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Messages - Prop42

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31
DF Dwarf Mode Discussion / Re: Viability of water as a trade good
« on: June 10, 2016, 03:53:17 pm »
Actually, now that I think about it, I don't even need the big mechanical system. I could just have a dwarf guide a minecart to a single tile chamber, close the door to the chamber (after the dwarf has vacated, hopefully), and throw open the vertical floodgate for a few ticks, filling the chamber with water, before opening it, which would spread about 5/7 of water around the general area, while still filling the cart. The cart can then be guided to a stockpile, and used as a trade good.

But, of course, pragmatism has no place in Dwarf Fortress. I'll set up a dwarf-operated system first, to see if it works, then go about mechanical nonsense later.

32
DF Dwarf Mode Discussion / Viability of water as a trade good
« on: June 10, 2016, 03:26:02 pm »
So, I had an idea, based on what someone said in a completely different thread, involving a system that filled up minecarts with various liquids, which worked something like this:



1. Dwarf pushes minecart onto a roller, which propels it forward a bit.
2. Minecart gains velocity as it goes down the hill
3. Minecart activates pressure plates, opening all 3 floodgates, labeled as X's. As it enters the single tile chamber, it fills up with water, and also triggers a second pressure plate, which closes the floodgates, and allows water to accumulate. After a few seconds, the pressure plate opens the final door, activates a roller underneath the minecart, propelling it forward, until the minecart hits a third pressure plate, closing the final floodgate.
4. Minecart exits, onto a final ramp to bleed off velocity, and lands in a stockpile.
5. Water is sold to merchants.

Would this work, and, if it did, would it be worth the effort? If I remember correctly, water has a value of 1, so if I could fill a single minecart up with several hundred units of water, it could theoretically be traded for immense profit, correct? I assume there are major flaws in this design, but if a working version could be rigged up, one could, in theory, export magma to traders. What do you guys think?

33
DF Dwarf Mode Discussion / Re: Trivial findings
« on: June 09, 2016, 03:55:59 pm »
Apparently, its possible to have negative "items".

I have no idea what the hell this is, and if it actually exists, it'll probably cause the poor sod assigned to hauling it to spontaneously vanish in a puff of logic.

EDIT: Nevermind, it's gone.

34
A) I hadn't breached the first cavern by this point, because I'm unreasonably paranoid about up/down stairs over open pits somehow ending terribly.
B) Well, the most recent caravan WAS transporting a stack of minutely detailed arrows encrusted with something or other, that I didn't bother to check.

35
DF Dwarf Mode Discussion / Re: Cool and unusual guests
« on: June 06, 2016, 04:23:25 pm »
I once had a vampire poet visit. I know this for certain because when they arrived, the UI announced that there were, in fact, an elven vampire poet.

36
So, in my continuing efforts to be the most boring, unimaginative fucker to play Dwarf Fortress come up with practical systems that don't require magma complicated machinery, I've used the new job order system to set up a series of tasks to automatically convert the entire fucking planet i'll kill all those vultures they wont know what hit them gahahahaha lignite, hematite, and limestone (ores/stones may vary) into steel bars.

The only problem is: it's complete and utter shit It functions very slowly, and can be easily disrupted by the work of an enemy stand other dorfs moving items around, or simply by telekinetic vultures that can interrupt jobs through 10 z-levels somehow. I was wondering if anyone has a better system for the process, as I know that I'm basically completely unqualified to be handling such a delicate process.

(no pictures because technical difficulties with capture software)

How I currently have it set up (in order of priority settings):
* Smelt Lignite into Coke:
Checked daily, requires >0 lignite and >1 fuel. Limited to 1 smelter that the others are prohibited from applying jobs to (in theory at least).

* Make Steel Bars
Checked daily, requires >0 limestone, >0 pig iron, >0 iron, >2 fuel.

* Make Pig Iron Bars
Checked daily, requires >0 limestone, >1 iron, >2 fuel.

* Smelt Hematite/Limonite (2 orders, one for each ore. No variance apart from ore being smelted)
Checked daily, requires >0 [IRON ORE], >2 fuel.

Is there a better, more efficient way of doing this?

37
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 20, 2016, 07:20:52 pm »
So, I started a fresh fort, now in 0.43. Everything was going fine until the first autumn, at which point the local vulture population decided that my dwarves were a menace to society. Whenever a dwarf tried to go outside, they spammed about 50 "Interrupted by vulture" messages in half a second, then ran back into the fort. For some reason, basically every job, including things that should have been unaffected like sleeping several z levels below, or mining in a cavern, became cancelled immediately, despite none of the vultures actually being anywhere near the fort, and in fact being about 50 z levels in mid air at the time. As the two macedwarves that my military consisted of at the time could not fly, they were unable to remove the source of the problem, and nothing got done for several months, until everyone died of dehydration after being unable to reach any liquids due to the apparently telekinetic vultures.

Quite possibly one of the silliest ways I've ever lost a fort. Presumably, it was the work of an enemy stand elves.

38
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 19, 2016, 06:04:30 pm »
On a completely different subject, several of my dwarves decided to reenact that bit from the first few episodes of JoJo when several policemen unload on Dio.

Basically, I accidentally dropped a wooden fortification through the ceiling of my tavern while trying to build a bridge, landing in front of a (at the time not known) necromancer, letting in a badger at the same time. The necromancer freaked out, and raised the badger's leg to combat it, which immediately drew the attention of the fortress guard, who were stationed in the tavern. In less then a second, about 11 bolts had embedded themselves in the leg, while an unreasonably strong wrestler ran up and punched the leg with enough force to send it flying into the necromancer, knock them into the wall, and break basically every bone in the necromancer's body.

I wish I had the talent to make this shit up.

39
Alright. So, a whole lot of stuff happened all at once. I'm still very confused, but here's what I DO know for sure:

I denied entry to the vampire, at which point they immediately became hostile, then ran away in fear when a chicken pecked at its legs. It then ran around in circles in a small open room my miners were digging in, while said miners chased it around. The militia (who I had armed with crossbows) then came down and began firing at the vampire, joining the miners in chasing it around the fortress for about 10 minutes, with the vampire dodging almost every arrow,  turning the area into a sci-fi battlefield of colorful lines flying everywhere, which I don't have pictures of because I'm dumb and forgot to take them.


(here's a page of the report. 16 pages of this, by the way.)

This continued for quite a while, until one recruit, who was armed with a shortsword instead of a crossbow, woke up from sleeping, plodded downstairs, and stabbed the vampire in the stomach, killing it, before going back to bed and sleeping for half a season.

While of this was going on, there were about 3 trolls trying to get into the fortress through a staircase leading into a cavern; each of them broke down a door, and then were beaten to death by an unarmed farmer, who kicked their heads in. At the same time, the aforementioned performance troupe that joined the fortress apparently broke the pathfinding of all the dwarves in my tavern, who began spamming several hundred job cancellations per second.

I'm still trying to figure out what happened, but yeah. If anyone cares, I'll post any details that I find.

40
UPDATE:

This just happened literally less then five minutes after the troupe arrived. I'm starting to think something is wrong here, considering that this is the same copy of Dorf Fort that the whole necromancer clerk happened in.



They're represented normally (except for the fact that they're blinking, signifying legendary skill) on the unit list, but... yeah. I have... absolutely no idea anymore.

UPDATE: They're trying to gain residence in the fortress under a psuedonym that isn't actually used by them in the unit list.

41
So, as Dwarf Fort decided once again that it was time to create bizarre fortress inhabitants for me, I had a performance troupe join my fortress. As in, an entire band of about twenty three poets. But, that isn't the important point;

Several of the performers were more skilled in random tasks like fishing than actual performance arts...
(Yes, most of the performers were goblins. The other half were elves. This is an equal-opportunity hole in the ground.)


(A goblin ranger performer. I assume their routine involves sniping fruit off someone's head)


(A goblin fisherman performer. Presumably, they utilize magic tricks involving fish)

And one of them didn't even have a profession at all



The first two make enough sense, I guess, but I don't understand this last, generic one at all. Can anybody shed any light on this, or at the very least put a few ideas out there as to what happened here?

UPDATE: I checked their personalities; the two "normal" goblins (the fisherman and the ranger) are both somewhat cruel and dream of ruling the world, (which I guess is pretty normal for goblins) whereas the generic goblin is a pacifist who values nature and wants to travel the world observing natural beauty.

42
Will you be having a copy of the save available for download? I would very much love to mess around with this complete and utter ridiculousness of a fortress.

43
I'm honestly curious as to how this will work out.

Actually, couldn't one just modify the raws and make dorfs, by default, necromancers? Or, if its possible, make it so that every book includes the secrets of life and death, somehow? Doing something like that seems a lot easier.

44
(words)

Also, were you able to confirm what FantasticDorf said, that zombies reanimated by friendly necromancers are friendly?

No. I tried to get the necromancer up to fight things, but I didn't get a chance to before Dorf Fort crashed and made my computer shit itself.

45
Bards, Mercenaries, and all other visitors,

Stop trying to exit the area by walking directly into waterfalls spanning 20 levels. We have a perfectly good bridge, and you are encouraged to use it. There is nothing in that ravine except hippos, sharp rocks, and painful death.

Honestly concerned about the education system in your place or origin,
The Overseer

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