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Topics - Tyrving

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(A list of names, presumably those of the settlers, is written on a piece of parchment tucked inside the journal. It is as follows:

The Golden Fellowship
Rakust Idduthnur, Miner & Expedition Leader
Catten Avuzrinul, Miner
Urdim Abanulzest, Woodworker
Inod Edemducim, Mason & Engraver
Minkot Olinostuk, Gatherer & Farmer
Morul Amosturdim, Cook & Brewer
Zefon Rigothlorsith, Mechanic & Bookkeeper

By decree of Her Majesty, Queen Kel Kilrudtogal, you seven are to found Outpost Idatol, "Rockstruth," at the base of the Old Tooth. May Okosh watch over and protect you as you travel through perilous lands, for the glory of Reg Kethil.)

I am Rakust Idduthnur, leader of The Golden Fellowship, and the leader of this 'glorious' new outpost, Idatol, 'Rockstruth.' As I write this, I am squirreled away in a small, concealed cavern with my six fellow settlers, unsure if we will survive the night. If we do not, I ask only that you read my story, and that you bring this journal back to Reg Kethil... back to the Mountainhomes.

It started out simply enough. Our mission was to found a new outpost, an impenetrable fortress on the fringes of goblin territory, a place to resupply the armies of Reg Kethil as they marched against the goblin threat. My party of seven was to stealthily lay the foundations, with the promise of more hands to come once we had fortified our position. So we embarked, bringing only a small wagon with the bare minimum of supplies needed for the journey, as well as a few animals.

We were prepared to avoid goblins as we made our way to our destination. We were not, however, prepared for the kobolds.

How the scouts missed their cave, I'll never know, but as our destination came into view below, and we prepared to carve a ramp for the wagon, we were ambushed. Two of the stinking creatures charged us with spears, while three others raised bows. Fortunately, our animals leapt to our defense, one brave dog coming between myself and a filthy kobold spear, impaling himself to protect my life. The bull took an arrow to the leg, and, becoming enraged, bellowed and charged the enemy ranks while we scrambled for the wagon. We only grabbed what we could carry, two picks and the axe, and did what dwarves do best; dug.

The bull distracted the kobolds long enough for us to make our getaway, digging a quick path down the cliff and sealing it up immediately, but we had to abandon the wagon, and our supplies with it. We dug out a small cavern, constructed a temporary farm, hidden in a sunny nook, and planted what seeds we could scavenge. With any luck, we'll have food soon, and drink... and perhaps the other kobolds won't find us.

- Journal of Rakust Idduthnur, 6th Granite, 1051

(So... yeah. Embarked right on top of a kobold cave, and the following battle and escape inspired me. Particularly the bull charging the bowbolds, he took out two of them before they brought him down. Might add more to this later, provided everyone doesn't die.)

[ April 23, 2008: Message edited by: Tyrving ]

[ April 23, 2008: Message edited by: Tyrving ]


2
DF Modding / Orc Fortress
« on: November 15, 2007, 11:46:00 pm »
(Note: I'm pretty new at DF modding, so please pardon any really obvious questions.)

So, for my first real attempt at modding, I made a new race, Orcs (very similar but not identical to the ones from teldin's excellent mod) and decided to mod them to be playable in fortress mode. I also added the [INDIV_CONTROLLABLE] tag to goblins and kobolds, for use in adventurer. There are a few things I'm wondering about, though.

Dwarves seem to have entirely vanished from the test world I generated, and for some reason the orcish towns are "Orcish Mountain Halls," despite being [PLAINS_SETTLEMENTS]. Basically, what I intended was for my orcs to use the goblin graphic for settlements, but in the plains, and for these to be labelled as "Orcish Fortress." Is this possible in the current version, and is it possible for me to have dwarven civs that are nonplayable, as well?


3
DF Adventure Mode Discussion / So I just sacked a Dark Fortress...
« on: November 17, 2007, 08:56:00 am »
And now I've got all these frickin' coins from civs I'll probably never visit! I don't wanna just drop them... but they're cluttering up my inventory screen. Maybe I could throw them after I run out of rocks? What do you guys do with your coins?

4
DF Adventure Mode Discussion / Waterskin?
« on: November 13, 2007, 08:17:00 am »
Is it possible to refill your waterskin in the new version (33a)? My current adventurer has to track down an ettin in a humongous 5-level cave full of trogs, swallowmen, giant bats and even some fire imps, and I'd like to be able to stay down there for a while... but I'm all out of water.

5
DF Dwarf Mode Discussion / Rock crystal?
« on: December 16, 2007, 09:37:00 am »
So, one of my craftdwarves decided to get possessed, which is all well and good. Doo dee doo, let's see what he needs. Bones? No problem. Shell? Got tons of turtles. (Does cooking them produce a shell, or is it just eating them? Nobody likes raw turtle, apparently.) Leather? I can slaughter something for it. Stone? lol. And, hmm, what's this? Raw... crystal?

FUUUUUUUUUUUUUUUUUUUUUUUCK.

So, is there anything I can do, aside from blindly digging and praying? It's early summer, so the human caravan should be coming soon, but they don't trade crystal glass, do they? And definitely no RAW crystal glass. I've got a few war dogs assigned to the possessee, just in case, but this could be the first interesting artifact produced here.

[ December 16, 2007: Message edited by: Tyrving ]


6
DF Gameplay Questions / Town pop during world gen?
« on: February 05, 2008, 06:27:00 pm »
I noticed something when generating a new world with the new version that I'd never seen before. Town populations FLUCTUATING. For instance, I saw a human town go from # to *, then back to #.

I assume this has something to do with the fact that people actually move around now? I did expect to see something of the like eventually, but it's still neat.


7
DF Gameplay Questions / Red crops?
« on: December 05, 2007, 10:20:00 am »
Why is it that all of a sudden, the red clay farm plot I've been using for plump helmets for the better part of a year is showing all crops but dimple cups as unplantable? I don't think it's an irrigation issue, since it's a soil layer...

Also, an unrelated question, will tightly closed doors stop a water flow?

Thanks in advance.


8
DF Gameplay Questions / Dumping blocks?
« on: January 13, 2008, 09:32:00 pm »
I'm currently working on a road system as a way to get rid of my excess stone, and it's starting to get pretty far away from my main fort. I didn't want my masons to have to run back and forth with single blocks, so I designated a dump zone out near the work area, and designated a bunch of stone blocks to be dumped.

Aaaaaand... nobody seems to want to come and dump them. The dump zone IS active, I've double checked this. What am I doing wrong here? Is it that they're in stockpiles already?


9
The spam is getting unbearable. It all started when I filled up my reservoir, cutting off access to the stone and ore therein. I forbid all of it, and thought that was the end of it, but the dwarves still walk to the access ramp, jump in, then flail their way back to land and cancel their hauling job. Any ideas what I'm doing wrong?

Oh yeah, another reservoir-related question, my dwarves seem to be unable to fish in it, despite the water being 5-6/7 everywhere. It gives the message 'there's nothing to catch in the (random direction) swamp.

[ January 09, 2008: Message edited by: Tyrving ]


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DF Gameplay Questions / Dwarf doesn't really care about anything anymore?
« on: December 21, 2007, 11:31:00 am »
For some reason, my Captain of the Guard and first Fortress Guard has this thought, but he's not miserable. In fact, he's ecstatic. I thought that it was caused by being miserable for long periods of time?

I don't have his room demands met, quite yet, might that be causing it?


11
DF Gameplay Questions / Water-related issues...
« on: December 18, 2007, 02:06:00 pm »
I'm currently working on an underground water reserve for my dwarves, and have just a few questions about fluid dynamics.

Water and ramps. Does water on the same z-level as an upward ramp make the corresponding downwards ramp inaccessible?

Floodgates and pressure plates. I know how to rig up a pressure plate and floodgate system, but have no idea what settings to use for the plates. How bad is the lag between the pressure plate activation and a floodgate's closing? Is it affected by mechanism quality?

Thanks in advance for the help. I really don't want to flood my fort. <_<


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DF Gameplay Questions / Digging straight down?
« on: December 16, 2007, 04:42:00 pm »
Alright, so, my legendary miner is in charge of digging out the shafts down from the dining room, where I'm going to put my wells, to the (currently empty) reservoir below. I had him dig subsequent ramps downward, which worked to get him down to one floor above the reservoir... but now, erm, he's got nothing to dig. I tried having him channel the floor he's currently on, but he refuses to do it. Any tips for getting him out without screwing up the shaft?

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DF Bug Reports / Clusters of mountain halls [176.38a]
« on: February 21, 2008, 03:35:00 pm »
Ok, I know this has happened with human towns, but I've never seen it with mountain halls before.

   

Created in DF v0.27.176.38a.
[WORLD_GEN]
   [TITLE:STANDARD]
   [SEED:3281472032]

[ February 21, 2008: Message edited by: Tyrving ]


14
DF Bug Reports / Goblin siegers unable to find fortress? [33g]
« on: February 01, 2008, 01:33:00 pm »
Perhaps it's a pathfinding issue, or perhaps it's something else, but the latest goblin siege seems to be unable to find my fortress. I made my fort on a chuckn of land facing a lake, with land on the opposite side as well. The goblins spawned on the other end of the map, and well... they're just kind of idling over there. It's winter, so the lake's frozen, so I can't see why they wouldn't be able to cross it. The link in my sig has a better picture of the situation, if that helps.

15
DF Bug Reports / Dwarf won't build bridge? (33d)
« on: December 02, 2007, 02:47:00 am »
I'm not sure if this is actually a bug, or just my own incompetence. I'm currently trying to get a fort started on an area that requires bridging a small gap. My mason/engraver/building designer doesn't seem to want to build a bridge, however. He built a temporary one when they first arrived with no problems, but after I deconstructed it to build a larger, nicer, permanent one, he refuses to do it.

A granite block got left on the other side from the deconstruction, but he won't build ANY bridge, even if it doesn't touch the block... He's got all the correct labors enabled, because like I said, he built one bridge already. Any ideas what I'm doing wrong?

Another thing I've noticed, my dwarves seem to disregard custom stockpile settings, making it rather difficult to create stockpiles just for seeds... but again, that might just be my own incompetence.

I can supply a save, if necessary.

Edit: Ok, after creating another food stockpile the dwarves seem to be using the seed stockpile just for seeds, so that's resolved. The bridge, however, is not. Maybe it has something to do with the fact that I'm bridging over down ramps?

[ December 02, 2007: Message edited by: Tyrving ]


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