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Topics - RogerN

Pages: 1 [2]
16
DF Dwarf Mode Discussion / Easy pickins'.... oops
« on: April 15, 2008, 03:15:00 pm »
I picked a start location which happened to have copious amounts of carp.  The river was nearly overflowing with 'em.  Alright, then... let's train a marksdwarf with some live targets!  So I made a crude wooden crossbow and some bolts, and sent my first recruit off to pick on the dreaded carp.

"Ha," yelled the recruit to his companions, "this is as easy as shootin' fish in a barrel!"

The first 25 bolts were expended quickly, and the dwarf had already advanced to Novice Marksdwarf.  As the 2nd stack bolts was used up, he dutifully started making his way back to the ammo stockpile to grab some more.

And then he died.

It just so happened that there was a pool of stagnant water, exactly 1 square in size, between him and the ammo stockpile.  The 1 x 1 pool of water contained exactly one sturgeon, which apparently jumped up and bit the poor dwarf's head off as he walked by.


17
DF Dwarf Mode Discussion / First dragon encounter
« on: December 20, 2007, 11:11:00 am »
"Dragon!" yelled the watchman.  Immediately, the 60+ dwarf inhabitants sprang into action.  The mayor went down his checklist, issuing orders from his well-conceived defense plan.  The first order of business was to order all civilians indoors.  Safty is our #1 priority, after all!  With that done, a few other orders needed to be made:

"Pull the lever to raise the drawbridge!"
"Ballistas, prepare to fire!"
"All military squads report to your stations!"

The plan was fairly simple.  "Normal" traffic into the fortress must cross a wide bridge which leads to the trade depot and the front door.  In emergencies, however, the bridge can be raised - which forces assailants to use a longer, narrower path guarded by a ballista.  Traps cover both entrances adequately.  As unwanted guests make their approach, the ballista opens fire while squads of marksdwarves take aim through fortifications.

At least that's how it's SUPPOSED to work.  Unfortunately, the full defense plan had never been practiced...

The mayor eagerly watched the dragon's approach, waiting to issue an attack order to the siege engines.  "Ah yes, here he comes... that's it... he's at the outer wall now.  He should be in position in a few moments.  Now he's crossing the bridge... CROSSING THE BRIDGE?!  Why isn't the bridge raised?!"

"Sorry, sir, but the lever was outside and you ordered everyone to stay indoors."

An apparent conflict of orders meant that the bridge was never raised.  The dragon didn't need to face the ballistas, and all the markesdwarves were in a poor position with no fortifications.

Regretfully, although the dragon never made it inside the fortress, the resulting fire and smoke (mostly from flaming dwarves running amok) killed almost everyone.   All but one of the survivors were struck down shortly after, when a Titan appeared to clean up the mess.  The last surviving dwarf happened to be the mayor, who had been locked in a jail cell for throwing a tantrum in all the chaos.  With nobody left to release him he eventually died of thirst, unable to get out of his cage.


18
DF Dwarf Mode Discussion / Take that! *smack*
« on: December 17, 2007, 11:51:00 pm »
My mayor decided to mandate the construction of Nickel Silver items.  Unfortunately, despite half a year of digging, my crack team of half a dozen miners were unable to locate the required ores to smelt nickel silver bars.  The mayor was disappointed, to say the least.  Someone MUST pay for this failure!

So who's our only qualified metalsmith?  Uh-oh... it's the mayor.  Is he man enough (er... dwarf enough?) to punish himself?

Nope.  He orders our poor Soap Maker to be beaten by the Captain of the Guard.  The poor, poor soap maker... who has no skills or labor preferences whatsoever relating to nickel silver.  The soap maker who has been doing manual labor this entire time, since we've never manufactured any soap.

At least his injuries were minor  :)


19
DF Dwarf Mode Discussion / *SPOILERS* Hidden fun stuff
« on: February 09, 2008, 01:42:00 pm »
ACK!

I decided to crack open a demon pit.  About four tentacle demons rushed out.  No problem.  I tracked the guys as they approached my fort, and put my marksdwarves into position...

One of the demons stumbled upon an unarmed dwarf in the wilderness.  The demon was by itself (still only 4 demons listed on unit list, and the other three are elsewhere).  Suddenly, though, I get another "Horrors!" message.  Now there are two demons right next to him.  Then another.  And another.  And another.  These demons are popping out of thin air, appearing right next to the poor dwarf!

So can these guys summon their friends, or what?


20
DF Dwarf Mode Discussion / Is this new to 38a?
« on: February 06, 2008, 02:15:00 pm »
*POTENTIAL SPOILERS*

One of my dwarves was out hunting in the field.  As he climbed a hill up to the next z-level, I received the following message, "Ambush!"  There were suddenly six goblins (lashers, speargoblins, etc...) right next to him.  They killed him and preceded to attack my fortress, where they were slaughtered by my marksdwarves and the visiting dwarven merchant guards.

I've had sieges before, but never seen an ambush until today.  My population is only 22 or so, and I have little wealth, so it definitely wasn't a typical siege.  Are ambushes a new feature?

[ February 06, 2008: Message edited by: RogerN ]


21
DF Dwarf Mode Discussion / The amazing infinite waterfall?
« on: December 13, 2007, 01:20:00 pm »
I managed to find a waterfall that was 9 levels tall.  So of course my first instinct was to try to mess it up somehow  :)

I dug a deep cavern beneath the brook, about halfway upstream.  A cave-in beneath the river caused the brook to eventually go dry.  Oddly enough, even with the entire river pouring into my cavern, the cavern never gets more than 1 or 2 units deep.  Even MORE strange is the fact that the top of the waterfall has now dried up completely, but the bottom portion is still flowing at full strength!   :)


22
DF Dwarf Mode Discussion / Greedhollow: bloodline / succession game
« on: January 19, 2008, 01:17:00 pm »
This will be a succession game.  Post below to sign up, no experience needed!  As usual, players will control the fortress for one year of game time before passing it off to the next person in line.  And now for a teaser:

----
"Aye, that's the spot," said a hushed, gruff voice.  "Dig there fer sure."

The two dwarves sat in a dark, hazy room.  Flickering torchlight barely pierced the thick clouds of pipe smoke.  Hunched over a rough stone table, their eyes seemed to glitter from the reflected glow of pipe embers.  A tattered parchment map was spread out on the table between them.

The other dwarf replied, "How do ya know there's adamantium there?"

Leaning close, the gruff dwarf lowered his voice even more as he spoke, "You know Melik?  Rumor has it that he's been dreaming again.  Lotsa dreams, and this is the spot."

"Oh come off it now," said the other dwarf, "surely you don't believe that garbage!"

The gruff dwarf's eyes widened in surprise.  He replied, "Don't believe Melik?  Just look at him!  He's livin' like a king now.  You can say he's crazy if you like, but he's struck adamantium three times.  Only this time, we can beat 'em to it!"

"I dunno," said the other dwarf, "that's pretty scant reason to risk our fortunes, not to mention our lives.  It's a fool's mission if you ask me."

Both dwarves sat in silence for a half a minute before the gruff one finally spoke up again.

"Alright, have it yer way.  We'll split it 60/40 like you wanted.  But I get to name the place!"

The other dwarf smiled.  "Now, my friend, we have a deal.  Let's talk provisions..."

They talked long into the night.  Fortunately for the gruff dwarf, he was never asked to elaborate much more on the content of the dreams, or rather, the nightmares.
----

Our prospector has informed us that this location offers magma, adamantium, chasms, underground rivers, flux material, iron, and sand.  We'll need to dig to find these things, of course.  The goal is to eventually strike it rich from adamantium!  Players are encouraged to post verbose diaries, including screenshots if possible.

So who wants to take a turn managing Greedhollow?


23
DF Dwarf Mode Discussion / Cause and effect
« on: January 19, 2008, 09:24:00 am »
I think I may adopt a new Dwarf Fortress mantra: "No defense plan survives collision with reality."

The first time the goblins attacked my fort, I thought I was pretty well prepared.    I could raise the drawbridge for our main entrance, forcing the goblins to attack through a large gauntlet of traps and siege engines.  All of my dwarves were ordered to stay indoors, so as to not interfere with military actions.

Hah!

Dwarves, when ordered to stay inside, are apparently similar to little children: they like to get as close as they can to breaking the rules without actually going outside.  So these stupid dwarves are crowding up in the exact worst spot imaginable - right between my military and the goblin invasion force, which is now about to come through the back door.

Fortunately, I someone managed to avoid a complete disaster.  There were only 8 friendly casualties or so (minus the entire dwarven caravan which happened to be outside).

When the battle was over, I decided that I really need to revise this plan!  I can't have all the civilians getting in the way like that again.  So how to keep them from going so close to the back door?

Easy!  I'll dig a skylight, so that part of the tunnel leading to the back door is considered "outside", and the civilians won't be allowed to use it!  Sure enough, the next time the goblins attacked (with 64 invaders, no less!), my civilians stopped at the skylight, leaving the rest of the tunnel free for military action.

"What the...?!"  I saw civilians begin to drop like flies, in a huge pool of blood and guts beneath the skylight.

Crap.  Goblins can shoot down through skylights  :(


24
DF Dwarf Mode Discussion / Proposal for DF showcase
« on: March 24, 2008, 11:46:00 am »
I'd like to gauge interest in a possible Dwarf Fortress "showcase" - a competition of sorts, but there are not necessarily winners and losers.  Rather, fortresses are graded in several key areas.  Please respond below if you would be interested in participating, or if you have ideas to improve the proposed rules.

This is how it would work:

- Players must upload their fortress submissions by the deadline or they are disqualified.

- For each showcase, there will be a specific challenge.  Fortresses which do not meet the challenge are disqualified.  Example: no farm plots allowed.

- In order to qualify, fortresses much survive a minimum number of years (3?  4?  5?) and reach a minimum population (50?)

- There will be a panel of three judges.  Each judge will grade the fortresses in several key areas.  A score of 0 to 10 points is assigned in each key area.

- New judges will be chosen for each showcase.  If you're judging then you may not submit a fortress, and vice-versa.

-------
Scoring
-------

APPEARANCE: How does the fortress look?  Is it nicely organized, or are there random constructions and workshops strewn about a rough cavern floor?  What are the most pleasing rooms?

LAYOUT: Is the fortress layout efficient?  Does it make sense?  It is pleasant to live in, or are the living quarters placed right next to the catapult practice range?  Special consideration will be given to players who adhere to a specific theme (more below) or must deal with difficult terrain.

THEME AND CREATIVITY: Does the fortress adhere to a specific theme (e.g. only one z-level), and is it internally consistent?  Are all the hallways and rooms shaped similarly, or are things just thrown about?

WEALTH: How much wealth have the dwarves created?

DEFENSE: Is the fortress guarded well?  This category includes military might, elaborate traps, moats, walls, etc...

VARIETY: Does the fortress produce a variety of goods and services, or is it plump helmets and dwarven wine 24/7?

HAPPINESS: Are the dwarves happy?


25
DF Gameplay Questions / Wrestlers grabbing armor
« on: April 08, 2008, 02:07:00 pm »
It looks like I've become a victim of bug #000550.

My wrestlers occasionally grab someone's armor while sparring... and they never let go!  I've got several dwarves that are now permanently running around with pieces of armor or clothing.  The obnoxious part, though, is that their victims may be missing one or more critical pieces of their steel armor set.

Is there any way to force these guys to drop the armor?  I've got wrestlers running around with boots, gauntlets, greaves, whatever... and I need them back!


26
DF Gameplay Questions / Wildlife gone?
« on: March 27, 2008, 09:05:00 pm »
I started a fortress in an Untamed Wilds biome in the hopes of supporting my dwarves with nothing but hunting.  And indeed, the first year or so of my fort was extremely profitable in that regard.  I have over seven pages of dead wildlife on my unit list!

And all that from a single hunter, mind you  :)

Unfortunately, though, the supply of meat seems to be drying up.  It's now been a full year since I've seen any wildlife at all.  Is it possible to hunt them all to extinction?  Has anyone else experienced a sudden lack of wildlife?


27
DF Gameplay Questions / Exploding dogs?
« on: December 13, 2007, 10:50:00 pm »
I just started a brand new fortress, and I took along four war dogs.  Before I could even finish unloading the cart, ALL four dogs died at the exact same moment.  They all bled to death, leaving corpses scattered over an area about 30 tiles in diameter.  No enemies were in sight.

What the heck might have happened?  There are no messages in the announcements page other than "Stray war dog has bled to death (x4)".

The location was a Terrifying mountain in a freezing temperature.  Could the climate have something to do with it?


28
DF Bug Reports / Bug? Dwarves gather bodies
« on: February 06, 2008, 11:29:00 am »
A bunch of immigrants were slaughtered by a pack of beak dogs, and I didn't want to lose more dwarves as my citizens attempted to put their bodies into tombs.  Therefore I went to the standing orders page and switched "Dwarves gather bodies" to "Dwarves ignore bodies."

Unfortunately, though, several of my citizens continued their attempts to "Place item in tomb".  Forbidding the corpses didn't seem to help (until I figured out #2)

1. Does this option only apply to graveyards, not coffins?

2. After forbidding the corpses, I discovered why my dwarves continued to "Place item in tomb."  Several of the victims were torn into chunks, and there were odd body parts (i.e. severed heads) scattered around the area which I had missed.  My citizens kept trying to retrieve the heads and limbs of the victims.  Should the "dwarves ignore bodies" apply to body parts as well?

[ February 06, 2008: Message edited by: RogerN ]


29
DF Bug Reports / Raining goats?!
« on: December 12, 2007, 06:36:00 pm »
This might not be a bug  because I didn't see exactly what happened.

I was constructing my Tower Of Power: a massive stone tower, currently about 6 z-levels tall.  Next door is a smaller tower which is only accessible via a bridge from the first tower (on the 3rd floor).  There are no entrances on the ground floor.

Somehow, I ended up with three dead mountain goats and a dead mule on the TOP level of my 2nd tower.  Note that the ONLY way to get into this tower is via a bridge from the first tower.  The first tower has a single entrance on the ground floor, which is in turn only accessible through a narrow passageway filled with about 8 traps.

How the heck did a bunch of dead animals appear on the top of my tower?!  Is it possible that one of my dwarves just decided to carry them up there for some reason?  There's not a butcher workshop or anything near there...

Unfortunately, the game crashed shortly after I noticed the dead animals appearing...  The tower was fun while it lasted, though  :)  The base was 13x13 tiles, so I was getting very close to having used 1,000 stone (if you count the sister tower also).


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