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Messages - EPM

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1
DF General Discussion / Re: Future of the Fortress
« on: March 16, 2018, 05:10:16 pm »
So about villains.

Does this include self-motivated "supervillains" that operate at world-level? As it stands, the goblin civ leader-type demons and very old vampires/necromancers are the closest we have to what I'd call true 'villains', though the planar stuff and magic release will probably introduce more. Megabeasts and titans are closer to rampaging wildlife, lacking greater motives. Thieves and even deadly ambushes or sieges are typically relevant to a single site, they're enemies but not villains with distinct motives. That's my own sense of semantics, however: A villain is a sapient character with a motive, rather than a beast or a minion.

For example, an elf that sets out to turn two human civs against each other using cover identities and assassinations.

2
One thing I experimented with for a while was to set only one X or Y variation value to max and the other to 0. So something like volcanism X 3200 Y 0, and then elevation X 0 Y 3200. Then same thing with rainfall and drainage. The idea was that by doing this I could specifically bias the map generation to form intersections of regions that could be spotted from the world map.

Also, to modify that, you want to edit the entities_default.txt Each civilization has starting biome tokens, and you can just change dwarves's to be the same as Goblins (which spawn nearly anywhere) for a quick and dirty edit.

I just wish you could stack the PSVs onto world generation... Apply custom map tiles only to one part of the map, rather than it being all or nothing.

3
Can't wait for the wagons to smack into each other, this'll be a riot.

Man, I get busy for a couple days and suddenly I'm farting out future residents. I wonder how that situation will work, if clutches of eggs can be laid at a time and then hatch. No idea how [LAYS_EGGS] would work with child tracking or population caps, etc. Might lead to something silly like 20 something future residents being hatched, might not...

As for the sleeproot booze, I'm not so sure about weaponizing it, but it seems like the perfect solution for any [CURIOUSBEAST_GUZZLER] wildlife around. If we treat it like a pesticide and spread some forbidden barrels of it around, it'd make an unorthodox but simple trap.


4
It begins.

5
The idea of "modest hell" is pretty funny though. No, we don't have a Semi-Molten Ceiling, and the walls are just made out of soil layers for the most part, but we're doing our best you know. The well is plastered in blood, vomit, and transformative slime. Miasma chokes the halls, nobody has all six arms working, the piranha plants keep jamming doors open, and the local weeb won't shut up about the beta male, who's too busy trying to avoid eye contact.

6
Voting 2, potentially along with providing the save for bystanders to debug. The more eyes combing over this, the higher the odds of diagnosing and fixing the inevitable hiccups. Actual eyes with some kind of comb-like appendage may be involved.

7
I definitely support getting the ball rolling, so whatever facilitates that. All plans and ideas will be torn apart by whatever boiling cloud of crazy the embark churns out.

8
Insanity can always easily fit into any given fortress.

9
What about the worldgen seed? yuk yuk

10
Poonoki cancels joke: interrupted by swear filter.

11
Just build rollers pointing at the tavern and attached to a lever. "In case of insufficient work ethic, pull."

Urist cancels...wait, Urist cancels make Urist cancels joke: Koopa nomenclature uncertain.

12
If we go back to the OG SMB manual, I recall backstory being given about Bowser imprisoning all the Toads into bricks, and that's why Mario gets coins (gratitute) out of them when they break, which frees the Toads. So clearly some kind of conversion of migrants into building materials is ideal. We have the technology. We can rebuild them. Fastened to the floor. Stronger. Better for making some kind of stupid art project.

Bones being what they are, it's best to severely and thoroughly mangle those involved. Plastering the vicinity in migrant-salsa is the goal then. Since they can't be assigned labors or simply drafted, if I interpret the reports correctly, burrows and stationing won't work either.

I would love to make a deathtrap properly, but being unable to shepherd them like unwanted dwarves usually could be is a wrench in the gears. I actually drew up schematics for a lever and pressure plate hallway fork, relying on pathfinding exploitation plus an attached drawbridge, to fling the migrants up into the air in order to go splat. Another idea was simply a giant thresher made of impulse ramps in a circle with a door on either side, and use of burrowing could send all unwanted slobs into the lead-minecart-carrying-boulders meatgrinder.

I think the thresher idea will work if you designate a tavern on the other end of it and keep all the actual productive members of society locked inside in a burrow, so all outsiders would march into the minecart murder donut on their way towards The Baited Idiot's Bar & Gulag. I'll happily design deathtraps, but I need to know how these wonky broken migrants work.

13
Overpopulation issues have a pretty easy fix, you know...  :P

Any screencaps of this wonderful budding mess as updates start to chug?

14
God I wish that metallization worked. Imagine vermin getting into the food stockpile, killed off, and then being melted down into usable bars. Throwing rats into the smelters for a renewable iron supply. Or alternatively, the most literal source of Pig Iron ever. Hamzo Steel: This bacon has been folded over a thousand times.

15
I've yet to find a problem that can't be solved by locking the right person in the right room for a long enough period of time. Never hesitate to lock the door to the barracks and designate a food stockpile / dining room in there! Well, okay, hesitate if someone ate the flesh of those delicious creatures that turn the consumer into more of them. Wendigo-style Barbecue catches on quick.

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