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Messages - esperandus

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Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: August 16, 2014, 12:34:31 am »
Awesome Mod!

Ir brings DF to a new level.  Makes it hard to play vanilla ....

Quick Question for Masterwork veterans: Can you get your mages to shoot missiles? I sure cant.

Disclaimers: Im experienced-ish at df, can get my standard archers working just fine, when and if I want to. But my mages refuse to use any magic missle.

Im not quite up to the level of troubleshooting RAWs; however, I did test the mages in the Arena. There appear to be more than one kind of magic missle, and also mage staff. I can get them to fire missiles using one kind, but the second kind they simply use to bludgeon each other. I am wondering if there is something slightly off with the missiles? if other people are able to get the mages to fire using this version, then that would disprove my theory :)

If they work in the new version, I will simply upgrade once I my fort Dies FPS death.

Also, I managed to get a fire mage to transform a changeling into a familiar. Unfortunately, it immediately burned up and bled to death. Not sure why, but reporting the issue as it stands.

Overall, huge amount of value, and almost no bugs for the complexity. Respect!

V5.1 ,

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DF Suggestions / Re: Dwarven Funerals / Visiting Graves
« on: August 12, 2014, 04:31:34 pm »
Really like the idea of possibly benevolent dwarven ghosts. If they arise from famous champions or ancestors, maybe they could even bequeath items or advice to the current generation of dwarves :)

Re: necro, I think a more abstract idea of 'rituals' might be appropriate.

Each civ could be given a list of events that they will celebrate, mourn, of otherwise ritualize. Each ritual would have a linked building (or buildings?) that are appropriate for the ritual in question. They would also have a profession authorized to perform the ritual - I imagine priests able to do all rituals, nobles capable of some but not others (eg: weddings?), etc.

The list of rituals would certainly include funerals, but I also see weddings, perhaps birth celebrations, the creation of artifacts, the achievement of champion status, remembrance of great victories (or defeats! - this could be either ancient history or recent), and perhaps holidays sacred for each god (corresponding to actual dates, this is a separate idea though).

Funerals would probably be the most important, though. In my scheme, a new building would be constructed, lets call it an 'altar', able to be produced like slabs are. It can be converted into one or more rooms, like chains can be. These might include 'temple', 'funeral parlor', 'Altar of joining'(for marriage), etc. Once created, the game waits for the appropriate event to occur. Then, relevant dwarves gather, celebrate, get a happy thought, and depart. 

A general system like this would permit different races (or even civs...) to have different rituals, corresponding to different values, gods, etc.....


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DF Suggestions / Re: Veteran combat skill
« on: August 12, 2014, 02:58:03 pm »
I prefer what I see as a simpler alternative, using the mechanics already in place: Put a cap on how much military skills can be raised (maybe even discipline) outside of combat with a living creature. That way, legendary warriors could only be forged in the bloody, dangerous arena of combat, the way I feel Armok intended it to be :)

Exactly what level(s) the military skills should be capped at, outside of combat experience, are debatable.

This would also serve as an elegant fix to some of the exploits (danger room, shaft, etc) that can be used to rapidly train soldiers.

4
DF Suggestions / Re: Heresy
« on: August 12, 2014, 10:01:38 am »
Me too. Which is a shame, since I think dominant religions modeled into Civs / Forts, with perhaps cults, shcisms, and intafort strife caused by religious dissent (from migrants worshipping other gods, perhaps) would be cool :)

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 10, 2014, 10:42:36 pm »
Hematite, 94

My final 34.11 fortress, Equivalencegears, nears the second phase of my first large project: a 12-Z high, 65x65 obsidianizer. The final touches to the screw stack have been met, and it awaits only wind power.

The fortress is set up in the middle of 3 natural peaks blocking major highways, with the central peak serving as a 'temporary' fort, intended to be the eventual home of the military-only dwarves (and defense stuff), while the to-be-created obsidian tower will house the majority of the population and the industry.

 A road is in the works which will house defensive fortifications, trade depots, and diplomatic housing, which will travel between the two towers. Given the position of the natural peaks, this road will eventually be the only way to pass E-W through the map; this passage is on hiatus until the obsidianizer is complete, though.

Once it is working, I intend to carve out a pleasant tower from the raw obsidian, with every surface engraved, and a multi-z level  main hall with engraved obsidian pillars serving to hold things together.

Being DF, I have had a few issues along the way in the current 8 years of the fort. Recently, I opened up the 3rd caverns to get some candy, and unleashed no fewer than 9 forgotten beasts at once which had been accumulating. 5 of them were trapped, and the remaining 4 fell to my dwarves, with one casualty, and a few dwarves infected with advanced rot. Unfortunately, my well is now full of multiple kinds of forgotten beast extract. Not wanting to take chances, I have switched to a backup water supply (purified surface pools).

If anyone reading happens to know, I would love to find out if dwarves can get infected by forgotten beast extract from drinking contaminated water. I am tempted to experiment, but my population is low and I fear the consequences (maybe when I can isolate some dwarves, i will). My well is nearly at the magma sea - the only water in the caverns was the LAST normal Z layer - and relocating it is a pain (it is central to my main stairwell, etc).

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DF Dwarf Mode Discussion / Re: I can't wait untill Toady impliments
« on: January 21, 2014, 02:56:54 am »
If we are dreaming, Why not apply hardness/strength ratings to other things as well as walls ? :)

There are already material properties related to shear strength, etc. Simply add limits to each creature indicating what shear forces they are capable of providing, or better yet, a translator that indicates what strength value = which material force value. Then, we have a generic solution, which permits us to predict what creatures can batter down or rend walls, weapons, statues, or really any item.

It has always bothered me that wooden cages can capture dragons , ogres, and giants. Now, If I had to construct giant cages out of steel or adamantine, that might be a different story ....

Re: cooldown - I think something like this is necessary. Alternatively, if we are modeling strength vs. material durability, as above, the unit of definition could be something like "10 strength = able to rend a 10,000 strong wall in 5 seconds' (or whatever - Im not sure the units for shear strength in materials). Maybe there could be a multiplier for size, too, so larger creatures would appear stronger and smaller creatures would be weaker. That way, creatures have built in cooldowns, which are proportional to strength. Dragons could tear through weaker (and indeed, most) materials rapidly, while maybe even weak, smaller creatures could make it through moderately durable materials....if you have them a lot of time.

Anyway, just thinking out loud here...

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Thread necro alert - found this while trying to figure out what to do with a FB that has been giving me problems. The beastie in question is a bit incongruous - An enormous tick made of feather, with deadly dust frozen extract.

My initial encounter was rather ugly, lost 4 legendary dwarven militia members. The battle lasted quite some time, and the beast had an awful lot of red around it at the end, but still seemed lively. I had taken the precaution of erecting a gateway bridge around that area in advance, so I managed to retreat the survivors and seal it off. I then fed it a variety of prisoners via mass-caging to see what would happen, gradually scaling up the number and intensity of foes, wondering if I could kill it and my foolish enemies simultaneously. Progressing over a number of years, I moved from goblins, to troglodyte quads (using masterwork mod btw), to ogres, to golems, cave dragons,magma hounds (verified that magma doesnt hurt it - just sets it on fire, apparently forever....making the next suckers who fought it that much more doomed). Finally, I created a passage to the HFS, with an airlock-style entrance, and introduced my FB to the clowns to see what would happen. It is curently happily engaged with  about a dozen of them with no sign of tiring .

It seems I will have to create an obsidian statue out of this horrible feather monstrosity. I have already dug the appropriate water channels, and it is already right next to magma. Just confirming to anyone else that they are indeed hostile to the clowns, and that if it seems unkillable, it probably is (damage does not seem to accumulate after a point) .

Most importantly, in case anyone else needs to know, things made of feather are unkillable. I could find no reference to a forgotten beast made of feather via google or a forum search, so offering my contribution to !!SCIENCE!! , bought at the cost of some brave dwarves who had had more than 100 kills before being tickled to death by a feather tick. Man, what a mental image....

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