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Topics - Chevaleresse

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31
DF Community Games & Stories / The Forgotten Beast Archive
« on: August 16, 2015, 05:13:31 pm »
I often go to Forgotten Beasts to provide inspiration for my own creative writing, so I figured, why not start a collection of interesting ones? I'm not sure how to categorize them yet, but fire away. Interesting, run of the mill, horrifying, amusing, you got it, I'll archive it. Not sure how to sort them yet, so I'll throw up a poll with a few options.

32
DF Suggestions / Make the quality levels of buildings visible
« on: November 18, 2014, 11:48:38 pm »
Simple. Just make the already-existing quality levels for wells, bridges, furnaces, and any other buildings with quality levels visible in loo"k".

33
Are there any specific design and/or management techniques to build and run a fort with the sole purpose of creating a specific artifact? For example, I want to deck out an adventurer in artifact steel or candy armor with a platinum warhammer (and possibly an artifact shield to boot.) I know one can groom farmer, hunters, etc. to go into metalsmith moods, and I have a reasonable understanding of how to micromanage a moody dwarf to ensure the correct materials, but are there any other strategies I could use? E.g. atomsmashing those absolutely USELESS children so they don't go into craftsdwarf moods?

34
DF Suggestions / Exclusive burrows
« on: November 08, 2014, 03:10:12 pm »
Currently, a burrow defines where a dwarf is allowed to take jobs. This is quite useful when you want to restrict dwarves to one specific location, but telling them "everywhere is fine except right here" requires defining a burrow over the entire map, then removing the desired area from the burrow. This is quite cumbersome, so why not give the ability to say "no one can work here except those given permission?" Dwarves added to the burrow would ignore the restriction, while those not in the burrow would not take jobs inside it; a reverse of the existing system.

35
DF Community Games & Stories / Abaquemera - The Last Bastion of a Dead Race
« on: November 06, 2014, 11:55:17 pm »
Cresting the ridge, Osime Whiproar raised her hand. "We stop here," she commanded. The other six elves following her slumped to the ground, their few belongings making muffled thuds as they did the same. The animals that they had brought along - a veritable zoo, if it wasn't for the lack of variety- looked about in confusion before beginning to idly wander about. "These lands were once the homes of our people. They will be so again." The clack of wood striking wood echoed through the still-snowy woods as she slammed her fist onto our chest. "We are the last of our kind, and indeed may be the last force of good in the world. The dwarves lay buried, consumed by their greed. The humans cower, kneeling and cowering before the lash of their goblin overlords. We, the first and greatest of all creatures, shall reclaim this world. This forest shall be the last bastion of good in the world, and the last hope for all of us."

------------------------------------------------------------------
So, I genned a world in which everyone but a couple goblin civs went extinct in the first couple decades of worldgen. (Excess megabeasts are to blame.) I decided to challenge myself and resurrect the elven civilization first, using my Elf Mode mod. Other than that, the only sorts of "cheating" in this game are maxed embark points and that I will eventually mod in a way to get a pickaxe, since elves can't make them and they cannot be traded for in this world. Might also end up tweaking the raws temporarily because brewing likes to break itself and this map has no river despite what the embark screen said.
Here's the embark:

And the elves.

[size=78%]






Without further ado, I'll begin the story, attempting to record events as they happen.[/size]

---------------
Late Spring

The elves immediately set to work. A heartwood shrine was erected while one of them told the animals the basics of war and fighting. Nest boxes were placed for the black mambas; they would provide a valuable food source and could fend off smaller threats to the bastion's existence with their powerful venom. Whiproar, however, was unhappy. "Who said there was a stream here? I see no stream. Do you expect us to exist in a perpetual state of drunkenness, living off of booze like one of the rock snugglers?" No one volunteered their name, and after a short time she sighed. "Fine, then, build a still. If these are to be our last days, then we may as well enjoy them." One of the farmers immediately set to work while the others did their best to erect basic fortifications and gather supplies. As they worked, the snow blanketing the landscape slowly thawed. They were short on barrels, so they quickly started to assemble a few, grumbling about having to drink stagnant water as they did so.

Midsummer

The elves were shocked by what they saw coming over the horizon. Three dusty, travel-worn figures coming from the east quickly resolved themselves into elven survivors. The seven intrepid settlers greeted the newcomers with laughter and tearful hugs; it was shameful for some to display such emotion in public, but every extra person meant a dramatic increase in their chances of survival. After the celebration died down, the newcomers quickly got to work; their "fortress" was still little more than a lean-to and a few workshops. The settlement was far enough away from trouble that they should have enough time to build fortifications without worry, but every member of the group could be seen casting nervous glances at the forest around them, waiting for a goblin ambush to extinguish the light of their species once and for all.

36
DF Suggestions / Tone down the intensity of missing loved ones
« on: October 29, 2014, 10:44:37 pm »
The new emotions are great and everything, but two of the dwarves in my fortress, after only living there for a year for one and barely three months for the other, are both depressed. They're haggard from the stress of missing a loved one and each has around ten thoughts each from this, completely outweighing all of the "blissful" and "satisfied" thoughts from food, tables, et cetera. It's a tad ridiculous that a dwarf would decide to migrate to a fortress in the middle of nowhere, then immediately start weeping and moaning about how dearly they miss their brother/uncle/etc (one of them has like 50 cousins and 10 aunts/uncles).

37
Slingblock has a problem.

See all the red stuff? Not a problem; it snows frozen blood regularly.
See the gray spots? That's FB goo. I don't know how it got there, but everyone who walks outside tracks through it. It hasn't made its way inside, but if the dwarf happens to be missing foot coverings, their feet basically melt, spraying blood everywhere until the dwarf is a disgusting blob of feverish pus and blood. IT's a freezing biome, so a rinse with pumps won't work; the water would freeze nigh-instantly on the surface. I can't really move the entrance over, and dwarves won't take cleaning jobs there. What can I do?

38
DF Dwarf Mode Discussion / Best way to capture a FB/Titan?
« on: October 12, 2014, 12:20:10 am »
In my current fort, lacking other things to do, I've decided to make a zoo with as many nasty, dangerous creatures as I can possibly fit into it. What's the best way to capture [TRAPAVOID] beasties to put on display? My plan was to bait one into a trap using a bit of artifact furniture, surround it with cage traps, then render it unconscious somehow. Problem is, I don't know how to do this without maiming the critter and killing it, ruining the whole point of capture.

39
DF Adventure Mode Discussion / The new combat, ughh
« on: October 11, 2014, 10:13:48 pm »
Every single fight, I get owned. Enemies seem to move and attack faster than me no matter what, even if I'm an elf with superelven agility and basically no encumbrance. I'll basically miss every single attack for a few rounds, get chipped, and then get a page or so of goblins hacking me to death. I was decent in 34.11, but this newer version beats my ass every time. Anyone have any tips for me?

40
DF Modding / Modding hybrids
« on: October 11, 2014, 08:06:30 pm »
Ignoring the part where I determine which attributes should come from which race, what hybrids to make, etc; how do I mod in hybrid races/mostly unrelated species to the same CREATURE entry? I know you have to use castes, but I'd prefer to do the smallest number of modifications to the base creature. The reason I'm hesistant is that I'm not just adding or removing individual parts; each critter will have different bodily dimensions, different MAXAGEs, etc. Do I have to go all the way to defining the creature over and over in each individual caste?

A working example would be nice.

41
I believe Crazy Awesome fits the bill.

42
DF Suggestions / [REGENERATES]
« on: September 30, 2014, 10:30:47 pm »
Basically, add a tag that allows one or more body parts to grow back if severed, given enough time. This would mostly apply to hydras, potentially trolls, and possibly giant sponges and their like if it ever becomes possible to chop bits of them off without killing them. It could also be used on minor organs like fingernails and stuff to make sure they grow back (not sure if they do at the moment) and generally gives modders more tools to play with.

43
DF Gameplay Questions / Geology changed?
« on: September 18, 2014, 11:36:21 pm »
Digging out some bauxite and hematite. When I look at the leftover floors, they're made up of layer stones, namely chalk, mudstone, and siltstone. When and why was this changed?

44
DF Gameplay Questions / War animals not fighting back?
« on: September 14, 2014, 06:51:01 pm »
"A vile force of darkness has arrived!"
I proceeded to wall myself inside, hoping my giant cheetahs could put a dent in the siege as I hadn't set up a military yet.


I watched every single one die without launching a single attack on the invaders. They simply ran about in circles once they got hit a few times, and never decided "hey, maybe I should try to kill the thing stabbing me."


What gives?

45
DF Gameplay Questions / Trees dying?
« on: September 13, 2014, 09:31:40 pm »
In my current fort (a modded elven one), I've built around several trees as I expand upward. I'd been noticing these random holes in my floors, and wondering if my custom materials were melting or something. Just now, I saw an entire tree flat-out disappear. What's causing this?

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