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Messages - Feathermind

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16
DF Dwarf Mode Discussion / Re: Volcanic Eruption
« on: September 03, 2017, 12:03:53 am »
Cage traps can't catch it, but i'm not talking about the kind of trap you place with T (well, except for the lever, that part's important.)  I'm talking about a trap like this:

Code: [Select]
  top      bottom
╔═════╗   ╔═════╗
║╞═══╡║   ║+++++║
║╥+++╥╚   ╝+++++╠
║║+++║+   ++++I+┼
║╨+++╨╔   ╗+++++╠
║╞═══╡║   ║+++++║
╚═════╝   ╚═════╝

Link the pillar up to a lever and when the forgotten beast stops to break down the door order the lever pulled.  The upper floors get dropped on its head and your stocks increase by 1 forgotten beast corpse.

Edit: The cave-in trap above was taken from an older fort of mine and looking at it now it really needs a redesign.  Maybe something like this:

Code: [Select]
  top   bottom
 ╔═╗     ╔═╗
╔╝╬╚╗   ╔╝+╚╗
║╥+╥╚   ╝+++╠
║║+║+   ++I+┼
║╨+╨╔   ╗+++╠
╚╗╬╔╝   ╚╗+╔╝
 ╚═╝     ╚═╝

Or this one with constructed fortifications, though there's a possibility the beast's corpse or surviving components may get caught in the fortifications after a cave in:

Code: [Select]
  top   bottom
 ╔═╗     ╔╦╗
╔╝╬╚═   ═╩╬╩╦
║╬+╬+   ++I+┼
╚╗╬╔═   ═╦╬╦╩
 ╚═╝     ╚╩╝

Apologies for going off on a tangent.

17
DF Dwarf Mode Discussion / Re: Volcanic Eruption
« on: September 02, 2017, 07:43:06 pm »
Spoiler (click to show/hide)

The new entrance was built atop a ridge, surrounded by lava on all sides save for a narrow path that winds north through the burnt out valley.  The first migrant wave arrived as it neared completion and the mountainside was punched open to let them in.  Ezum Granitemines, Wood Burner, gazed out over the sea of lava as she approached and muttered "I don't even want to know."  Sadly there won't be much work for Ezum for the time being as the woods are currently burning quite steadily without her help.

Speaking of which, Udib got himself treed again.  He wandered outside to pen a horse brought by the migrants and lost track of it while trying to shortcut over the treetops.  Rigoth built a floor extending from the nearby hill and rescued him moments before the tree went up in flames.

Sadly, peregrine falcon men have a line that removes [dive hunts vermin] from their raws so the fun to be had with Udib as cook is out, though he does have some dietary requirements resulting from the [bonecarn] tag.  For the time being he's been acting as the fort's butcher/tanner, mostly to keep him indoors and away from trees.

Spoiler (click to show/hide)

Magma forging is now online.  Udib personally carved the fortification for the magma intake.  For all his faults he can move quite quickly when he wants to, when a torrent of magma is rapidly advancing behind him for instance.

Forgotten beasts have already made their way into the caverns, which have been revealed thanks to yet another unretire bug.  One, a web-spitting chameleon, will probably have to be dealt with via a cave-in trap when I finally get around to piercing the caverns.  The other, a three-eyed alligator, entered on top of a blood thorn tree and seems to be stuck.  He should cause no trouble as long as Udib doesn't find his way down there.

Spoiler (click to show/hide)

I'm thinking about having a pump stack built on this hill to draw water from the stream and stop the continual torrent of lava.  However, it's admittedly pretty interesting to have a fort on an active volcano.  I've done volcano forts before and I've done forts with divine metal before, but a fort with an active volcano spewing lava everywhere?  That's new.  On the other hand, it's no friend to FPS (which is currently at 36.)  So far the only death via lava has been a single giant rhinoceros.

18
DF Dwarf Mode Discussion / Volcanic Eruption
« on: September 01, 2017, 12:12:48 pm »
So...I have an interesting predicament.

Spoiler (click to show/hide)

If it's not obvious from the picture, that's an erupting volcano.  I've seen magma overflow like this before, with the most notable example being a reclaimed worldgen fort where the magma forges slowly flooded, but I've never seen it at this scale.  It's pouring out of the sides at a rapid pace and even splashing up onto the hill overlooking the volcano's caldera.  The nearby mountains are also acting like a funnel, causing the lava to flow from the southeast corner all the way across the map of this 3 wide, 5 high embark, off the west border and into the northern valley, filling the dried murky pools with lava and setting all the trees on fire.

Here's the retracting bridge that seals the fort's original entrance, shortly before the lava blocked it off.

Spoiler (click to show/hide)

Here's what the lava did to the valley below.  Note that some of the scattered red tiles here are actually red sand.

Spoiler (click to show/hide)

Needless to say this is interfering with my plans to capture and tame the local wildlife.  Nothing dissuades curious elephants from investigating your cage traps quite like an encroaching wall of molten rock.

A bit of history on this fortress:  Copperdrive (soon to be !!Copperdrive!!) was founded amidst the scorching hot mountains and tropical shrublands in the center of the world.  With the stream to the north providing water and the volcano to the southeast supplying magma for forges, the dwarves of The Humble Town would have all they needed to carve out a living... once a certain delivery was made, that is. The fort was retired as soon as the dwarves had a working entrance, before so much as a farm had been built.

Hearing rumors of the new fort, the peregrine falcon man Udib Ironswords the Mountainous Gate of Risking, renowned evader of bogeymen and occasional adventurer when his wits failed him, was compelled to leave retirement and make his way south with a bag full of 1,000 singing metal coins, which had been minted at his overcrowded home fortress of Squashedmirrored from armor he'd salvaged from a nearby vault.  Udib flew over elven ruin and restless sea, fought off goblins and giant bark scorpions and stared down the occasional timid unicorn.  After three days of travel, he safely arrived at the new fortress of Copperdrive.  There he dropped off the coins in the nearest stockpile, as they were to be the foundation of Copperdrive's economy (by which I mean I was going to melt them down one by one and reforge them into equipment for the budding military and maybe a weapon rack or two.)  Udib then boasted of his great deeds to the local militia captain, Dakost Enjoylanced, and begged to become a soldier under her command.  Dakost graciously accepted and Udib retired from the adventuring life into military service.

With the awaited delivery fulfilled, the dwarves unretired the fort and found that in the celebration following Udib's arrival, every barrel of ale and bag of sand had been overturned.  Ilral Smithwilts also noticed during bookkeeping that the level of lava in the caldera was oddly high, but with the sudden concern over lack of booze none of the dwarves paid it much notice.  The miner Stinthad Ragmaze began immediate construction on a tunnel to supply water to the fort, while Ilral made plans to carve a second tunnel to supply magma for the forging process once her bookkeeping was completed.  By the time the former was nearing completion the latter proved redundant; the volcano had opted to deliver the lava of its own accord.

The fortress immediately went on high alert, and every dwarf and peregrine falcon man's location and activities were checked.  Udib Ironswords the Mountainous Gate of Risking, experienced adventurer and slayer of dangerous beasts of all manner, had gotten himself stuck in a tree.  (His flight capability still exists in fortress mode but does nothing for pathfinding.)  Several of the dwarves were caught outside, wandering back and forth between the fortress and the nearby stream.  But worst of all, Ilral Smithwilts had decided to take a nap by the stream, blissfully unaware of the approaching lava.

The local carpenter, Iton Booksilvers, grabbed an axe and bravely rushed out to cut Udib down.  She cut through the trunk with deforesting speeds only a dwarf can achieve and the tree fell with a crash.. only for Udib to remain suspended in midair, flapping his wings indifferently.  Irritated, Iton grabbed the fallen logs and started building a staircase with the intent to reach up and grab Udib, but as she was putting the finishing touches on it Udib felt a pang of thirst and flitted past, landing neatly on the ground below an exasperated Iton and proceeding to the stream for a drink.

Meanwhile, the miner Stinthad Ragmaze raced out to channel the final tile at the edge of the stream, the last step needed for the fortress's water supply.  (Channeling out the last tile blocking the flow of magma or water from above is a step I take to ensure the miner's safety, ironically.)  Once he completed his work Iton took over, grabbing the wood from her half-constructed staircase and using it to seal the hole. She then ordered the dwarves using the stream and Udib, especially Udib, to exclusively use the new well for their water.  Unfortunately, no one could wake Ilral, so the dwarves retreated inside and prayed she would do so of her own accord before it was too late.

The dwarves huddled together inside their roughly chiseled new home as the lava advanced to seal them in.  They waited as long as they could for Ilral, but the lava drew ever closer and still there was no sign of her.  With a heavy heart, Rigoth Cloisteredpassions pulled the lever to seal the gate, but as he did so there was a shout from outside.  “Wait!” Ilral bellowed, the heels of her shoes streaming black smoke as she raced over the lava flows towards the entrance.  Rigoth opened the bridge once more and Ilral dashed in, racing to the bridge lever and yanking it as hard as she could.  The gate closed with a crash, and moments later the hiss of lava was heard atop it, sealing the dwarves off from the outside world.

19
My forts always have a single central staircase (in older forts 1x1, newer forts have 2x2 or 3x3 ones) extending from the highest point of construction straight down without deviation through all three caverns until it hits magma or bedrock.  Everything branches out from that central staircase into spiderlike hallways with doors leading to the various stockpiles, workshops, dining rooms, bedrooms and so on.  Every entrance save for the caravan's has a bridge-sealed tunnel(usually retracting over a ramp) lined with 5 rows of cage traps.  Caravan paths usually use bridges to create a sealed tunnel connecting to the edge of the map.

Stone doors and hatchways divide everything into sections and if there is glass it will be the chief material of everything else that can be made from it, with a number of dedicated glass workshops.  Bedrooms branch from a central hallway into a straight line with door, bed, cabinet and chest in that order.  If the fort isn't built on a volcano there will be a dedicated magma collection area double-sealed with bridges with a grated minecart stop between them.  The longer the fort's been active, the more likely everything has been smoothed or failing that, replaced with a constructed wall, including the tunnels for magma and water.  Spacious underground fungus gardens are common in areas with deep soil.

Trained animals are plentiful and there are always seven trained wardogs (or their entombed bodies) whose ages predate the fort. A cage somewhere near the fort's central hub will be stuffed with an improbable number of creatures of all kinds, mostly dogs.

20
I tend to be very partial to volcanoes, to the point I crank the minimum to at least 20 in worldgen.  Volcanoes with a river or stream nearby are particularly favored, with a preference for the latter due to the more secure water source they provide.  Aquifiers are a fine substitute; I've pieced them enough it's become routine and I've found you can often avoid them on volcano embarks by carving your down stairs adjacent to the lava tube.

I also enjoy embarking on areas where good and evil biomes meet, and tend to increase the count of both in worldgen in hopes of getting more such places.  It's an extra nice surprise if sliver barbs and sun berries both happen to be present.

I've done volcano-river forts to death though, so more than anything now I tend to look for interesting and exciting areas to embark.  To that end I usually make caves visible in worldgen and use adventurers to seek out shrines and other interesting places that can be embarked on top of.  My most recent embark was a cave that, according to legends, was home to a tribe of kobolds that had stolen many singing metal and pitch-black fabric objects over the years.  I had hoped the kobolds and their treasures would still be present, but there was no sign of a cave at all on the surface, and by the time my dwarves finally found it between the first and second cavern layers the kobolds had long since absconded with their goodies.  Still, at the very least it made a nice staging ground to send adventurers out questing for the vault the kobolds had so deftly pilfered, in the hopes of bringing back singing metal objects of their own to melt down and re-craft into superior dwarven works.

21
DF Dwarf Mode Discussion / Re: Swampcavern vs. Devils - Spoilers
« on: July 15, 2017, 10:02:56 pm »
I pulled it off with ten upright spike traps (with ten steel spikes each) placed in front of a wooden artifact door, linked to a lever and set to repeat.  It looked something like this:

--D--
|||||
|||||

Note the 3 spike traps closest to the door aren't necessary under ideal circumstances.  There was a backup cave-in trap in case the spikes failed due to demon heat causing them to dismantle but it was unnecessary in the final run.  Afterwards the dwarves built a staircase to hell and engraved the edges of the underworld map to mark it as under dwarven ownership.

However, this was back when I had a bad habit of force-quitting and reloading whenever something went wrong.  The trap saw multiple redesigns until I finally got it right; there were a few attempts where heat did dismantle the traps after a fire demon lingered too long, and several where the demons simply lost interest due to smoke from the door catching fire.  (A non-flammable artifact door would be preferable.)  There was also one unsuccessful attempt to simply handle it with soldiers where they fought valiantly but were eventually overwhelmed.

I can't recommend playing that way; a fortress that sees only flawless victory is left with no good stories to tell.  I could have accepted the loss of my soldiers, had the dwarves retreat further into the caverns and designed new traps after the first ones failed, picking off the scattered demon horde bit by bit through guerrilla warfare until the dwarves could finally reclaim their fallen and send freshly trained soldiers into the heart of hell seeking vengeance.  That would have made a good story regardless of the outcome.  As it stands, I erased every sign of struggle that gives weight to the eventual victory, leaving me with a successful but ultimately dull fortress and a bit of knowledge on trap design.

22
DF Adventure Mode Discussion / Re: Most anti-climactic death?
« on: July 06, 2017, 04:17:42 pm »
@Feathermind a.k.a. Choked to death on a pineapple.

I just assumed it was death by paperwork.  The adventurer retired in an elven retreat, and her poor dwarven heart probably gave out when, after painstakingly filling out all the paperwork for residency, citizenship, business license, permit for sale of exotic meats, etcetera, she was told she had to do it all over again because it was on the wrong kind of paper.

The administrator later claimed responsibility for her death on his tax forms, because this kind of thing happens a lot and it's standard policy to do so.

23
DF Adventure Mode Discussion / Re: Most anti-climactic death?
« on: July 06, 2017, 02:24:33 pm »
It'd have to be the adventurer I took from one end of the world to the other on a quest to slay the dragon at the south pole. After a long journey filled with adventure they defeated the dragon with ease and retired on a pile of treasure and dragon meat.. only for Legends Viewer to report them slain by an elven administrator with zero combat skills post retirement.

24
Dear Urist McTrader,

If 300 coins' worth of profit isn't good enough for you, and then 400 and 500 aren't, and you tell me "Perhaps next time you'll take me seriously", one of two things will happen: you die in there, or I savescum because dangit, they lied to me, the only deep metal is ADAMANTINE. So much for deep metal"s". Next time, you will die in there, being a dwarf or not. You earned 4500 coins total there, for barely 4000 worth of metal objects to me, yet you were OFFENDED by that much profit?

It won't happen again,
The Overseer
The journey to a budding dwarven outpost is dangerous and expensive.  A 12.5% increase on the base value of traded goods barely even begins to cover the travel expenses.  They also need to make enough profit to make up for all the caravans lost to dragons, titans, rocs, bronze collossi, goblins, giants, zombies, hydras, werebeasts, irate dwarves, cyclopses, ettins, volcanic activity* and other accidents, and for unprofitible ventures due to lack of sales or collapse of the outpost before they arrived. Why, a number of times they've arrived at an outpost to find the dwarves had somehow delved into the underworld itself and unleashed a horde of unimaginable horrors which now run the fortress, refuse to trade more than base value for goods and occasionally set the wagons on fire by proximity, which isn't all that different from dealing with dwarven traders but at least with dwarves there was the possibility of profit once they were up to their ears in gold and forgotten beast meat and more interested in your ability to take some of it off their hands than anything you had to offer.

*Many civilizations have reported losing caravans to sudden floods of lava or magma at dwarven outposts, often in areas which had no notable volcanic activity before the dwarves arrived.  Elvish geologists blame the increased volcanic activity on reduced tectonic stability caused by clearcutting.  In the hopes of preventing future incidents, the elves have banned dwarf wood imports and urge dwarven outposts to limit their treefelling to a predefined quota.

25
DF Adventure Mode Discussion / Re: How have you been dying recently?
« on: July 22, 2016, 11:20:16 am »
My last adventurer (an elephant woman) got thrown down one of those pits in goblin dark fortresses that lead all the way to the caverns.  Or nudged down.  Or tumbled down of her own accord.  I was never quite sure the exact cause as one minute she was thundering about in the dark, tossing goblins and trolls down the pits with wanton abandon, and the next she was tumbling down them herself, hopelessly flailing to catch herself as she fell.. and fell.. and fell.. and fell some more.. those are some deep pits.

Her death was attributed to a goblin who legends claims threw her against an obstacle causing immediate death, but I was never quite sure if she hadn't just sprinted recklessly over the edge.

26
Zombie arena!  That's what I did last time I embarked next to a tower. drop them into barred holding cells, station your military at the arena gates (with marksmen on the upper fortifications) and pull the lever!

If you lack a military for the job, you can always put something else to combat in the other holding cells, or design a trap gauntlet, which the zombies could either run or be part of the traps (say, sealed behind a pressure-plate activated floodgate.)

27
DF Dwarf Mode Discussion / Re: Raising magma without pump stacks
« on: April 04, 2016, 08:34:11 pm »
I've never seen the bleeding hand issue myself, but that might also be because I used wheelbarrows for faster hauling.  nether-cap wheelbarrows are good for this purpose.  Don't use it for minecarts though, nether-cap's heat-resistant enough to handle hauling a hot minecart but being immersed directly in magma will cause it to catch fire.

28
DF Dwarf Mode Discussion / Re: HELL
« on: March 31, 2016, 01:28:05 am »
Tragic.  But you have my respect for seeing it through to the end.

29
DF Dwarf Mode Discussion / Re: HELL
« on: March 31, 2016, 12:28:17 am »
Don't give up!  As long as there are picks there's a way.  Time to form the biggest, most elaborate, multi-layer deathtrap a dwarf has ever dreamed.  Or maybe just a 2-3 stage one with room to build more in case the first two fail.  I'd give you my most successful method but it requires an artifact door.

30
*demands creation of grates*

*restricts export of them*

How greedy...

Greedy?  Those safety grates she mandated won't serve their purpose if they're exported and left to gather moss in some elf trader's tree.  They need to be installed where they'll make a difference, such as in the irrigation drainage pipe or over the crundle pit.

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