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 - Inatun

Pages: [1] 2
1
DF Dwarf Mode Discussion / Waging War (Requesting Advice)
« on: May 08, 2023, 03:49:27 pm »
My current game has my civ at war with neighboring elves. I've never messed around with missions or raids before, but I'm toying with the idea of making a commitment to this world to fully conquer their entire nation. That being said, I'd like some advice and answers to a few questions

When I send squads to attack another site, how much of the population should I assume are military? How many need to be taken out for the site to be considered conquered? What are the odds of citizens revolting against an occupying force and how many dwarves should I leave there to deal with such a thing? Will elves from conquered sites potentially turn to my side and be able to be requested as warriors?

Again, any advice would be appreciated.

2
Intro
It has been 250 years since Armok forged this world we know as the Domain of Wind. Since then, The Contained Swords has prospered, forging alliances with our dwarven cousins to the north in the Pulley of Lobsters, the humans to the west in The Puce Confederacies, and the elves to the south in The Beast of Covens. They have also repelled the goblins of the Tick of Alliance and managed to contain the vile forces of the tower of Claspcircled.

And yet, many in the kingdom feel isolated. Bound by a haunted steppe to the west and a towering mountain range to the east, the dwarves are running out of places to settle, and the wider world is beginning to beckon to some. Rumors of civilizations far afield are starting to excite the minds of many citizens.

It is in these circumstances that we find seven dwarves loading a wagon outside a tavern in Amazedlantern, the southernmost settlement in The Contained Swords. Their plan? To travel south through the Murk of Polish and into the untamed wilds of the Mysterious Jungle, to a place where three rivers join into one. Their goal? To create a nexus of knowledge and culture, and hopefully forge a gateway between their kingdom and the wider world. Though survival may be difficult, the location offers great potential to showcase the craft and ingenuity of the dwarves.

Their story is in your hands. How will you shape what becomes of this place?

Overview
The spirit of this succession fort is rather simple: to create a fortress devoted to hosting visitors and handling all the challenges that come with it. Expect lots of bar fights, spies, attempts to steal artifacts, and a massive number of suspects for every crime committed. Whatever can be done to draw in travelers will be our goal. More than that, it’s up to us to keep them safe in this savage landscape and maintain a good reputation. Overseers are also encouraged to create any megaprojects they think would fit the theme.

Biome Details:
Spoiler (click to show/hide)

Game Rules
-The citizen cap is 50 and the visitor cap is 100.

-Petitions for long-term residency and citizenship are to be denied automatically to avoid the number of citizens exceeding 50.

-If there's a type of zone that attracts visitors, it needs to be built. This includes taverns, libraries, and temples dedicated to various religions. Unofficial zones like statue gardens, zoos, and museums displaying artifacts are also encouraged.

-Zones are allowed to be set to citizens only for the first three years of the fort, but after that at least one tavern, library, and all temples and guildhalls must be set to allow visitors.

-Taverns must have tavern keepers serving drinks, and all zones that can have performers need at least one performer assigned.

-No minimalistic designs. All rooms, passages, and the general layout of the fort itself should be aesthetically pleasing to both creatures inside and outside the game.

Player Expectations
-Turns last one in-game year, ending at the beginning of Spring.

-Players have one week to complete their turn. I can make exceptions as long as you keep communicating with us and show your progress on the fort, but I'd rather not have you go more than three days past a week.

-Don't intentionally run the fortress into the ground. Depending on how far we get before something catastrophic happens, I reserve the right to roll the save back to right before the fort falls.

-Don't be dumb. This means no mining of adamantine and making sure that a capable military squad is on standby when cracking open any pockets of obsidian studded with precious gems. On top of that, take care not to rile up the wildlife or at the very least be prepared to respond properly when dealing with them. Finally, please resist the urge to mess with the caravans. It's bad for business.

-Don't be a dick. I'm not gonna tell you what you can or can't talk about here, but just please be civil and follow the general forum rules.

-Journal entries can be written in character or just from your view as a player, whatever your style is. Just make sure that you let us know what's going on and anything major you're building for the sake of future overseers. No one wants to pull a lever and accidentally activate Project Fuck The World Mk2.

-DFHack is going to be used, but the only commands allowed are ones that help manage the fort. Any commands that could be considered cheating are off limits.

If you're interested in being a part of this, drop a reply and I'll add you to the list of players.

Player Queue
_chax
Parry
Necabo
Inatun
Salmeuk
AvolitionBrit
Baprr

Journal Entries
Year 1: Inatun
Year 2: Salmeuk
Year 3: AvolitionBrit

We have a Discord!
The Discord channel is open to all, whether playing or just watching. Ideally I'd like most communication be done here on the forums, but I recognize that it takes time for forum accounts to be approved, so this is an alternate way to engage while waiting on that.

3
The mod in question is Detailed Landscapes by Poss.
https://steamcommunity.com/sharedfiles/filedetails/?id=2908779064
All it does is change how different grass types are depicted. Is there a way to add it to an existing world? I'm not scared of diving deep into the files if that's necessary, I just want to know if it can be done and, if so, how.

4
Basically the title. I'm not talking mundane things like reaching the caverns or smelting your first steel bar, I'm talking crazy dwarfy stuff.  Go on, go nuts. Bonus points if you come up with a funny/punny achievement name for it.

5
I've been wanting to record some DF gameplay now that the Steam version is out and viewers can more easily understand what's going on. I've found what I feel to be a perfect embark location for what I want to do, but the only problem is that I don't have elves as neighbors and I'd like to have all three races as neighbors just for sake of having the complete experience.

I know that different seeds are used for things like terrain and civilization placement, so I was hoping to extract the seed responsible for terrain generation while trying for another one that has all three races near my chosen location.

I'm willing to dive deep into some files to accomplish this, I just need to have someone explain to me how to locate what I'm looking for. Any help would be appreciated.

6
At the moment, every page in the wiki has a racial slur in the upper left corner and all the formatting has been shot to hell. I'm also getting reports that images like goatse are popping up. Does anyone know who is in charge of the wiki so that they can revert changes and potentially lock editing for a while?

EDIT: It looks like someone noticed. All the changes have been reverted.

7
DF General Discussion / Was Boatmurdered a randomly generated name?
« on: January 08, 2023, 10:48:25 am »
It won't change how hilarious or awesome the story was, I'm just curious whether this now legendary name was deliberately chosen by a person or if we have the random name generator to thank for it.

8
I'm looking to try my hand at making let's plays and I'd like to start recording DF gameplay as soon as I can get my hands on the Steam version. That being said, since DF involves drinking and violence but doesn't necessarily show it beyond barrels of alcohol, splotches of blood on the ground, and in-depth description of combat, do I have to put some sort of content warning on my videos to appease the legal team at YouTube? I'm hoping to take my channel to the point of monetization, so I'd like to know my responsibilities as a content creator.

9
So the caravan from the mountainhomes just made its first visit to our new fortress, and after I asked them for nothing but leather next year, they said that in return they'll pay double the normal price for war hammers next year when they visit. Now, I started with a dwarf maxed out in weaponsmithing and I have several veins of hematite, galena, and tons of marble, so I'll have no problem forging good silver or steel weapons, but which is more valuable?

I know that silver war hammers are more effective in battle than steel, but do the caravans follow that logic when determining worth? Should I focus on silver hammers or steel hammers?

10
DF Gameplay Questions / Dwarven Needs
« on: August 08, 2018, 02:55:40 pm »
So I'm making my first true foray into DF since the new needs system was implemented. I understand that dwarves need to pray and party and other such things in order to stay happy and focused, but I'm a little more concerned about things like needing to be able to practice a craft or a martial art.

From what I've read on the wiki, dwarves will naturally take time out of their schedules to go and satisfy these needs, but it seems a little vague on how exactly they do it.

Will a dwarf that needs to practice a martial art crash a training session and spar for a bit before going back to work? Will someone who needs to practice a craft claim a workshop and make a few rock crafts? Basically, do they fulfill these needs automatically, or do I have to do an annual psych evaluation of my citizens and tell them to go do these things, or do they manage that by themselves?

11
DF General Discussion / Uploading to DFFD
« on: July 25, 2018, 10:18:50 pm »
I'm trying to upload a bugged save to DFFD so that other people can have a look at it, but when I get to the point where it asks me to choose a file to upload I get stuck. I try to go to my save directory and select the folder "region1" but it just takes me into the folder instead of letting me upload the entire folder. Can someone tell me what I'm missing?

12
DF Modding / Modifying the Skills of an Existing Dwarf
« on: July 09, 2018, 04:08:12 pm »
Is there an application out there that can modify what skills a dwarf has? For example, in my latest embark I made the mistake of spending points training one of my dwarves in blacksmithing rather than weaponsmithing and I would like to rectify this. Any help would be greatly appreciated.

13
DF Gameplay Questions / Altering Dwarf Skills
« on: July 09, 2018, 02:57:11 pm »
So I just embarked for the first time with the latest version and I realized I made a mistake. Instead of giving one of my dwarves the weaponsmithing skill, I gave them the blacksmithing skill. Is there any way of modifying a dwarves skills via the raws or some other program? I checked the DFHack site and didn't find anything and the DF Wiki didn't have anything either. Does anyone have any suggestions?

14
DF Adventure Mode Discussion / Citizens Worshipping Foreign Deities
« on: March 18, 2016, 12:10:15 pm »
I don't know if this is the right board for this since it's a question that arosed when I was browsing legends mode in the Legends Viewer utility, but I'm sure someone can point me in the right direction if they can't answer it here.

I was taking notes on the deities of a dwarven civilization as a sort of cheat sheet for doing a story/let's play and I found something weird. As I was working through them, jotting down their forms and spheres, I noticed that one of the deities, Bokbon, was a deitiy of The Oil of Crafts.

The thing is, I was looking at the civilization page for The Godly Syrup. After a bit of digging I found that the king of The Godly Syrup was a worshipper of Bokbon.

Does anyone have any ideas as to how this happened?

15
DF Gameplay Questions / Vermin as pets
« on: May 31, 2013, 03:38:47 pm »
On the wiki it says that blue jays can serve as pets, but how does that work exactly? I know that dwarves will only adopt animals they like, but how does it work with vermin?

Pages: [1] 2