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Messages - muldrake

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136
or embark on an ocean ... the land doesn't generate and all the dorks fall to their deaths immediately after the game is unpaused  .
Use something like embark anywhere to spawn directly over magma.  I actually had a hopeless embark like this although it wasn't directly over magma, but it was near magma infested with magma crabs which immediately attacked the group and killed everyone in seconds.  Another is embarking on thralling terrain and embark dumps you immediately into a thralling cloud.

137
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 24, 2022, 01:03:23 pm »
The area I set up has no surface trees, no adamantine, no fuel sources, and extremely limited iron ore available. It does have some tin, and a LOT of copper. Should be enough for full bronze armor + silver warhammers for my military.
I almost always use the stupid embark trick of embarking with plenty of cassiterite and tetrahedrite and the occasional oddball like bismuthinite because both bronze and bismuth bronze make great starting metals to get a weakish military at least able to repel common early game stuff.

138
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 23, 2022, 11:02:07 pm »
I ain't fraid of no undead albatrosses.

139
It depends on whether I'm doing my current thing of dwarftopias surrounded by evil or just directly embarking on evil biomes.  My usual in the first is to take advantage of the lush environment but have a "naive" approach to the world where the taverns and temples are open to all and while I generally have a "turtle up" lever somewhere that can completely lock the place down instantly, I am agnostic to the foreign villains congregating in the place.

In genuinely horrific biomes, though, I use the technique of immediately channeling down, turning on dumping refuse outside, and then dumping absolutely everything in the wagon into a 1 square quantum stockpile underground, deconstructing the wagon, and moving everyone underground and blocking the entrance with constructed floors/walls/etc. and just gauging what is going on while making a bunch of bronze weapons with the cassiterite/tetrahedrite I brought along.

ETA:  remember to unforbid everything, do away with the dump, and turn dumping outside refuse back off (unless you have reasons for wanting that).  Also the quantum stockpile should include food so it doesn't go rotten.  You don't want a giant stinkbomb and on top of that to run out of food.

Oh wait, I thought you'd asked what I did when I know what I'm doing.  Not "generally."

Okay, well, generally, I dig into the magma pipe and flood my fort with magma, or accidentally lose half my population in a sad attempt at a megaproject that ends in a tragically imprudent digging designation that somehow drops an entire mountain on top of us.  One of my favorites was when my attempt to create a pleasant waterfall resulted in drowning every single dwarf.

140
DF Suggestions / Re: Terrible Suggestions Thread
« on: May 23, 2022, 11:46:33 am »
If you name a dwarf Randy Newman he will immediately start singing "Short People" in the tavern.

Despite having heavy levels of iron in their diet, dwarves lack a sense of irony, and it immediately starts a tantrum spiral.

141
It would be cool if you got some sort if indication on embark as to the difficulty - like if you embark right next to 3 dark forts and a necromancer tower, the game should tell you there will be a lot of action.
.
 There is a screen in the choose-the-embark-point that tells you how hostile the area is, and who your friends and enemies are at that point. Legends Mode Viewer tells you who your civilization is at war with.
 
 'Embark Anywhere' allows interesting location options ( including inside other settlements ), and sometimes a world record for fastest way to kill all of the dorks.
I don't generally use embark anywhere (other than to embark on mountains when bizarrely of all the biomes you would think embarking directly on a mountain would be the dorfiest thing ever), but I have fairly often embarked within a day's walking distance of a bunch of obviously completely hostile stuff and then had a completely idyllic time where the only threat to my fort's continued existence was, well, me.

And then I've embarked in joyous wilds that look like something from a children's cartoon and then a were-elephant shows up before the end of the year and wrecks absolutely everything that wasn't destroyed by that cute unicorn.

142
Dear Urist McAxeMurderer, I couldn't blame you for chopping down a tree with a dwarf in it, causing that dwarf a great deal of agony.  I missed that too when I said to cut that tree down.  But did you really have to take the same axe you'd cut the tree down with and commit a Jack Nicholson level axe murder with it?

Wait what in the world is going on here?  What is in your head man?

Context, this woodcutter just cut down the tree this other dwarf was in, and while I've lost those messages, the mason had been seriously pulped by falling logs.  But then, without the mason defending himself, instead of taking him to the hospital, this crazy bastard (who has a long history of attacking practically everything he sees) chops him up with an axe and kills him!

Somehow, this does not show up on the crimes menu.  And the murderous axe-cutter "felt nothing" after seeing him die.  It doesn't even mention that he killed him by chopping down a tree he was in and then chopping him up with the same axe while he laid there helpless and that somehow, the other dwarves are okay with this.

Just like. . .what happened here?

Also this maniacal woodcutter is listed as the slayer on the mason's slab.


ETA:  the issue is sort of why is it an open and notorious fact that Axe Boy here chopped up another resident of the fort, to the point this fact gets literally carved on his tombstone, and the name of the axe murderer is on that very tombstone, and yet, everyone seems okay with this.  Wtf man?  What is going on?

143
I hope the necro isn't unwelcome, I just want to point out this fairly old script still appears to work just fine, and for its intended purpose.  I'd just embarked in what looked like neutral terrain in the embark assistant, and had near dwarf utopia, i.e., a volcanic island (with a huge impractical peak), metals deep and shallow, a light aquifer (albeit salt water requiring desalination), a bit of stagnant ground water, flux, sand, and no neighbors at all.

It was called the "Land of Mortality" and it was in "the Ignoble Sea" but hey, it said it was neutral so whatever.  Okay it's in a slightly bad neighborhood but tons of trees and no knife-eared hippies to whine about whatever we did with them, all the magma anyone could want, so what?  Evil schmevil.

But then we started being incessantly pestered by undead albatrosses.  They are absolutely helpless and easily wrecked, but why?  Apparently while the ground is (relatively) neutral albeit with somewhat high savagery (on purpose), there is serious evil in the air.

[DFHack]# cat showbiomes.lua
cat is not recognized. Did you mean catsplosion?
[DFHack]# showbiomes
biomes found: 4
Biome reference: x: 59, y: 9, biome: OCEAN_TEMPERATE, Savagery: 62. Evilness: 94, found in the air only
Biome reference: x: 57, y: 7, biome: OCEAN_TEMPERATE, Savagery: 63. Evilness: 79, found in the air only
Biome reference: x: 58, y: 7, biome: OCEAN_TEMPERATE, Savagery: 55. Evilness: 71, found in the air only
Biome reference: x: 58, y: 8, biome: FOREST_TEMPERATE_CONIFER, Savagery: 59. Evilness: 60, found at ground level
Potential air biomes found:5
Biome reference x: 57, y: 8, biome: OCEAN_TEMPERATE, Savagery: 61. Evilness: 79
Biome reference x: 57, y: 9, biome: OCEAN_TEMPERATE, Savagery: 63. Evilness: 75
Biome reference x: 58, y: 9, biome: OCEAN_TEMPERATE, Savagery: 57. Evilness: 81
Biome reference x: 59, y: 7, biome: OCEAN_TEMPERATE, Savagery: 58. Evilness: 93
Biome reference x: 59, y: 8, biome: OCEAN_TEMPERATE, Savagery: 56. Evilness: 69

(Tbh what is on the ground is not that fantastic either.)

144
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 22, 2022, 11:48:13 am »
There is a bug where the biome of the tile to the northwest can exist above your fort... meaning tiles above ground level may be part of that evil ocean biome, which probably is why you have seen flying undead (PatrikLundell's showbiomes script would allow you to check, and he references the bug in that post). Beware of other evil biome effects that may happen if you build above the surface.
Excellent suggestion.  Here's the output:
Code: [Select]
[DFHack]# cat showbiomes.lua
cat is not recognized. Did you mean catsplosion?
[DFHack]# showbiomes
biomes found: 4
Biome reference: x: 59, y: 9, biome: OCEAN_TEMPERATE, Savagery: 62. Evilness: 94, found in the air only
Biome reference: x: 57, y: 7, biome: OCEAN_TEMPERATE, Savagery: 63. Evilness: 79, found in the air only
Biome reference: x: 58, y: 7, biome: OCEAN_TEMPERATE, Savagery: 55. Evilness: 71, found in the air only
Biome reference: x: 58, y: 8, biome: FOREST_TEMPERATE_CONIFER, Savagery: 59. Evilness: 60, found at ground level
Potential air biomes found:5
Biome reference x: 57, y: 8, biome: OCEAN_TEMPERATE, Savagery: 61. Evilness: 79
Biome reference x: 57, y: 9, biome: OCEAN_TEMPERATE, Savagery: 63. Evilness: 75
Biome reference x: 58, y: 9, biome: OCEAN_TEMPERATE, Savagery: 57. Evilness: 81
Biome reference x: 59, y: 7, biome: OCEAN_TEMPERATE, Savagery: 58. Evilness: 93
Biome reference x: 59, y: 8, biome: OCEAN_TEMPERATE, Savagery: 56. Evilness: 69
This goes to show you should maybe contemplate on embark more than just your own little 3x3 embark.  On the ground, this is a dwarf utopia, with a volcano, plentiful metals, guaranteed adamantine, immense amounts of wood to the point that all actually useful trees can be retained while relentlessly turning the rest into beds and training arrows.  And one of the benefits of being on an isolated island is no cannibal hippies can get to us either.

The minus is only my own civilization sends caravans.  I wonder how they get here.  My civilization is a possibly dying one, with less than a hundred dwarves, and on top of that, I deliberately chose to be an island outpost of this smallest civ, which on top of that is on nearly the other side of this medium size world.  I'm not sure why my civilization is so weak, because there are multiple other dwarven civs that are thriving.

I generated this world with the advanced params (that I barely understand) specifically with jacked up volcanoes and metals everywhere, because I hate having to scrounge around endlessly for stuff and also a volcano means being able to build weapons and FTW machines with the potential of flooding your own fort in magma if you have an oopsie moment.  When I do that, I also usually crank up number of megabeasts and semi-megabeasts, savagery in general, and stop worldgen at 30 percent dead critters, so it is just barely in the Age of Myth (I like getting a kill that changes it to the Age of Legends).

145
I don't think there should be something as crude as a "difficulty slider." 

I think it should be an extension or maybe even a simplification of the current situation where you craft the difficulty to yourself by literally generating and playing in the kind of world that has what you want in it.

You get to pick your own idea of fun.  I like volcanoes and metal and lots of megabeasts and semi-megabeasts to make it not such a playground.  The embark is dwarf utopia but the rest of the world has other ideas.

146
DF Dwarf Mode Discussion / Re: Never Fail a Strange Mood Again
« on: May 21, 2022, 09:32:53 pm »
Dwarves will only demand shells for their artifact if they have some kind of shell listed as one of their favorite materials.
Easy solution, any dwarves with this preference in a fort with no shells or ways to get them get magma therapy to cure them of this attitude.  Or sent on one of those missions to go solo to a giant fort of another civilization and demand tribute.  Sometimes having a drunken dwarf show up and bellow and demand money for some reason sometimes establishes friendly relations even when they come back empty-handed.

147
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 21, 2022, 09:29:22 pm »
Good call on your part. A pod of undead orcas can be very nasty. They don't actually need the water at all, so they just hop out of the sea and skip right where your dwarves are.
The island I'm on is so small I think my 3x3 embark may be one of only a few that has no beach tiles.  So I might find out whether undead orcas ever jump out of the water and travel a square or two.  I have a feeling of foreboding that I may not be far enough away from the creatures of "the Ignoble Sea."

148
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 21, 2022, 09:18:54 pm »
I hate to break it to you, but we call adamantine warhammers "wiffle bats" because they're absolutely useless.
Absolutely would be exaggerating, but there's exactly one use I can think of for an adamantine warhammer, and that is to give it to a hammerer, so when he "punishes" a dwarf in the justice system, it's as harmful as a massage.

149
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 21, 2022, 02:19:09 pm »
Is there an evil biome near? An evil ocean maybe. Just check it out in the legends. Copy and paste.

I'd guess that would be a yes, considering that green square is my location, a neutral and extremely isolated island, but the sea it's in is pure evil.  The darker colors are an overlay using the Evil map from exportlegends.  I should be glad I decided not to embark on the beach because otherwise I would probably be encountering stuff way worse than these flimsy albatrosses.

150
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 20, 2022, 05:52:17 pm »
I embarked on what looked like solid neutral territory on an island.  However, undead albatrosses keep showing up.  Fortunately, these are apparently incredibly weak as undead go, as none of them have even managed to harm a dwarf more than a bruise, but it makes me worry something else will show up from beyond the mortal veil.

Nothing else seems to be getting raised in the 3x3 embark, so I assume they're wandering in from an adjacent square.  I wonder why just albatrosses.

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