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Topics - Chevaleresse

Pages: 1 ... 4 5 [6]
76
DF Gameplay Questions / Citizens occasionally being caged?
« on: August 03, 2014, 02:40:34 am »
In 34.11 (so no sleepwalking) I had a farmer somehow walk into a cage trap and trigger it. I assumed this was because he still had migrant status. However, just now, my mayor managed to make his way into one. What's happening?

77
DF Gameplay Questions / Candy duplication.
« on: August 03, 2014, 12:19:42 am »
(I know it's an exploit, but I will continue to use them until people stop dying to troglodyte punches and bogeymen are less cheap.)


Minecarts work pretty well due to the 180% return, and bolts are even better if they are individually melted, but I don't have a reliable way to split stacks. What are the best things to forge/melt?





78
DF Dwarf Mode Discussion / [34.11] No migrants, caravan won't leave.
« on: August 01, 2014, 09:19:04 pm »
Long story short, a caravan got locked inside my fort for a very long time due to a FB. Now I'm not getting any migrants despite a very low fort population and high wealth.  The caravan won't leave. What's happening?


EDIT: The caravan just left. Due to tree growth (which apparently isn't flammable) they couldn't path out of the fort.


EDIT2: Migrants came, it was the caravan not leaving that screwed with it.

79
As the title says: run the calendar progression (or full worldgen with protection for your fortress) once or a few times per year rather than a constantly running thing. This would make larger worlds a lot easier on the computer, as well as possibly allowing full worldgen instead of the partial implementation that the calendar has.

80
Running around as an elf with superior agility at about 1750 speed. Get a quest to kill a vampire, do so fairly easily (why would you spend an eternal life making cheese?), drink his blood. . . and fall to 1250 speed. What gives?

81
DF Adventure Mode Discussion / Where to find crutches?
« on: July 31, 2014, 04:26:18 pm »
I need a crutch; my adventurer had his left motor nerves severed (by a punch????) and the town I'm in has all sorts of bonecarvers, weaponsmiths, armorsmiths, leatherworkers, metalcrafters, bone carvers, general imports, and food imports, but I can't find any crutches.

82
DF Modding / Balancing civs.
« on: July 31, 2014, 12:18:43 pm »
I made a custom civilization consisting of a near-copy of the [MOUNTAIN] entity with ethics modifications, elves instead of dwarves, the ability to tame any animal, and added scourges and twohanders. I fear this makes them a bit overpowered, and I want to compensate for this by buffing up the other races. Without the custom civ, DF is fairly balanced: dwarves are small with limited war animals but they have access to steel, humans have larger size and access to metal weapons with inferior pets, elves have no metal but the best natural stats and pets, and gobbos have good pets and access to metal, making all of them balanced. (Kobolds get screwed; no pets and small size.) What should the default civs get to compensate?

83
DF Adventure Mode Discussion / Alright, let's face it.
« on: July 31, 2014, 12:18:28 am »
[complaining ahead, be warned]


Bogeymen are bullshit.


They completely bar a new adventurer from traveling at night. There's no real reason for them to be as powerful as they are, especially given the obscene difficulty of finding equipment sized for one's character (armor being the only way to survive a bogeyman attack; dodging can have you moving back toward(!) the pack of bogeymen you're fleeing) and getting to decent combat skill in general without resorting to mind-crushingly boring things like knocking out a squirrel's teeth with a whip, breaking every bone in it's body, then finally putting the critter out of it's misery with a lash to the head. DF already has an uncomfortable amount of RNG involved in the combat; enemy attacks could target your shield arm, your head, or your left toe, then they have a chance to hit, and that hit could bruise, shatter bone, sever the part, or be deflected by the *cat leather sock*.


To cite what prompted this complaint, I was actually having an enjoyable adventure. I managed to defeat a goblin ambush singlehandedly, having accidentally drowned by companions. The map goes screwy and I can't find the fort I had just been to, so I go to the nearest village, except it wasn't a village, it was a huge-ass area of silt and a few roads labeled as a village. Night falls, and I am "surrounded by incessant cackling." Cue about twenty minutes of careful running, in which I actually managed to injure a couple due to my superior speed, ended by a punch to the head that "bruised" me but instantly knocked me out. Eight kicks later, my skull gets caved in. Adventure over.

84
DF Dwarf Mode Discussion / FB not getting paralyzed?
« on: July 28, 2014, 02:38:13 pm »
I'm getting attacked by a skinless stegasaurid, and I have modded-in war giant cave spiders. It's surrounded by three of the bastards and it's taken at least five bite wounds with accompanying venom injections, but all that's showing up is limb damage. What gives? (It was eventually bitten to death.)

85
DF Modding / Adding a race to a civilization.
« on: July 27, 2014, 02:14:15 pm »
I want to add elves to my dwarven civs. Now, before you pull the magma lever, let me explain. These would be cacame-esque elves (probably a slightly modified version of elves, I'll give them beards and get rid of some of the hippie stuff.) I want these "descendants" to behave like normal dwarves and mix with the general population, so I would get some as migrants and such. How would I go about this? Do I do some funky stuff with castes or just add them to the entity? (This is 34.11.)

86
DF Gameplay Questions / All sorts of tasks not getting done.
« on: July 22, 2014, 10:47:23 pm »
I've got plump helmets withering, despite having "All harvest" enabled. No stone smoothing is being done despite having two designated engravers. I just recently had to designate two new masons to get one 2x2 drawbridge constructed despite already having at least two. Half of the fort has furnace operation enabled but we have no charcoal being made at my wood furnace despite the orders. There's a boatload of stuff still laying outside, no one's hauling it. My masons also seem to be ignoring the ten orders for doors at the workshop.


What could be going on?


EDIT: One of the stonemasons came and got to work on orders while I was writing the post. The other problems persist, however.

87
DF Modding / Playing as clowns?
« on: July 22, 2014, 02:23:47 am »
I know it's entirely possible to play as whatever species you like, as well as whichever ones you feel like modding in. Is it possible to play as randomly generated creatures, however? Or do I have to find a nice combination I like in someone's world and recreate it in a static form. It'd be really neat to have a "race" that changed from world to world.

88
DF Gameplay Questions / Quick question about pit traps.
« on: July 20, 2014, 12:00:03 pm »
Now, of course you want something IN the pit eventually, but how many Z-levels should a pit be dug so that if your average elf/gobbo/etc is dropped into it, it will die or be hopelessly crippled from the fall?

89
Welcome to Slingblock!


Or, at least, that's what we would tell you if we could find the lever that opens the front gate. Anyway, assuming you find your way inside, we have a number of reasons to migrate to our wonderful fortress. We've got melting workshops, engraved ice, vicious predators, bone-chilling cold, and general incompetence. This lovely haunted glacier is home to the friendly ice wolves, who can't wait to have you for dinner. Our stills automatically disassemble after use, providing a clean drinking experience. Our medical care is top-notch: one lucky dwarf didn't even need treatment for a broken arm and ribs!

(Despite how the OP looks at the moment, this is still running.)
Explanation


Slingblock (a random name, if you're wondering) is a fortress that was originally going to be run by noobs. I decided that just noobs wouldn't be that entertaining, as an anticlimactic ending is almost inevitable for such a fort. As a result, newer players are alternated with experienced players (ideally). Otherwise, it's a fairly vanilla 34.11 succession fortress. The only modding thus far is making ice wolves tameable. We, for some reason that is beyond my knowledge, decided to embark on a haunted glacier as I was listing off points of interest after worldgen. The tales within vary from simple blow-by-blows to in-character journals to mostly confusion.


Current Rotation

Turn: Player (Experience) - Status
1: King Murdoc (N) - Complete
2: 4maskwolf (E) - Skipped
3: Dunamisdeos (E) - Complete
4: MiemieFan88 (N) - Complete
5: August (N) -Complete
6: 4maskwolf  - Pending
7: Evilsx (N) - Pending
8: Skullsploder (E) - Pending
9: snackfox (N) - Pending
10: Nail (E) - Pending
11: King Murdoc - projected
12: 4maskwolf - projected
13: MiemieFan88 - projected
14: Dunamisdeos - projected
15: Evilsx - projected
16: Skullsploder - projected
17: August - projected
18: Nail - projected
19: snackfox - projected


Projected turns aren't set in stone. If you want to join, say so and we'll add you to the rotation. Completed turns are, well, complete. Pending turns are pretty much set in stone barring cancellation. Skipped turns happen if you don't show up for your turn; you'll get worked back into the rotation given you show up again to claim it. In progress is fairly self-explanatory.


Overseer Journals
Year 1 - King Murdoc
Spoiler (click to show/hide)
Year 2 - Dunamisdeos

Spoiler (click to show/hide)




FROM AUTUMN TO WINTER
Spoiler (click to show/hide)


Main Floor
Spoiler (click to show/hide)
Foodworks
Spoiler (click to show/hide)
Industry
Spoiler (click to show/hide)
The Surface, with attached marksdwarf tower and raising drawbridge.
Spoiler (click to show/hide)
[/spoiler]
Year 3 - MiemieFan88
Spoiler (click to show/hide)

Summer
Spoiler (click to show/hide)

Autumn
Spoiler (click to show/hide)

Winter
Spoiler (click to show/hide)
Year 4
[/spoiler]Original OP:
Spoiler (click to show/hide)
[/spoiler]

90
DF Gameplay Questions / My first fortress. Tips/Advice?
« on: December 31, 2013, 03:50:24 am »
Well, not my first. I gave up on my first two after I accidentally had my miners dig themselves into inescapable holes (they refused to make stairways out). This one hasn't experienced a lot of fun yet, since it's only in the second year.

I'll attach the file so you can actually see the fort.
http://dffd.wimbli.com/file.php?id=8262
Issues that I've noticed:
-There seems to be an issue with the farms. None of them seem to be producing crops; am I just missing them, or are my seeds vanishing?
-I've pretty much got no defensive plan. I sort of tried to make a moat, but that particular project didn't really leave the ground.
-Related to the first issue; I'm out of booze!
-My dining room doesn't seem to be large enough, despite having enough tables/chairs for a good 2/3 of my population, if not more.
-Whenever people go to drink, they get interrupted by sparrow men, even though they don't appear hostile.

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