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.

Messages - Deracination

Pages: [1]
1
DF Modding / Re: [WIP] DF WORD Project - Adding 400 words
« on: May 19, 2012, 07:37:51 am »
The [STANDARD_VERB] tag seems to just go after every verb.  Take bother, for example:

[WORD:BOTHER]
   [VERB:bother:bothers:bothered:bothered:bothering]
      [STANDARD_VERB]

Just place the verb, past tense, singular, plur, et cetera, followed by that tag for magic.

Also, I'm currently downloading the SQL query lexicon from Omega Wiki as well as a SQL query library for Python.  Once that gets done and I get back from a waverunner ride  ;D I'll get to coding on the program.  It should be pretty straightforward to write, it may just take a while to sort through a list more extensive than most dictionaries.  Fortunately, I also have access to a large computing cluster here on campus, so that shouldn't be a problem either.

If anyone has any experience with SQL and wants to give advice or help out, I'd certainly love it.  Oh, and the download site for the database I'm using is http://www.omegawiki.org/Help:Downloading_the_data.

2
DF Modding / Re: [WIP] DF WORD Project - Adding 400 words
« on: May 16, 2012, 03:09:55 am »
You want to do a repetitive, objectively-defined task to a large number of items?  Sounds like a perfect job for a program.  I'm looking into using a data dump from OmegaWiki to either format selected words or just create one massive language file, but I'm unfamiliar with SQL.  I'll update if any progress is made with that.

3
DF Gameplay Questions / Trap Questions
« on: April 22, 2009, 09:45:10 pm »
Alright, I have a few questions:

Are pressure plates triggered by creatures that evade traps, such as kobold thiefs and orcs?

Is there a delay between activation of a pressure plate or lever and the activation of a spike trap?

Are there any good ways to keep dwarves close to a lever besides having all the levers at  your meeting area? It seems every time I want a lever pulled, my miner runs from his expedition to the center of the world all the way up, in which time, the orcs have already built a thriving civilization in my husk of a fortress.

Also, someone unrelated, will forbidden doors keep out hostiles that are able to open doors? (Elves versus racoons)

4
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: April 20, 2009, 09:46:09 pm »
Figuring out the caging system, but only after two Ogre-related incidents. Apparently dwarves living off of -dwarven ale- and +dwarven ale roast+ don't have the cognitive skills to realize that they can't transfer a raging Ogre from cage to cage by hand. I've been a lot more careful with similar tasks since....

5
DF Dwarf Mode Discussion / Re: Dwarf Fortress: Haiku Time!
« on: April 20, 2009, 09:40:59 pm »
Arrived at mountain
Dorfs all asleep on the ground
Forest now a bed

To many greenies
Need more steel, but killed the trees
And what dorf needs booze?

Magma forge is up
Exclamation point?
Oh I see, fire imp

Sober dorf caught on fire
Wine wets his burning whistle
Fort of burning beds

6
DF Dwarf Mode Discussion / Re: Ever get in a design rut?
« on: April 20, 2009, 09:21:42 pm »
I used to have this problem, and actually stopped playing for a while because of how boring it got. I would spend FOREVER finding the perfect site, setting up my embark, and setting up my actual starting area by ramp-carving the cliff face flat. At first, from there, I would proceed to build a terribly unorganized fortress which led to such disarray it was unplayable. Them, I began building better and better forts until I had it down to an art. Tunnel down to the farm, food stockpile right by it, dining room on the other side, and houses expending southward from the westward tunnel making it adjacent to the dining room. Workshops and stockpiles up north. It was efficient, easy to build and designate, and boring.

The only solution I've found for this is to find interesting starting areas. The best ones are always mountainous. Varied terrain with intermingled stone and soil tiles help. A chasm and river, preferably close to each other, are a must. This keeps the game interesting at least during the design and build stage, as well as prolonging the build stage. For instance, try getting an aqueduct across a chasm and down a few z-levels to your farm while simultaneously channeling it to a moat and avoiding dangerous situations.

Once you're done with the interior design, there's normally not much to do except micromanage dorfs. That's where intricate defense setups and megaprojects come in. Try building a defense setup that doesn't rely on a standard or exploit-like method of killing. Long hallways of stonefall or cage traps, atom smashers, and your standard ballista-marksdorf hall are some examples. Try building a defense system that traps the enemy and floods them, then pumps the water back out. Or drops them down to a pit filled with fifty of your hammerdwarfs, wardogs, cats, nobles, fire imps, and booze. The possibilities are limitless.

Once you've done this a bit though, I would suggest either declaring war on the Elves or downloading Orc mod. The challenge presented by Goblins isn't great enough to make building these feel justified, as it normally isn't.

Basically, with a sandbox game, the goal isn't quite to make it easier on yourself, it's to make it harder.

7
DF Dwarf Mode Discussion / Re: Challenges
« on: April 20, 2009, 05:44:31 pm »
Challenge: Computer Killer
Requirements:
  • Population Limit must be stupidly high (99999999 or something)
  • Invasions, temperature, and weather must be ON
  • You must not slaughter any tamed animals (Catsplosion :D)
  • NO purposeful killing of dwarves or tamed animals
  • 5x5, 6x6, 5x6, or 6x5 area
Everything else is up to you!
Good luck with having your computer, you know, NOT explode/catch on fire.

I like this idea. I've been playing Dwarf Fortress on some crazy 8 GB RAM, GeForce SLI beast. It was odd going from playing Fallout 3 on max settings to playing with ASCII graphics......seems like this would give my computer meaning. I just can't imagine what I would have all the dwarves do...perhaps dig out the entire world and then rebuild it? Also, why not on a 16x16 or whatever the max is?

Another idea:
Build a wooden arc one z-level above the map's river supported by a glass pillar, then dig out EVERYTHING underneath it.....mayor's name is Noah of course. Your survival will rely on cat meat. Wonder what would happen to sieges....

Copy the orc civ entry a couple times, just make sure you rename it.

I tried this, and didn't see any results. Do you mean copypastaing the entity or the creature doc; and renaming the creature name in the doc or the doc itself?

8
DF Dwarf Mode Discussion / Re: Challenges
« on: April 19, 2009, 02:24:19 am »
I'm assuming this requires the Orc mod, which I can't seem to find. Googling returns only forums talking about it. Anyone have the link?

9
DF Dwarf Mode Discussion / Challenges
« on: April 19, 2009, 02:02:28 am »
Alright, how about we put out some challenges. I'm bored, and haven't really had much challenge so far. Just post anything you'd like to see built, done, or whatever else. Preferably something not requiring a crazy specific embark site (such as a lava shaft adjecant to a chasm), but normal features are fine.

I'll start: I've always wanted to see a huge tower that pumps water from a nearby source all the way up, then dropping it out to create waterfalls, preferably on all four sides. The whole thing has to be powered by either windmills on top, whaterwheels nearby, or a combination of the two. No dwarf power allowed.

Good luck  ;)

10
DF Dwarf Mode Discussion / Re: Keeping interest in a fortress
« on: April 17, 2009, 11:15:19 pm »
As you set up your fortress, spend your time building an extravagant, ingenious, mechanical merchant death machine. Kill every caravan you see. Let all your children get snatched by snatchers. Employ a team of ten lumberjacks to strip the landscape of anything resembling life. When this is done, rest assured, fun will be on its way.

11
DF Dwarf Mode Discussion / Re: Your evil habits
« on: April 17, 2009, 10:49:33 pm »
I find a noble with a dislike of a specific vermin. I then find as many as possible and place them in a cage. This cage is locked in the noble's quarters, and connected to a lever right outside the room. The noble will go to sleep, dwarvenly unaware of the new cage. At this point, the door is locked and the lever pulled. The ensuing swarm is usually enough to wake the sleeping noble, but if not, they are in for a start when they do wake. When they do, all nearby pieces of furniture are promptly hurled at the wall. Here is why the door was locked. It doesn't matter that the noble could get out, I merely want to keep the Hammerer from getting in. He's fairly picky about his furniture being broken, but his mercy has no place in this. At this point, water is dropped through a trapdoor in the top of the room, along with one animal trap. The water will continue coming, but the only food source is whatever he or she can trap. It has never taken more than about half a season to render the noble mentally incapable of issuing mandates.

12
DF Gameplay Questions / Spike Traps
« on: April 17, 2009, 05:34:54 pm »
Ok, the wiki was rather unclear about this. Do spike traps do ANY damage to creatures that fall on them? I wasn't sure if "no (additional) damage" meant no damage in addition to what the trap normally does or in addition to the falling damage. If they don't do damage, then is there a way to actually have the spikes trigger when a critter falls on them?

13
DF Dwarf Mode Discussion / Self-referenced mug?
« on: April 16, 2009, 10:23:01 pm »
What do you guys think of this mug?



I'm not sure if this is a bug or not, but it seems to show an image of itself, which would contain another image of itself containing an image of itself, etc.....all done in topaz.  ???

Pages: [1]