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Messages - RocheLimit

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1
Best Weapon Artifact:
Balmozib, Toneswallow, Adamantine Two-Handed Sword
Spoiler (click to show/hide)
I had to edit the weapon's size requirement to allow the captain of the sword master squad
to use it.  I figured it was ok as she was a veritable dwarf giant, 120,000 ccm in size.
I later granted her effective immortality after her 2000th kill.  By this time, the only non-
artifacts she had equipped was her backpack and flask, and that was only because I
couldn't get her to equip the artifact ones I had made.
Spoiler (click to show/hide)

Most Valuable Artifact:
Dalzatamkin, Matchedglad, Large, Serrated Adamantine Disc
Spoiler (click to show/hide)
Lucked out with material demands that could be filled with raw adamantine (stone, blocks, cut gem). 
Lucked out again with a dwarf who liked Large, Serrated Discs and was thus guaranteed to make them during the appropriate mood.

Worst Artifact:
Rulushemath, Splashbanded, Adamantine Earring
Spoiler (click to show/hide)
Migranted mooded before he could be retrained and used up one of the
rare (at the time) pieces of adamantine.  Not really bad, but the dwarfs
holding the scorecards make it memorable.

2
For those that do not shoot web or have the body of a spider, webbed cage traps will do the trick.  I used a small silk farm above the cage traps and used a retracting bridge to drop the web onto the cages.  I started with a Giant Cave Spider before upgrading to Sath the Cavern of Nights, a webbing forgotten beast.

For web immune beasties, I use 1 by X tunnels containing a door that leads to your fort and can be lever-sealed by drawbridges at either end.  While the FB munches on the door, you have time to seal it in.  Simple to setup, if somewhat risky if you don't have many dwarfs to pull levers, and can be built quickly anywhere you have a FB problem.

Overall Design, Log Entry 116
Spoiler (click to show/hide)
Web Loading Process, Log Entry 122
Spoiler (click to show/hide)
Finish Trap Hall, Log Entry 125
Spoiler (click to show/hide)


3
LeopardLens, Fortress of Forgotten Beasts and Wealth


Mingkilcerol, or LeopardLens, is a Fortress Defense, Large Address Aware, 40.24 Fort that I began back in May of 2015 with the purpose of capturing or killing all forgotten beasts, and documenting as much of the process as possible.  Secondary goals included conquering the circus, building a castle on the surface, maximizing artifact creation, and accumulating as much wealth as I could.

Now it is early 2018.  The fort is nearly 3 real-time years old, has been in single-digit FPS for over a year, and has hit a patch of instability where progress was measured in in-game days.  These chain crashes started as I attempted a 5th generation of artifacts and began building above the sky's limit using infinitesky.  No combination of work-arounds helped... in fact, I had to migrate the fort to another df folder with a slightly different dfhack used for Armok Vision images; it wouldn't even work in the original folder.  In the end I decided to both rewind the fort to year 465 and, as the future of the fort is cloudy, spend some time getting this all uploaded and posted.  Which I am glad I did because I had no idea how much I'd managed to collect over the years.

Edit: I just realized that the spoiler tags may show nothing at all for a while as the images can take quite a while to load.  They're there; just have to wait a bit.  Though maybe I should go through and edit some of them to be external links to cut down on the load time...

Edit 2: Went through and swapped out the larger animated gifs (FB Battle Royal, Obsidianizing the Surface, Descent, Aquarium 2D, Aquarium View, & Filling of Cavern 3) with direct links.  It should help with the load time.  Also, here is a link to the rather unorganized album most of the images and gifs are pulled from (https://imgur.com/a/DcX9g), for those interested.


Beware of Spoilers ahead

Stats
Fortress Year – 215
Earliest Image Date – 5/13/2015
Current FPS – 1 Dead – 28,912
Max Pop – 239
Current Pop – 194
Generations – 4
Artifacts – 353
Artifact Wealth – 637,831,600
Total Wealth – 2,002,823,883
Exported Wealth – 18,364,883

Programs Used - Irfanview, Paint, Gimp, GifCam

Historical Population


Spreadsheet
Spoiler (click to show/hide)

Current
Status Screen
Unit List
Spoiler (click to show/hide)

Fort Images
Main Fort Levels, 2D
Spoiler (click to show/hide)
Entire Fort... in Ascii, short descriptions
(link to external album, 155 images)
Armok Vision
Spoiler (click to show/hide)
Paving the Surface in Obsidian
Spoiler (click to show/hide)
The Filling of Cavern 3
Aquarium
Spoiler (click to show/hide)


Helpful Artists
Spoiler (click to show/hide)

Artifacts
Artifacts, Overview
Spoiler (click to show/hide)
Artifacts, All 353
Spoiler (click to show/hide)
Artifacts, Most Valuable
Spoiler (click to show/hide)
Artifacts, Detailed List
Spoiler (click to show/hide)

Sieges
Overview
Spoiler (click to show/hide)
Complete Siege List, Invaders & Defenders
Spoiler (click to show/hide)
Invader Kill Lists, searched from the Dead List
Spoiler (click to show/hide)

Best Warrior
Teresa Ruledpicks the Mortification of Playing
Swords-dwarf with 2059 kills and full Artifact Armor. 
Gave her eternal life after kill 2000.
Spoiler (click to show/hide)
Wields ToneSwallow artifact adamantine
two-handed sword: 1869 kills
Spoiler (click to show/hide)
& The Natural Gills artifact
adamantine shield: 29 kills
Spoiler (click to show/hide)
Of course, the rest of her squad
weren't slouches either
Spoiler (click to show/hide)



Forgotten Beast Info
Counter
Spoiler (click to show/hide)

Forgotten Beasts Incursions by the Year
Spoiler (click to show/hide)

Forgotten Beasts Incursion Graphs
Spoiler (click to show/hide)

Current Residing FB List
Spoiler (click to show/hide)
Forgotten Beast Reclaim Battle Royal
I once tried to retire/reclaim to gain some precious fps. 
I had forgotten upon reclaim all caged entities are uncaged...
I had stored 157 Forgotten Beasts, 6 ettin, 4 cyclopes, 4 weres
(2 skinks, 1 civet, 1 tortoise, all non-transformed) 3 giants,
2 bronze colossi, 2 minotaurs, and 1 titan in a single room.  3 minutes long.




In another portion of the fort, I had stored other forgotten beasts,
bronze colossi, and various megabeasts.  All in cages yet to be built.
Seems the dragons were  still holding their own by the time I checked
on them.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Animal Training & Herds
Every animal that I could catch was bred
and trained, minus the handful of Giant Cave Spiders
I caught.  Some never showed up (like Cave Bats) while
vermin were both hard to catch and hard to get rid of.
Spoiler (click to show/hide)

Currently, the fort boasts herds of the following
animals for food, moods, and decorations.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

I was most excited when word came we had become
expert gremlin trainers.  Not that they are every really
tame...
Spoiler (click to show/hide)
Embark's Surrounding Area
Using a copy of the original world, I did a fresh embark
over the original location... at 14x14 (16x16 kept crashing
on me).  I took screen-shots, used irfanview's ability to
batch 'trim', and then pieced the images together into
a single high-res shot.  I then located the ponds that
were in my 3x3 embark and overlaid a more current
high-res shot of the fort on it.  Sadly, uploading lost
much of the resolution for some reason.  Still cool
to see the surrounding area, like how there are hills
North and East of the embark, and a stream to the
South.
Spoiler (click to show/hide)

Also, years after the caravans stopped coming, I sent
out an adventurer in a copy of the save.  The following
link is to an album devoted to her travels.  I could have
sworn I sent out a second adventurer later, but could find
no record of such an endeavor.  Probably delerium.
The Hamlet Next Door
These guys are one overworld map tile to the East, a hamlet
of The Empires of Aquamarine named AdmiredCarried. 
We do much trade with the humans of this civilization;
the dwarfs welcome their law-givers' yearly visits.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
The Dark Fortress Down the Street
And here is FellStench, the nearby capital of the goblin
civilization The Poison of Despair.  Despite their proximity,
goblins have not invaded in nearly 200 years.  In the current
year of the fort, only trolls and the Capybara monster,
Asmrar Quakewhip itself, still live in Fellstench.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Research Shows an massive decline in goblins from 250 to 270
Spoiler (click to show/hide)
Coins
A few years into the fort, I took up having the dwarfs forge
a single stack of coins to mark each year.  Eventually I
settled on copper for normal years, silver for those ending in 5,
gold for 10's, platinum for 50, and adamantine for 100.
Spoiler (click to show/hide)



All Log Entries (~100 entries each, 4700 total entries)
Spoiler (click to show/hide)



4
DF Dwarf Mode Discussion / Re: What do you buy from the caravans?
« on: October 17, 2017, 05:55:10 pm »
Giant Cave Spider Silk Thread is my #1 thing to buy from the caravan.

After that, Steel Anvils, Cheese, Fish, plants to brew, (edit) cut gems, stones, and blocks (focused on those not available on the embark).

From Humans, mainly just Fish, Plants, and the occasional interesting foreign weapon.  Neat animals too if the elves come, but I haven't had a fort near friendly elves in quite some time.

Edit:
...Uncut gems...

You can buy uncut gems in the newer version?  I've only ever seen cut gems brought by merchants.  Then again, I'm still playing 40.24 and haven't been able to order from the outpost liaison in years, so maybe I am remembering wrong.

5
DF Dwarf Mode Discussion / Constructing Mega Projects: Method Poll
« on: August 30, 2017, 08:02:38 am »
Getting ready to start my own mega project and, while my project is almost assured to be cast due to FPS issues, I became curious what others thought of the various methods. 

6
I found this method out in my old DF40.24 fort and just confirmed that it still works as late as DF43.05.

Basically, you fill 1 minecart with water and 1 minecart with magma, then dump them on a track stop.  The trackstop is either not set to dump (if you are fine with using DF Hack to change the dump direction) or set to dump but disabled by a lever.  Be sure that all tiles around the 1x1 dump zone are not drops, as dwarfs will toss dumped items down rather than place them in the dump zone.

When ready, either set the dump direction or pull the lever; the two minecarts will dump 2 units of magma and 2 units of water onto the same tile, instantly creating a tile of obsidian.

While each tile does require quite a bit of setup, and if you go the lever route it isn't truly 'instant', the process cannot be stopped from operating, can block a hall with an indestructible tile stronger than any bridge, and will kill anything on the affected tile.  It's also very useful for small construction projects and touching up existing structures.

Slightly detailed instructions
Spoiler (click to show/hide)

Gif of the walls being formed
Spoiler (click to show/hide)

7
DF Dwarf Mode Discussion / Re: Titans and fortifications.
« on: August 02, 2017, 02:43:23 pm »
Curious, I just did my own test; embarked in 43.05 randomly with 30 blocks or so and had them build a 4x4 enclosure.  After sealing it with a roof & leaving two wall-tops uncovered, I revealed the circus and teleported a clown up.

And you're right; he stayed right where he was.  Even after building down stairs on the two empty tiles, he did not react.  Of course, he did maul one of the starting seven that happened to walk over those down stairs, but he's not climbing out.

Spoiler (click to show/hide)

*edit: further, removing the stairs and then placing a dwarf on the same tile where the first was eviscerated, with the clown in the same spot as before, did not lead to further evisceration.

Spoiler (click to show/hide)

I guess my third anecdotal story, where a fb slips between the top of a wall and a floor, can only be attributed to the fact that it was flying, not climbing.  Still... with your example down stairs were needed for a successful escape.  Downstairs, as mentioned, provide a hole down below.  Which implies said hole did not exist before the downstair was built.  How, then, can fliers pull the trick off if there is no hole?

8
DF Dwarf Mode Discussion / Re: Titans and fortifications.
« on: August 02, 2017, 01:03:55 pm »
Here is how I understand it, albeit based on version 40.24 and before.

When you construct a wall, a floor is included below it but not above it. 
As such, when you construct a wall and then offset a wall above it, it looks like this:
Spoiler (click to show/hide)

While creatures that cannot fly will not path up and over a wall, they can wander-climb it or decide to climb it to reach a visible target. 
With the wall designed as in the previous image, creatures CAN climb through the diagonal gap, as illustrated here:
Spoiler (click to show/hide)

To seal the gap, one needs to construct a floor atop the supporting wall. 
Spoiler (click to show/hide)
Up stairs and ramps also work; not sure about roads.

In pre-df2014 versions only fliers could take advantage of this gap, as climbing and jumping had not been added.  Now, though, any 'hole' in the floor that can be reached diagonally-vertically can be climbed through.  I have run into this problem in multiple forts:

  • A fort with a staircase that ended in an up/down stair just above a cavern lake.  Coincidentally, the lake extended to a tile 1 level below and directly next to the final up/down stair.  I did not realize at the time that diagonal movement was possible and that up/down stairs creates a 'hole' in the floor... cave crocodiles loved to path diagonally from the lake into the stair case and eat their fill
  • A fort I had in a reanimating biome was going well, with no cavern discovered but an up/down stair case that went down a certain distance and 'ended' revealing solid rock below the final stair.  However, I would occasionally find undead crundles along the path leading from this staircase... but no cavern had been discovered!  After clearing them out, I used dfhack's reveal to show the cavern.  Unknowingly, the staircase had ended just above and left of the cavern roof, four tiles off the ground.  I watched as 200+ undead crundles wandered aimlessly through the cavern... every now and then, one would wander up the wall and slip in through the gap left when the final up/down stair had pierced that floor
  • In a 40.24 fort, I had shifted my staircase from one pillar to another in a cavern; naturally I took the time to wall up the sides of the bridge and provide a roof.  I did not floor over the supporting walls for the roof.  A flying forgotten beast came and I zoomed to it, to watch it enter my FB trap.  Instead, it flew up to that covered bridge I had built and moved diagonally into the stair.

I am now very careful to floor over any constructed wall and end every up/down staircase with an up stair.  Hope this helps!

9
I was wondering if it were possible for a future Armok Vision to render gem windows as they appear in game, flashing the color of the gems used to build it, instead of a flat, semi-transparent color.  It would be a neat effect if seen in 3d.

Spoiler (click to show/hide)
-PeridexisErrant's Starter Pack 0.43.05-r07 using packaged Armok Vision.

10
DF Dwarf Mode Discussion / Re: No Outpost Liaison, civ not dying
« on: July 09, 2017, 02:12:51 am »
Sounds like the old missing caravan bug to me.

Give this script a try: (http://www.bay12forums.com/smf/index.php?topic=159297.msg7257447#msg7257447).  Worked wonders for my 40.24 fort, which had been missing caravans and the liaison for decades.  I believe it still works for the latest version of DF.

11
I believe you need at least 3 tile thick walls to be sure, although it's probably rare to manage to get through double thick walls.

Agreed.  I have my barracks 3 floors up with walls two tiles thick and they still occasionally dodge through it, though such events have gone from a once-a-month kind of thing to a once-a-decade kind of thing.

Another thing that may help is keeping the borders of the barracks' room away from the actual tower walls.

12
A bit late here (sorry), but I'm looking at adapting this script for DFHack 0.43.05-r2.

No need to apologize, Lethosar.  If you could get this script to work for 43.05, I would be extremely grateful.  Albeit with limited testing and scripting knowledge, I have been unable to make it work in 43.05, and had begun viewing this script as only useful for older forts.

13
The code Azrael4h pasted was from the original post without the code tag and missing the i's.  And if the code was copied exactly from the screenshot posted after that, then it would only look at the first 6 or so units of the embark.  The first will not work and the second will not look at the besieging units; both my fault, as I did not originally post with the code tag and the screenshot was for a test... I will have to go back and correct the screenshot as well.

(Edit: Well, scratch that.  I notice that the code pasted by Azrael4h was not in a code tag itself; the i's are there.  So while the 2nd code attempted would still only look at the first 6 or 7 active units, the first should have worked.  Statement above: Retracted.)

That said, Azrael4h's case makes me wonder if the script really needs to be looking at the dead tag.  Would it still work if it only looked for the incoming flag? It would make a certain amount of sense if only the incoming flag was relevant.

Spoiler (click to show/hide)

I will try it out later on my own fort, which still occasionally gets missing forgotten beasts/sieges.

14
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 17, 2017, 05:40:39 am »
A dwarf with 62 cousins came to visit my fort.
VAMP ALERT!
That's actually not that uncommon, especially in a young world. See, a dwarf couple has ten kids. Most of those kids get married and have ten kids of their own. It's possible to have over a hundred cousins. I've seen it happen.

Yep, I have a family that is related to a quarter of my fort right now in some fashion.

I'm on my third bugged siege. First one got 22, killed them and the 'siege' tag didn't go away for a year. Second one, 1, and it took 2 years to go away. This one, no one showed up to siege me.

It's been a boring town. My candy spire was a solid mass, so now I have candy weapons and armor with no risk. Bugged sieges don't bring me toys. The only thing interesting was the dragon... who got conked on the head by a falling tree and knocked out, rendering it easy pickings; and a flying, web-spewing pigeon who shattered a couple necks before being de-winged by a pair of Macelords.

I've lost twice as many to failed moods and minor riots than anything else. Think once the roads out are built and the siege tag vanishes in a couple years, I'll retire the town.

 

Try this script to recover stuck sieges.


Also recovers incomplete caravans, forgotten beasts that announce they have arrived but never do, and random packs of wildlife.

15
Oh, I thought this thread was about units that failed to enter in the first place, and dismissmerchants was getting rid of those. I'll work on including both scripts, then.

You know, looking back at the first post I believe that's how it started.  From the sound of the original issue, I believe unitretrieval would work, as their arrival is announced like my own fort's forgotten beasts were and it retrieves them nicely.  The dismissmerchants script came up later, fixing the issue of caravans that were outright missing with no announcement.

Edit: And, after re-reading the entire thread, I now feel a bit like an idiot speaking as if lethosor hadn't been much more active in this thread than myself and would have a much better grasp of what was tried, what worked, and for what problem.  My apologies, lethosor.

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