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Messages - Schmaven

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766
DF Suggestions / Re: Tunnel Tube Cavern Trees Make Tunnels
« on: September 03, 2020, 04:58:44 pm »
Some mysteries like this are fun to uncover during the course of play.  It could be on the Wiki for those who like to be very prepared for things.  I suppose an announcement once the tunnel tube has breached access into your fort would be helpful.  Then when that FB rampages through, you'll have some idea where it came from.

767
DF Suggestions / Tunnel Tube Cavern Trees Make Tunnels
« on: September 03, 2020, 04:23:10 pm »
It would be interesting if tunnel tube trees could grow through stone (up or down) to some extent, and also have a hollow core that creatures could path through.  Mostly this would just function to connect parts of the cavern together.  But it would get real interesting if a rogue tunnel tube tree grew next to where you sealed off the caverns and managed to breach the fort, allowing FBs etc. inside to rampage.  Either the tunnel tube branches could be treated like stairs, or maybe if a creature used it to path through a wall, that 1 segment that was in the wall deconstructs itself into a tunnel tube log, leaving a gap. 

768
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 03, 2020, 03:14:45 pm »
Sort of a cheaty solution, but you can also appoint them as the new mayor for a bit.  I did that with a stranded necromancer dwarf who was standing for months trying to attend a meeting.  After becomming mayor, he immediately got back to work.

769
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 02, 2020, 03:39:58 am »
That is definitely one of the most legendary fights I've ever heard of.

770
DF General Discussion / Re: *We need your help with game ending stress*
« on: September 01, 2020, 05:45:10 am »
I agree with the inevitability of stress being a big problem.  I don't want to take away from that being a real issue.  But a temporary work around I've found is to just let some dwarven darwinism run its course.  Provided you have enough fresh migrants, eventually you will be left with just happy dwarves, totally unphased by corpse hauling and rain.  It does take a good bit of luck in the character traits you get, but just keep the migrants coming.  I don't particularly like this work around, and it can be difficult to employ if you embarked in a very hostile part of the world (hostile to migrant waves anyway).

I also think there is some untapped research potential with how the long term memory system affects stress levels.  There may be a small window, early in the arrival of each dwarf, where one could engineer memorable experiences of 1 kind or another.

771
DF Community Games & Stories / 4 More Years
« on: August 30, 2020, 02:05:13 pm »
111-01-01
Food: 116
Drink: 583
Hammer Skill: Both 7 "Adept Hammerdwarves"
Armor Skill: Both 1 "Novice Armor Users"
Dodge Skill: Both 5 "Proficient Dodgers"
Shield Skill: Both 2 "Adequate Shield Users"
Strength: the Widow 70, the Commander 98

4 months in, they had to break to make a slab to put down a ghost and craft some fresh gloves, hoods, and cloaks so the acquiring something new need can be fulfilled.

111-09 was taken off to catch up on praying and socializing.  But without un-designating the barracks, 21 days of individual combat drills took place.  Now in mid-winter of the year 111, the commander is on a prayer bender, while the widow is trying to socialize in the tavern alone.  Small fort problems...

Their personal dining rooms were removed so they can hopefully get more socializing in at meal time.  It turns out meditating is a higher priority job than hauling (in green text not the purple urgent version).  I previously thought it was more of an idle time thing.  All meeting zones except for the tavern were erased.  Now the two are socializing and exchanging poetry.  On 111-12-01 training resumed.

No migrants or merchants attempted to visit in 111

112-01-01 Training continues
Food: 96
Drink: 543
Hammer Skill: 13 "High Master Hammerdwarves"
Armor Skill: 4 "Skilled Armor Users"
Dodge Skill: 6 "Talented Dodgers"
Shield Skill: 6 "Talented Shield Users"
Strength: Widow 78, Commander 94
Stress: Widow -25.8k, Commander -34

112-06-15 Pigtails planted to increase booze variety from 2 to 3.  Some quarry bushes and cave wheat also planted to replenish the prepared meals stockpile and some more fresh clothes were made to replace the gloves and hoods as they wear out.  The various plots were marked to make locking doors for directing work a smoother process. 
Spoiler: Marked-Up Farms (click to show/hide)

Just a handful of Dwarven merchants tried to get through this year, but stumbled right into the undead war dog corpses and died fighting in the brook.
Spoiler: Merchants (click to show/hide)

No attempt this time was made to rescue the merchants, but instead the dwarves were put to work milling and processing plants for the kitchen.
Spoiler: Food Prep (click to show/hide)

113-01-01 Training Resumes
Food: 162
Drink: 678
Hammer Skill: 17 "Legendary +2 Hammerdwarves"
Armor Skill: 5 "Proficient Armor Users"
Dodge Skill: 6 "Talented Dodgers"
Shield Skill: 7 "Adept Shield Users"
Strength: Widow 81, Commander 97
Stress: Widow -32.8k, Commander 0

Their uniforms were updated again and now consists of:

Head
  • Steel Helm
  • Pig Tail Hood
Upper Body
  • Steel Mail Shirt
  • Silver Flask
  • Steel Breastplate
  • Pig Tail Coat
  • Pig Tail Cloak
Lower Body
  • Steel Greaves
Hands
  • Silver War Hammer
  • Steel Shield
  • Pig Tail Gloves
  • Steel Gauntlets
Feet
  • Steel High Boots
They refused to equip mittens over the gauntlets, and when given socks, would sometimes go with a sock instead of a high boot, and sometimes both, sometimes just a high boot, so socks and mittens were not included. 

Is all this training necessary?  The 2 are to tap into the original fort and clear it out on their own.  So I'd say yes, it's necessary.  Relying on traps alone is what dwindled the population to 2.  They have hundreds of undead to potentially fight soon, so maximum coverage and protection is the goal.  With that pretty much covered now, the training will continues.

113-06-26 the Widow names her finely-crafted steel shield Ganadimush, "Specialdikes"
113-11-19 the Commander names his finely-crafted shield Nȏnublorbam, "Punchstandards"

No merchants nor migrants attempted to join the fort this year.

114-01-01 Training Continues
Food: 144
Drink: 638
Hammer Skill: 20 "Legendary +5 Hammerdwarves"
Armor Skill: 7 "Adept Armor Users"
Dodge Skill: 8 "Expert Dodgers"
Shield Skill: 12 "Master Shield Users"
Strength: Widow 77, Commander 100
Stress: Widow -56.3k, Commander -2.9k

Their first test was killing that walled in zombie Ineth Dodódoltar's mangled corpse.  It missed every strike as they skillfully bashed it with their war hammers. 

114-06-01 the Widow names her finely-crafted silver war hammer Nĺzom Ilrom.  It has 1 kill, that zombie dwarf.

Time for some action - the 2 were sent out to identify the corpse of Nishamem's lover.  Immediately charged by the undead, they killed 7 before retreating, including 2 undead waterbuffalo (the greatest threat so far, as they've been observed exploding knees through steel high boots).  The skirmish, brief as it was, left the Widow Nishamem "Tradedcurls" tired.  Presumably due to fighting with heavy steel armor as only an adept armor user.  More training looks to be in order. 
Spoiler: Lover Avenged (click to show/hide)

No merchants nor migrants attempted to join the fort this year either.

115-01-01 Training Continues
Food: 115
Drink: 550
Armor Skill: 8 "Expert Armor Users"
Dodge Skill: 8 "Expert Dodgers"
Shield Skill: 13 "High Master Shield Users"
Strength: Widow 77, Commander 100
Stress: Widow -67.8k, Commander -526
Kills: Widow 9, Commander 2

115-02-02 the commander names his superior silver war hammer Nelesomet "Strappedflukes" with which he has 2 kills so far, a zombie goblin and a zombie water buffalo cow. 

772
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 29, 2020, 05:19:58 am »
Not that it matters much now that your military has dealt with them, but to get around the building close to the edge restriction for walls, you can build raising bridges right on the map edge.  More work with the mechanisms and lever, but it'll get you a 1-Z barrier right at the edge tile if you need it.

773
DF Community Games & Stories / Re: Losing Is Fun - The Interactive Comic
« on: August 28, 2020, 04:25:16 pm »
It is Friday, kind of the day to drink if there was one.

774
Utilities and 3rd Party Applications / Re: DFHack 0.47.04-r2
« on: August 27, 2020, 07:38:00 pm »
Does that mean you could have a DFHack console running on one computer, working with Dwarf Fortress running on another computer?

775
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 22, 2020, 10:08:57 pm »
If you use Dwarf Therapist, it will tell you what flavor of insanity they will plunge into when they succumb to stress.  I don't know if it also applies the same to when they fail a mood though.  And I'm not sure how one would get that same insight without Dwarf Therapist.

Currently in my fort, skill gains from military training are leading to excellent reductions in stress.

776
DF Community Games & Stories / Stability
« on: August 22, 2020, 09:58:18 pm »
There are still 2 full pages of undead rotten dog corpses and undead dog skeletons roaming the surface.  188 undead in total.

The first attempt to get wood resulted in the miner getting killed as the undead immediately breached the gap and chased him back into the tunnels.  His body had to be sealed off so the 2 remaining dwarves could have a chance.  Unfortunately the miner and mason were not discovered to be lovers until after the accident.
Spoiler: First Attempt on Right (click to show/hide)

The second attempt was a success, and the log immediately burnt to coal, firing up the smelters to process a few hundred or so bars of fuel.  4 full sets of steal gear were crafted along with 4 silver war hammers.  Good to have some spare gear in case a migrant or 2 does manage to make it inside one day.
Spoiler: Log Acquired (click to show/hide)

A necromancer showed up with a migrant wave, and is immune to all undead hostilities on the surface - even the giant peach faced lovebird corpses left him alone!  He was put to work on the surface in the rain of human blood - chopping down trees and sealing a pod of featherwood logs off for the 2 dwarves below to access.  Before the pod could be sealed, he got locked up trying to attend a meeting.  Appointing him expedition leader after several months of just sitting there "attending a meeting" got him working again.  Stress levels above 25k though.  Having sealed the featherwood log delivery, he was tasked with building more walls to work toward controlling some of the undead surface traffic.  Before too long, he was simply announced missing for a week. 
Spoiler: Wood Delivery (click to show/hide)

The old fortress was breached so the necromancer could delve down and get some stone to make mechanisms to link up some of the surface bridges.  The necromancer however had succumbed to madness before any mechanisms could be constructed on the surface.  At least nothing has emerged from the original fort so far.
Spoiler: Original Fort Opened (click to show/hide)

In the early winter of 109, the first siege arrived.  It met the same fate as all of the migrant waves and caravans before them.  Not more than a few steps into our domain before the undead cattle gored everybody to death.  Refreshing to see enemies killed for a change.  It's turning out to be a nice unkillable zombie swarm so far.

To prepare for long term combat training, a hospital was set up, and a few hundred Urists of prepared meals and drinks were brewed up.  The 2 remaining dwarves remain around 0 stress, slightly below 0 at times, and are both kindred spirits.  Every previous attempt to welcome migrants has resulted in a net loss in population, so before any further surface activity is attempted, both will be well trained and armored.  There is a chance the two could have children as well, which may be the fort's only hope.  It's beginning to feel a bit like no country for old men.  The farmer already has 100 strength, so naturally he was appointed as military commander.  They both have accomplished their dreams of crafting a masterwork and creating a great work of art, and neither have a propensity to go berserk when things get tough, so this is a good start.
Spoiler: Temporary Fort Area (click to show/hide)

The field of memorial slabs is mostly from migrant and trade caravan attempts.  Though several performance troups also joined the field before the tavern was restricted to citizens only.  Definitely the main driver for mining out such a big room, and also a good deal of work for a fort of 2 to fit into their normal work schedule.

777
DF General Discussion / Re: Future of the Fortress
« on: August 22, 2020, 07:39:24 am »
I heard there was some criticism of the scroll bars in the embark loadout screen.  Have you considered having multiple pages to tab through rather than scroll bars?  Already, there are category tabs at the top, so my concern with pages replacing scroll bars would be just too many tabs.

Personally, I think the scroll bars are totally fine.

778
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 20, 2020, 03:48:13 am »
That is a brutal combat log - getting stung so hard in the head, the skull was chipped, then having venom injected to the point where the neck starts to tear apart... The stuff of nightmares.

779
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: August 18, 2020, 04:26:57 pm »
I've noticed some strange tiles like that for a couple versions now.  I may be wrong, but I assumed it's just things that will be cleared up once Meph is done working on the official tile set stuff and gets a chance to spend more time on it.

780
DF Gameplay Questions / Re: Farm Job Issue
« on: August 09, 2020, 02:43:39 pm »
I'm not sure how job assignment really works, but I think that has something to do with it.  I have 1 dwarf as the designated farmer, and he now sometimes plants plump helmets, but then idles around with no job, despite more seeds being available to plant.  Seeds are scattered about loosely on tables, and in the still.

Not knowing any better, I think there's some sort of built in dwarven laziness code that prevents them from just doing jobs all the time, but requires them to sit idle with "no job" for a time before taking other work? 

Still seems to be also tied to farming though.  The same farmer will not pull a lever 1 tile away, despite "no job" unless the pull lever task is upgraded to "nDo task now!", but will freely pull it when farming is disabled. 

Normally, I have many dwarves, and don't care if the farmers are idling.  There's generally plenty of farm work to be done so idle time is minimized.  In this fort however, there are just 3 dwarves, so I'm trying to have the farmer multi-task a bit.

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