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Topics - NJW2000

Pages: 1 2 [3]
31
DF Modding / Re: Wagons Pulling Wagons? - Experiment Failed
« on: August 23, 2015, 06:56:34 am »
{DISCLAIMER: ENTIRELY USELESS}

Basically, I removed all the wagon puller tags from the raws. Then put one on the object: wagon.

Currently starting a fort to see what happens. Anyone know:

-What will happen: logical answers, you've tried this yourself, etc
-How to get the merchants to come sooner: a forcewagon command? Via DFhack.
-Any other ways I can get a wagon, outside of waiting and DFhack.

Will update with results, whatever happens.

32
DF Suggestions / Speciality fortress brands of booze?
« on: August 15, 2015, 06:09:37 pm »
Apologies if this has been thought of before etc, etc, but how about fortress brands of drink? For example, rather than producing plain old radish wine, your fort could produce Tunnelbodice radish wine: only from Tunnelbodice fort!

This could be applied in several ways:

a) Like the animal training system: after reaching a "general familiarity" with turnip wine, starting with "knowing a few facts" about turnip wine, you can become "skilled" with turnip wine, and can then produce you own brand.
b)Actually doing something with those legendary brewer skills other than brewing tons of stuff: a legendary brewer can invent a brand or type of liquor.
c) You are randomly assigned a brand or brands of booze, possibly with something like the strange mood system.

And the brands could appear in several different ways:

a)Randomized names, fort names, you choose the names, any combination
b)Randomized descriptions (smooth, acidic, that other stuff it says on the label), or descriptions based on climate and soil type
c)Worth more when traded, makes dwarves happier, increases fortress wealth by given amount, allows for faster brewing, attracts more fort visitors to tavern.

Thought this would be especially interesting with regard to the taverns update.

33
Forum Games and Roleplaying / (ISG) Cathlan - Dungeons
« on: August 01, 2015, 09:52:39 am »
Cathlan.

Mountainous, untamed lands. Farmland shallow and frosty at best, crawling and putrid at worst. Far from the cool, refreshing breezes smuggled through the heat of the midday from the grand incarnate oceans in the West, and equally inacessible to the scarf-wrapped desert traders winding their way through the domestic, civilised continent from the serpent dunes and beyond in the Southeast, carrying the melange, the intoxicating spice that lulls the mind, dampens the wit, and makes all men look on one another with the friendly, soporific eyes of brothers. The spice, which encourages commerce, stability and wealth, while instilling a reluctance to enter war, never makes it as far as Northern Cathlan.

 In this part of the world, conflicted, feral, needy Cathlan is the only country changing and growing. It's an inspiring place to be alive, right now. But not always an easy one.

Cathlan itself is made up of three city states surrounded by a few hundred miles of land they control: warlike Hasloc, archaic Mossholm, and vibrant, eerie Cobble.

You cannot recall where the the lesson went from there, but you keep your eyes screwed tightly shut.

You are a boy?/a girl?

You are of noble, if modest birth: child of a small duke of the city-state:

A.
Spoiler:  Hasloc (click to show/hide)


B.
Spoiler:  Mossholm (click to show/hide)


C.
Spoiler:  Cobble (click to show/hide)

Spoiler: world map (click to show/hide)

Don't worry, Cobble won't be as badly draw if I have to draw another scene from it. Is image size ok, guys?

34
KILLING SPREE SUCCESSION GAME

Here is the start of a new succession game, an idea recently developed, bloody unoriginal as it may be, in which the community takes turns to control one adventurer, getting as many notable and unnotable kills as they can, and the same adventurer is then passed on to the next person. We've done loads, nomotoe is good at this, do whatever.


RULES
Spoiler (click to show/hide)

TURNLIST
Spoiler (click to show/hide)

OPEN!

35
Dwarf Fortress Food Thread

Ok, the basic premise here is that the food/cooking system (prepared meals) is a as-of-yet mostly unused source of interest. So here's a space to share ideas, art, strategies, tips, mods, jokes and findings with the community, to do with prepared meals (or just raw meat or whatever, or even booze :)).

  While it may not seem this way at first glance, DF food can be pretty interesting. For example, did you think it was a thoughtless and hasty script that ignores whether a meal consists of sweet or savoury components? WRONG! This actually really chimes with 14th Century or so cooking, where they did not actually distingiush between savoury and sweet in puddings and desserts to any great degree, though they were aware of the interplay of flavours.

  Oh, and ignore the "finely minced" thing. I'm sure Toady cares about this, and will fix it sooner or later. Or someone will make a mod that helps.

Thread News:
I will be willing, if I have time, to draw any especially intersting, or even just noteworthy to you, dishes you suggest that dwarves made, or you did via adv.mode mods. Please post full FB descriptions if they're involved, and your own art would be great!
I will also, if none are suggested, draw one of my own later today!

36
DF Gameplay Questions / Holding a fort festival?
« on: May 29, 2015, 11:23:53 am »
Just had a major goblin siege, and , for the first time, I've decided to do something about the massive pile of bodies. This, however, entails doing something about all the other huge piles of bodies. This will mean that large numbers (very large, if they go after each severed limb individually) of dwarves will be unhappy due to trauma. While I have a stable and happy fort, I would prefer to do something about this, and maybe try and give every dwarf a happy thought to counteract the horror. While I am aware that a bunch of statues and longer breaks will help, as will room quality, can anyone suggest any one-off event in which would make everyone a bit happier? I have fairly considerable resources, and virtually unlimited wealth.

  I would like something like an easily set up whole-fort mist generator, which would only be used once. I know that this probably isn't possible, but if anyone has any ideas, I would really appreciate them.

37
DF Gameplay Questions / DFHack Mood Possibility Tester?
« on: May 28, 2015, 02:09:31 pm »
I'm a vanilla player who knows about but strongly dislikes the "forcemood" tool. I am, however, not always sure if I am eligible for strange moods, due to complex requirements, and they are one of my favourite parts of the game.

This is probably a stupid question, but, after a bit of searching, I'm still wondering, is there a tool on DFhack that lets you find out whether a mood could occur at your fort or not? And if not, might somebody ever make one?

38
DF Suggestions / Building up as dangerous as digging deep?
« on: May 24, 2015, 10:38:50 am »
   While many DF players enjoy digging deep, and making their homes in the caverns layers, embracing the beasts of the waiting dark, some players enjoy building gigantic towers, or even citadels in the sky. While this is arguably more difficult and fiddlier, as well as more resource and labour intensive, it can seem pretty boring compared to a mountain hall.

Why? Because nothing can happen up high. If your fort is connected by grates, doors or even bridges to the caverns, stuff like creatures and FBs will have a major effect on your gameplay. However, if your ambition is to build a mighty tower with a fully functioning system inside, sealing yourself off from the world is remarkably likely.

  This is not very fun, in my opinion, and here's what I suggest to change it. Please post your own suggestions too.

  How about, when one builds a tower above a certain height, flying creatures become unusually attracted to it. The larger, the higher the workshops and stockpiles, the more interested they are, perhaps, or maybe it's a simple mechanic of height above ground reached triggering megabeast attacks just like population or created wealth in some way. Anyway, suppose you did build yourself a Dwarven tower of Baabel, perhaps a Dragon, Roc, flying Titan if there is one, or giant birds or flying forgotten beasts, giant insects or flying animalmen, whatever, would come and try and inhabit/nest in/loot/burn down/invade/slaughter your Tower. Based on height built, to some degree, though maybe with a minimum floor area to prevent exploits, etc. Maybe the Extra HFS (vaults/angels/archangels) could pay a visit if you become too prideful in your constructions, and thus be enslaved incorporated into DF mode.

  Just thought that this would make tower gameplay a lot more !!FUN!!, with some interesting stories and succession forts about towers doing stuff other than collapsing or being high.

39
My Captain of the Guard recently got pretty badly beaten up: in pain, infected, tissue damage, broken/fractured bones, cuts, unable to grasp or stand. Is currently on traction bench.

And, once every 5 seconds (in game, around 2 hours I guess?) he requests a diagnosis, which my CMD gives, always the same. He needs cleaning a fairly normal seeming amount of the time.

So: a glitch, or something I'm unaware of?


EDIT: unsurprisingly, his diagnostician skill is going up quite fast. There seems to be a variable amount of time between diagnosis requests.

EDIT no. 2: the guard captain has no thoughts to show me, and he is still feeling horrified after seeing a goblin die several months back. It is still in white: he still feels the horror. is he mentally ill? He also has no friends, just 2 deities. This guy is seeming more and more suspicious.

40
DF Modding / Anyone tried modding food?
« on: April 25, 2015, 06:50:14 am »
I was at a loose end, so I made a couple of new food objects (is that what you call them), along the lines of Kebabs, cakes, etc. Nothing Fancy, just same as meals, different names.

Was this a good idea? Will trying to run my current fortress with this be a good idea? Will I be able to make my dwarves make sandwiches?
Please answer soon, or I may just try it and see, jeopardisijng my current volcanic homeland.

Also, I saw the "LEVELS" on meals, which obviously correspond to the no. of ingredients used. I then tried putting in level 5 and 9 meals. Will these exist? Will I be able to have them made? And if so, will the value multipliers make my eyes pop out of my head?

Update: lelvel 5 and 9 meals won't seem to work in fortress mode, lavish, fine, easy or nothing, it would appear... after a modicum of testing, no dwarf has made a kebab, sandwich or cake yet.

41
DF Suggestions / Quick fixes for Goblin Towers/Sieges
« on: April 20, 2015, 07:35:01 am »
Sorry if this has been said before, but couldn't find it if it has.

As anyone with a reasonable computer will have noticed playing adventure mode, Goblin Pits aren't much fun, due to LAG. This seems to apply especially to goblin pits and fortresses, as towns and cities run OK, most of the time.
Old news, I know.

Obviously, reducing the number of goblins, while still great for lag, will not be very good for Dwarf Fortress mode. While "poofing" is stupid, using only the historic populations is giving some players a very boring goblinmas indeed, and to get the necessary population for !!FUN!! sieges, a huge number of goblins is required in the world generally. In other words, a paradox.

While DF is pretty big on letting things run on their course from combinations of basic elements put in (CARP are a good example of this), which is great, I think here the general community might be satisfied with a quick and easy fix at the expense of realism. So just finding some way in narrative-terms to make the numbers markedly different for adventurers and fortress overseers.

Two rather unimaginative examples which I suggest purely as a basis, are:
   -Goblins being held in some form of calculation-free "stasis" when they are in dark pits or fortresses, rising only to do tasks, and mount patrols or sieges. Would also explain how they're immortal and all.
   - Wild, undetected, camouflaged goblins joining armies on the way to siege, drawn by their evil aim, adding massively to their numbers, possibly ones hidden in mountains, below lakes, underground, in HFS even, in forests, in treetops, WHATEVER, that you would not meet in adventure mode (much?).

This might solve the problem of having to wait 10 seconds each step in vanilla in a dark fortress, or not getting many or any goblins besieging you.

Please post your (probably better) ideas for how this could be fixed to remove massive lag and small sieges. In narrative-terms, trying to preserve as much as the spirit of DF as possible, of course.

42
DF Suggestions / Forgiveness among priests?
« on: April 01, 2015, 05:16:12 pm »
Recently, I took down the wrong band of sewer-dwellers, then had a conversation with a priest, a "Gilded Treasure". When I told him of my acts, he reacted hysterically, spat on me, called me a murderer, and soon my companions and everyone knew as well.
I eventually punched him, which I felt bad about, partly just as he was a venerable old guy.
But he was mean to me, and betrayed my trust.

SOOO.... what I'm longwindedly suggesting is that a use for priests, aside from all the direct intervention of divine beings, which I only like when it produces interest, dangerous new stuff (I disapprove of "blessings", they seem lazy and mercatile) might be confession.

So you steal or murder, then you can talk to a priest about it, and they will keep it dark, and your companions may be a little less disgusted by you, people might stop spitting on you if you ask a priest to confess your crime for you or something, or maybe you can tell them you're a night creature and recieve sanctuary.

Or maybe if you're a serial killer (not something I've tried, but will soon be) you can claim sanctuary in a temple, if the town's whole guard are chasing you. Just so you can get a drink and plan your rooftop escape, of course.

Also in DF mode, convicted dwarves can claim sanctuary in the temple, and [people get angry if you/ you can't/ religious dwarves won't] drag him away.

Also, confession may take some of the strain off the mayor, while guilt could be another layer to the complex personalities of Dwarves:

"Urist McGuiltyface recently confessed his sins to a Gilded Treasure"
Though probably something a bit less obviously Catholic/ Christian than this.

Anyway, how about a more mundane use of priests as social figures, rather than all this dumb reward based fantasy stuuf people are talking about which basically boils down to a very un-dwarfy reward mechanic: stuff springing from nowhere.

Just a suggestion, sorry if it contains old ideas, I might not have searched properly. But I feel strong aetheists might be more happy about this, as might those from religions like Buddhism, with not many Gods that do stuff like this, or the Sons of Abraham religions, where God is harder to understand and only meddles when it's important. I know the elven Deity might seem a bit Buddhist, for example... but noone likes elves.

43
DF Community Games & Stories / N00B Succession Fort
« on: March 01, 2015, 02:49:25 pm »
NOOB FORT Currently Running!

In order to make the rather tame succession forts of today interesting, while still letting less obsessed addicted fixated enraptured dedicated players have a shot, we have ,instead of an extremely difficult challenge or location, made a fortress with 1 rule:
Nobody who has had more than 1 successful fort can play. There may be some confusion over "successful", but this mainly means has had artifacts, births, or has put up a good fight against adverse conditions rather than flopping round like a carp against a bronze collossus.
OR: Nobody can play without doing without the wiki's aid something they have no experience doing, which is at least a little difficult and dangerous (the more so the more experienced the player).

So basically, NOOBS. Like me, I have only ever had 12 forts with an artifact.

The use of wikis is discouraged. Fun stuff is allowed, as is !!science!! Independence is also prized, and people are not obliged to mention it when they accidentally screw the next owner over.
We would have to do the whole noob thing on trust, and be a little flexible, mebbe, as not many people like that are too into succession forts.
Apart from that the rules are pretty normal: players get dorfing priority, 1 week RL, 1 year ingame, though we could be flexible... Oh, and regular-ish updates, of course, in any creative form except interpretative dance.

Currently running, 2nd year

Tentative manager list:
1.NJW2000 (me). DONE.
2.Gwolfski: he hasn't had a fort survive the second year fully intact. DONE
3.Amperzand(Switched) might want to take a look at military. DONE
4.DukeGod (Switched) SKIPPED
5.TheCheeseMaker: generally dies around now.CANCELLED
6.jwoodward48df. SKIPPED
7.dennislp3 PASSED OVER TEMPORARILY, can return whenever he wants. And this probably applies to some guys above as well.
8.Tuxfanturnip PASSED OVER TEMPORARILY
9.ILBane SKIPPED DUE TO TIME LIMITS AND LACK OF REPLY
9.5 Jwoodward COMPLETED
10.miauw62 SKIPPED
11.Gwolfski (again) COMPLETED
12.tonnot98 SKIPPED
12.5 Tuxfanturnip COMPLETED
13.Bearcoon SKIPPED, ASSUMED MISSING
14.Drago SKIPPED, FOR GOOD REASONS
15.MintyEtude SKIPPED, NO RESPONSE
16.Gwolfski, once again SLIGHTLY DELAYED
17. Sponge UP NEXT?
17.5 Gwolfski : you were waiting for it.
18.Evaristo
19.Gwolfski forever after
20.Ribbonfree
21.DarkPygmy
22.NJW2000 returns!

Sign up now, or ask to be dorfed!
Sorry for recent lack of maintenance of post. Was stuck in cottage in England. Less idyllic than seems, no internet, but countryside nice. None of the animals would join me on my adventures...

Actually, interpretative dance is kind of OK.

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