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DF Modding / Dwarf Foreman... What's the config for 33d?
« on: December 28, 2007, 06:23:00 pm »DF Modding / Untelligent's Random Crap Mod
« on: March 26, 2008, 03:22:00 pm »Older versions upon request.
To use this mod, replace your Objects folder with the one contained in this .zip file.
v1.1 doesn't have as much new stuff as I wanted, but I felt like I needed to update this...
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This is some stuff I threw together. General features include:
-2 new races
-21 new creatures
-Uranium (unfinished)
-Bronze and Iron tweaked a bit
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Changelog:
v1.1.1:
-The aforementioned "uranium-related easter egg" actually requires uranium now
v1.1:
-removed zippers from Haunted Pants creatures
-tweaked GRS and Fell Dragons a bit
-Goblin and Luftoden caravans (should) no longer arrive at the same time while playing as Monoliths
-added creatures: holy carp, grue, firebird, white riptides, sunder flayls, frost flayls, waste flayls
-tweaked an existing easter egg a bit
-added new feature to riptide and white riptide "products"
-added a uranium-related easter egg
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Spotlight Creatures and Features: v1.1
Flayls
(From an article in the Urist Advocate, the Kingdom's official newspaper 
There have always been tales of dubious struggles with Giant Cave Spiders, Skeletal Elephants, Carp, and other dangerous beasts floating around the taverns, but several less-than-reliable reports of a previously undiscovered, rarely seen, but very dangerous creature have surfaced recently. "It had four huge, squirming tentacles with big'ol claws at the tips," says Moldath Erongugath, a local drunk, "And a mouth like a gaping, tooth-filled pit. Damn near shat my pants." Moldath was recently discovered hanging upside-down from a rope tied to the rafters of an abandoned fortress some thirty miles south of the famed outpost-turned-capital Nist Akath, and is believed to owe an enormous sum of gold to the local Dwarven Mafia.
Grues
If you see one of these things heading towards your fortress, lock the doors, raise the bridges, batten the hatches, hide the women and children, get to the emergency bunkers, and hope it gets bored of waiting around and looks for another fortress to terrorize. These deadly beasts, though not large, are almost impervious to every form of attack imaginable, including magma floods, drowning pits, war carp, and even cage traps
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The To-do List (will probably add to this later)
-add more uses for Uranium products (detonating smelters, mini-nuke launchers?)
-More ores of Uranium?
-HIDDEN FUN FEATURES
-more creatures, in particular Good and Benign nasties so the Evil regions don't hog all the fun
-make Monoliths more interesting to play as
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Known Issues and Bugs
-Monolith trading is a bit buggy (they weren't meant to trade with each other, but sometimes they pull horses out of their marble asses and ride them to your fort; sometimes a diplomat will show up without traders, despite the fact that their raws have no mention of a diplomat at all... I suppose there's a lot of hardcoded crap that deals with this sort of thing)
-The pants dropped by the Haunted Pants creatures are all size seven, i.e. do not fit either playable Fortress race.
-I apologize if the "tabs" in some of the files seem a bit erratic, I think my text editor did that.
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Things That I Have Yet to Test
-Whether the new civs siege Dwarfs
-Whether the good civs siege Monoliths
-Anything pertaining to Uranium
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Questions? Comments? Flames? Bug reports? Feel free to post them here.
[ March 30, 2008: Message edited by: Untelligent ]
[ April 20, 2008: Message edited by: Untelligent ]
[ April 20, 2008: Message edited by: Untelligent ]
DF Dwarf Mode Discussion / Interesting and (mostly) un-siegeable location.
« on: February 27, 2008, 07:24:00 pm »I don't know how often something like this occurs, but it's the first time I've found one in one of my own worlds. Unfortunately, the lake and river freeze during the winter, but if you build a wall around it, if you wait long enough, the goblin armies will fall into the lake when it melts, which might be good for a few laughs.
Other than the semi-unsiegability of it, what makes it interesting is that I found a rock layer DIRECTLY ABOVE the aquifer. Not in another biome, but ABOVE THE AQUIFER. Does that happen a lot around lakes, or did I find a rare oddity (I wouldn't know, I usually don't embark on lakes)?
Aside from those two things, it doesn't have anything interesting other than some black sand somewhere on here, and there often seems to be some bauxite in the island somewhere (good for getting below the aquifer).
[ February 27, 2008: Message edited by: Untelligent ]
[ February 27, 2008: Message edited by: Untelligent ]
[ February 27, 2008: Message edited by: Untelligent ]
DF Dwarf Mode Discussion / The Pillars of Armok: My first large-scale architectural
« on: January 12, 2008, 10:57:00 pm »
The above image is a rough sketch of what it will probably look like when it's complete (objects are probably not to scale). I used a self-generated seed that includes all major elements of the game (trees, river, another river, flux, sand, magma, etc.). I have modded the game to allow the training and breeding of Megabeasts; I also used Adjuststart to begin with 45 dwarves and a ****load of other stuff. I tend to be lazy sometimes. So far, the only hostile creatures I've seen are Gorillas (not really "hostile," but they get in the way of my woodcutting sometimes) and the occaisonal Alligator (holy crap, he ate my axedwarf).
A description of the components of the project is as follows:
The Great Tower
This will probably include major workshops and furniture stockpiles near the top. Water from the brook will be pumped up through here into the Great Basin. This will most likely extend underground and split into two areas; the main entrance, and the magma furnaces.
The Great Basin
Water will be pumped up into a raised platform at the top, and then dumped into a giant storage tank. Those who enjoy looking at waterfalls will be able to walk along the outer edge of the upper platform. Below this will be a large hall that will stretch over the entire structure. I'll probably use it for a party hall or something.
The Tower of Fire
This will contain all things related to the military, including barracks, weapon storage, training areas, and of course, Gobtanamo Bay (which I may create belowground instead to take advantage of the magma; or I could just make two of them, I suppose).
The Tower of Earth
This will contain farms, plant-and-food related workshops, food storage, and a dining room. Irrigation water will be taken from the Great Basin and dumped out near the bottom. Ignore the little things sticking out of it. I may extend it underground to farm underground plants.
The Tower of Water
This will contain the sleeping areas. Rather than having an exit, it will extend underground; these rooms will be reserved for the Nobles, so that they may be more easily engraved.
The Tower of Wind
This will include Crafting workshops, with a Depot at the bottom. To minimize hauling, the Finished Goods bins will be dumped down a hole through the middle directly onto the Depot. IIRC, dwarves will still need to take them off the ground and place them in the Depot, but this will still eliminate the tedious back-and-forth hauling.
The Main Entrance
Not neccessarily the most-used entrance, but it will be the most-heavily-defended entrance. All other entrances will be blocked by a drawbridge (probably the towers will be hanging off the ground and the drawbridge will connect to a nearby platform), so invaded goblins will be forced to enter through here. Inside, would-be marauders will face drawbridges that drop them into a hole filled with War Dragons, drawbridges that fling them back to to the start of the gauntlet, and drawbridges that fling them halfway across the gauntlet into another raised drawbridge and fall into a hole filled with War Dragons. If they somehow manage to avoid all the pressure plates (randomly strewn about, and will probably activate every bridge in the gauntlet), they will most likely be caught by cage traps, whereupon they will be taken to Gobtanamo Bay in the Tower of Fire.
Alternatively, I could make the main entrance lead into the Tower of Fire to reduce cage hauling and make it easier to defend against those that make it past all the traps.
All of this, however, is merely in the planning stage. I am currently in a small hole in the base of the mountain (marked on the sketch), and will probably wait for an immigrant wave or two before tackling this project.
One question though; Does dumping items down multiple Z-levels damage them?
[ January 12, 2008: Message edited by: Untelligent ]
[ January 13, 2008: Message edited by: Untelligent ]
[ January 13, 2008: Message edited by: Untelligent ]
DF Dwarf Mode Discussion / I found a chasm some four feet away from my nobles' cha
« on: March 09, 2008, 04:20:00 pm »
That'll make 'em think twice about mandating *+*Adamantine Thongs*+*.
DF Dwarf Mode Discussion / Goddamn elephants.
« on: February 16, 2008, 05:11:00 pm »We were wrong. Horribly wrong.
For over a year, our hunters were doing fairly well; rather than trying to get them to take down the beasts by themselves, I had them chase them into cage traps placed at strategic chokepoints around the map, thus saving them time, effort, and limbs. One dark summer day, however, a terrible calamity happened.
A new herd of elephants had appeared on the map, and the hunters began their quest again. They did fairly well, for a while, and had captured several of them when one of our sentries had burst into my office and reported that an elephant had struck down a hunter.
I was not overly surprised; it was not the first time one of the elephants had killed, though it WAS the first time one of our dwarfs had been lost to the creatures. I dismissed it and made a mental note to look for new hunters in the next wave of immigrants, when one of the mechanics walked up to me and told us he could not reload the traps, as we were out of cages.
A bit more worried now, I had the sentry look to the northern hills where the elephants resided. When he returned with the news, I was thunderstruck with fear: the traps nearest to the herd were full, and the remaining two hunters were chasing the rogue elephant straight toward the fortress. I sounded the alarm, but I was too late; before the bridges could be raised, the beast ran unhindered into our fortress, as I had neglected to trap the entrance on the assumption that the traps to the north would be sufficient. After killing a mason and severely injuring a hauler and a glassmaker, the grey demon ran off into the mines. While the rangers held it off in a narrow shaft, I had a cage trap built in the entrance to the mines, but the elephant scared off the mechanics every time they attempted to load it. Eventually, the beast was caught, though not before taking the lives of my remaining two hunters.
It now resides in my zoo, though I plan to dump it in the magma pipe as soon as the goddamn fire imps stop scaring my cage haulers away. Note to self: build more cage traps.
DF Dwarf Mode Discussion / "Justice" question.
« on: March 02, 2008, 05:25:00 pm »EDIT: My bad, wrong forum. I'd still prefer to have the question answered, though.
[ March 02, 2008: Message edited by: Untelligent ]
DF Dwarf Mode Discussion / Something's not right here...
« on: February 08, 2008, 11:25:00 pm »
This is a rather extreme example, but the amount of towns, human towns in particular, is utterly rediculous.
If anyone's interested, I can get the seed and the mods. Takes a good hour or two to gen the world, though, and adventure mode might be a little screwed up (I rarely play adventure, and not in this world yet, so I wouldn't know) due to the mods.
DF Gameplay Questions / Can Goblins walk underwater?
« on: March 03, 2008, 08:17:00 pm »DF Gameplay Questions / Cage Traps?
« on: January 16, 2008, 09:39:00 pm »DF Bug Reports / [38c] Caravan left, items were reported as stolen
« on: April 11, 2008, 06:49:00 pm »I don't have a save prior to this. I was also mucking about with the "Tile Editor" module in the Tweak utility to change parts of a river into magma, but I don't think that had anything to do with this.
DF Bug Reports / [38c] Retractable bridges don't fall when not supported
« on: June 13, 2008, 03:46:00 pm »
There is nothing above or below the bridges, on the sides of the bridges, or above or below the sides of the bridges.
If this doesn't reproduce, it might be related to bug 000472 (collapsing a structure containing ramps can leave a line of floating downramps), because there used to be such downramps above the edges of the bridges (although I removed them before trying to collapse the bridges).