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Messages - Quantum Drop

Pages: 1 ... 19 20 [21] 22 23 ... 37
301
Edit: oh' and it seems there's no longer 4 million Hands of Planesgifts in the northern hamlets; rather' their number is in the excess of 40 million. I have no idea what could be causing this' but I'm anticipating problems if it keeps increasing' which seems to happen whenever somebody crosses their territory. Can't we nuke them somehow before they break the world?
Holy fuck. Gimme a sec, I'm going to check this myself.

EDIT: Okay, Hummedraces is now a no-go zone - 25,361,979 Hands of Planegifts present. Truthfulriddled holds another 18,128,044 Hands of Planegifts. The aptly named 'Planegifts' hamlet in the Quick Steppes holds 10,481 Hands of Planegifts. Weirdly enough, all or almost all of the Elven Forest Retreats on the north/north-west have exactly 50 Hoppy-bois lurking in them. This is all LegendsViewer, so I can't tell if they're clown car-ing in the mead hall again, or if they're trying to do what the weird bandit town did.

As for exterminating the lot of them through DFHack and moving on, though it kind of pains me to say this, I'm not sure whether or not to drop the Exterminatus on them. On one hand, it'd handily prevent them from moving between hamlets and stop everyone from having to exportlegends and check to see if they've migrated each turn. On the other, it'd pretty thoroughly kill a fair few historical figures, prevent some interesting story opportunities, and I think as long as you don't go to the Hamlets, they won't muck the game up that much.

Going to leave this to thread consensus.

EDIT2: As for the story, that was perfectly chilling. Raki may be dead, but he's left behind a wealth of were-curses and mayhem for future adventurers.

302
DF Adventure Mode Discussion / Re: Necromancer Adventurers
« on: November 07, 2020, 07:06:02 am »
I've heard creating infected ghouls is bugged, is that true? The only thing better than zombies is zombies that can make more zombies. Also, can you exert more direct control over your minions, like get them to actually stay put?
I think infected ghouls are [EXPERIMENT_ONLY], so they can only be created 'directly' in worldgen. If one of them bites you, on the other hand...

As for controlling your minions, from my current experience, the answer would be... sort of.

To wit, 'regular' zombies created by animate corpse are completely uncontrollable and will automatically attack anything living. Intelligent undead are slightly more complicated. If you recruited them at the start of your adventure, they'll be directly controllable by [Tab] and you can order them to stay put by changing between the characters and handling the conversation on both sides. If they're recruited after your adventure begins, you can't talk to them, equip them, or generally control them in any manner. This is probably due to the [NOTHOUGHT] tag in all Undead-making interactions, which (according to the creature tokens page on the wiki) has the side effect of preventing speech.

TL;DR: Infected ghouls are worldgen only unless one bites you (letting you make more by the same method), and minions are only controllable if they came with you from chargen.

303
Oh by Armok this is going to be Fun. Time will tell if the gone-ape-faeces-mad Monkey's antics will cause another change in Age, but this is definitely brilliant so far, and I love the art! Eagerly wait the next update.

304
DF Adventure Mode Discussion / Re: Question
« on: November 02, 2020, 02:00:13 pm »
The < and > keys should control your Z-level when flying. Just keep pressing < (I think that's the one that lowers Z level) until you reach the ground - you should be able to tell when the gait names change.

305
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: November 02, 2020, 03:47:46 am »
snip
Ah, well. Thanks for answering, though.

306
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: October 31, 2020, 09:57:01 am »
Is it possible to create a reaction where an intelligent creature (for example, an Elf) can be taken to a workshop and have a barrel of blood be produced?

Asking because I'm trying to mod in alcoholic (or rather, drinkable by non-vamp dwarves) Elf blood, so I can something useful with these stupid treehuggers.

307
Congratulations on the baby! Take all the time you need.

308
DF Dwarf Mode Discussion / Re: Experiments
« on: October 29, 2020, 05:04:26 am »
Huh. I stand corrected, then. Hadn't seen that before.

309
DF Dwarf Mode Discussion / Re: Experiments
« on: October 28, 2020, 07:38:51 am »
They can't learn Necromancer secrets, whether in worldgen or adventure mode (or rather, they can read them and are listed as Necromancers in Legends, but don't show any powers). Not too sure about modded secrets.

They can breed, if they aren't genderless, and IIRC they're born as adults rather than growing as normal.

They have a unique message when they attack, as opposed to the usual 'The dead walk' thing.

They cannot worship deities, but I think they're able to turn into Vampires or Werebeasts - going to test that myself.

310
That was really good, Imic!

311
16th Moonstone

Clean-up of the corpses is near complete. Most of them were skeletons, including a whole bunch built into the walls for whatever reason, but more than a few were fresh enough to arouse suspicion if they were found. The atom smasher dealt with the vast majority of them without incident, and I’ve made sure that it wasn’t my name on the order to deal with them like that.

Other than that, my duties in this fort are all but done. I’ve cleaned up the worst of their mess – my responsibilities have been discharged, and I’ve already gotten my resignation written up.

I’m not sticking around any longer than I have to.



Spoiler (click to show/hide)

Damn it all!

I would’ve been out of this fortress and off to safety if not for those damned Ice Giants. Their caravans showed up with a snowstorm thick enough to blind any Dwarf at their backs, they’re already in the depot and there’s no way I can get myself through the storm or stow away on one of their wagons.

Spoiler (click to show/hide)

Guess I’m in this hole to the bitter end.

19th Moonstone

Spoiler: Ooo, Shiny! (click to show/hide)

Captain of the Guard got a fey mood about a week ago. Ran around screaming about bones, logs, cut gems, and everything but the metal in the depths. It was damned lucky that the Ice Giant caravans brought some animals for sale with them. The Captain got the bones, and today (that is, the 26th) we get a new artefact. Or, more likely, another asset to sell off in this whole mess.

4th Opal

The justice system in the fortress is a complete mess. Two dozen unsolved cases of criminal behaviour, at least, and many of them without a single witness. Urist (that psycho miner) and the Broker’s names keep showing up, with quite the little rap sheet for each of them – mostly disorderly behaviour and the occasional assault-turned-murder when one of them lost their temper.

I’ve dealt with that now. The Captain looked disturbingly eager when I said to ‘deal with them as you see fit’, though… here’s hoping she has some level of restraint. Failing all else, I can blame whatever happens on her overzealousness.

8th Opal
Spoiler: Oops? (click to show/hide)

The Broker is dead – the Captain, it seems, got a little too enthusiastic with her beatings and broke the Broker’s spine. Can’t say I’m shedding any tears, what with how much of a headache she was. The body is already being sent to the atom smasher, of course.

26th Obsidian

The Ice Giant caravan brought with it more than gems and animals and whatnot – they brought news, and if what their trader told me is anywhere near right, the company may be about to get beaten down harder than the old Broker. The Boss’ apparently taken emergency leave for ‘personal reasons’ or some dung like that, and the Board is either following suit or dumping their positions as fast as legally possible. The share price’s falling harder than Koganusân Inc. and Udibgovos Corp’s did, damn it!

There’s no chance that I can get out of here now. Not without looking guilty as sin. All I can hope for – and it’s a damned slim hope; they’ll blame it on the rank-and-file, mark my words – is that whatever or whoever tackles this drops the hammer on the Board and the rest of the Management.

God help us all.

Save: https://dffd.bay12games.com/file.php?id=15276

312
Double check for alerts. I was having issue with job cancel spam because the emergency alert was still on. Very strange though, since I had no issues with people working down there.

I love how this has quickly turned into a legal nightmare a handful of employees are trying to save the company from even though they know damn well they can't. :P
delphonso is already on an island somewhere, I imagine.

Yeah, sounds like burrow nonsense - you might want to just dismantle whatever burrows exist to make sure they're not stuck in it.
All burrows have been dismantled (including the Emergency one), but the Dwarves still aren't going down. That said, there's a starving/dehydrated pet (Crystalline Charger Kid) down on the forge levels, and one of the Dwarves keeps coming up with 'Cancels Give Food: Animal Inaccessible' errors. Can't see why, since there looks to be a clear path.

313
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: October 25, 2020, 05:11:04 pm »
I think it would look something like [BLOOD:NONE:WATER:GAS], if you want the creature to bleed steam. The same applies with tissues -  just replace the usual [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:MATERIAL_HERE] with [TISSUE_MATERIAL:NONE:HARDCODED_MATERIAL_HERE].

That said, I'm not sure about the effects temperature may have - IIRC, my attempts to have a creature inject hardcoded glass in liquid state caused the limb to freeze, so you may want to watch out for issues like that.

314
(A letter dated 5th Granite)
“Gentlemen,

Though the information gleaned from it has proven valuable, our position has become unstable. The nature of Project Crystallake (See Camp, Crystallake, Camp, DFM, Camp, Spoopy) is at significant risk of discovery due to the failure of certain staff members to cover up the deaths of dozens of the ‘volunteers’ there.

Thankfully, the guards are at least sufficiently equipped to put down a riot should it arise, being in possession of full iron armour and steel weaponry due to the efforts of Splint Orderdyes (See Orderdyes, Splint; Employees; Overseers; Wankers).

The stock records are well-maintained: the fortress is sufficiently supplied with alcohol and food, with a significant surplus of iron bars and a small quantity of steel. Cloth, wood, and other such vital goods are in similarly good supply.

Standard procedures for dealing with the dead, however, have been all but abandoned. Numerous spectres (See Appendix A, section 9, Ghosts, Creation of) have been allowed to rise without authorisation and have been given free reign to cause likely irreversible mental damage to several campers, corpses have rarely been disposed of, and reports indicate that at least one employee, Mr. Eric Giltsunken (See Giltsunken, Eric; Employees; Deranged Loons) is guilty of unapproved witchcraft (In direct violation of our policies on such matters).

I have sent an employee there to mitigate the damages, though I must formally request that you consider liquidation of Project Crystallake’s assets if it becomes clear that a legal disaster is unavoidable (Reference Liquidation Methods, Circus, Fun).

Signed,

(Name illegible)”

(A journal, recovered from the former quarters of Overseer Quantum Echofortress.)

14th to 15th Granite

Whoever designed this place needs to be fired. Preferably from a ballista. Then beaten to the consistency of ground meat, reanimated, shot from a ballista again, then fed to starving Beak Dogs.
We’re certain to get butchered in the courts over all the shit that’s been going on down here. Even if the legal bigwigs manage to get away with the lack of organisation, the rotting corpses everywhere, and the gross incompetence that practically defines this place, whatever semblance of a brand we have is going to be fucked after this.

Plausible deniability and contracts don’t mean shit when a miner goes psycho in the most trafficked corridor of the fort, and drives someone's ribs through their heart.

Spoiler (click to show/hide)

The poor bastard was stone dead in moments, and the idiots hired as ‘staff’ just left him to rot there, in full view of dozens of campers. That’s not something we can just explain away, goddamn it!
And then there’s all the ghosts running around. The campers are buying that ‘actor’ bull less and less as time goes on – the fact that at least two of the campers are right on the edge of a full-blown breakdown from those asshats constantly harassing them at all hours, never pausing for sleep or sustenance, is rousing more and more suspicion.

About the only good thing so far is that the fort is mostly secure and has enough resources to get by – and then there’s the [obscured by scribbles] in the depths. I’m still waiting my orders as to what to do with that, before the law brings the hammer down on us all.

25th Granite

Spoiler (click to show/hide)

I’ve dealt with the worst of the ghosts. Official line to the campers is that they breached company policy by taking the ‘haunting experience’ way too far and got their contracts terminated; we’ll see if the law’ll swallow that in time, but for now, Mister Spookyface and his risen buddies can go back to the grave.

The remaining ones – two dwarves and some psychotic-looking raccoon-thing – seem pretty docile. They just float around, all mysterious-looking and don’t stir this diarrhoea-drink even further. They can stay for now, but the minute one of them starts making funny noises… well, the memorial slabs are ready for engraving, and we’ve got one for every camper in this hole.

Speaking of slabs, I’ve begun working on cleaning up the corpses around the fort. The boss wants as much of the blatant evidence of wrongdoing gone ASAP. Most of them’ll go in the atom smasher, with the slabs shoved off into a side room.

1st Felsite
Spoiler (click to show/hide)

Seems like those ghosts didn’t want to go without a parting shot. One of their buddies showed up just outside the fort and chased a couple campers around for a while, before one of the guards thought to drew their axe and hack the damned thing in two.

18th Hematite

Spoiler (click to show/hide)

Management seems to have finally gotten around to my request for more reading material. Sent me a dozen-odd books from some monastery down south, along with some unskilled labourers told to carry them all, though most of it’s about as bland as it comes. It’s been shoved into the big spider-shaped library with the rest of the books; with luck, it’ll provide the more deeply traumatised campers something nice and inoffensive to read. Failing that, at least we can claim it’s a sign of how we at least tried to care for the campers.


As if! Management’s orders came today, mixed in with the books.

My orders are to strip-mine the veins down in the depths, and damn the consequences. If it all goes well, we can sell the ore and its wafers to help with funding, if it all goes badly – well, then it won’t matter much. The magma forges and workshops are already in place. All that is left is to start mining the ore, and pray that we don’t hit the hollow centre and give the bastards what they’re no doubt hoping for.

28th Malachite

Spoiler (click to show/hide)

A Suturer who started hiding away in one of the glass workshops suddenly came out today with a green glass barrel.

Spoiler: The Shiny (click to show/hide)

Looks pretty good, if a little bit of a waste of valuable materials.

18th Limestone

Spoiler: Goddamn it, CMD! (click to show/hide)

Another murder in front of a dozen-odd witnesses. Broken neck, this time – that quack serving as the coroner of the fort went apeshit on Zultan out of nowhere, snapped her neck, and carried on pummelling her once she was down. Then she just stood up, and walked off like it was nothing.

Times like this almost make we wish we had a Hammerer. Damn that quack to Hell!

27th Limestone
Extraction of the material in the depths is being carried out at speed. Though significant quantities of magma will require draining or outright elimination via water, the quantity of Adamantine mined so far has proven enough to make several breastplates and helms (some of masterwork quality, due to the efforts of one of the more stable campers).

Spoiler (click to show/hide)

5th Timber
The CMD, a smelter, and a glassmaker somehow managed to starve/dehydrate to death down on the forge level, despite there being a clear pathway back up to the fortress. No-one seems willing to go back down there, no matter what I do. Guess that’s another three lawsuits to add to the pile.



There haven’t actually been that many issues with morale, beyond the three lost causes (CMD, miner, and Broker) and their constant tantrums/depression/occasional murder. No sieges, either, just the occasional Wight passing through. Most of the fort is around 0 stress, or is at least in the grey area represented on DFHack. The top layers of candy have been mined out, and the remaining ones will all need at least some magma draining before they can be properly mined (unless you're looking to HFS it immediately).

That said, for some reason, the dorfs won’t go down to the forge level anymore despite having tasks enabled down there. Several of them almost dehydrated/starved to death because they were just standing around there, forcing me to DFHack-teleport them back into the main fort. Now none of them’re going down there, and teleporting them back down just causes them to stand around and not do anything. As far as I can tell, there are no locked doors, obstructed passages, etc, nor is the error log showing any pathing issues.

I have zero damned clue what’s causing this, but at least I’ve managed to forge a couple candy items. Going to try and figure out what's causing the issue in the remaining two in game months.

315
I have the save, but I'm going to say it now: I have dick-all experience with morale and have never played any of the mods on this save. Probably going to start by getting rid of most of the ghosts (bar one or two) and seeing what I can do about cave adaptation, but don't be surprised if I cause the fort to die with a whimper rather than a bang.

Spoiler: Fun? (click to show/hide)

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