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Topics - rmblr

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Is this a bug or is something else going on that I don't know about?

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Hey folks!

TL;DR: PM rmblr if you're interested in playing tabletop RPGs with a focus storytelling over power gaming, online, on weekdays at 17 GMT.

You're tired of hack-n-slash? Sick of running dungeon after dungeon? Tired of games that are just tedious combats separated by cutscenes? Can you attend games online in an EU timezone on weekdays? Read on!



I've started a little group, which for lack of a better name is called EU Roleplayers. The goal is to build an online gamer group with dedicated players who meet regularly. Our focus is on collaborative story-telling and immersion over combat and power gaming.

Why? I've put together lots of online groups for roleplaying over the past few years, but they were premised on a campaign, a game, or a system. Once the campaign ended (or fizzled out) the group fell apart. Just because we game online doesn't mean we can't get the same benefits of "traditional" RPGing groups: the same people, meeting regularly, hanging out, having fun. Generally speaking it's easy to find D&D or Pathfinder games online, but if you're like me and want to play other games, it can be difficult to round up enough interested people who are also a good fit.

When? We're tentatively scheduled for Mondays at 17-21 GMT. The day may change, but only to another weekday. The time may go forward or backward by an hour.

Where? We're using Roll 20 / Skype / Hangouts. Voice is required, but a camera is optional. We aren't playing text based games.

Ok, but what are you playing? Fair enough! We're starting with a Cthulhu / Delta Green adventure or two to get acquainted. Then we'll collectively decide which game to run as our first campaign. So far people have expressed interest in:

  • Call of Cthulhu / Delta Green
  • Deadlands and Savage Worlds
  • Star Wars the RPG (from FFG)
  • Trail of Cthulhu and other GUMSHOE games (Night's Black Agents, Mutant City Blues)
  • FATE games (Dresden Files)
  • Firefly RPG w/ Cortex Plus
  • Mouse Guard
  • Numenera
  • Indie Games (Ryuutama, microscope, lady blackbird, etc)

We have no interest in playing D&D or Pathfinder, so if you're really itching to play one of those, then we won't be a good fit. That said, we've nothing against the fantasy setting, just the mindless combats and dungeon delves.

So "collaborative storytelling", that's like some free form thing? No. This is "normal" tabletop RPGing. We use dice. We use rules systems and mechanics. But we want to have fun role-playing not roll-playing.

Does this interest you?

Glad to hear it. Send me a PM saying hello and we'll get you going.

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I want to learn how to use minecarts to bring magma to the upper levels.

There are several topics on this already, but none are noob friendly. By 'noob friendly' I mean consisting of clear and precise instructions with clear and precise screenshots/ascii examples. No assumptions that the reader knows anything about minecarts or can decipher your graphics/tileset.

Several such topics are:


Some questions for the more knowledgeable:

Impulse Ramps

The wiki gives this diagram for impulse ramps:
Code: [Select]
z +0    z +1    z +2    z +3
 ░░░░░   ░░░░░   ░░░░░   ░░░░░
 ░╔░░░   ░▼╚╗░   ░░▼▼░   ░░░░░
 ░╝░░░   ░▼░░░   ░░░╔░   ░░░▼░
 ░▼▼░░   ░░░░░   ░░░╝░   ░╚╗▼░
 ░░░░░   ░░░░░   ░░░░░   ░░░░░

░       : Wall
╔,╚,╗,╝ : Track/Ramp
▼       : Down Ramp (empty space)

  • Which way is the direction of travel?
  • Could someone add a top/bottom layer that show the entrance and exit tracks?
  • Would you use this for going down, or just up?

Other Systems

As far as I can tell, the simplest magma delivery system would be composed of four parts: drop chute, fill station, impulse elevator, dump station.

I think i can reason out how to build the impulse elevator from the wiki's diagram (assuming the aforementioned questions are answered). Would anyone care to diagram the Automated Minecart Magma-Pump system? I don't quite understand.

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DF General Discussion / Endless Age of Myth, Bug?
« on: December 09, 2014, 06:39:16 am »
On Linux since 40.16 my worlds never leave the Age of Myth. I've genned Large, Medium, Small and pocket, with vanilla and custom world gen params. The longest gen I did was a 9999 pocket world. It's not a case of leaving and coming back (e.g., Second Age of Myth), rather the worlds never exit the Age of Myth.

Has anyone else seen this?

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Code: [Select]
This isn't a new topic by any means.

So I've been thinking about how to optimally build workshops and place QS stockpiles that:

[list type=decimal]
[li]1. reduces foot traffic between input and output stockpiles (where the workshop takes form and gives to[/li]
[li]2. is expandable as the fortress grows[/li]
[list]3. Can be macroed or built into Quickfort blueprints[/li]
[/list]

Specifically, I am interested in layouts that use the QS stockpile technique involving 2x3 feeder/receiver stockpiles and 1x1 Qs filled by a minecart trackstop. This technique is explained in great detail by [url=https://www.reddit.com/r/dwarffortress/comments/2kuvs1/mechanixms_guide_to_better_stockpiling_part_2_the/]Mechanixm[/url]

The benefit of course of QS is that much floor space can be saved. No more 50x50 stockpile floors.  The current idea I'm working off of (stole from Mech!) involves three levels.

[img alt=Example QS-Workshop Stack]http://i.imgur.com/Ccle32Z.png[/img]

Not pictured is a Finished Goods stockpile level at [code single]z-2
with the same layout as the Primary Materials.

This layout allows for 11 workshops that take Primary Materials as their inputs and produce Primary Materials as their outputs, and 11 Finished Goods workshops that take Primary Materials as an input and output Finished Goods.

Example Primary Materials Workshops

  • Masonry - producing Blocks
  • Smelter - producing Bars

Finished Goods Workshops

  • Masonry - producing furniture
  • Carpenter - beds

The problem:
Of course its not so simple, most workshops can produce Finished Goods and Primary Materials (using Mech's categorization system)

There are many more Finished Good workshops than there are Primary Materials Workshops. While 11 Primary Material Workshops is sufficient, 11 Finished Goods workshops is not enough for a midsized to large fort. Not to mention some workshops must be placed in certain locations (e.g., Jeweler's must go on the right as the 3 rightmost tiles are impassable), or the fact the some players like to wall off each workshop and add a door that can be forbidden in case of a strange mood gone-wrong.

Solution: I'm not sure yet. I'm considering recategorizing my stockpiles into more specific sets, and then use the Tier system to determine the placement of workshops.

Eventually I'd like to look at minecart systems, but not yet.

My main question now is: Is any of this worth it?!

While researching workshop flows on the wiki, it was about the time I ran across flowcharts like these that I realized how complicated the problem is.

The potential benefits of optimization are minimal, AFAICT.

Does anyone have some good ideas for segmenting their workshop industries that isn't totally OCD?

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DF Community Games & Stories / High-quality, entertaining let's play videos
« on: December 04, 2014, 09:01:22 am »
I love a good LP. DF is a hard game to LP for, as it has a lot of down time or repetitive tasks that don't make for entertaining viewing.

That said, a good DF LP is gold.

I'm looking for a good list of DF LP videos. They could be tutorial videos or not, as long as they:

  • are entertaining
  • have good editing
  • are of a recent version (34.11 or 40.x)

Anyone have any suggestions?

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Stockpiles Settings Management
a DFHack plugin by rmblr


A plugin for importing and exporting stockpile settings between saves.
the new load/save menu
loading a setting

This is a massive enhancement to the 'copystock' plugin. Now, in addition to copying settings between stockpiles in game, it can export the settings to a file in your DF folder and import them in again. This works even across worlds, saves, and operating systems.

Using this plugin you’ll save time creating your elaborate stockpile logistics flows and you can even share your masterfully crafted stockpile settings with other players.

Why?

Stockpiling behavior by players has been getting more and more complicated as the years go by. Persisting stockpile settings that are tedious to setup will make it easier for players to adopt more efficient, but complicated, stockpiling practices.

Moreover, this is an incredible improvement over macros. Macros are not only tedious but error prone and impossible to edit after the fat. Not to mention sharing them is cumbersome and fraught with other problems.

Changelog

Note Mac Users: Use fricy's MacNewbie Pack v 0.9.14!

Code: [Select]
* v0.1 (6 Dec 2014)
  * Fix quality initialization bug (thanks fricy!)
  * Add typing filter for loading settings
  * Many new stockpile presets!

* v0.1 beta2 (4 Dec 2014)
  * Fix a few crashes
  * Show user friendly error messages

* v0.1 beta (3 Dec 2014)
  * Initial release

How to install it

Go to the full documentation

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DF Wiki Discussion / Auto redirect to latest version
« on: November 13, 2014, 07:50:06 am »
Would it be possible to setup an automatic redirect to the latest namespace version of an article under certain conditions?

For example:

  • user comes from a google search
  • user ticks option in profile

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I'm keen on playing a little RP fort that is a military outpost near their parent civ's borders. The idea is to take 6 military dwarves and one helper along with enough equipment to begin training the 6 up to the point where they can become squad leaders for the migrants. The remaining dwarf would be the camp 'assistant', performing all the other tasks until more 'assistants' arrive.  Of course they'd need to take enough food+booze to survive long enough.

Part of the reason I want to do this is to practice the military portions of DF that I'm rubbish with. I figure playing a warlike caste of dwarves at the wild and savage edge of their civilization would be a good way to do so.

I'd like to make use of the Teaching skill in the way discussed in this awesome !science! thread.

So...I'm a little at a loss at what to embark with though as I've only ever played the standard balanced embarks. Anyone know of an embark along these lines or care to discuss what to bring?

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Dwarf Fortress Bootstrap (beta)
for Linux
Build your own Dwarf Fortress installation from source with no nonsense.
All the shit you need. It Just Works†

https://github.com/Ramblurr/df-bootstrap

† Probably won't just work yet, it's still in beta. I need your help.

Hey folks,

I got sick and tired of the PITA song and dance that must be done whenever you want to install Dwarf Fortress + friendly utilities on Linux, tired of chasing down missing libraries, updating symlinks, battling compile errors, copy/pasting commands from a forum thread that's years old. All that blows.

Dwarf Fortress has never fit well within the constraints of distro packages. The game is malleable. We love to edit our game assets. But running software outside the package model is a PITA. We continue to press on however. Us Linux-folk have looked on at our Windows and Mac brethren as they frolic about in if-not-gorgeous-then-functional UIs with bundled one-click installers.

I'm here today to take the first steps to deliver us from mockery.

df-bootstrap is a simple tool that installs DF and assorted tools. It aims to support multiple distros with zero fuss for the user.

It currently installs:
  • Dwarf Fortress
  • dfhack (form source)
  • splinterz's Dwarf Therapist fork (from source)
  • Soundsense

Supported Distros:
  • Fedora (my distro)
  • Ubuntu (untested)

It's not pretty yet. If you're completely allergic to the command line, well this isn't for you. I do have grand plans for a GUI launcher ala LNP and Dwarf Builder for Mac, but, well, the distro specific kinks need to be worked out first.

This first beta version is only available on github. You'll need git to checkout the sources and run the script. This is in order to elicit the help of technical users (and devs!) who can submit bugs and contribute fixes. Please use github's issue tracker and pull request.

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