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Topics - dresdor

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1
DF Dwarf Mode Discussion / Immortal Elephants
« on: January 01, 2015, 05:21:34 pm »
So, my hunters are either really incompetent or elephants are way more powerful than they once were.

I've got a load of crossbow-wielding hunters, most of whom are Master marksdwarves by now, and after unloading hundreds of bolts into elephants, there have been no elephant kills.  The best I've seen is a red wound to a trunk, but that elephant fled the map very swiftly.  It seems that the yellow wounds the elephants had been getting heal in a few days, leading to no elephant deaths.

What am I doing wrong?

2
DF Dwarf Mode Discussion / As a player who hasn't played in a while....
« on: December 30, 2014, 05:05:09 pm »
Damn when did trees get so big.

3
DF Dwarf Mode Discussion / Draining a Lake
« on: August 22, 2013, 06:19:49 pm »
I'm having a fun time trying to drain a lake into an aquifer.  Problem is that the lake bed is sitting at 1/7 water in most cases (near an edge that I'll have to deal with at some point its higher, but that's due to off-screen water rushing in).  Is this ever going to dry up, or is there some weird lake-bed tile that refuses to dry up completely?  Is there any way I can speed it along?

4
DF Modding / Forcing Elves to be at War
« on: August 21, 2013, 05:45:52 pm »
Is there way too or sell to be at war with both dwarves and human

5
DF Dwarf Mode Discussion / Bridge Problems
« on: August 20, 2013, 10:25:44 pm »
I've had zero luck with bridges lately.  I've built one in each of two different fortresses, intending to raise it as a means to block off entry to my fort.  In one case, I was stupid and did not give it a direction to retrace (without a pit below it, it just cleared the way for enemies to enter the fort).  The other, I gave it adirection to raise, set up the level, and ensured it was connected, but when I tested it and when I needed it, the lever got pulled and nothing happened.

What am I doing wrong?

6
From the journal of Rakust Bomrekusen.

Our civilization has lived in a tense stalemate with the two necromantic towers for many years.  They could not penetrate the walls of our Mountain Homes with their armies of undead, and we could not penetrate through their massive unyielding army to destroy the foul magisters who animated it.  We know from intelligence that among those necromancers are several former members of our society, turned to the dark ways in a lust for power.

Several years ago, the fortress of Kirnomal...MergedStaffs....was founded.  It was to be a hidden refuge, far from the eyes of the undead.  It was hoped by the time the necromancers found it, it would be defended well enough to hold its own.  The army of undead proved more perceptive, and MergedStaffs was destroyed barely a year after its creation.  Similar efforts were made at other locations, but in every case, the undead menace destroyed the colonists, adding them to their undead army.  The death toll at MergedStaffs was over eighty all told, dwarves eagerly fleeing the Mountain Homes, where constant undead raids leave everyone on edge, looking for a better life.

This is the fourth expedition to reclaim MergedStaffs.  The other three have not bee heard from, but we assume the worst.  My force of seven hammerdwarves will fight our way to the fortress, and seal ourselves in.  We will reorganize, and prepare to fight any lingering undead.  We will succeed, or die trying.

1st Granite, 1060
We have reached MergedStaffs.  There are goods thrown all around the terrain, as if some madman randomly moved everything around.  We have already seen the ghostly aparations of dwarves, and that is a poor sign.  We have seen no undead yet, but we have not reached the fortress entrance yet.

2nd Granite, 1060
So much death....we have passed dozens of corpses, of dwarf and animal alike.  None have moved, though, and furtive hammer blows have ensured they stay that way for now.  There is an eerieness to this place.  More haunting spirits have been spotted.  Let us hope they do not cause us further harm.

3rd Granite, 1060
We have reached the entrance to MergedStaffs.  We found the remains of a wall built across the entrace, the stone scratched at by bloody hands.  The stone was clearly moved by hammerblows, probably from one of the earlier expeditions.  Beyond it is a row of slabs, depicting dead dwarves of the fortress.  I have heard these slabs help prevent ghosts from troubling the living, giving them peace.  If the ghosts we have seen are anyindication, we must get to work quickly.

We have rebuilt the wall.  We are sealed within MergedStaffs now, and must make the best of our situation.  We live or die within these walls.

8th Granite
After killing a kobold thief who claimed he was just seeking shelter, we have taken full stock of our situation.  The inside of the fort faired no better than the outside.  Everything was in disarray.  We have no reconning of the food and other provisions present here, but there are farms that are fully functional, if currently barren.  We have started the arduous task of finding anything of value and organizing it, as well as dealing with the refuse and bodies.

21st Granite
We are constantly haunted by restless spirits.  Our efforts to engrave their memorials and bury bodies in tombs is met with constant frustration.  One ghost will disappear only to have two others appear in its place.  It is maddening.  This place....this place is more and more a tomb every day.  It is truly a cursed fortress.

25th Granite
Lack of alcohol and brewable plants has force a dire action...until we can get the farms producing, we must gather water from the river, and whatever plants we can find.  The only edible things lfet in this fortress are tallow....and nobody is willing to eat that without beer to wash it down.

3rd Slate
I never thought I'd be happy to drink water.  Our thirst almost overcame us.  It took ages to get that wall down.  Now we will gather what plants we can.  We are working up a way to seal the entrance with a bridge, I only hope we can succeed before the enemy arrives.

8th Slate
Our first plump helmet has grown to maturity....that means alcohol....glorious alcohol.  Of course, we must save some to eat, but beer is far more important.

7
DF Dwarf Mode Discussion / Strange Farming Behavior
« on: August 12, 2013, 03:54:46 pm »
So I've noticed something odd about my dwarves.  Whenever there are crops to be harvested, they will go to the field, pick the plant, drop it, then go get a barrel, return to the field and put it in the barrel before returning it to the stockpile.

Has anyone else noticed this?  Is there a workaround because while my stockpile is close it is still twice the work.

8
DF Dwarf Mode Discussion / Trading Bins Only
« on: August 03, 2013, 02:34:13 pm »
I've been away for a couple years, and decided to play DF again.  However, (in addition to starving my animals because I didn't let them graze, nice feature) I am unable to trade contents of a barrel/bin individually.  They only show up as "Food Barrel 24" and "Finished goods bin 2".  Is there a hotkey I am missing?  I looked around the game and looked at the wiki but couldn't find anything.  Made the elves quite mad, not that I care.

9
"Zak, I don't care how much time you spent on it, or how much you like it, destroy the damned tomb.  Nobody can know who I am, it would  make things too difficult."  The General turned to face her friend, but found him suddenly missing.  She then realized that the walls around her were different too.  These were not the engraved walls of Obursavot Anil, the HeroicStand of Glory.  These were older walls....ancient but not worn or destroyed by time.  She felt strange....like she had when she was in Warholla, but she would have noticed herself dying again.  She followed the corridor to a large open room.  In it an ancient, grizzled dwarf was sitting in front of a table, staring into a burning brazier, not seeming to notice her.  She tried to sneak back into the corridor, when his voice boomed throughout the hall.

"Urist Babkadol, she that led the defense of Pickspells before dying a glorious death....she that was recalled to a life by the ancient blood pact of Armok to lead the HeroicStand of Glory that saved the dwarven kingdom....she that disappeared from history itself at my call.  Welcome, to Warholla."  She looked around the room and realized that this indeed was Warholla, except that it was empty.  Nobody sang songs or drank in celebration of victory here.  The blessed afterlife of dwarves had been turned into a sterile tomb.

"Where are the heroes?  Where is the song and drink?"  She asked, approaching him.  The walls here were blank, smoothed but without the depictions of glorious battle that once filled every space in this great hall.

"The heroes, like you, have disappeared.  None but I, whose blood created your entire race can remember them.  You see, when that dwarf recalled you to life, as is allowed by the ancient pacts, he let loose knowledge into the world that was best left buried.  The goblins took one of your friends, Thuellia, and tortured him until he gave up everything he knew, including some suspicions that you were not who you said you were.  Goblin legends feared your last incarnation, and that is where they searched first.  They looked at Pickspells, and found your tomb empty, and the smell of ritual magic in the air.  Their demon leader drew on that magic to corrupt the very world itself, displacing the goblin and elven heroes from time to bring them to his present to fight you.  In doing so, he removed the reason for dwarven heroes to exist.  In one stroke, he reshaped existence itself, causing history and reality to collapse in on themselves.  The world now is one without dwarven heroes.  Your race is pathetic and weak, all but destroyed.  My power is all but ended, without the sacrifice of war.  Soon the elf and goblin menace will rule this doomed world, and the dwarves will fade from all memory.  The fire of the dwarves has been extinguished."

"You cannot let that happen.  Warholla must be filled with the heroic dead, and the goblins and elves must be sent to the fiery pits of hell where they belong."  Before she realized what was happening, the General had the dwarf by his tunic and was shaking him.

"Maybe there is fire enough to try something." The dwarf laughed.  Her grip loosened, as he stood, and transformed into something awe-inspiring.  He became a dwarf, dozens of feet tall, dressed a deep red tunic and cape that glowed with thousands of magical gems.  His arms and face were stained bright red with blood, and his eyes glowed red with power.  "What say you now, Urist Babkadol?  Do you not fear the Blood God?"

"I do not fear death.  Return me to life so I may make sacrifices in your name until I have earned a place for myself in these halls once again."

He pointed his finger at her, and she was bathed in red light.  She landed hard on a grassy hill.  A second later, the ground shook as a warhammer landed in front of her, burying itself partially into the ground with the force of its landing.  She picked it up, easily pulling it from the ground.  It felt familiar, the weight and heft perfect for her.  She looked around and saw a wagon and six stout figured gathered around it.  She started to approach when she saw three beak-dog mounted goblins riding down the road.  Then she noticed two more, riding around the wagon, taunting the dwarves there.  A smile came across her lips, as she ran into the fray.

The first goblin and its mount didn't see her coming.  She bashed in the dog's skull, and kicked the goblin in the teeth.  The second swung its sword at her, but she crushed its leg with a mighty hammer blow, breaking the dog's ribs as well.  A follow-through blow broke the dog's neck, and she pulled the goblin from the saddle before hammering its chest in.

She smiled to the three riding down the hill at her.  Picking up the two fallen goblins' blades, she hurled them one at a time at the group.  The first caught the lead goblin in the chest, and the second sliced the arm off of the the second.  Both were tossed to the ground, and the poorly trained beak dogs began eating their former masters, both still alive enough to feel the pain of being eaten.  Deciding this dwarf was too much for him to handle alone, the last goblin broke off, riding for the hills as fast as he could spur his mount on.

The General turn to the cowering dwarves.  "You are miserable excuses for dwarves.  What are your names?"

---------------------------------------

I need six dwarves for this community fort.  There are rules to this fort outlined below, but in addition there are a couple extra rules because of the nature of the world.

1. No military skills in initial dwarves.  You are a cowardly lot of broken dwarves.  Any other skills are allowed (weapon and armor making skills are okay to have, but please have an excuse as to why you are skilled at something the society has no real use for).  You can spend 50 points on skills.

2. If you want any special equipment please mention it.  I will not worry about points, but will be bringing 2 picks and 2 axes.  We will have an anvil (used to thinking of them as 1000pt monsters not 100 pt ones) and I will try to bring along any extra equipment you'd like.

And remember, we're here to fill Warholla with victorious dead....so your dwarf very well may die.  I will try to make any deaths as glorious as possible in writing (even if they are lame in-game).  Players with dead dwarves may ask for another dwarf, and I will try to satisfy all requests.  In the past I have always had more dwarves than requests.
---------------------------------------
Rules:

Dwarves for the Dwarf God! - Because of the nature of the world, Elves and Goblins hate us.  Humans, in an effort to pursue peace with the Elven Empire, have elected to forego trading with us.  While occasionally a human trader will brave the fort for our wares, we should not expect them frequently (Self-imposed rule.  Elves have been modded to be hostile from the start.  We will only trade with humans on years divisible by 4, representing the occasional human willing to trade with us).

Military Bastion - This is a fortress whose sole purpose is to kill as many goblins and elves as can be sent against it.  As such, we shall build up a mighty fighting force of dwarves, build massive fortifications from which to rain down bolt, ballista and catapult fire, and should the enemy make it through they will face the steel of a fully trained military force.  Fully 1/4 of the dwarf population must be active-duty military at all times after year 4.

No such thing as a civilian - All dwarves who enter the fort (including children when they are old enough) must be trained in one weapon skill, wrestling, and armor and shield use if possible, to the no-adjective skill level.

Traps are for cowards - The only traps allowed are cage traps.

War touches everything - Raws modified so that all creatures can be trained as war and hunting animals (War Bears!  War Hippos!  War Carp!)

We will starve but we must export! - To help setup other outposts and ensure dwarvendom will survive, after year 2 no food or finished goods can be imported.  Resources can be imported, but not finished goods.  In addition, we must strive whereever possible to export weapons, food, and other supplies neccesary for the creation of additional fortresses (including caged war animals)

Previous forts in this storyline: The Crazed General
The General Reborn

(Several years after RL issues forced me to disappear off of the face of the Earth, I am back and wanting to run another community fort.)

10
*In the Royal Court of the king*

"I hereby decree my judgement in this case.  All engineers are to be exiled to a prison colony, to prevent the massive loss of life that they have caused.  No longer shall we be plagued by threat of fire and flood.  No more of our fortresses shall be lost to these foolish experiments."

"This is madness!  Sire, how will we defend ourselves without the Elf Drownamatic?  And you yourself commented how excellent our Food Launcher worked!"

"Until it splattered cow parts in my personal dining room.  You lot are useless.  I have made my decree.  However, I will allow you to continue your experiments at the prison colony...loosing prisoner dwarfs is no loss at all."

Dejected, defeated, all of the engineers and designers in the capital were gathered up and chained.  Loaded onto a wagon, they were sent off to their doom.  A few, however, were happy.  This exile meant no restrictions, no building codes, no king to worry about.  Surely the best creations of dwarfendom were soon to come.


*Rules*
BUILD IT BIGGER: This fort is about massive engineering.  Community members are encouraged to create ideas and submit them.  I'll build as many as I can. 

BUILD A DORF: first seven to post can put requests in for skills and equipment.  I am not reserving a dorf for myself yet.  I may take a migrant.

ENGINEERS ONLY: The dorfs that come to this fort are all engineer exiles.  While they may not have the engineering skill, they dream and design works of insane construction.

RP AWAY: Feel free to post rp or whatever.  As I don't have a dwarf it won't interfere with a storyline.  If you don't wish to RP and want to allow others to use your character, please indicate this.

11
DF Gameplay Questions / Weird cave-in injuries
« on: April 14, 2010, 10:15:48 am »
I've been doing some intentional cave-ins to try to find a healthcare bug workaround, and found something curious...

If you have a floor above you cave in on a dwarf below it almost always kills the dwarf.

If you have a dwarf on the top floor and it collapses one level, the dwarf is usually seriously injured (spinal injuries are very common, with heavy bleeding happening often as well).

If you have a dwarf on a top floor and it collapses through another floor (tested only one additional floor) they will be unconscious but otherwise uninjured.

I have not tested falling through multiple floors or through multiple empty z-levels.  Just thought these were weird.

12
DF Gameplay Questions / Any workaround for the healthcare bugs?
« on: April 11, 2010, 06:19:32 pm »
I'm having major problems with playability because of the healthcare bugs.  Most of my injured dorfs have no chance at survival because they get infections and die of thirst/hunger due to endless surgeries that do nothing and CMD's that refuse to do any real work.  Are there any good workarounds for these problems?

13
DF Gameplay Questions / New drinking, sleeping, and eating behaviors
« on: April 10, 2010, 01:33:32 pm »
Do the new behaviors freak anyone else out?  I mean to see your whole fortress flashing hungry, thirsty, and/or tired (which was one I'd never seen before) and have them continue working is very efficient, but also so very un-dorflike.  At first I thought it was a bug because my miners actually got some work done while thirsty, or that something was majorly wrong (food and drink innaccesible or something similar), but then I read the patch notes.

Not saying it's not an improvement, but I think it'll take gene therapy and shock treatments before I become used to a dorf not just dropping everything to go eat and drink.

14
DF Modding / Making civ entities at war with dwarves at world gen
« on: February 27, 2010, 12:11:25 pm »
I'm trying to find the tag that makes civs at war with dwarfs in fortress mode.  I originally thought it was the [EVIL] tag for some reason but that isnt working. 

I'm trying to make elves and humans at war with dwarfs from the begining of a game.  Any ideas?

15
We are at a brief peace with the human and elven empires.  We even have a temporary truce with most of the goblinoids in the area, leaving we dwarves with only the wilderness to contend with.  This peace will not last, and while in the past we have rebuilt our wealth and spread our trade, we have learned the hard lessons of such folly.  During this peace we will prepare for war in a way that no dwarf has before.

Before his untimely death, our great King demanded we create a bastion...a bullwark against which the waves of the armies of the world would smash harmlessly and from which experienced marksdwarves would pepper them with death, and from which our brave champions would sally forth to slay them all.  Our engineers have worked hard to design such a thing, and we are now gathering the supplies neccesary to create it.  Unfortunately, political jokeying has broken out so what we can send is limited, and our cause must be secret until the fortress is established, so the King's dying wish can become reality without being a tool to be manipulated by political forces.

OOC:

Looking for six dorfs to help build a fortress with a massive above-ground portion.  There will be some good story to this fort, so I'd appreciate characters with personalities and encourage "journal" responses to what I've written. 

As always this is a military fort, and while not in the line of my previous ones, war will compose a major portion of the story.

Almost forgot:

Need:

Name:
Gender:
Skills:
Equipment:

you have 150 points to spend on equipment I will be bringing a few niceties like at least one axe and at least one pick, so don't worry about those.  Extra points will be going towards supplies, seeds, etc.

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