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Messages - Visus Draconis

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1
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 27, 2017, 06:28:34 am »
Spoiler (click to show/hide)

Yep, the picture in the spoiler is my current fortress' cavern layer/farm. You're probably wondering how I got into this situation.

So I was inspired by one of the stories in this forum to build a fort in a terrifying glacier. My initial plan was to dig down to the caverns and use that as my farming area. I'd genned the world to make it a single cavern layer to speed up the FPS rate, and when I found the caverns I saw there was a big patch of land that could be used. Pretty simple, right?

Except I'd put a Deep Ones mod in my raws that adds an extremely powerful, yet non-aggressive, madness-inducing Elder God into the deepest caverns. When one Elder God showed up, I decided to wall off a farm/well area for my fortress. Everything went according to plan... except for the undead crundle (and a few non-undead ones) that traipsed into the half-finished walled area, forcing me to send my militia to kill it. By the time the crundle situation had been settled, the Elder God had popped up right in the middle of my walled area. I sent in my militia of two dwarves.

Big mistake.

The Elder God smashed the hammerdwarf's head in, then chopped off the axedwarf's leg clean below the knee. (The axedwarf would later go stark raving mad from lack of sleep and die.) Then, it sauntered up the door, having gained the name "Anguishedplans", and headed for the entrance. The rest of my dwarves just watched Anguished go past them in the corridor ("Oh, 'sup Cthulhu. How's it hanging?") as it went out the entrance, up the glacier, and off the map.

I was shocked. In my hubris, I had unleashed an unholy thing from the darkness before time onto the world, probably dooming it. For a moment, I pondered save scumming.

Instead, I decided to play the thing through, which involved finishing the farm walls, clearing out the sudden influx of scuttling, octopoid body parts, and trying to ignore the fact that my dwarves were all gradually gaining the Innsmouth look. It went well... until the food ran out. In desperation I had my dwarves attempt to kill a troll that had wandered into my common area, in the hopes that it would give us meat. Instead, they punched and kicked at it until they got exhausted, passed out, and then went back to it, not giving a shit that they were starving.

And then the fort's cat ran out, got caught in one of the clouds of foul fog that occasionally roiled across the barren icy surface, and turned into a thrall. While I had created a pair of doors on the entrance of my fort and locked them (the "airlock" setup), keeping the thrall cat out wouldn't stop the dwarves inside from starving. Deciding that this was pretty Fun, I let the cat in. As expected, the cat began to maul my dwarves, killing several through massive blood loss.

Just as I had given up on the fort, however, a migrant wave appeared, and one of those dwarves killed the cat thrall with a blow to the head. It was, however, too late for all but one member of the original 13 that had resided in the fort, who had been killed by one of the dwarf corpses that rose up in the aftermath of the massacre.

But at least Ghoulbreaches lived another day.

I decided to make the most of this second chance, and built a fairly good fortress. Sure, there was a second Elder God in the deep, but my walls were complete, so it couldn't come inside, right?

Then it proved me wrong by showing up inside the walls.

I trapped it in the airlock to the farms and dug another one, then examined the area where I'd first seen it.

Turns out the fort's well was built over a slope. That must have been where it came.

I facepalmed, then built a floor over it and moved the well to somewhere without a climbable area. Then a Forgotten Beast with the fever-causing dust showed up and chased some crundles around. I didn't give a damn because it was outside my walls-- but when I spotted a crundle with a name on my units list, I checked it out.

Turns out this crundle had killed the Forgotten Beast by making it bleed out. Good on the crundle, bad for my fort, because now I have an undead, dust-spewing nightmare right outside my walls.

On the plus side, I have a last-ditch weapon to use in case a Forgotten Beast or something worse makes it into the fortress. Sure, it'd doom my dwarves to succumb to its dark will, but if it comes to that then the fort is pretty much doomed anyway.

-------

Bonus screenshots for the rest of the fortress:

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

2
DF General Discussion / Re: Horse epidemic in .42.01
« on: December 04, 2015, 03:53:33 am »
Just be glad there aren't any Mongols riding those horses, ready to pillage and burn.

3
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 03, 2015, 12:59:51 pm »
EDIT: The Titan fell to the goblin attack, but not before it killed two goblins and caused the rest to run for it. The only remnant of the siege is the goblin lasher that killed the Titan.
Pretty please can we see the combat logs?

Here's the relevant part.

Spoiler: Combat Logs (click to show/hide)

UPDATE: Turns out there's a reason why the lasher got the kill. Sending in my hurriedly-assembled crossbow troops to back up my melee squad ended the fight with seven dead (including the lasher) and several injured. The siegebreaker goes to Jasro Beruothla, a human mercenary spearman.

And I haven't even completed the walls of my fortress yet.

4
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 03, 2015, 12:37:21 pm »
Things in my fortress have gone pear-shaped really fast.

So here I am with 109 or so dwarves and human mercenaries, minding our own business. We've began pumping out iron for the forges so we can arm our first melee squad, and brewing drinks to quench my citizens' relentless thirst. I've got a 10-man squad that's 70% human, as yet unbloodied.

I knew things would get bad really quickly. I just didn't expect it to be this terrible.

First, a Desert Titan with web-shooting powers showed up and went through my pastures, killing all my animals. I got everyone inside in time and got the gates up, so my people are OK. That's fine, I can deal with this. I've pierced the caverns so worse comes to worst, I can harvest plants inside.

Then came the goblins.

2 and a half pages of goblins, mounted on beak dogs. Trolls. A couple of humans with gobbo names. Half are melee, half are ranged. Right now, as I type this, the Titan and the gobbos are about to make contact. On reflection, this is very much like Boatmurdered, with the elephants and the goblins.

Except I have no magma.

EDIT: The Titan fell to the goblin attack, but not before it killed two goblins and caused the rest to run for it. The only remnant of the siege is the goblin lasher that killed the Titan.

I'm sending out my Varangian Guard to engage the greenskin.

5
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 03, 2015, 01:05:19 am »
I've had two dwarves of mine die due to alcohol poisoning. I'll have to get used to that, because it's so... un-dorfy. For the time being, they're buried in a hurriedly-excavated and smoothed memorial hall.

Ah well. At least they died as they lived: happy, drunk, and covered in vomit.

6
DF Dwarf Mode Discussion / Re: Constant, non-reproducible crashes
« on: December 02, 2015, 07:17:59 am »
I've been having this problem too. My most recent crash happened when I had my first migrant wave. I had a small tavern open, with a couple of humans hanging out and shooting the breeze.

Could that be what's causing the crashes? Or is this just buggy early editions being buggy early editions?

7
10/10 would puke again
--Kotaku

8
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: December 22, 2014, 11:32:11 am »
If it's the lack of LEAF and SEED tags, that's intentional. I intend for the Spire of Viscera 40.X Edition to have no leaves: it's basically a big twitching tower of meat.

9
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: December 22, 2014, 08:47:30 am »
So what was the stuff I posted missing?

10
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: December 22, 2014, 05:14:16 am »
So the raw I posted should pretty much work as intended if I replace the WOOD_TEMPLATE with MUSCLE_TEMPLATE, right?

11
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: December 22, 2014, 05:00:53 am »
If I wanted to make a tree that's made of meat, how would I word its raws? Would I still have to use [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE] and [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL], or do I go straight to defining what material the tree uses?

For reference, this is what I'm working with: a modified Spire of Viscera from SethCreiyd's Dwarf Chocolate.

Spoiler (click to show/hide)

12
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: December 20, 2014, 12:27:41 pm »
So I've just recently started a fort near a Sinister mountain, and the first thing I did was dig a four Z-level trench to keep any undead away. Of course there were no undead, so when one of my miners fell down a shaft and hurt one arm, I shrugged it off. That is, until my other miner did the same and broke both of her arms.

I groaned, then started frantically trying to keep her alive-- digging for water so they don't die of thirst, going into the 1st-level caverns for fodder and webs, etc. They're fine now, but still... having both your first miners break their arms is not an auspicious start for a fortress.

13
DF Dwarf Mode Discussion / Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« on: December 20, 2014, 08:29:29 am »
    So after playing a bit of v40.19, I feel a bit bored with my current, "safe" embark area. I'd like to have a world with a decent-sized Evil region for me to play around in.

    What I'm looking for is:

      • Iron, flux, coal, maybe sand: iron/flux/coal at minimum
      • Evil region-- it can be on the border of another non-evil region, but that isn't necessary
      • Reanimation present
      • Preferably not a glacier/tundra embark

      That's pretty much it. Anything else is all up to you and/or the RNG.

      Thanks in advance.

14
DF General Discussion / Re: Dwarf Fortress 40_16 Starter Pack r1
« on: November 23, 2014, 09:42:14 am »
Running DF from the main LNP program, I got these errors:

Quote
File PyLNP.user does not exist
WARNING: Field GRAZE_COEFFICIENT seems to be missing from file .\Dwarf Fortress 0.40.16\data\init\d_init.txt!
WARNING: Field GRAZE_COEFFICIENT seems to be missing from file .\Dwarf Fortress 0.40.16\data\init\d_init.txt!
WARNING: Field GRAZE_COEFFICIENT seems to be missing from file .\Dwarf Fortress 0.40.16\data\init\d_init.txt!

Also I started up a world and it's still in ASCII, despite me updating it with the Ironhand graphics on the LNP screen. EDIT: It's just the world map pre-embark. The graphics work fine in Fortress mode.

Is there something wrong with the raws? Or did I just download it badly?

15
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 17, 2014, 05:51:09 am »
I reclaimed a computer-generated fortress in an area with plentiful iron ores, coal, and a full complement of magma forges. (The forges were already there when I set up camp.) What I found strange was that the fortress was essentially a square keep with walls of native platinum, and that there was a layer of sand two Z-levels above. Also in the caverns, I found a bridge that stretched above the water, connecting two divided parts of the cave. That let a Troglodyte and a couple of naked mole dogs in, which my war dogs tore apart.

In the depths, I found a multitude of statues and 3x3 rooms connected by hallways. One room had a collection of cast-off clothing. Whoever built the place must either have left in such a hurry that they forewent all clothing. But then, how did that pile become so orderly?


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