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Messages - Fleeting Frames

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6091
Heh. The shortest time for me to lose a fortress was when some fire imps came from volcano after small irrigation project on embark and I sent military to kill it. Fire imps throw fireballs at military, civilians won't finish off unconscious fire imps. Fun.

Also, it may be single-biome map on embark selection, but my latest medium-term test embark has Fonio according to region-pops and isolated small biomes (about 100 tiles), despite the closest tropical savanna being entire region tile away. Biomes are far more disparate than pre-embark view suggests.

Preferences (I didn't expect you to make reply so soon!)
Solon:
Sterling silver (tetrahedrite) cabinet

Sodel Rulbim:
Pig Iron statue of The Earthen Gem

Rigoth Othilmorul:
Billion statue of water buffalo.

Mistem Tishislogem:
Rose gold coffin/statue of donkey/giant bluejay.

Kobuk Kelmesir:
Perhaps bismuth bronze statue of yak. Brought any bismuthine stones for building materials on embark?

Otherwise, might need for visitor to bring it.

Kogan Kelnakuth:
Alas, the first dwarf without satisfiable valuable metal (lead is...Well, Galena is not uncommon). Otherwise, a door or Coyote men statue.

Udil Cattenolin:
Liking nickel makes you the second dwarf to not like anything very valuable. Otherwise, elk men statue seems appealing.

Overall, surprising how everyone likes a metal. Still, none of them likes steel/gold/aluminium/platnium, so  the value of iirc doubling from appeal seems rather undercut from the sheer value of those metals.

At the very least, everyone can get a building in a shape they like.

The clay statue bug is caused by the pottery job being treated as custom reaction, which doesn't get detail specifying.

6092
Hm, right, biomes can be mighty tiny, and volcanic minerals tend to be not aquifer bearing. Z-20....That's what, 170 z-levels?

Did you try deleting the zones before going for burrows?

As for that FB design....
Not just any spiderdragons, either. Digging spiderdragons. Of steel, hopefully?

...I do have a bit of fascination with them, admittedly :p Maybe I'll do like PatrickLundell said when I start modding and write one as start practice.

As far as cart systems go, if you're working under the restriction of not using valid ramps, dwarven push can move cart up/down dozens of levels on non-accelerating ramps (Note to self: Draw an equation for distance given speed and friction for minecarts, then compare the calculations versus reality.) - alternatively, if the speed granted by staying still is the thorn, any number of z-levels across alternating sideways valid ramps (checkpoints ensure no acceleration).

(Though I personally have a quirky irritation of powered minecart applications, even if it can at times increase efficiency/death-dealing by fourfold :p I'll have to get over my dislike of rollers someday XD)

Hm, Derro raises an interesting question about material preferences *goes back to reread the starting 7*

6093
Hm. Dame de la Licorne, what does your research say on praying for marriage? I believe dwarves do not talk on jobs.

That minecart setup....Are you using 3-ramp bunker to kick the cart diagonally upwards?
Though heh, a gold minecart full of gold will be pretty deadly :v
A weapon to surpass metal gear.
I approve.

However, a dog civilization, sleeping in proper beds? Now that is something I'm more surprised about. About 7 or so dogs in screenshot too, what serendipity.

More seriously, the aquifer probably shears, given your location on hilly terrain. This can reduce the workload for punching through a multilayer one with precise planning, though if it is a single-layer one don't brother :p A hatch cover and relocating pump can suffice in that case, or might just cave in a larger layer wholesale to skip on digging drainage. Or, heck, with the volcano there can perhaps use stairs to dig out a large area in the aquifer, then pour magma to have excellent living/dining area. Heck, two should also act well as natural defence against digging invaders, which can be with little thinking covered into automatic encasing trap, provided the attackers are immune to both magma and water individually.

6094
I just tried switching display mode to TWBT and playing around with multilevel for the first time.

Running ASCII, however, which mainly hurts grass on the first z-level going deeper (grass has natively varied tiles in hue, luminosity and appearance). Ramps are more clear - minecarts track are especially fun - if behaving slightly unexpectedly with downwards slopes (the vanilla multilevel).

I'll definitely mess around with settings a bit further, atm was pondering of something like harsher first step and multilevel 1 or 2. Then a hilly fortress dedicated to ramp romps....

But I was interrupted in my pondering by watching a badger pack migrate onto the embark, move and do their animal pathing counterclockwise spirals, into a cage trap.

That is so very awesome. Thank you.

6095
īreveal demonsī, you mean.

Otherwise, I can imagine fire FB in invisible caverns causing a tree to collapse through the thinnest adamantine spire. Alternatively, diagonal magma pool shearing with cavern water could also cause such a cave in, though it'd be bit more esoteric. For extreme elevation shears, sometimes magma pool will reveal and spill into hell.

However, none of those would cave in an entire existing fortress anchored to the map edge. The only fort-wide cavein possible that I know about would be caused by dwarven power mining, but that seems rather unlikely to happen, barring memory bugs.

6096
DF Gameplay Questions / Re: Constantly nauseated military dwarf
« on: June 26, 2016, 07:45:18 pm »
Was the wounding done by a forgotten beast? It may be random permanent syndrome effect.

Cave spiders are kinda like this, but they cause "very mild dizziness". Though, with booze revamp the syndromes have concentrations.

6097
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: June 26, 2016, 07:40:03 pm »
I think the more relevant discovery was that Urist had an opportunity to pronounce it - e.g. to speak of potash making in DF with someone face to face.

6098
Eh, I doubt I'd be able to tell that copper sword is worse than steel one by looking, let alone exactly how big is the difference and how much would be a fair price due increased production costs. I would know steel is better if I knew about steel and copper, though (and if I knew of alive and dead forgotten beasts, I'd be able to guess how useful their products are).

Even with exact material and size values, finding behaviour for DF bolts VS armor required thousands of tests - and now that they've been revamped, I once again don't know the chance of a bolt killing a given armored target other than "pretty low". Granted, I may not be mediaeval trader....

Still, even if non-smith traders have weapon masters with them, being not likely to shatter when dropping on the floor is irrelevant to the value of gems, such as cut adamantine versus diamond ( 4,17 - 6,25 times difference), which is why I think the value of it is not due it's material values, but belief that it is (much like diamond VS prase or relic VS duplicate).

Which is why a static value seems like it should be merely a placeholder. Maybe come active world trading, but even by then the initial values should be decided somehow before demand and supply alters them - thus the initial suggestion, to model desire at least partially.

6099
DF Dwarf Mode Discussion / Re: suddenly, yeti
« on: June 26, 2016, 05:33:44 pm »
Can and should.

6100
DF Gameplay Questions / Re: broadleaf vs. coniferous forests
« on: June 26, 2016, 05:20:36 pm »
Yeah, I want tropical dry broadleaf forest/tropical savanna/tropical grassland/temperate grassland on single embark myself.

Sadly, I don't know how one generates dry forest at desired location(would really like to find out).

Generating temperate grassland at target location, though? Just needs 10-19 rainfall there. When not using pre-set value interface*, I'd suggest increasing rainfall variance so it'd be more likely it goes from 19 to 75+ (broadleaf) instead of 19 to 66+ (conifer).

Spoiler: It's possible (click to show/hide)

*Using variance and PSV both gives occasionally quite valuable (flat volcanoes), but even more random-looking effects.

As for the crossovers? Conifer forests have no unique plants and overall lesser selection of beasts. With the exception of Tomatoes and Buckwheat, all brewable crops in Tropical Dry Broadleaf forests can be found in savanna/grassland/shrubland instead. I think Mango tree is the only example of Tropical Dry Broadleaf forest brewable that is not found in moist but can be found in dry conifer.


6101
DF Gameplay Questions / Re: broadleaf vs. coniferous forests
« on: June 26, 2016, 04:41:21 pm »
My latest embark is tropical moist broadleaf forest and grassland as well as temperate savanna and grassland.

And to answer your question, I initially started checking with farm plots and region-pops list - if it can spawn, it should be listed as innumberable, even if not present on embark....And the answers raise more questions than answers.

- I have cucumbers but not tomatillos. They have the exact same biome types.
- I can grow both on a farm plot next to a cucumber plant, so importing might be an option.
- The 5 cucumbers on embark all spawned in an area whose soil types are continuous with the tropical moist broadleaf forest.

I have been previously dismissing dfhack's probe tool reporting more biomes than site selector shows in the region screen and assuming soil lines denote biome boundaries (the biome always changes on them with probe, though). With a bit of patience, I traced the lines of biome 5 surrounding a solitary cucumber near kapok grove (grows only in tropical moist broadleaf):

Spoiler: "screenshot" (click to show/hide)

With additional looking, I find that I have Fonio (Tropical Savanna only), but not teff in region-pops list. That section of the world was painted as:
SG - Savanna, Grassland, to south there are tropical biomes.
FG - Forest, grassland
SG - Savanna, grassland.

There was no tropical savanna in 16x16 embark area, the forest was too wide. Naturally, my first assumption would be that I confused savanna and grassland. So I backup and retire the fort to make sure: Yes, I remembered the biomes correctly, and nearest tropical savanna showing up in site finder is a region tile; exactly 16 embark tiles away.

Biomes shear more than I thought, and even crops that should grow are not necessarily growable. This world has no dry forests, though, albeit on another world cucumbers or tomatillos are not growable in conifer forests next to dry broadleaf ones, so you will be unable to plant them if you get some. If you want to be sure the plant will show up, my current suggestion would be to check dhack's region-pops list on embark.

6102
DF Dwarf Mode Discussion / Re: Long-term plans?
« on: June 26, 2016, 03:26:21 pm »
Finding them is simplified if you embark on top of them by making a monster island. Though, untamed roc aviary seems even more of a tempting weapon to me.

Here are some ideas, off the top of my head, for long-term fort(s)/projects:
◙ Generational fortress/breeding program. Selection of the fittest! If combined with below, then vamping of the fittest!
◙ Metropolis populated entirely by <x> race, where x is not dwarves. Got Cacame? He needs his subjects.
◙ Walling in targets with long embarks and strong military population. Perhaps embarking on a thin strip of land connecting the goblins conquering everything to the rest of the world, so that they will have to pass through your embark tile - then killing that goblin civ - maybe after they killed the original dwarves?
◙ Killing every kea in the world. Expansion: Killing everything and bringing age of death/emptiness.
◙ Instead of killing the elves by showing your wood and then bitchslapping them, killing elves by sending infected saboteurs back to their forest retreats after they visited your library/tavern.
◙ Embarking under an ocean, in hell, then breaching through the adamantine spires to build a spire reaching to the sky. Dfhack would be necessary to get migrants, though.

6103
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 26, 2016, 03:10:25 pm »
On a semi-related note, giant chameleons give a ton of eggs.
*looks at raws listed in wiki*
Quote
[CLUTCH_SIZE:40:50]
Move over, cave crocsplosion.

They're kind of small for giant animals though nor large predators or war-trainable, but different biomes than saltwater crocodiles. I'm now imagining the deserts from glaciers to tropics covered by chameleon men civilizations who breed faster than goblins with that clutch size.

6104
Spoiler: "Fortress 2 comment" (click to show/hide)

6105
DF Dwarf Mode Discussion / Re: Religious conflict.
« on: June 26, 2016, 01:24:06 pm »
Deities don't exactly have just 1 sphere either. I can recall seeing a god of mountains, fortresses and trade several times.

As for playing, could be bit difficult to maintain efficiency. Getting piled by multiple disjointed alerts at once in 1 fortress is troublesome, having that for multiple forts even more so.

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