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Messages - Vicious_Unicycle

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46
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 17, 2019, 03:55:38 pm »
Quote
Have you made a bug report?

This sounds like exactly the kind of thing Toady needs to hear about:
http://www.bay12games.com/dwarves/mantisbt/my_view_page.php

I didn't think of that. I'm actually not even sure how to make a bug report. Honestly, I see it as one of those "It's not a bug, it's a feature" situations. It doesn't seem to break anything. If I can figure out the bug reporting process, I might report it anyway.

47
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 17, 2019, 01:54:01 pm »
So, thanks to the wonders of water pressure and some poor planning on my part while digging out a drowning chamber, I accidentally completely flooded the entire library and the hallway leading to the bedrooms, as well as partially flooding the tavern/temple. Fortunately none of my dwarves were in the library at the time (bunch of illiterate bastards...), but every single visiting scholar drowned.

After draining off all the water, I decided to rename the library something more appropriate. What had been The Vault of Letters would become Drownedvault.

Which, funnily enough, in the dwarven language is Addorubbul. I guess accidentally turning your library into a death chamber could be considered cute by dwarven standards.

48
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 09, 2019, 11:44:33 am »
I've never heard of river sources overflowing. Didn't even realize it was possible. Are they just failing to stop filling, or is the water somehow flowing downhill? If your site's got an aquifer, you could try draining the overflow into that.

Ever since my last coastal embark, I've been curious to see if I could use waves and floor grates to create an easy mass mist generator, so I don't think I could resist another ocean embark, despite the reclaim issues.


On an unrelated note, in my current fortress I found out that the Red Sand tiles created by the tree collapse aren't located on a constructed floor but on top of the tree itself!. It seems that even though the game allowed me to designate constructions in the same space as tree branches, those constructions cannot actually be built. But by attempting to build floors between the trunk and upper branches of a tree, it looks like I caused the upper branches to collapse, creating a cloud of red sand. Normally this sand would act as a contaminant rather than creating a soil layer, but for some reason it works on the top of a tree.

There was recently another collapse at the sandy tree tiles. I suspect that the game is trying to make the tree grow, but either the sand layer on top or the surrounding floors interfere with it, causing them to collapse again. Fortunately, it didn't damage anything. I'll have to test and see if this is reproducible. SCIENCE!!

Edit: Can confirm, totally reproducible! With the correct application of dwarven SCIENCE!!, sand really does grow on trees!

49
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 08, 2019, 01:55:16 pm »
I had the most fortunate accidental cave-in I've ever experienced.

I had been experimenting with a "Rainy Day" Alert to keep dwarves burrowed indoors during inclement weather. After I inadvertently made a strange mood dwarf go insane because the workshop they'd claimed was outdoors, I decided to just build a ceiling over the outer walls which surround the main above-ground buildings.

The thing is, I had left a single tree growing within the walls. I found it quaint positioned next to the pond. By now the tree had grown to the point that its branches reached higher than the fortress walls. Its trunk, however, did not. Since the trunk is the only part that impedes building constructions, I didn't have to change my plans to build the ceiling.

Now, I don't know exactly what happened. I got a Cave-In alert while a dwarf was building a floor over top of the tree, but I've turned off the automatic pause and recenter for cave-ins (I've been flushing cavern water into a magma pool to make obsidian. The repeated pausing gets annoying), so it was over before I could look. Nearly a dozen dwarves got knocked unconscious, but no real harm was done.

But when the dust cleared, I found that the cave-in left behind Red Sand tiles on the roof of the fortress! On a map with (previously) no sand, no weapons-grade metals, but lots of magma and trees, this opens up all sorts of fun possibilities now that we can start up a glass industry!

50
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 26, 2019, 04:16:18 pm »
Could my settlement live mostly on food and meats gathered, fished, or hunted from the lands?

Oh, most definitely! Well, depending on the biome. It doesn't work so well on a glacier. But based on the environment you described, you should have no problems. The best part is that brewing plants and fruits that you've gathered yields seeds that can be used for above-ground farming, so it might actually help improve your farm efficiency!

51
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 25, 2019, 08:22:55 am »
Wish me luck! This plan is 100% reliant on it.

Keep us posted!  This is fascinating.

Glad you're enjoying it!

It seems I underestimated the stupidity dogged determination of dwarven migrants. We had a couple of migrant-less seasons, but the fortress got back up to 40 dwarves despite losing a few to insanity.

As for the lighthouse plan, I lucked out and caught a fire imp relatively quickly. I opted to use a disarmed goblin to get the fire imp to start breathing fire just to guarantee hostility. Initially, it didn’t work. The fire didn’t spread to adjacent clothing, just the ones that were directly in the line of fire (heh). Fortunately, I was able to recapture the fire imp and reset everything no problem.

Thinking back to the aftermath of the dragon attack, I remembered that my charcoal stockpile caught on fire and WOULD NOT STOP BURNING! It was hot enough to boil any water dumped on it directly. So, I piled some charcoal around the pedestal. Even put some on display for good measure.

I… think it worked? It’s hard to say. Something is producing smoke, but I can’t locate any !!Charcoal!! or !!Dumb Artifacts!!. Putting things in containers seems to confuse the game regarding flammability sometimes. I still have some !!Vermin!! listed in the Animals screen after the dragon burned their Animal Traps.

Just to be sure, I tried again with the addition of 4 magma crabs I caught in the meantime. Nothing changed, but I’m reasonably comfortable with the results. Unfortunately, the light chamber is now a blood-soaked, garbage-strewn mess rather than the gleaming beacon of clear glass and sterling silver it’s supposed to be. Cleanup will have to wait until the fortress is no longer under siege. With only 10 military dwarves, only 5 of which are any good, it’s best to just hole up and wait it out.

52
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 23, 2019, 10:04:02 pm »
So... I forgot that dragon fire can destroy drawbridges. Consequently, my fortress has dropped from 120 dwarves to 20 dwarves, half of whom are children. Also, the majority of the contents of the top half of the fortress were vaporized, and the entire forest burned down (again).

BUT! Among the survivors are 5 battle-hardened, Legendary level warriors. I had more, but a forgotten beast with deadly dust caused them to violently expel all of their blood out of every orifice shortly after they killed it. But I digress.

The point is, we're down but not out! I've finished construction on the lighthouse, but I'll be damned if I let this fortress fall before I've gotten it lit! I've dug down to the magma sea, but at this point I don't have the dwarfpower to pump magma 100+ Z-levels. And frankly, I doubt I'll be getting any more migrants in the foreseeable future after all the dwarves who've died.

The plan is simple: set cage traps around the magma pools and wait for fire imps or magma crabs to stumble into them. I've built a crystal glass pedestal at the center of the light chamber and set a worthless wooden artifact on it. Around the pedestal, I've stockpiled worn out clothing. Once I've caught a suitable fire-breathing creature, I'll set the cage at the top of the lighthouse and hook it up to a lever. I'll do the same with... idk, a cat or something. Maybe a disarmed goblin. Lock the doors, pull the lever, and watch the fireworks! Hopefully having all the flammable stuff around will increase the chances of the artifact catching fire.

Wish me luck! This plan is 100% reliant on it.

53
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 21, 2019, 07:25:00 pm »
Wait for a dwarf to build a wooden artifact and set it on fire.

You know, that's what I was thinking of doing. I already have the most perfectly disappointing artifact to use. A durian wood mini-forge. A pedestal won't stop things from being set on fire, right?

54
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 21, 2019, 10:51:17 am »
Hah. I always lay a few traps outside my hatcheries, but a 'few' probably wouldn't cut the mustard :P

Heh, yeah not quite. Fortunately I have the surface littered with cage traps (I embarked in a Joyous Wilds tropical forest. Gotta catch those unicorns somehow!). I also managed to re-lock the door before all of them got out.

Unfortunately, they were still locked in with the egg boxes. After the next batch of eggs hatched, I decided I had to put a stop to that for the sake of FPS if nothing else. I dug a tunnel leading from the hatching room right up next to the ocean and carved a fortification to flood the chamber.


Speaking of the ocean, I've been building a lighthouse! Purely for my own amusement, obviously it serves no functional purpose. Anyone got ideas for a "light source"? I feel like it would be incomplete without one, but short of getting really lucky and capturing some titan or forgotten beast composed of flame, I'm not entirely sure what to use.

55
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 19, 2019, 09:15:29 pm »
I hatched some Giant Chameleons. 50 of them at once. All fully grown and cramped into a 1x5 room. I unlocked the door in hopes that they'd get out before the overcrowding-induced fighting got out of hand.

At which point they all immediately reverted to a wild state and went on a panicked rampage directly into the meeting hall. Lost a few dwarves on that one!

56
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: April 17, 2019, 11:27:14 am »
I started my adventure in the dwarven capital Nationworks, evidently a member of the fortress guard named Deduk Pickshoots. I asked around and found out that the goblins were marching on Nationworks! I started shouting around offering to lead people to safety. I got about 5 dwarves following me around at one point, but for whatever reason only 2 of them stuck around after I got out of the fortress, Asmel and Rakust. Asmel was actually a member of the fortress guard as well. Neither of them had any family to seek out, so I opted to head for a temple of Rash Guardhealer, dwarven goddess of Death, War, Fortresses, Jewels, and Wealth (Deduk's object of worship and my personal favorite deity in this setting).

Along the way, we briefly passed through goblin territory. There we chanced across the dwarven slave Zaneg, who begged us to help him escape. The more the merrier I figured. After conversing with him a bit, I realized Zaneg was an ardent worshipper of Rash as well! The 4 of us continued south towards the temple, traveling along the main road, hunting camels for food and ravens for sport.

Eventually, the main road cut through a mountain range, meaning I'd have to travel the slow way to proceed. The hike through the mountains was fairly uneventful. Asmel, Rakust, and Zaneg chatted amongst themselves as we walked. They seemed to get along. But unbeknownst to me, something was boiling just under the surface...

Zaneg and Asmel got into an argument. I don't even remember what it was about. Something stupid. Zaneg tried to deflect the argument with flattery. And Asmel did not like that one bit. She decided to settle it with a good old-fashioned beatdown. She flew into a rage, throwing punch after bone-breaking punch at the freed slave! By the time I even realized what was going on, she had already rendered him paraplegic! Rakust joined the fight, coming to Zaneg's defense. I tried to get Asmel to yield, but she was lost in rage and beyond reason. I sheathed my sword and attempted to wrestle her into submission. She drew her crossbow and shot a bolt right into my liver! I tried to get her to yield again, but still she refused to listen. I soon realized that the fight had escalated beyond the point of no return. No Quarter would be given, and so none would be offered. I drew my sword. It wasn't pretty. It wasn't quick. But the fight came to an end as Asmel's head sailed off in an arc.

Zaneg succumbed to his wounds shortly after. I said a prayer to Rash on his behalf. Rakust refused to speak to me. Anytime I tried, she just spat and called me a murderer. She still traveled with me though. We continued on our journey. Eventually, I managed to persuade her of the nuances of loyalty (even though Deduk himself doesn't truly believe that). When we got to the next fortress on our path, I decided to carve some bone figurines. I made four. One depicting each of the members of our little band of refugees, carved from the bones of the camels we hunted together. I gave Rakust the one depicting her. She doesn't spit or call me a murderer anymore. I think she's forgiven me.

57
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 25, 2019, 11:55:38 pm »
My latest Fortress has been getting hit by Were-Goats. I thought I'd managed to quarantine all of the injured warriors, but evidently I missed one or two. When the next full moon brought this to my attention, I did a more thorough inspection for injured dwarves, put them all in a squad, and stationed them in the caverns with the intention to wall them out.

Unfortunately, no one ever started construction on the wall, and the squad just moseyed right back into the fortress to get drinks. By the time the next full moon came around, the outbreak had (probably) gotten out of control.

Maybe my next course of action was overkill, but I decided to burrow everyone into the caverns and abandon them to their fate. I figured they'd survive until the next migrant wave. But the dwarves were still being obstinate little shits about constructing walls, so I had to mess around with burrows.

As a result, one dwarf managed to make it back into the fortress just before the wall got built. Luckily he wasn't a were-goat! He's got more food and booze than he could ever hope to consume, so I set him up to alternate between military training and making crafts to stay sane.

Between the were-goat plague, the forgotten beast that showed up, and the gradual but steady flooding after I dug into wet stone just so they'd shut up about not being able to bring water to the injured, nearly everyone in the caverns has died. But migrants have arrived and the fortress will live on!

58
DF Dwarf Mode Discussion / Re: Tales from Legends
« on: March 25, 2019, 04:00:54 pm »
One of the dwarf civilizations in my world has a god of Fortresses, War, and Valor named Tomus Tomusaldil. At the dawn of time, he helped bind a demon into the mortal world in order to promote eternal war.

The demon's name was also Tomus.

I'm still getting the hang of navigating Legends mode, so I haven't found much else of note.

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