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Topics - Yobgod

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DF Adventure Mode Discussion / Hello Gods? It's me... Urist.
« on: July 11, 2014, 10:22:03 am »
Toady reveals: "I've also fixed the talk-to-deity crash (closely related to the shout-when-nobody-is-around crash, also fixed)"

Makes a dwarf wonder about the true nature of the divine...

2
DF Adventure Mode Discussion / Several things are not right here...
« on: March 31, 2012, 10:03:10 pm »
Started out a human spearman, with a shiny silver spear... sweet.
Ask around and the villagers want a local vampire killed, who can only be harmed by silver... sounds like a job for Kaslun Dulimunosh 'Rooterpumpkins'!

On the way across the empty forest I come across a rabbit. I'm initially confused by why it's marked as tame, but it's not named or anything so I stab it in the head and toss it in my pack, noting that the blood spatters freeze instantly in the bitter cold. (This will later turn out to have been a terrible idea.)
[Aside: Still trying to figure out how to butcher something. I know there's a trick to it, but I can't seem to figure it out.]

Head out to the WNW, find the vampire, who gives me the traditional "prepare to die!", and kill him with my trusty silver spear.
[Issue 1] On the way I pass an area where it is spring on the left and winter on the right, with a hard line down the middle. I presume this is a zone boundary. I dance across the seasons briefly.

Trudge back to the village to bask in my glory, I finally find the houses. Everyone in town pours out into the street... to attack me. [Issue 2: I'm guessing this is some retribution for the dead rabbit, but the response seems... excessive. It also might have been for the vampire, who appeared to be a naked villager.] The Bone Suturer bites me in the back teeth and they go flying off. [Issue 3: Wuh? How is that even possible?] I commence to stabbing these crazy townspeople because there is no option to get them to back off. The butcher somehow cleanly severs my left hand out from under my copper shield with his knife [Issue 4: Shouldn't be possible to sever a hand that's holding a shield without cutting through the shield.] I continue stabbing and eventually leave a pile of dead and vomiting villagers behind. Still can't figure out how to butcher this damn rabbit, and I need medical attention, but I just killed the local first aid crew, so that's not happening. [Issue 5: Should there be an option to perform first aid on yourself, even if it's clumsy untrained first aid?]

Anyway, hike to the next village... who all also all want to kill me. Obviously they heard about the bunny massacre. Fortunately I run into a pair of insanely violent shopkeepers before walking into the fortress.

[Issue 6: When viewing 'g' contents, it only shows me 5 things at a time, even though my window is large enough for 40. There's a similar issue in fortress mode with the 'u' screen.]

I put my things into my brown recluse spider silk (!?!) bag. I feel sorry for whomever had to collect that... [I was bitten by a brown recluse once. My elbow went necrotic and swelled up to the size of a softball. They eventually had to cut it open and clean it out.] My new goblin skin hood menaces with spikes of rock salt. I'll try to remember to keep it out of the rain.

Trying to escape this walled deathtrap, I am continuously set upon by unarmed merchants out to, I presume, avenge someone I killed on the way here. Why they don't run and call for the guards?
I perfect my one-handed merchant slaying technique: One stab to stun them, then smash their head in with the haft of my spear. Works great! And bonus! My stump has stopped bleeding! Maybe I accidentally cauterized it in that campfire I made in the shop I robbed (they DID try to kill me first...). This is not the legacy I was hoping to leave... how far will I have to go to find people who haven't heard of the bunny massacre? Also, I seem to be deep into this town, and the streets are full of elf tanners and human leather merchants. That seems... odd for elves. In any case I smash them in the head when they block my way and continue fleeing.

Somewhere during this whole horrible bunny-related misunderstanding I have been surnamed "Pesli Mel, The Distraction of Charms". Hilarious.

My exit is blocked by rivers, but fortunately I am an Adequate swimmer. After walking for two days I find another town... who also wants to kill me. Hooray. "The Engraver attacks You but You jump away!"
[Issue 7:] "You stab the engraver in the upper body with your silver spear, tearing the muscle and tearing the liver through the sheep wool cloak." Where does this man keep his liver? Also, [Issue 8:] why is he still fighting when I opened a major artery in his heart three turns ago? Eventually I kill the crazed Engraver and once again flee into the wilderness. The way things are going, the townsfolk will be sending adventurers after me...

No. A black bear gnaws my leg off and, finally, blissfully, I bleed to death. The bunny is avenged.


3
DF Dwarf Mode Discussion / Ha-Ha
« on: February 18, 2012, 09:29:43 pm »
So... due to the new migrant wackiness my fortress is 60% children.

One of them just threw the fort's first party, and only invited about a third of the other kids. "Ha-Ha"

4
DF Dwarf Mode Discussion / Sleeping Around
« on: April 19, 2010, 10:05:08 pm »
Anyone else notice that our dwarfs are considering room assignments more like guidelines these days? Is this actually a bug of some sort (maybe they aren't giving themselves enough time to get back once they start getting tired)?

I found a peasant sleeping in one of my Legendary dwarf's suites (alone, no relationship status between them, no "took someone to bed" thoughts). This isn't an isolated incident, either.

I also regularly find non-military dwarves with perfectly good rooms nearby crashing out in the barracks.

5
DF Gameplay Questions / Immaculate Musk-ox?
« on: January 18, 2008, 08:34:00 pm »
My dwarves arrived at their new home with one horse, one musk-ox, and one camel.

We ate the camel, and eventually traded for a matching horse to start making little horses, but the Musk-ox has remained a solitary creature, tied to it's rope off in the corner.

This, oddly, has not stopped it from giving birth to little baby muskoxen... EVERY YEAR.

Is this a known "feature", only partially implemented, or a bug?


6
DF Suggestions / Kill the Quern
« on: February 02, 2008, 02:57:00 pm »
Don't panic... it's part of a larger plan.

1) Remove the Quern
2) Add a new power structure, the 'Capstan'.

A Capstan is 3x3 and requires wood and 4 chains/ropes. It then functions exactly as if it were a cage with space for 4 creatures. For each creature assigned, the capstan generates 15 power.

Additionally, each empty slot on a Capstan generates a 'Power Generation' job that a dwarf can fill, replacing 'Pump Operation' as the manual labor of choice.
(I'd consider removing manual pump operation completely in favor of capstans...)

Benefits:
* Makes the 'manual' version of the millstone a generic power source rather than a strange exception.
* Gives you something productive to do with those stray Musk-Oxen, Horses, Mules and Goblin Master Thieves.
* The power isn't completely free... since it's treated as a cage someone does have to feed/water the creatures powering your capstans.
* Potential for enough power to make 'fun' engineering projects possible without the perpetual motion machine.
* Go watch the early scenes of Conan again, then capture all the Elvish traders and put them to "the wheel".

"Are there no prisons? Are there no workhouses?"

[ February 02, 2008: Message edited by: Yobgod ]


7
DF Suggestions / Dwarves of Arabia (sand mechanics)
« on: January 31, 2008, 06:55:00 pm »
The way sand works is a little... odd.

This change wouldn't necessarily make the game more "fun" (it would in fact make several starting biomes a lot more annoying/challenging) but I think it would make sand more sandy.

The idea itself is fairly simple... sand becomes "the third liquid", and follows the following rules:

1) Sand and water simply overlap and coexist in a square.

2) Sand flows into open, adjacent squares that have less than three fewer units of sand (and aren't filled by walls). (If lower levels are 'open' and have 7/7 sand, use the total 'column height' for each in this comparison).

Example, the following is a stable pile of sand:

code:

...1...
..142..
.14752.
.147741
..3641.
...11..

3) You can walk on the tile above a tile with 7/7 sand as though your tile has a floor. You can walk on a tile with 1-6/7 sand only if the tile above is open and has no floor.

4) Treat (and display) a tile with 5-7 sand as a "ramp up", if there is adjacent solid ground on the next higher z-level.

5) Gathering sand (for glassmaking) removes 1/7 sand from an adjacent square.

6) "Digging out" a sand tile re-distributes the sand evenly to all available adjacent tiles on the same z-level, or one z-level higher or lower.

7) Screw pumps move water if present, then (dry) sand if present. The output tile cannot be filled to more than 7/7 sand.

8) (Advanced) Flowing water can move sand as well. Specifics would depend on how water flow is currently modeled.

9) (Advanced) Plants/grass growing on top of sand prevent normal sand flow. Gathering plants and wearing the grass through traffic potentially leads to erosion.


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