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Messages - FantasticDorf

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3601
DF Suggestions / Re: formal duels
« on: February 23, 2016, 09:06:11 am »
This is a interesting idea.

Say a mandate has been unpaid and in a fit of fury a baron becomes enraged. There is legal justification in dwarven culture for it, god help you if the monarch wades in and twists the rules to be a battle to the death about the mandated production of socks and grouchyness over a lack of recent inebriation.
Quote
"Do you bite your thumb at me Urist?
Yes Urist I do indeed bite thine thumb
Are you a believer in Goshmush the River of Humidity Urist?
Indeed i am Urist
Very well we shall duel, do you accept Urist?
Yes I accept"

{"May blood be spilled in Armok's name}
{May blood be spilled in Armok's name"}


"Urist strikes the count with his fist, but Urist misses!"
"The count bashes Urist in the head with the artifact platinum mace and the part explodes in gore and collapses!"

Elven duels don't even bear thinking about when the victor dines on the loser in a celebratory 'Elf roast'. I wonder if megabeasts being sub-par intelligent respect the rules of duel equitette, might avoid a few scrapes even if it's mainly world-gen or to barter encouragement for mega-beasts to leave non-lethally.

I totally support your idea man.


3602
Necromancers in the latest versions have the zombies in check with who's side they are on, so you can relax a little from a unintended corpse party, he's a member of your fort so forgeddaboutit.

The worst possible thing i could imagine for yourself occurring, is either a personal conflict tavern brawl/arguement near your butcher/corpse depository or a loyalty cascade that could spiral very quickly when the dead, comrades and all start to rise, though if you could catch your zombie animals/peons they should make excellent zoo exhibits since they are in effect immortal animals that dont need to be fed, being mindless animals too it should in theory be capable for you to trade them away at a profit.

Ahh. Neutrals im not sure how they'd react. Best to keep that guy burrowed from when you need him away from the outpost liason and tavern guests.

EDIT - Attach some war animals onto him, and when the war animals inevitably kick the bucket from age or injury they'll ressurect into better zombies than a base animal dying due to the war training, hunting animals might also make the zombies speedier, could be a factor to better charges if strength doesn't apply. Not to mention  the concept of a 'tame' undead forgotten beast potentially and other creatures.

Churn whatever is left behind in a weapon trap meat grinder to kill it once you re-trap your dead buddies.

3603
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 23, 2016, 05:01:14 am »
How do I start breeding animals?

Easiest way is to create a single-tile pasture zone, station a male animal in it, then place single-tile pasture zones adjacent to it for placing up to 8 females around it (though they're bad about being pushed out of the zone and left to wander around, unless you leave room to access all of them, so 7 females is a more manageable maximum).

Males can impregnate female animals from contact between a cage tile with the male in it, no pasture is strictly needed and wild live birth animals can be (typically wild baby animals will be too small to be harmful or aggressive to dwarves and might freak out/path out of the fortress automatically, placing traps on the route helps unless they are [Prone to rage].) bred via restraints without taming.

Reachers are a good example, humanoid but not intelligent, relatively easy to find underground, yeti's similarly, both have advantages in that they can equip items making live training more interesting and both can be bred on the chain for 'bush-meat' or conservation. (letting yeti's go bolsters the numbers because else they will simply go extinct easily due to low local population, cavern animals can also path out topside but its uncertain whether enough of them would trigger above ground spawns.)

3604
DF Dwarf Mode Discussion / Re: Got 11 new barons, what do?
« on: February 23, 2016, 04:49:50 am »
Wait wait wait.

Baron-Dome.

Burrow and lock in the barons behind walls in a completely separate bastion complex with only a hatch entrance for exchanging goods from the main fort, and a hatch back at a lower level for dropping of excess goods the baron's make in return.

3605
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 22, 2016, 07:13:26 am »
Wait GDS got removed at some point? Are they back yet? I was looking forward to the epic stuggle between dwarf and beast in my new desert/shrubland fort.

Oh well, giant beasts will do.

Scorpions can be raw fiddled quite easily back into the game by copy-pasting the raws if you want them back, the details are at the bottom of the wiki if you don't have a previous version to hand.  DFWIKI:GDS

The pincers on the scorpions is a good point of reference for re-use on other creatures too if you want a beastie with a bit of versatility and surprise (I had giant blood gnat/mantis hybrids in mind personally, my evil worlds are very scary places, imagine the AI of GDS with the blood sucking and weapon stealing capabilities intact within big restraining pincers)

I was already breeding giant rattlesnakes, and now the elves brought me a breeding pair of giant black mambas (Australia's most poisonous land snake IIRC, I say land snake because they have a much more poisonous reef snake there somewhere). I wonder if they will attack invaders, or just flee. I could make a pit with nowhere to path to for them and drop invaders on their heads, perhaps that helps.

Giant mamba's should be more effective than regular mambas, which are tiny carnivores that spook easy at dwarves for not attacking anything very much larger than they are. However the raws detail that they get a temper, so enraging some mambas and letting them rip at some GCO's/forgotten beasts/clowns in order to utilise the battle bonuses sounds like a solid plan for eventual syndrome-death/weakening

At 10-30 eggs each they seem to breed pretty good too. You got yourself a nice pet there.

3606
DF Dwarf Mode Discussion / Re: Got 11 new barons, what do?
« on: February 22, 2016, 02:47:35 am »
In Dwarf Fortress, nobility protects you!

3607
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 22, 2016, 02:39:02 am »
I found out via statue that there's a polar bear man necromancer who settled down in the Winter of Whims 40 years ago. Funny, I think I'M in the Winter of Whims....

Maybe he's silently sitting in your embark region or actual embark site invisibly.

I can only guess that if he's sitting around uselessly, it might be worthwhile to send a adventurer over to duff him up, and then drop the goods off at your fort.

3608
DF Gameplay Questions / Re: Some questions about the new Image creator
« on: February 22, 2016, 02:32:52 am »
Well in some essences of the word, using the 'Historical Figure' option (and finding your desired entity) then assigning a action will achieve your desired result (gods are not 'animals' like you might find in the topmost category with clowns and other physical beings but they are figures)

Fortresses aren't really detailable objects, but dwarves are the next best thing to signify your civilisation if you need further detailing advice.

Quote
"This is a image of Ustush Stormrender, a hundred million dwarves, river otters and a goblin, Ustush Stormrender is surrounded by a hundred million dwarves, Ustush Stormrender is raising the goblin, Ustush Stormrender is torturing the goblin, the goblin is unaturally contorted, the dwarves are labouring, Ustush Stormrender is striking a triumphant pose, the river otters are laughing."

As a example.

For more techinical terms. If you use the d (designation menu) on a statue while it is in the queue to be made, you can determine the material it is made from and the image from there which will open the image creator menu

3609
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 20, 2016, 07:48:41 pm »
So are gigantic shells worth more than, say, pond turtle shells? I see that gigantic tortoises have a pet value of 50, is that inherited by their shells? It looks like a tortoise half the size of an elephant only gives 1 shell, the same as a pond turtle, so they'd better be more valuable, or your shell industry isn't going to go very far.
Hmm. Gigantic tortoises are the giant variation of giant tortoises. Looking at their raws, they have maxaxe 100:200. I butchered a hatchling. Hatchling shells have base value 0. And with that maxage, I don't know how long I'll have to wait until I have some adults for testing. I might butcher the original breeding pair to test after they've hatched another few batches of eggs. But still, this will provide a more reliable, albeit slow source of shells than fishing.

Refuse has no core base value. If you were to add value im sure it'd apply.

3610
DF Modding / Re: Gremlins:slaughterable, trolls: not slaughterable
« on: February 20, 2016, 05:50:07 pm »
Ah, that's a fair point. I didn't know mixed race civs could work like that outside of faking it with castes.
Mixed race is impossible. The closest you can get is how goblins and trolls works by default. Setting multiple creatures in an entity will cause the game to alternate the creature when creating a civilization. So instead of two troll civilizations, you have a troll and an ogre civ each.

Quote
The game will collect these and scatter the settlements with single race in each site (so ogre towns and troll towns but no typically mixed settlements), but because trolls and ogre's don't speak, everyone will be hostile to you

I acknowledge this fact and i have mentioned it before. However just because they are spread out across towns, does not mean they aren't actually a mixed entity as a whole, every creature living in a civilized development is of that same entity civ. I have yet to engage further with the concept (my original experiment was shortlived) but migration will be the determining factor to them moving about from the home settlements, assigning entity roles ([wanderer/scout/merc etc) should get them out and about in worldgen to a extent besides from fortress mode movement (retiring the site once done hit max capacity and relatively trained militia/completed projects)

(You can also fix mixed race civ's via liberal application of slavery - Set ethics to 'yes' and establish a conquered site noble to oversee it. Goblins spiral out of control if assigned a outlet to exercise slavery, as they often overpower human hamlets and merge them into their armies, becoming ultra-dominant snowballing super-powers in less than 200 years)

3611
DF Modding / Re: Gremlins:slaughterable, trolls: not slaughterable
« on: February 20, 2016, 10:05:52 am »
Another point to think about (whilst i was in the bath actuallly this occured to me) is that positions can be assigned to specific castes (male/female) and (if memory serves) creatures. So if you have atleast 1 intellligent creature assigned to (either your common domestic you will be bringing with you or a member of your civ) a expedition leader (or a person who can take diplomats) it should circumnavigate outright hostile behaviour without ethical cause

Quote from:  example
[POSITION: EXPEDITION_LEADER]
 [CREATURE: *Intelligent species]
 [CREATURE: *Intelligent species/servant species]

Additionally a work-around for a intelligent common domestic would be to make them [PACK_ANIMALS] (I briefly remembered that my camel men probably had pack/wagon animal tagged onto the original raws carried over to the animalmen template)

Or attaching [EVIL/GOOD/MOUNT(?)] in order to flag them up for use (I will test this in a second. I have a personal plan to establish troll castes so i can differentiate troll slaves/citizens in my own gobbo modded game) since pets aren't really drawn for common domestic embarks even if tamed fully without [PET_COMMON DOMESTIC] preferences

3612
DF Dwarf Mode Discussion / Re: Questions about library and tavern
« on: February 19, 2016, 07:24:15 pm »
Related question... if you mark a legendary dining hall as belonging to the tavern it still gives the regular benefits, right?

Attaching a 'large' legendary dining room (which can also serve as a meeting hall for passively taking in early migrants) to a tavern is a direct upgrade to the standard (I) floorplan tavern with the only issue being the lack of floor-space for dancing (depending on what dances you generate and how large this room exactly and/or additional features to raise value).

Additionally smaller tavern combined dining areas for citizens only help to keep your dwarves out of barrels on the job, and are ideal for workplace burrows (mining pit burrow for instance) since dwarves will often just path to the nearest prepared food source (keep a pot or two in there for the actual dining tables)


OOOOOOOOOOOOOOOOOOO
O    C  F C   H   B O
    CXC  CTC      B O
O    C  F C   H   B O
OOOOOOOOOOOOOOOOOOO


Above is a diagram of a typical small mead/workers hall.
Key - O (walls) - T (tables) - C (Chairs) - B - (booze) F - (food) H - (containers)

As long as one of the tables is active and set over the room (+ assigned to the location) it will function and the combined value of everything in the room (furniture from extra tables for eating being 1 major one) will often give good results. It takes very little to bump it up to legendary.

3613
DF Dwarf Mode Discussion / Re: Dealing with Tavern Brawls?
« on: February 19, 2016, 02:50:42 am »
Set up a ballista in the line of sight of your tavern guests, so in the case of a siege they will cop the friendly fire and you can claim it was a 'accident'

Alternatively forcefully breed via chains some wild green devourers/as dangerous wild beast as you can muster/undead 2 or more z levels down beneath your tavern and seal the trap with mechanized hatches as to break line of sight and stop visitors panicking unlike grates.

Call all your dwarves into safety burrows and pull a lever on your careful design the plucky military ones might go down there to help too along with tumbling devoured bards, trial by fire whatever mercenary can survive the onslaught is probably one you want to have in your fortress. Pit more monsters until the problem goes away.

3614
DF Dwarf Mode Discussion / Re: Water purifying?
« on: February 18, 2016, 08:06:50 pm »
You could also use water sources like brooks and rivers, making them run down and up again (because they rise to the level of the original river block, which is why some projects are prone to flooding) screwpumps will rise water to the intended level that they are on also

Providing a at least 2 z level deep access to water via a grate/well will also supply non-muddy clean water once purified for additional reference

3615
DF Suggestions / Re: Blood pool/Slime pool/Syndromic pool refuse collection
« on: February 18, 2016, 07:44:15 pm »
I don't think collecting from puddles would be viable. You'd be bottling a bunch of dirt with it, and blood would rapidly coagulate due to the increased oxygen exposure. If you want a fluid, it's best to bottle from the source.

Perhaps. You have a point there on cleanlyness (but in all honesty this is 15th/13th century science and surgeons currently commit to surgery with presumably dirty tools and spread blood over the hospital suturing raw wounds with untreated materials). But there aren't a lot of places to collect some of the stuff 'at the source' unless you want to poke masterwork taps onto everything or have passive haulers standing underneath trolls with buckets while recruits stab with spears.

To counter-argue

> dwarves are made out of mean stuff, they'd  have alcohol directly infused into their blood if it was not pleasurable to drink, a little screwy blood isn't going to knock their socks off regarding they can survive lethal large scale cinnabar mercury poisoning relatively well.
> Disinfecting water and soap help to keep wounds currently clean, assuming that all the pots designed for food have un-known sterilising agents and preservatives (finicky roleplayers can apply silver blood pots if they really want to) it should be fine once its all collected
> Dwarves probably collect and rinse the blood in their beards before loading it into the pot, with same unknown perhaps magical properties to preserve said blood, the same kind of magical essence that lets them link mechanisms and live for such a long time.
> Armok's will.

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