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Topics - talysman

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DF Dwarf Mode Discussion / Super Child
« on: September 15, 2012, 11:03:15 pm »
Any ideas what would make a dwarf child seemingly impervious to damage?

I took a long break from DF, but recently went back. I thought I was having a good run: hadn't quite set up the military yet and the fortress defenses were perhaps not as good as they should be, but I had an above-ground walled in area for foreign crops, fortifications on top of the wall, a spiral runway descending to a depot, a well fed by an aquifer, and plenty of underground pastures, so the dwarves could at least hunker down and survive an invasion. First vile force of darkness lost their leader to serrated glass disks, which put an end to that siege very quickly. And the minotaur walked right into a cage trap.

Then the second siege happened, right as the dwarf caravan showed up. I tried to keep the gates open a while for the wagons to make it inside, but when I saw the wagons were already being slaughtered, I shut the fortress up. Glass disks did some damage to goblins, but didn't break the siege this time. Goblins slaughtered every animal they could find and then just hung around... so I came up with a plan to lure part of them into a trap, but this required opening the main gate temporarily and then closing it.

It got jammed. Goblins and trolls swarmed the fort and started slaughtering every last dwarf, including the babies.

... Except two. The mayor was badly wounded and had crept away somewhere to rest, and the goblins didn't know where he was yet. The other was a child; I watched her creep out of hiding, trying to make it to a food stockpile, then running away as a goblin pursued her a short ways. This happened several times, then at one point she made it all the way out to the main fortress and fled down some stairs. Goblins surrounded her and attacked her, but... her health status was "stunned", "hungry", "thirsty", "drowsy" and "unhappy".

She was only a year old and born in the fort, so I don't think she was a vampire. Combat reports were showing goblins armed with silver maces and scimitars swinging and missing, repeatedly.

So were the goblins just incompetent, or is there some other way a kid could be invincible?

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DF Gameplay Questions / Flooring over a Volcano
« on: March 31, 2012, 11:30:12 pm »
Has anyone tried building a floor partway or all the way across a volcano just above the magma? Any problems with that approach? Does the magma ever spontaneously rise? Do volcanoes erupt?

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DF Dwarf Mode Discussion / Survivalist Challenge Goes Awry
« on: March 20, 2012, 10:10:53 pm »
So, although I haven't tried out every basic technique yet in "safe" embarks, I got interested in the minimalist/survivalist build listed on the wiki. I decided to try out a slightly modified version, still very do-it-yourself, but not as extreme: two copper, one anvil, but animals, food, booze, and seeds are also allowed. To make up for relaxing the equipment restrictions, I only gave craft skills to one dwarf; the others are a medic, trader, administrator, clerk, and two Chatty Cathys.

Embark wasn't too difficult, although it's a lot slower than I'm used to. Some damned kea women stole several chunks of charcoal I made, but not until after I made my pick and ax. No other metals yet, haven't really set up the industries other than stonecrafting.

First dwarven caravan arrives on the map, so I start moving rock mugs to the depot, since that's all I have to sell. Except for some reason the caravan doesn't show up. Turns out the kea men attacked them and "killed" one wagon (it was listed as Deceased.) The other wagons, if any, and the merchants all fled. Only the diplomat shows up at my fortress.

On the plus side, the kea men didn't hang around, and the "dead" wagon was only 10-15 tiles from my entryway, so I was able to safely claim all the caravan goods. Of course, that makes survival even less of a challenge...

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DF Dwarf Mode Discussion / Best Floorplan for...
« on: March 18, 2012, 09:16:52 pm »
I'm wondering what floorplan/furniture arrangements people think are the best. In particular, how big is your typical dining room, and how do you arrange your tables and chairs? I know that technically dwarfs will just climb over any furniture in the way, but I'm one of those people who always makes 2x3 bedrooms instead of 1x3 bedrooms because it annoys me as too "game-y" (probably because I came to DF via Sims 2.) So, my first dining rooms were single table/single chair groupings separated from each other by one tile. Then I tried four chairs per table, sometimes staggered to pack more into a particular space.

My current standard dining room pattern is two chairs per table, arranged in rows. An 11x11 room fits 15 tables and 30 chairs, with plenty of space in between for engravings later. I can't always crank out furniture and smooth floors fast enough to make chairs for everyone, but I figure if there's seating for at least a third of my population, that's fine. Am I wrong on that?

Anyone else have any floorplan preferences for other uses? Jails? Statue gardens?

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DF Dwarf Mode Discussion / My Minotaur Rampage Was Anticlimactic
« on: March 08, 2012, 08:11:47 pm »
I'm working on my best fort yet when I get a warning that a minotaur has arrived. Crap! I have a retractable bridge over my volcano, but no military, weapons, or traps yet!

I activate my "safety" alert that sends everyone to the burrows, wait a bit, then pull the lever. Oops, a couple fishermen were lagging behind. I'm thinking "tough, you get to die," but then notice I left an open "side entrance" to the fort. They just pop down the stairs. And I'm getting combat reports that the minotaur is fighting one of my yaks.

I try to come up with a plan, but stop to check on the (u)nits screen to see how far away the minotaur is and thus how much time I have. Wait, where'd he go? Did he leave? Nope... he's on the Deceased screen.

I built a memorial slab for him to find out more:
Quote
In memory of Mut Arspunremzu Turostro Tospas
Born 235
Struck down by the yak cow Savagelabor in The Rampage of the minotaur Mut Slaughtersrouted the Red Cut of Strife in Quietflame in the year 279
Slayer of the Human Ozo Bunnyspice.

i suppose I'm not allowed to slaughter my name-level yak cow now. Are they valuable?

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DF Dwarf Mode Discussion / Dwarf Goes Missing, Writes Letters Home
« on: March 06, 2012, 08:35:37 pm »
I'm not sure whether I should report this as a bug, or accept it as an amusing feature...

After spotting some the worldgen seed thread for the new version, I thought I'd try out one. Embarked to a volcano that also has lots of metal ore, which is great: these days, I usually either get a volcano (or coal-rich area) with no ore or lots of ore and no coal or volcano (I'm still too much of a newb to try passing the caverns yet. I usually wait a long time before breaching them, after an incident with a troll and a forgotten beast in one of my first embarks...)

So I've built my fortress in such a way that the only way in is via a retracting bridge over the volcano. Dug down five levels, set up a shaft design (good-sized central square with L-shaped stairwells bracketing each corner, surrounded by a 3-tile wide corridor and either bedrooms or workrooms around the perimeter.) I'm almost ready for military training and a hospital, so I set out to create a well just outside the main area.

While digging down to where I'm going to create an underground link to the river, I got a message that I'd discovered the magma sea. I've never gotten down to the sea before, but I'd always assumed it was a lot farther down than 1 z-level below the river. I checked the level below where I was digging, didn't see any magma there... then I got a message that Urist McFishboner cancelled "Eat" because of dangerous terrain. I noticed then I had an old combat message. It turns out he'd been attacked by a magma crab and jumped aside, right into the volcano. Then, I remembered reading about falling dwarves discovering stuff as they fall through the magma, so that explained the messages.

However, when I tried to locate him with the (u)nit manager, I couldn't find him on the list. Oh, here's why: he's listed as "missing". I suppose technically he is, but it seems kind of odd that I'm getting information about new map areas from a missing dwarf.

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DF Gameplay Questions / Babies and Pigtails
« on: March 04, 2012, 08:12:48 pm »
Hi, all. I'm fairly new to Dwarf Fortress, just started a couple months ago (after hearing about it for a year or two.) Switched to the newest version(s) as they came out the past several weeks. I've gotten the hang of the basics, but haven't figured out everything, so I have two questions, which I've combined in one post because a superficial search of the forums suggests that maybe there's no solution to one of the problems.

Problem #1: I have a dehydrated baby in a fort of 160 dwarves, about fifty of whom are idle. The baby's been fed recently, but no one is offering water (or booze... do babies drink booze?) Father's still alive, but the mother was killed by a vamp, and it looks like in the past, if the mother dies, the baby will die, because no one will take care of it. Is this still true?

Problem #2: I only recently figured out how to get the pigtails and rope reed processed into thread (used to be constantly short of bags, now I typically have so much thread I run out of places to put it...) What I'm doing is frequently checking z -> stocks -> plants to see if any process-able plants are present, then queuing Process Plant (repeat) at the farmer's workshop. This seems a little micro-manage-y, though. Is there a better way? I know you can't just leave it on repeat, since it will cancel when you run out of pigtails and rope reeds, so you have to keep checking.

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