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Messages - Kametec_Housen

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61
DF Gameplay Questions / Werepigs attacking each other
« on: May 28, 2018, 10:43:06 am »
Hi,
I've read on the wiki (http://dwarffortresswiki.org/index.php/DF2014:Werebeast) that werebeasts of the same kind don't attack each other.
Quote from: Wiki
attacking anything that's not another werebeast of the same species as themselves.
Quote from: Wiki
Werebeasts of the same species will cooperate with each other and not normally fight

Yet this has happened:
Spoiler: Later... (click to show/hide)

(3 dwarfs with their vitals protected by copper armor and appendages with just leather robe. Plan was to have Moony bite them, have them give in to pain and get caught in a cage before they die. 2 got bitten and caged, 1 bled out. I released them in hospital and waited for another full moon. They attacked each other and one died. When I put the survivor to the werepig pen together with Moony, Moony killed him on next full moon. Damn, werepigs are supposed to not to kill each other, aren't they? Looks like wiki page on werecreatures needs an update, there goes my Project: Werepig Breadbowl.)

Do you have any idea what may cause werepigs to attack and kill each other? Are were fortresses still a thing?

62
Now the thread is perfect, good job!
Dorf me as the guy with appraisal, please.

63
Rule 1. You may not build anything out of either wood or stone. No crafts, constructions, workshops, furnishings rooms or trade goods.
       
* We will make an exception for beds and slabs, since there is no alternative material for them.

I'm asking for permission to use wood for axles and waterwheels, sir! I don't think they have non-wooden variants.

64
I've been familiarizing myself with the fort and the stocks have caught my attention:
Spoiler: stocks (click to show/hide)

Just how diehard our bookkeeper is? You have my respect, Imic!

65
DF Community Games & Stories / Re: Simple Fort... Succession game
« on: May 27, 2018, 07:14:05 pm »
That's true, you should savor the feeling while you can!

After a while it will be an experienced player killing all dwarfs instead.

66
Hi, welcome to the forums!

I wish you good luck! Is it 44.10?

As a feedback, I have two things.
  • Put the images in spoilers please, it will make your updates so much more readable. Like this:
Code: [Select]
[spoiler][img][/img][/spoiler] or
Code: [Select]
[spoiler=optional caption][img][/img][/spoiler]
  • This may be more of a Community games and stories section material. I don't know about moving threads between sections, so it is okay here I guess, just keep it in mind for future threads. I can imagine some people interested in this kind of thing check that section only.

67
It's Malachite already. I don't like summer. It is really hot, I get sweaty all the time and have to take bath every month. And the pile of corpses in front of the longhouse smells worse than usual. We need to get them buried. Poor souls deserve that at least. Luckily, some migrants have arrived, so we may be able to do it fast enough.

Migrants are:
VoiceBook, legendary weaponsmith
Zefon Ulingsakzul, novice farmer
Solon Komandekuk, adequate weaver
Noloc Risaspestrat, criminal
Limul Regatir, novice farmer
Kogan Lorgeshud, novice farmer
Ilral Zasitingish, novice farmer
Etur Shorastfarash, novice farmer
(And a cat. If you know how to cat Lunardog15, go ahead.)

That pulled thorn out of my foot. With those extra hands, things are finally starting to look better. I ordered VoiceBook to make some pickaxes, gave them to the farmers and ordered them to open a mine. We need building materials! I refuse to just dump our dead to a hole in the ground, they deserve a proper cemetery. So hurry up you lazy bunch!


Looks like we missed the aquifer, yay!
Spoiler: Cavern (click to show/hide)

Luckily, a fungiwood is blocking entrance to the newly struck caverns and I'll leave it that way. We have more pressing matters above so it is good that we don't have to deal with whatever wanders down there. Lots of interesting stones and ores on the way. For now, I'll have you mine gabbro and orthoclase. Yeah, those are great for cemetery. Let's make some wheelbarrows and let's cut those stones into neat blocks. Wait Limul! Where are you going?! We need that workshop! Get out of there. We can't make blocks like that! What are you doing? Those gabbro stones are meant for blocks, not for...
Spoiler: this (click to show/hide)
Okay, that looks nice, I'll give you that. You're a legendary mason now, right? We could use you. What? .. WHAT? You've became a legendary miner instead? How do you make a millstone and NOT become a legendary mason? Better than nothing, I guess, but we could use the mason, you know? Well, at least the workshop is free again and things are looking better.

Spoiler: Damn (click to show/hide)
Or not. Quickly, get that millstone underground! Our first treasure is not going to go into some filthy parrot nest! What is it, Etur? Interrupted by a rattlesnake? Again? Damn, just deal with it somehow, you're a big dwarf. A flock of smelling rotting zombie albatrosses has arrived and are bothering our new carpenter, Solon. Luckily Zan the Sworder and Hydrangea are nearby, go get 'em!


We're slowly getting production of blocks started. We don't have an experienced mason, but that will remedy itself as we cut more blocks. And coffins. And slabs. As we're laying the foundations of our cemetery, another caravan has arrived. Damn, I left only a skeleton crew in the kitchen, we need stuff built if we have to meed the damn quota. Alright, I'll give you what we have, at least. That is 3 barrels of drink, holding together 14 rations of drink worth 28☼. I know they're almost empty, right? We also had to drink something! There are also 3 barrels of prepared food holding 202 portions of meals worth 17 771☼. I'm aware it's not much, but do you have any idea what we're dealing here with? Do you see that rotting pile of corpses? We do. Every single bloody day. And it is driving us crazy, so we need to do something about that asap.


There has been progress. The cemetery is far from finished, but we have started with the burials. Sanctume thinks we're taking too long, so he came back and is bothering us about it. Just wait a little more, 'kay? Another wave of migrants arrived, so we're not so starved for hands anymore.

New arrivals are:
Sibrek Rungaksodel, novice stoneworker
Eshtan Kolutal, novice farmer
Sazir Olonlerom, novice fishery worker
Doren Limulerith, adequate pump operator
Sarvesh Berfikod, novice fishery worker
Zulban Erushsakrith, novice stoneworker
Aban Feshkonos, adequate mechanic
Obok Kirlogem, novice fishery worker

Hmmm.. 3 Fishery workers, that gives me a brilliant idea! But first we need get done with the burials. And get a hospital up and running. And a well. Hey you! Go find Sodel and have him make some beds, tables and a chest. We have a hospital designated already, but it is empty room with a bed, not a hospital. And what is it with the commotion outside? Intruders you say? Necromancers, damn! Zan, get Hydrangea and kill them before they see the bodies we didn't get to bury yet!

Spoiler: Run, Zan, run! (click to show/hide)
... They ran away. Wow, they're fast. How do I get you to run that quickly too? And have you seen Etur recently?


And it is done, we got rid of the corpse pile and buried everyone. It took longer than expected and lots of our dwarfs look really stressed. Let's hope they'll hold up. Well is dug out and hospital is furnished and stocked.
Spoiler: Hospital stock (click to show/hide)

All right, and here are the fisherdwarfs. Nice! Get this helmet, chain shirt and breast plate. Don't worry about covering your arms and legs. Okay, okay, have a leather robe as well. And now follow me. I'd like to introduce you to a friend downstairs...
Spoiler: Later... (click to show/hide)

(3 dwarfs with their vitals protected by copper armor and appendages with just leather robe. Plan was to have Moony bite them, have them give in to pain and get caught in a cage before they die. 2 got bitten and caged, 1 bled out. I released them in hospital and waited for another full moon. They attacked each other and one died. When I put the survivor to the werepig pen together with Moony, Moony killed him on next full moon. Damn, werepigs are supposed to not to kill each other, aren't they? Looks like wiki page on werecreatures needs an update, there goes my Project: Werepig Breadbowl.)


I got another brilliant idea! Waiting for our masons to get faster is so tiring, I couldn't bear watching them any longer. I threw the poor sod out of the workshop and made a beautiful millstone to show them how it is done. I'm sure I can now make blocks in to time either. Now we'll finish the cemetery and we'll begin work on some other building. Options are: a block of flats, halls for our craftdwarfs or a wall.
Spoiler: My masterpiece! (click to show/hide)


Spoiler: Suddenly: (click to show/hide)
Damn, I've had enough werepigs already, kill it. Apart from this nuisance, we've had to deal with horseshoe crab zombie which came from the ocean and we've finally found Etur. Did he really just die to a rattlesnake? (I've been getting some cancellation spam: interrupted by a rattlesnake for some time. But I've been getting interruptions by keas as well, so I didn't pay it attention. That just made surprise even bigger when I found Etur Shorastfarash dead in the hands of a rattlesnake (don't ask), now called Gecastzim.)


It was a busy winter, but the cemetery is almost done, just a part of roof is all that remains. I'm sure I finnish it up during my turn and have some blocks ready for future projects by Sanctume. I've also had some trees chopped and placed orders for total of 500 wooden blocks. All that remains now is to just... Damn!
Spoiler: Whoops! (click to show/hide)

Dammit! Dammit! Dammit! Dammit! Dammit! Everyone run to the longhouse! Now! I'll pull the lever and if you're late, you'll stay outside! ... Phew, that was close. Is everyone accounted for? Yep, noone has been left outside. Now we wait. Luckily we have food stockpile in here. There was no time to bring anything. But this can go on years, so we better prepare. I want access to some water. And dig some hall sized area too while you're at it, there has been mushrooms and mosses growing everywhere for some time. Some of them may be edible. I wouldn't dream about sending those back to the mountainhomes, but we don't know how long we're going to stay holed up. And the fields outside are full of zombies.


It has been about 3 months since the damn zombies arrived. Necromancers have dissapeared somewhere and the zombies are chasing our livestock ever since. Stress is weighting heavily on us. Some folks have thrown tantrums. One dead so far. Of cource right on the cursed sand, so we had to kill him again. I don't think Hydrangea can handle much more, she is deppressed often lately. I've appointed Zan as sheriff to cut the tantrums short. I mean, sheriffs are supposed to deal with dwarfs who start bashing others, right? And I would prefer stressed dwarfs being beaten as opposed to not so stressed dwarfs being beaten. I've designated part of the longhouse as a tavern and another part as a temple to help deal with the stress of being shut in here. Ah, help came, at last!

Spoiler: Our saviors! (click to show/hide)
Spoiler: Oh (click to show/hide)

Also, a one of the children woke up demanding a workshop. I don't know which, but I am not opening the gates. The only good news here lately is that our criminal has given birth. It offsets the impending loss of a fey child I guess.

We're down to 105 drinks and 340 meals. Should we run out of drinks, I'd prefer having a herbalist look for edible mushrooms and brew those. I don't think we can deal with alcohol widrawal right now. But that is not my concern, I think it is time to pass the overseer role to some unfortunate volunteer to see if he can get us through this.

Spoiler: Way too full cemetery. (click to show/hide)
Spoiler: Underground (click to show/hide)
Spoiler: Current unit list (click to show/hide)
Spoiler: Corpse dump (click to show/hide)
Spoiler: And finally (click to show/hide)


Sorry, I've messed up. I got my turn started on 22nd Felsite, but I mistook 10th Hematite as the anniversary, so I played a little longer than I was supposed to. I apologize.

Corpse dump zone is not activated until needed, to prevent accidental dumping of other stuff. It needs to be found and [ i] -> [a]ctivated

Unded siege came in early spring. I decided to shut dwarfs in the longhouse and wait it out. But it can be a really long time, maybe we could allow Sanctume to wait it out and then have his year?

I have added [N]otes to document what each lever does.

Here is the save: http://kametec.housen.cz/save/breadbowl_ii.7z

Good luck!

edit: I used DF 44.10

68
go to [ u]nit list, pick a dorf, [v]iew unit and then you can view [r]elationships.

Man, I just tested it on a dorf who has 14 uncles, 7 aunts and 27 cousins. :o


edit: I just noticed the "dead" part in your post, sorry, I can't read.

69
You can also go wild when setting details for decorating. Civilization symbol studded on a breastplate and sewed on a cloak to make suit of armor look like a proper uniform and stuff like that. ;)

70
If you want to drive your dwarfs insane within a year, yeah.  If you want them to stay sane, on the other hand, don't leave huge piles of corpses and corpse bits lying around where everyone is going to see them all every few minutes.
Yeah, the stress buildup from bodies seems really fast. In some other fort I run atm I know I had some bodies visible just for a little while before I managed to open a mine, mine some rocks, have them hauled, had some blocks made by a dabbling mason, had cemetery constructed, some coffins and slabs cut and moved to the cemetery. And now everyone have flashing red arrow. ???

71
DF Gameplay Questions / Re: Endless burial
« on: May 25, 2018, 12:32:24 pm »
Yes, I browsed various flag vectors, but didn't notice dead_dwarf, but that can be just me being blind. And I didn't come up with the script myself, I've just modified
Code: [Select]
local item = dfhack.gui.getSelectedItem()
if item then
if item.flags.dead_dwarf == true then
item.flags.dead_dwarf = false
end
end
I discarded the checks, because I wanted just one-time script, I made sure I had corpse that I wanted fixed selected.

72
DF Gameplay Questions / Re: Endless burial
« on: May 24, 2018, 11:59:07 pm »
I didn't find the dead_dwarf flag anywhere when using gui/gm-editor. I was able to set it using lua though.
Code: [Select]
lua
local item = dfhack.gui.getSelectedItem()
item.flags.dead_dwarf = true
quit
... did the trick for me. I found inspiration when googling this forums. Thanks again!

73
DF Gameplay Questions / Re: Ocean Embark and Whale Hunting
« on: May 24, 2018, 04:47:48 pm »
iirc region-pops list shows what you've got spawned right now and region-pops list-all shows pool of all possible spawns in your area.

74
DF Gameplay Questions / Re: Endless burial
« on: May 24, 2018, 04:43:40 pm »
Thanks for the replies.

Quote from: PatrikLundell
Using DFHack to change the "dead_dwarf" flag on the skeleton in a52's save causes the corpse to be laid to rest in the coffin, while without that hack there is indeed a repeating task to put the corpse into the coffin.
Setting up a corpse stockpile did not cause the flag hacked corpse to be tasked for hauling to it, so it seems setting that flag might be sufficient to solve (or at least work around) the problem.
This is in the comments section of the bug tracker page linked above. Which dfhack command/plugin/script can be used to modify flags on skeletons/entities in general?

75
I'd advise against having a tavern keeper and performers. They are a little overzealous in their duty and keep the drinks coming. To the point dwarfs start dying to alcohol poisoning.

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