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Topics - Sus

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DF Gameplay Questions / Perpetually [TSK] written quires?
« on: May 19, 2016, 09:16:16 am »
I seem to have run into a bit of a problem with the new library thingy... Specifically, my dorfs will produce written quires all right, but they never become available for binding. They just sort of sit "in" the table they were written on, marked as [TSK] for some unknown task nobody seems to be interested in actually doing.
I tried removing a table, which caused two of the quires to drop on the floor and become unmarked, but now the dorfs don't seem to recognize them as written quires anymore...
What gives?   ???

(They've been that way for the better part of a year already.)

P.S. I started my library by creating a meeting hall from a table and then adding that to a new library location. Could that be the problem? If I've understood correctly, locations are supposed to be started from an activity zone, not a piece of furniture?

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General Discussion / The Erfworld Thread
« on: September 21, 2012, 01:07:18 am »
For those not familiar with it, Erfworld is a strategy gamer / fantasy webcomic that started out on the same site as Order of the Stick, the stick-figure D&D parody.

It's a story about a strategy game geek who ends up, due to a literal minded summoning spell, in a strategy game mechanics 'verse, supposed to become "the perfect warlord" for a badly losing side. It's also packed full of pop culture goodness. (e.g. Charlie's Archons, business jargon -powered flying women working for a mysterious chessmaster, who bear a more than a passing resemblance to a certain trio of detective ladies...)

So, for all things Erf, here's a thread. Shout Outs spotted and explained, wild conjecture on plot and Erf Physics, WTFs, whatever. Discuss.

The latest comic, in addition to the wonderful symbolism of
Spoiler (click to show/hide)
King Slately gradually turning into a chess pawn as Charlie asserts his sway upon him, there's a hilarious collage of notable villains Charlie assumes the looks of... I identified Palpatine, Dr. DOOM, Smith and HeathLedger!Joker, but what about the rest of them?

3
DF Gameplay Questions / [minor spoilers] SMR and magma dumping problems
« on: September 03, 2012, 04:49:36 am »
I've been having a bit of a pickle with my magma dumping projects as of late:
Usually, my dump chute ends up, for whatever reason, in an area where there's no magma on top of the SMR. This, in turn, results in the bottom of the dump shaft (channeled down into the 1st layer of SMR) showing up as "unusable gabbro upward ramp" rather than the magma flow it needs to be for item-destroying purposes.

Is there any way to make an useful dump out of this? I mean, sure you can fill the resultant hole with magma from a layer sabove, but that's just your garden variety magma, not a "straight-into-the-great-/dev/null/-in-the-sky" magma flow. It won't destroy magma-proof items, for example.

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DF Gameplay Questions / Mystery food industry shutdown
« on: May 28, 2012, 04:47:55 am »
Say, has anybody experienced the following effect on an otherwise somewhat stable fort:
My fort was trundling along just fine, until sometime at the 3rd year I started noticing sporadic "Urist McLaborer cancels Work: Hunting vermin for food." reports.
As time moved on, they got more and more numerous. Despite there being 1) plenty of free food industry labor, 2) all the necesary workshops and 3) plenty of animals designated as "butcherable",  nobody actually seemed to perform the actual work of butchering, although it's most definitely set "on" in my food worker template in Dwarf TheRapist. Does not seem to be a burrows issue either, since plenty of food workers were running to and to and fro through the food workshop area which is the same burrow as pasture. The only thing I could think of was they're all priorizing some other job (e.g. animal training) so aggressively that there's no labor left for butchery or plant collection.

I'm at a loss here, people. What am I doing wrong? ???

Also, the farmers seem to run out of seeds. Is the cooking of seeds allowed by default again?

5
A potential improvement for the syndrome mechanics occurred to me while discussing modding in a "radiation poisoning" syndrome:

There should be a mechanism for a venom or creature effect to cause varying degrees of effects depending on dosage, possibly also tracking a cumulative dosage over time.
AFAIK, currently one rattlesnake bite to a body part produces exactly the same effects as a hundred bites to the same body part1), am I correct?
1) Except of course if prob < 100, subsequent bites increase the chance of the effect to become active.

For some toxins this may be realistic (a single black mamba bite, for example, is highly likely to be lethal IRL due to its incredibly potent venom), but most snake venoms require multiple bites for a human-sized creature to suffer the worst effects. Likewise, a single bee sting is likely to be little more than an annoyance, while getting swarmed by an entire hive may be life-threatening.

Now, IIRC, there's already a mechanic in place to determine the amount of venom deposited by a single bite/sting attack. Would it be worth the trouble to add a  dose limit at which certain effects become active? Of course, there's already the SIZE_DILUTES tag, but that only affects the severity of the effect, not the type of effect(s) a certain dose of venom can cause. (E.g. radiation poisoning would cause dizziness and nausea at a small dose, fever and blisters at medium, sterility at heavy and immediate nervous system failure at extreme doses.)

Also, if the poison is, for example, an environmental effect, there might be a use for a cumulative dosage mechanic. IRL, heavy metals, for example, slowly build up in the body with prolonged exposure until they start causing symptoms. This would also make for extremely insidious forgotten beast syndromes; at first, it seems the "deadly" dust has little effect on your dwarves. Then, as workers path through dust-infested areas for a prolonged period of time, symptoms start to build up...

6
So.
My hunter (one of the starting seven, just after embark) decided to take a nap right next to a rattlesnake he'd just shot through a lung.
Understandably, the snake was a wee bit miffed and proceeded to bite the everliving carp out of him, giving him a couple of shots of rattlesnake venom in the process.
The question is, how bad is this going to suck in the long run? Are we talking "temporary dizziness and nausea" level stuff or "mostly fine for X ticks, then blood explodes from every orifice" here?
Right now he just has a slightly wounded foot and head and has been vomiting every now and then.

7
DF Gameplay Questions / Y U no maek steel?
« on: February 11, 2012, 11:24:25 am »
Hi guys,

I'm having a bit of a problem in my latest fort: Although I have both iron and flux stone, the "make steel bars" option in the smelters stubbornly stays red. I have succesfully made some pig iron bars, but that's it.
The other alloys like (bismuth) bronze, brass and billon are a bit iffy as well...

I didn't have flux in the early game, so I bought some from the caravans. Is that in some way bugged?

Here's the save on DFFD, in case someone wants to take a peek:
http://dffd.wimbli.com/file.php?id=5466

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DF Gameplay Questions / The fish take a stand.
« on: January 31, 2012, 06:13:09 am »
I was leafing through combat reports vs. various wildlife in Fortress mode, when I came across this little gem:
Quote
The Carp attacks the Miner but She jumps away!
The Carp stands up.
The Carp. Stands up.
What.  :o
(Screencap on DFFD)

I kind of pictured it balancing on its tails and holding up curled-up fins in a boxing stance... Of course, its mouth would point straight upwards.  :D

9
DF Gameplay Questions / Burrow defenders wandering off and getting killed
« on: January 31, 2012, 02:24:12 am »
I've been playing DF for some time now, and it seems I'm constantly running into two annoying problems during a siege / ambush as of late:
  • My axedwarves assigned to defend a burrow just inside the fortress entrance seem to wander off one by one, getting slaughtered by the goblins. I've tried forbidding death items and what have you, but to no effect... Are they trying to retrieve corpses or something, or are they just feeling suicidal?  :( I seem to recall they do this even if I mass forbid everything outside.
  • Sometimes the invaders, esp. ones from an ambush party, flat out refuse to either try and enter the fort (and get sliced & diced by weapon traps or turned into pincushions by marksdwarves firing through conveniently placed  murder-holes) or leave the map. This is patently annoying, since it prevents anyone from going outside without having their limbs lopped off by a goblin swordmaster. Of course, a couple of archer towers would solve this one neatly, but once the ambushes start, there is precious little goblin-free time to build them...

Any ideas?

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