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Messages - Skullsploder

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481
DF Dwarf Mode Discussion / Re: Expansion advice
« on: October 13, 2014, 10:29:37 am »
My version is really more of a creepy sex dungeon with nothing but food, booze, and beds

I take full credit for this idea :D

482
Dig one long tunnel first, and then designate one row at a time. I find turning off job cancellations always leads to FUN later on.

483
DF General Discussion / Re: info about HFS (SPOILER ALERT)
« on: October 12, 2014, 02:49:22 pm »
Demons exist in hell, which can only be accessed by digging through hollow adamantine spires. When you first dig too deep and uncover the hollow inside of a spire, a huge rush of demons will emerge from the hole, 100+ in many cases. Demons are essentially on par with forgotten beasts, maybe slightly weaker individually. They are randomly generated in a very similar manner as well, only they tend to have more ranged attacks. You will only have about 5 distinct types of demon, generated at the same time as your worldgen, which will show up when you breach hell. Some of these willm ost likely have a ranged attack, and these ranged units tend to be the ones made out of fire or vomit or snow. However, they also have a tendency to explode in a very harmful manner when killed.

There are, essentially, two ways to approach hell: Climactic battle of epic proportions - 200 legendary weaponlords, veterans of countless sieges, versus the denizens of hell itself... or you can just obsidianise them.

All demons may have the same sorts of special attacks as forgotten beasts: webs, dust, gas, etc. It's a good idea to flood a labyrinth area with knee-deep (3/7) water to ensure that any contaminant instantly washes off your fighters. It also prevents dwarves from being set on fire by flame demons. It's very useful to have a lot of chokepoints, obstacles, and distractions (like statues and doors, which they will spend time destroying) in any battleground you set up for fighting the demons, as this will let your melee dwarves close in without suffering too many hits from syndrome-bearers and other range units. At the same time, you want the demons exposed to some sort of shooting gallery to ensure that your marksdwarves get a good amount of shots to pick out the spirits of snow and fire and such that can do damage from a distance but explode harmfully in melee. The best way to do this while preventing flying demons from getting an advantage, is to have an open area above your labyrinth/battleground ringed with fortifications behind which your marksdwarves stand, and then pave over the open spaces with floor bars so that your dwarves can shoot through - building destroyers cannot destroy buildings from below, unless they can path to the building normally, so this will prevent the demons from simply flying up and around your obstacles and getting the drop on your melee units or killing your crossbow dwarves. Just make sure there is no direct, open path from the battleground to the bars. Best to seal them in with the fortifications your dwarves will be shooting through. MAKE SURE THE BARS ARE OF STEEL, because the high body heat of some demons can destroy flimsy copper barriers. It's a good idea to simply hand all your civilians crossbows and give them a year's training before engaging the final battle. Also, make sure you have as many dogs, bears, mandrills, gorillas, lions, leopards, war elephants - any war animal you can get a breeding pair of - as possible. They make useful meatshields and can occasionally debilitate weaker demons. Make sure you have at least a squad's worth of axelords and swordmasters equipped with adamantine weapons, just in case there're steel demons in the pack.
Also, ballistae are quite capable of skewering a demon, if you can figure out a way to keep your operators from getting mauled.

Side note: despite all this preparation, victory is still not guaranteed. That point the quality of the roof bars is what brought down my first attempt, and steel demons being immune to everything but addy was what brought down my second. Third time lucky, my fingers are crossed for successfully beating the clowncar in DF2014

Alternately, just Google for "checkerboard technique dwarf fortress" to find the easiest way of dealing with the initial rush of demons. I personally have never done this, because while I respect the engineering genius behind it, I like the idea of conquering hell with cold dwarven steel (and candy). Still, it will obsidianise every one of the dozens of angry demons that come out of that hole, leaving you lots of lovely candy to play with.

484
DF Dwarf Mode Discussion / Re: Expansion advice
« on: October 12, 2014, 08:03:00 am »
I am so sure that at one point this thread was about helping a guy expand his aboveground city :P

485
I'm sorry, but I still think that we're being carried away. All the rather excellent ideas in this thread require major overhauls to the actual game. A little too major, in my opinion.

Not at all. With the raw system I proposed, all the innovations could be put in easily. I'd put it at less than 50 lines of code for innovations to be include-able in the raws, then maybe another 10 or so piggybacked onto the stealth detection/item handling code to make it so that witnessing events or using certain objects can trigger an innovation. Then it's just a matter of slogging through and adding the lists of innovations in raw form. It is definitely a major proposal, and one that will definitely do best after things like item wear and sending out new groups to embark once you're the mountainhome (planned!), but no core systems of the game would have to be overhauled for most of the suggestions in this thread.

486
Quote
I'll think about it, but it's on my back burner.

I genuinely hope you don't have any Greek fire on your back burner  ;)

Anyway, I'm gonna have to stop working on this actively for the next week or so, schoolwork is going to be quite heavy. If I find some time I'll add some more stuff, but everyone else please feel free to post stone-age innovations, particularly ones about the invention of metalworking and smelting because I'm a little bit stumped on those.

487
DF General Discussion / Re: What Would Urist Do?
« on: October 11, 2014, 10:08:18 am »
Urist cancels drink: too mutated.

WWUD if he became obsessed with someone else's mortality?

488
Has the goat died yet? It maaaaay be possible that it's a non-lethal affliction despite the pus. If it's causing necrosis or something, well shit. Start putting in production orders for shoes, cloaks, mittens and hoods either way.

489
Haha ok I take back my anti-bayonet rant.

Quote
If, on the other hand, they live on the top of a small hill containing the only spring in a vast region of desert infested with goblins, they're gonna have to adapt to a life of constant warfare or die.
...if it's the only water, what are the goblins drinking...

That's just it. Without something like agriculture that lets you store up large amounts of resources for hard times, this situation doesn't really end up happening. Without enough immediate resources for both groups, both groups wouldn't be there in the first place. And without a base of operations and, again, largely stockpiled cache of food, you can't sustain an army to march far away across areas without resources in between, nor do you have any reason to, because you couldn't manage the "empire" you win.

That was just a quick example, but you seem to be missing the fact that goblins are incredibly aggressive by nature. If your dwarves live in close proximity to goblins, regardless of the state of their ability to build an empire, the goblins are going to want to kill the dwarves. True, in the stone age they would be equivalent to nothing more than hyper-aggressive chimpanzees who claim a bigger turf than they need, but still.

And, like I said, it's completely moot anyway, because this game can simulate war and it can simulate peace. If it simulates war, there will be weapons. If it simulates peace, there will not be weapons.
The game would, of course, have a system to gauge the strategic value of any location to determine whether anyone would attack it, and that value would gain modifiers depending on the state of the potential attackers' empire-building ability, need for farmland, need for grazing land, natural aggression, distance from the location, etc.
If the goblins attack the dwarves repeatedly, and the dwarves survive, the dwarves will invent weapons. Sure, chances are agriculture will already be around before wars are fought, but there's always the possibility that the dwarves, taken by some madness, decided to settle in the embark tile next to the first goblin settlement.

490
I have to agree with SixOfSpades on the warring side of things: without something to fight over, people usually won't fight.

HOWEVER, this is Dwarf Fortress, and included among the vanilla races are several groups of hostile animal people who will steal your shit and beat up your dwarves without being aggroed, and, more importantly, a race of sadists who steal babies and murder any dwarf they see. But all that's moot anyway. The invention of interpersonal weapons should be hinged simply on seeing combat, as in real life. If your dwarves live a pacifistic lifestyle, sealed off from the world since year 1 and never seeing the horrors of raiding or even hunting, just gnawing on plump helmets for centuries, they will develop into a civilisation with incredibly developed medicine, farming, literature, art, and architecture... but bugger-all martial ability. If, on the other hand, they live on the top of a small hill containing the only spring in a vast region of desert infested with goblins, they're gonna have to adapt to a life of constant warfare or die.

We don't have to argue about whether or not humans were fighting before agriculture: If the RNG decides that dwarves fight before they invent agriculture, they may well invent weapons before agriculture. If they don't fight, they won't invent weapons. Simple as that.

To get all technical, the tags enabling the development of weapons should be similar to:
[INSPIRE_OTHERS:DEFLECT:TEETH_ON_A_STICK:WEAPONSMITH:2:(all military skills etc...]
(i.e. a dwarf hits a sentient creature and gets frustrated with the way his blows aren't finding purchase, so he makes his murderstick more spiky)

Similar tags would be placed on all sentient creatures. Thus, for a dwarf to be inspired to invent non-hunting weapons, he'd have to fight against other sentients.

On that note, I'm starting to lean against a bayonet for the crossbow, having done more research into crossbows themselves. With the exception of a very few light crossbows, all mechanisms require the crossbow to be planted on the ground bow-first in order for you to draw the string, and that's simply not practical with a blade sticking out the front (at least, it's impractical if you want that blade to be sharp enough to stab something). It's really better just to carry around a short sword, a war hammer, or a dagger than trying to use a crossbow as a spear (Toady sidearms pls). Instead, we get crossbows that drown enemies in bolts or punch holes straight through them, and I'm comfortable with that.


Yeah, I'm toying with the idea of actually using the "Alchemy" skill...


Two words: Greek. Fire. Dwarves and primitive flamethrowers are meant to be together.

491
DF General Discussion / Re: How far ahead do you plan?
« on: October 10, 2014, 01:31:56 am »
I have a few preset industry areas that I always incorporate into my forts in roughly the same way, and usually this order, from the surface down:

Maze-like roofed defence thing
Farms
Kitchens (+clothesmakers and leatherworkers)
Dining room
Bedrooms
Industry (masons, jewellers, mechanics, and craftsdwarves with bone stockpiles)
Storage
Forges (with optional magma plumbing beneath)

Carpentry and wood burning may get its own floor, or not depending on how reliant I am on it. Nobles also usually get their own floor or two. Things like cisterns just go wherever's easiest to get water in them, I usually have them quite far away.

492
I'm sure everyone here understands the basic idea. It'd definitely be nice to see part of the production remove the need to trade for an anvil. Though realistically if you're doing a minimalist start with no tools on embark it should be probably start with knapping tools from boulders on the ground and fallen sticks off trees. I'd expect in most cases you'd bring at least a mallet and chisel with you. Maybe an adze for carpenters and tools other common starting professions like you'd bring an axe and pickaxe for woodcutters and miners.

You can use a wooden stump as an anvil, it's not a big deal. It's just way more annoying, takes longer and more energy (some is lost to the wood from your arm) and reheatings, and won't make the same sharp, crisp shapes. But just to make another metal anvil or some maces or something, who cares?

And if you can get your hands on quartzite, it'd probably be almost as good as iron for an anvil.

It would be appropriate to allow all these things, but just have them wear out sooner + limit the maximum quality levels achieveable. Possibly also limit item types that can be made from extremely complicated things like metal instruments or whatever from being made on wooden stumps.

Or you could come over and support the innovations thread to enable stone-age starts, including all the technology that makes an appearance between the stone age and medieval times :D

493
DF Suggestions / Re: The Player As a God
« on: October 09, 2014, 02:31:23 pm »
I quite like this, but I'm not sure everyone will go for it. But Toady did add that sarcastic legends mode entry for retiring fortresses, so who knows. Still, it would be nice to see dwarves showing evidence of analytic thinking.

494

-snip-


All of these are great. Great work. I totally agree about peripheral stuff like cords and adhesives providing limited bonuses while every so often there will be a major leap in the type of weapon you can make.
 I would add a stone scourge in though, by tying a rock or two to the end of a vine you have a very basic scourge, and you could even have an option for teeth.

Also, I think Obsidian "teeth" on a stick to make a macuahuitl should have an optional spot between "teeth on a stick" and "crude sword." It is dependent, of course, on your embark spot being on an obsidian flow, but realistically obsidian is a fantastic material for making weapons out of.

I reckon that the development of composite bows should unlock the manufacture of all different varieties of bow - short, recurve, long, and of course crossbows - in composite form, rather than recurve bows being in and of themselves the pinnacle of bow-making.

Also, there should be quite a few steps for crossbows to do with the trigger mechanism, and, separately, the drawing system, so crossbows would have three different sets of upgrades:

crude bow -> bow -> composite bow (alongside normal bows)
hand drawn -> belt hook -> Greek slider -> lever -> rack-and-pinion -> windlass
groove-and-rod -> roller nut

There should also be separate innovations for light and heavy crossbow variants. Heavy crossbows obviously suffer a penalty in rate of fire for increased range and power, while light crossbows have the opposite, and if your dwarves are feeling particularly oriental, they should be able to invent the repeating crossbow as a light crossbow variant - very low power, range, and accuracy, but obscene rate of fire (modern reconstructions have achieved 2 bolts per second). I just love the idea of handing every one of 200 dwarves a repeating crossbow and telling them to go to town on the lightly armoured goblins. There'd be 400 bolts in the air before the first one hits.

Alongisde all this crossbow tech, of course, should be a change to the marksdwarf skill that makes it have only a very small effect on the rate of fire of crossbows and instead change accuracy. Bowdwarf, on the other hand, should improve both. (as in real life)

Looking back on this - holy crap there are a lot of different paths for crossbows to go down. Last point: crossbows and ballistae should not be common core until either crossbows or ballistae are invented, and then it's only a small step to scale them up or down.

495
The otherworldly spirit known as Skullsploder sits at his adamantine desk and frowns out the clear diamond window in front of him at the events of the mortal realm. The other spirits don't know why he continues to obsess himself with the doings of the residents of Slingblock, but nonetheless, there he sits, fretting and worrying over the actions of the mortals. A ghostly shout rings out.

"ONE YEAR?! It took them ONE YEAR after I organised them a nice safe well defended fortress to go opening a doorway to HELL ITSELF? Oh, Armok, I'm going to have to take control down there again."

Immortal spirits have a lot of time on their hands, the others reason. Let him obsess with those noobs for now. Sooner or later all their souls would be joining them. Or not.


So yeah please sign me up for another go :)

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