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Messages - Robotic

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1
DF General Discussion / Generated 10 worlds on DF vanilla 42.04
« on: January 08, 2016, 01:27:51 am »
Hello all,

Here is a link to the main imgur gallery
http://imgur.com/a/5uo7L

I recently put up a post on the DF subreddit, and on imgur, where I've generated 10 worlds on vanilla DF, with the default settings from Create New World!.

I took this a step further than a previous post (roughly 3 years ago...) with 10 maps. After generating all the worlds, I took a screenshot of the initial completion screen. Then after entering legends mode, generated all 10 of the worlds diplomacy, structures, and ascii maps as well. I've listed out the historical figures, death, and event counters in text form in the imgur main gallery.  The other detailed map galleries are linked through the reddit post (sorry don't feel like doing this twice :))) which can be found
here: https://www.reddit.com/r/dwarffortress/comments/3zzs4v/generated_10_worlds_on_default_settings_in/

I just generally find creating and viewing the maps to be an interesting experience, as well as exploring Legends mode in general.  Hopefully this is neat for someone else to look at.

Cheers!

2
DF Adventure Mode Discussion / ADV / Legends & Diplomacy & Nobility maps.
« on: October 30, 2014, 08:46:56 pm »
Sorry if this is the wrong place to post this.

So, I love Legends mode... and with very little fanfare it seems new maps have been introduced including the Nobility and Diplomacy maps.

I have little idea what to make of these new maps...  Any light anyone could shed would be appreciated.

I tried adventuring and found a hamlet with a structure that seemed to indicate that 18 other groups had or were trying to make claims on it... and it had a pink square on the nobility map... and a bunch of lines on the diplomacy map... so I of course slaughtered the local civ lord and made it my own.  Another area falls to Cobrablood the Armored Angry Angry Autumn of Bees.  The group naming list is exhausting but that's a different discussion.  Afterwards I reloaded legends and only one of the lines had disappeared.  So it seems that my claim had disrupted some sort of diplomacy effort, however I'm still confused what I'd actually done to affect the lay of diplomacy upon the land.

I also had a large criminal organization that I thought I had wiped out by taking down 2 nobles with very little fanfare or hostility from local guards or persons in their citadel.  Do I need to then tell everyone I meet that I killed those guys?  Now I'm the boss?  Am I a boss of a criminal organization, or have I taken out their leadership at the citadel and now we can chop off the ears of everyone we meet?

Any light the community could shed on this would be appreciated.  In the mean time I've abandoned that land to a pocket world where I had explored my first generated Dwarven Hillock... then a Fortress... then I slept in the top of some trees... then got slaughtered by a goblin hammerman carrying a silver war hammer in an ambush of about 40 goblins.

3
Utilities and 3rd Party Applications / Re: DFHack 0.34.10 r1
« on: June 01, 2012, 10:28:42 am »
Sorry to drag this up again. I would like to know if there is a way to tell DFhack? to run all three scripts, brainwash,physical and mental all at the same time rather then selecting each one after the other? I have the scripts running separately , however, i would like to be able to just type in say, GOD, and all three scripts run on the Urist targeted. Thank you for your assistance.

Sure, you can just combine all the scripts into one .lua file called godmode (or whatever you'd like to name it).  Here it is for the lazy.

Spoiler (click to show/hide)

4
Utilities and 3rd Party Applications / Re: DFHack 0.34.10 r1
« on: June 01, 2012, 07:13:36 am »
I'll update this post later, I have to step out for a few hours, but figured it was worth sharing:

Spoiler: make_legendary.lua (click to show/hide)

As with the other scripts, it can be used with either
' lua c:\path\to\script '
or if you put it into the dfhack scripts directory, just call it with make_legendary

typical usage would be to target a dwarf in dfhack, then make_legendary MINING
and voila, you have a legendary miner.  make_legendary list will provide a list of available skills.

How could I modify this to make a dwarf legendary in ALL skills in one go?

5
DF Dwarf Mode Discussion / Re: The "How Does Minecart" Thread
« on: June 01, 2012, 01:45:41 am »
That's it for now, next tests are to try some metal trap components and spears, and also to see the effects on armoured targets. Any requests welcome, once I've mopped up the blood....again!

I'd like to see statues.  Bonus points if they're made out of bituminous coal and on fire.

6
Utilities and 3rd Party Applications / Re: DFHack 0.34.10 r1
« on: May 27, 2012, 02:17:17 pm »
Is there a way to designate a dig for all unrevealed tiles?  I've noticed that digexp allows a filter for unrevealed, but ideally I'd like to be able to run a command to dig out an entire surface layer without digging out the walls around surface lakes, or the "edge" walls surrounding the layer in question.  I'd be willing to use lua scripts or however else it could be accomplished, ideally I'd expected this to be an option in digexp though, seems weird that you can set it as a filter, but not a pattern.  It'd also be a bonus if I could use this to channel instead of dig, as I could make the hollow mountain (and cavern-marksdwarf-coasters) in my dreams.

7
I was wondering if there are any current mods that include smoking, pipes, etc.

http://www.reddit.com/r/dwarffortress/comments/u6rjw/suggestion_smoking/

The above post on reddit got me thinking that this could be fairly easy to accomplish.  I was wondering what exactly I would need to do to produce the following:

1. The pipes (preferably made via craftsdwarf workshop)
2. The plant (Pipe weed, pipe weed seeds)
3. The job (hopefully this could be like Partying or going on break, something that a dwarf does occasionally and without direct interaction, as telling Urist to go smoke a pipe just wouldn't feel right, but if Urist decided to pick up a pipe in between hauling jobs, it'd feel a bit more immersive.)
4. The smoke, as the job is being performed, puffs of smoke should be generated and be visible.
5. Possibly a "smoking room" building or zone that would allow smoking dwarves to congregate in one area.  Are modded zones even feasible?

Any sort of input would be great, I'm heading off to slumberland at the moment but I have a feeling I'll be working on this tomorrow if it still seems possible.

8
Please note earlier I linked to a thread where I was having success converting werebeasts with a retractable bridge.  This method no longer works due to retractable bridges causing collisions with objects and "skidding" injuries.  I'll have to continue my werebeast conversions in 34.07 as my conversion method only works without the new object collision mechanics.  If there's a different way to cause mass grapple release and unconsciousness in normal dwarves while not stunning the lycans I'd love to hear any suggestions.

9
Although it was short lived, I have a bit of a fort going on that I could pull back up in which I am turning everyone into were-tortoises.

http://www.bay12forums.com/smf/index.php?topic=108835.msg3254754#msg3254754

I've had much success in generating large numbers of were-tortoises that could be used for science purposes.

I've still yet to create an entirely were-tortoise fort yet though, I think I know what I'll be doing when I get home tonight :)

I can say for sure that if you can end the fighting between the lycan creature and the citizen (including breaking all grapples) that there will be no hard feelings about that whole 'turning into an evil turtle and slaughtering everyone around you' bit.  The lycan in question actually had happy thoughts from slaughter after reverting back.

To my surprise, the killed Lycan Dwarf comes back to life. Toady making undead spawn on a weekly basis instead made corpse transfer a little easier.

So in what state did he come back to life?  Was this before the other lycan reverted?

10
I have been diligently attempting to get anybody to drop anything down a set of stairs due to job cancellation, and just when I'd nearly given up I decide to go and build a constructed wooden wall above the set of stairs, then have it deconstructed. 

This seems to be what happened in the original post as I watched the log careen down the stairway, striking an unlucky fisherdwarf 3 times. 

I'm going to attempt this a few more times in slow motion to determine what's happening during impact.  When dwarves dropped the item on the stairs due to job cancellation, it just sets on the z-level that they dropped it on. 

Deconstruct a wooden construction above the staircase and you get this: http://imgur.com/a/k2n0Y

I'm also suprised nobody's gone here with this thread yet:
http://www.youtube.com/watch?v=2C7mNr5WMjA
"It's better than bad, it's good!"

11
DF Dwarf Mode Discussion / Re: The "How Does Minecart" Thread
« on: May 19, 2012, 05:01:02 pm »
Some testing suggests that we could build a dwarf-powered long distance cart launcher by having a dwarf kick a heavy cart into a light cart, because the kicking appears to set the cart's velocity, while when two carts collide it appears that (one of) the moving cart(s) will stop, and the other cart assumes all momentum and gains a speed proportional to its mass. Further research is required.

In fortress mode, I used a 5z downward ramp to a 3 space flat area then a two tile upward track, and platinum 856w vs featherwood 4w minecarts.  I had the dwarves ride them and push them. 

A platinum cart colliding with another platinum cart travels equally as far as a platinum cart colliding with a featherwood cart. 13 squares.

A featherwood cart hitting a platinum cart doesn't move it very far if at all.

Two featherwood carts hitting each other go the same distance.  13 squares.  Two platinum carts hitting each other go the same distance.  It also seems like once I'd hit a platinum cart into a ramp if it were assigned to a stop it wouldn't always get taken back to a stockpile thus causing a traffic jam at the end of the ramp if the dwarves were grabbing and re-tracking the carts too fast.

Am I missing something about "kicking" them?

how exactly do ramps work? im pushing my cart to the south but it just goes over my NS ramp?

The ramps describe the directions in which they go.  A NS ramp both ramps the north and south of the tile, thus creating a U shape \/ in that tile.  So You'd want a north ramp if going north and up from the south part of the tile, South if going north and down.

12
DF Dwarf Mode Discussion / Re: Not sure I like the new drop rates
« on: May 19, 2012, 04:04:15 pm »
Has anyone actually confirmed all the complaints about platinum?  Because I have found a fair bit of aluminum, and it has 100% drop, and I think all other rare small cluster minerals do the same.

My two miners are proficient and competent respectively.

http://i.imgur.com/JFT0v.png

I think it's safe to say platinum is a 100% ore drop.

13
I've got a save at the moment where I'm experimenting with turning the whole fort into were-tortoises. 

Mutant Ninja Dwarf Tortoises. 

I've come up with a method that seems to work fairly well but would like some input from the community.

Create Turning Room, 10x10 room with 10x10 retractable bridge hooked to lever.  Raising drawbridge as door.

Set all your victims into military with no uniform, replace clothing (naked squad).  Werebeasts have a habit of grappling, and a pig tail fiber shirt became the weapon of choice resulting in a lost squad of victims during one of my experiments.

Set your werebeast into military with no uniform as well.

Order them all to station inside of the room about 5-6 days before the werebeast turns.  (predictable, 27 days after last turning, will turn again)

Right before the werebeast turns (day prior or so) set the lever for the retractable bridge to repeat, this begins stunning the dwarves.  When the werebeast turns, it has NOSTUN so it's rather unaffected by the dwarf mixer, beyond breaking it's grapples.

It's very important to not remove any of the victim's military status or station orders during this time as they won't get infected as easily.  During my experiments if I flipped the victims to civs before testing they were able to run in terror rather easily, their need to fight the werebeast as soldiers seems to trigger counterattack bites.

Using this method I've been able to force turn in my best attempt 6/10 dwarves, with the other 4 having died in that run.  I've even had situations where the grapples were all broken when the werebeast turned back, resulting in a mechanic weretortoise who had a long name and 5 dwarf kills happily coexisting with the rest of my fort like nothing had happened.  Usually though unless timing is perfect the original dwarf is considered hostile and executed.  I also noticed that it's best to do 1 werebeast at a time, as two or more work in teams and tend to murder their victims faster than turning them.

Questions I have outstanding:
Will an entirely werebeast fort trigger a lose game message?
Is there a way to ensure more conversions and less losses?
Is there a way to ensure that the initial werebeast doesn't get murdered at the end?
Will werebeasts with equipment ever use their equipment in battle? (equipped werebeast turns during battle, does he begin biting, or continue using his weapon?)
What fun uses are there for my weretortoise population?
If I get a large weretortoise population, then abandon, will weretortoises show up in my next fort?

14
Just cracked open a new copy of this today, and it's rather impressive so far.  I really like the treasure chests hidden in the walls, was a bit frustrating figuring out how to get it open, but the reward was worth it.  I'll probably try to help out a bit with the wiki, as it's a bit barren as it stands.  Love what I've seen so far though and just wanted to give kudos!  :)

15
Utilities and 3rd Party Applications / Re: DFHack 0.34.07 r1
« on: April 08, 2012, 02:33:59 am »
I've been trying to use mode to play adventure mode as one of the dwarves in my embark.  So far I've managed to become a naked mole dog peasant and crash my game by sleeping.  How would I assume control of one of my dwarves?

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