uniform, replace clothing (naked squad).  Werebeasts have a habit of grappling, and a pig tail fiber shirt became the weapon of choice resulting in a lost squad of victims during one of my experiments.

Set your werebeast into military with no uniform as well.

Order them all to station inside of the room about 5-6 days before the werebeast turns.  (predictable, 27 days after last turning, will turn again)

Right before the werebeast turns (day prior or so) set the lever for the retractable bridge to repeat, this begins stunning the dwarves.  When the werebeast turns, it has NOSTUN so it's rather unaffected by the dwarf mixer, beyond breaking it's grapples.

It's very important to not remove any of the victim's military status or station orders during this time as they won't get infected as easily.  During my experiments if I flipped the victims to civs before testing they were able to run in terror rather easily, their need to fight the werebeast as soldiers seems to trigger counterattack bites.

Using this method I've been able to force turn in my best attempt 6/10 dwarves, with the other 4 having died in that run.  I've even had situations where the grapples were all broken when the werebeast turned back, resulting in a mechanic weretortoise who had a long name and 5 dwarf kills happily coexisting with the rest of my fort like nothing had happened.  Usually though unless timing is perfect the original dwarf is considered hostile and executed.  I also noticed that it's best to do 1 werebeast at a time, as two or more work in teams and tend to murder their victims faster than turning them.

Questions I have outstanding:
Will an entirely werebeast fort trigger a lose game message?
Is there a way to ensure more conversions and less losses?
Is there a way to ensure that the initial werebeast doesn't get murdered at the end?
Will werebeasts with equipment ever use their equipment in battle? (equipped werebeast turns during battle, does he begin biting, or continue using his weapon?)
What fun uses are there for my weretortoise population?
If I get a large weretortoise population, then abandon, will weretortoises show up in my next fort?

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