Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Markham

Pages: [1] 2
1
DF General Discussion / Dwarf Fortress "mentioned" in Strongbad e-mail
« on: September 08, 2008, 07:18:18 pm »
Or at least, it's alternate universe equivalent "Goblin Keep Siege."

http://www.homestarrunner.com/sbemail199.html

2
DF Community Games & Stories / Doghole. Watch where you step.
« on: September 03, 2008, 11:55:04 am »
I'll admit, this fortress was inspired by Fortresscat.  I started wondering the effects of a hundred war dogs in a 1x1 nano fortress in the event of a siege.

Thus begins the story of Doghole, the God-Forsaken Dung-Pit of Hounds


This seems like a nice place for 7 dwarfs, a pick, and 110 dogs. (I'll have to see how long the max amount of dogs can fare in an area infested with beak-dogs, sometime)

We have Billy, the animal trainer.  He seems to get teary-eyed whenever someone mentions the names "Dan" or "Ann" for some reason...


There is also the miner and building designer,


the stone crafter,


the grower and herbalist,


the brewer and cook,


the butcher and tanner,


and the mason and glassmaker.




We have embarked.

We have arrived.
And we sure have few supplies left; one copper pick, and a freeze-dried cube of dog.



The wagon could not contain our block of dogs.

25th Granite
Kennels have been dug out, and training of war dogs has commenced.  We have lost four dogs so far to foxes and wolves.  One wanders around with a punctured lung.  The rest of the dogs took care of them, so we have enough food to get by for now.

3rd Hematite
It is now summer.  We have 19 war dogs, 106 dogs in all.  We haven't lost any more, and one still remains crippled.`  No more wolves or foxes have attacked.  Probably because each dog has marked every single tree in our area.  It reeks something fierce, and I fear that our water is no longer potable.

Mug production is in full swing so that we can get an ax in the fall.  I am unsure of the consequences of felling all trees in the area.  I could care less about the elves, but what will the dogs mark instead?  In any case, we won't know who the bed-wetters of the fortress are, considering the tree's now-found source of "water."



There are also concerns with how we'll be getting food here.  We had assumed that the dogs would be enough to fertilize the land, but the few herbs we can find are withered and trampled, even with all this "fertilizer" mashed in all over the place.  We need to watch where we step better.

---
I haven't checked who was leader, or set any noble offices yet.  If you claim a dwarf, feel free to claim anything I can set if it hasn't been claimed yet.

3
DF Gameplay Questions / My Fortress has 80 Children
« on: August 23, 2008, 09:47:18 pm »
Seriously, are they really supposed to breed this quickly?  I'm only into my third year, and some dwarves already have four children.  I've lowered the birth thing to
[BABY_CHILD_CAP:10:100], but the births are still happening within days of each other quite often.

The frequent pausing gets real annoying, too.

4
DF Bug Reports / [38c] Infinite Loop After Custom Name
« on: July 11, 2008, 05:54:42 pm »
Fresh install, I used a custom name ("Brackenwood") for a tiny world, and every world after that, custom or random name, and it rejects everything it sees.  I quit, deleted the world out of the save folder, and it still rejects to infinity.  I let it run while posting this, and it got past 6000 and does not stop.

EDIT: I set it to log rejects, and it appears to be "not enough peaks" for every single one.  It does this regardless of world size, seed, name, anything.

EDIT2: I should also mention that on the first world (the one that actually got created), I had accidentally pressed F6 before generating it, resulting in a world_gen.txt in the init folder.

5
DF Community Games & Stories / Ironveil - Dwarven Spaceship
« on: June 28, 2008, 09:07:59 pm »
So the capitalist pigs at Starsoar think they can beat us, the Union of Soviet Socialist Dwarves, to our rightful claim to the reaches of space?  They, comrade, they think they are too smart for us.  But alas, our spies have returned with a most precious secret - a secret bound in pitchblende, or should I say, the ore of uranium! Yes, at Ironveil, we shall soon harness the intense energy of uranium to power our space ship and to arm our warheads!

I, Mosus Whipdusks, General Secretary of the USSD, shall lead our motherland to victory and unite the world and galaxy under the glorious ensign of the Hammer and Pick!

27th Granite
Weeks after arriving, we have finally moved all our supplies down into the canyon where we plan to build.  Blueprints for the barracks and dining hall have been laid out and the perimeter wall is under construction.  My fellow comrades and I will have no problem defending this place if necessary.

25th Malachite
Some who share our dream have managed to locate us, bringing our numbers to 16.  I immediately put them to work, hauling the stone out from the barracks.  Their unquestioning loyalty is... pleasing.

14th Limestone
Some merchants have come to embrace our socialist ideals.  While we figure out their skills and what to place them on, their goods will go to the stockpiles for redistribution.  One of them insists that he has connections and can smuggle goods from Starsoar.  However, he seems to think that Sodel Daggerlanced is in charge.  Sodel better not get any ideas, or he might be taking a trip to a very remote location sometime soon...

10th Timber
It was an ambush!  The defectors that came in last month have turned against us!  We have managed to subdue them, and they are now awaiting their executions.

1st Granite
The new year.  The capitalist scum saboteurs were executed by stoning last night.  Sodel is under surveillance.  Not under his knowledge, of course.

6
DF Dwarf Mode Discussion / Cage Capacity
« on: November 22, 2007, 05:48:00 pm »
156 various animals are crammed into this thing.
:D

7
DF Dwarf Mode Discussion / Philosopher
« on: November 20, 2007, 11:43:00 pm »
For someone who doesn't want their own office or bedroom...


8
DF Dwarf Mode Discussion / Bad Ideas
« on: February 03, 2008, 03:27:00 pm »
The barracks is not a good place to put a well.

9
DF Dwarf Mode Discussion / Worst Failed Mood
« on: October 05, 2007, 11:51:00 pm »
Apparently Dwarfs that are already legendary can enter a mood, or at least get possessed.  However, if they fail the mood and go berserk, they are capable of murdering the entire fortress.  The fortress had 34 Dwarfs and around 20-30 animals.  A legendary mason got possessed, but wasn't able to find the ore he needed.  Needless to say, he went berserk and went on a murderous rampage.  The berserker finally ran out of things to kill and starved to death, while the seven survivors only survived because they were crippled from the last siege and stuck in beds.  I really wanted a wave of migrants to come and see if he could take them all on but, unfortunately, none came.

The movie of the last bit of carnage: http://www.boogatech.com/images/df/berserker.zip
Unfortunately it wasn't until half the fortress was slaughtered before I thought to record it all, but it's still hilarious watching one dwarf take on everyone and win.


10
DF Dwarf Mode Discussion / Magma location utility?
« on: December 05, 2007, 04:24:00 pm »
Of all the utilities created, I have thought (not created) one that would be very useful.  With the number of programmers here, I imagine someone can make it work.

Here's what it would do:
1. In the area selection screen of the embark menu, it navigates the cursor to the upper left most corner.
2. The program looks at the terrain on the left panel, checking for any dark red indicating a magma vent on that section of the map.  Since magma is the only thing that uses dark red, you don't have to check for the particular tile's shape.
3. If there is a dark red tile, add the coordinates to a list.
4. Move left one.  If the program has already moved left a certain number of times, move down once and shift all the way left.
5.  Goto 2 and repeat until the program has reached the bottom rightmost area.
6.  Export a text file containing coordinates for all magma maps found.  Even better if it can take an exported map and mark all the locations on it.

I can't be the only one who would rather have the computer find potential good locations for me rather spend many hours scouring the embark screen in search of a decent magma location.


11
DF Bug Reports / Latest version, same old fish.
« on: November 17, 2007, 02:28:00 am »
Despite that they (supposedly) no longer become legendary swimmers, fish are still easily capable of tearing your dwarves to shreds.  I started a new fortress, recruited all seven, and had them patrol the river side.  Before they finished their first patrol, there was only one dwarf left.

12
DF Bug Reports / 33c - My Dungeon Master made a demand.
« on: November 25, 2007, 07:49:00 pm »
He wants an item.  In his throne room.

13
DF Bug Reports / 33c - Mass dehydration
« on: November 24, 2007, 01:47:00 pm »
I ran out of alcohol, and soon after the rivers froze over.  I made some more barrels and then some more alcohol, but they still won't drink, even though many are "no job" while a few barrels of the stuff have been sitting in the stockpiles for the last ten minutes.

Here is a copy of the save: http://www.boogatech.com/temp/region3.zip


14
DF Bug Reports / [38A] Water tank not filling past first level
« on: February 13, 2008, 01:09:00 am »
I built this huge water container over the past few versions, and I finally got to the point where I could fill it up.  However, it doesn't seem to fill past the first level, which is full 7/7.  The whole thing is about six stories deep, constructed with floodgates on one side, rock wall on the opposite, and the other two walls are glass windows.

15
DF Bug Reports / [38a] Dwarven Caravans have wagons?
« on: February 08, 2008, 12:22:00 am »
I'm on a site that has never had humans even though the site said humans had access.  Don't know if this is still the same in the new version, as that season hasn't hit yet in my old save, but the Dwarven caravan arrived with about 5 wagons each with a random military dwarf, rather than the usual axedwarf-only.  Is this normal in the new version?

Pages: [1] 2