Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - axemangeorge

Pages: [1] 2
1
DF Gameplay Questions / Re: STEAM: Simple Questions Thread
« on: December 23, 2022, 08:44:57 pm »
1) Correct (see Toady devblog on archery). They just work it out by themselves now (and can fire up and down Z levels at targets apparently, so crossbow squad stuck in a tower can train at distance).

WOAH! Crossbowdwarves now grasp the THIRD DIMENSION!! (In my head I'd always imagined the crossbow squad's leather helmets just had a tiny little sliver for their eyes, like an elaborate set of blinders -- so they could only ever see, and therefore engage, targets directly within their 15-degree sight cone.

2
DF Gameplay Questions / Re: Dwarven enclosure enrichment
« on: December 23, 2022, 08:36:29 pm »
First, the basics:
- Every dwarf needs their own bedroom (dormitories don't cut it)
- Make some rock mugs or metal goblets (they get annoyed drinking out of the barrel)
- If you have a BUNCH of outside plant gathering, hauling or hunting, a lot of them hate getting rained on -- the sun's too bright, it makes them puke etc.

Got those bases covered? Then we move on to two extremely helpful things, one easy and one hard:

1. Temples - at the very least, a single "no deity specified" temple can go a long way in staving off depression.

2. Mist generator (or waterfall) - this is the closest thing I've ever seen to dwarven antidepressants. Those filthy little bastards LOVE them some mist! Here's a guide:
https://dwarffortresswiki.org/index.php/Mist

In the olden days (v. 47.xx), I used to dig a channel from a brook or river into my fort, let it plummet beside (or right through the middle of) the main staircase, then a couple levels below that, dig a drainage tunnel to the edge of the map. For some reason, water + fortifications + edge of map = infinite drainage. I'm NOT sure that'll work in v. 50.xx -- I've seen people use entire cavern levels for drainage...

Couple other things:

3. Once you have that main non-denominational temple, you're VERY likely going to need temples for each specific deity your crew prays to.

4. Do you have a tavern? If YES, do you have performers in the tavern? A dancer, singer and musician + instrument = lots of good thoughts. I've never used bartenders in my taverns, though -- read too many horror stories of death by alcohol poisoning (apparently, possible even for dwarfs!)

5. MAYBE your dwarfs are overworked? I picked up this tip from Kruggsmash -- once a year, for like 4-5 weeks, turn off ALL labors and restrict everyone to the bedrooms/meeting areas/tavern/dining room levels. It forces them to take it easy, socialize, pray, just generally chillax.

3
Could it be a bug? Yes!

I'm going to recommend you check one thing first, because I saw this happen in a busy 47.xx fort... My library had SO MUCH TRAFFIC that my scribes weren't able to get a chair with a table attached. Every time I built a new table + chair combo, some slacker would come racing in and plop down to peruse The Beaker And You or whatever. I was stumped at first and only figured out what was going on by watching the library in action and I SWEAR it was busier than the tavern! Should've named that fort Ravenclaw I guess...

Another thing to consider before reporting a bug? Make sure your scribes aren't getting dragged away to other duties. I'm not sure how high a priority book-copying has. (Scholars, it seems, have the OPPOSITE problem -- mine at least tend to think themselves into total mental collapse, John Nash style, unless I rotate them in and out of the Scholar position.)

Hope this helps!!

4
Mod Releases / Whoops
« on: January 13, 2022, 03:05:02 pm »
Accidentally started a fort as the *other* playable race... The proud outpost Padtrumpet numbers among its citizens banshees, ghouls, a wraith and a maw thrall child which might be tamed wildlife? Dwarf Therapist isn't sure. I'm a little concerned about properly outfitting my morphologically diverse populace.

ALSO it's SUPER FUN to see so many ores and have absolutely no idea what they're good for... there's a real sense of discovery and wonder here. WELL DONE!

5
Mod Releases / Re: [47.05e] OldGenesis mod August small tuning
« on: January 09, 2022, 11:15:56 am »
Speaking of grassfires, I keep running into random bonfires on the surface. Almost as though s sneaky adversary is trying to sabotage my peach brandy industry… Specifically the material “bonfire” rather than the workshop. Dropped my panicked merchants perhaps?

In other news, I now understand why illithid are feared and loathed. I just watched 40 legendary and well-equipped squaddies succumb to a single outpost overseer. Half of them died in the fight. The other half managed to make it back into the fortress so at least they didn’t die under the Great Emptiness Above. 

6
DF Dwarf Mode Discussion / Re: Face Palm moments you had in Dwarf Fortress
« on: December 15, 2021, 11:24:02 pm »
Ezar Sokan, "The Solider of Phrases"... A Wombat bone Battle Axe. Wombat bone. Worth 28,080 at least, but right into the vault with that and I see no reason for it to ever come back out.

For a good time, assign this legendary weapon to your hammerer.

7
DF Dwarf Mode Discussion / Re: Face Palm moments you had in Dwarf Fortress
« on: December 15, 2021, 11:21:22 pm »
We forgot to assign Fish Cleaning when We started Our Fishing Industry.

This happened to me once, only I didn't figure it out till I'd inadvertently drafted a necromancer into a melee squad... fighting goblins, fighting goblins, fighting -- zombie mussels? Seriously, 5 full squads stomped and smashed well over 100 clattering reanimated molluscs, three dwarves went completely insane and the clean-up took months. Nobody ate seafood for a long time after that.

8
Mod Releases / Re: [47.05e] OldGenesis mod August small tuning
« on: November 07, 2021, 09:24:28 pm »
Okay, so the whole rotgut/narcolepsy thing turned out to be a problem after all... I lost about a dozen citizens who passed out in the main entrance and fell onto weapon traps. Lesson learned!

I just witnessed an absolutely epic battle with a wyvern. Managed to get nearly everyone safely underground, closed the gates, and watched in awe as two full squads of experienced crossbow dwarves hit it with about 700 rocktip, bone, and copper bolts. Nearly every shot "glanced away" though they knocked off two of its toe-claws. So I deployed my Plan B: two captured deamon invaders and five large horses, all sprung from cages simultaneously. The first deamon stepped into a weapon trap and disembowelled himself. The second deamon managed to land two or three solid hits before the wyvern ripped it apart. Unfortunately, the crossbow squaddies massacred the large horses before they could do much more than panic.

Well, now the wyvern's at least slightly injured, surely some of the crossbow bolts will surely strike home? Like Bard's Black Arrow taking down Smaug, right? Well, another 250 or so bolts smacked into the wyvern -- only now instead of "glanced away" they're "fracturing the skin." (Meanwhile the manager's down in the metalworks screaming at the weaponsmiths, "Steel bolts! Lots, thousands, right now!")

The wyvern laid waste to our alpaca pens and survived the hundreds of "fracturing the skin," sort of like papercuts I guess? Eventually I gave up and sent in the Wrecking Crew, battle-hardened weaponsmasters one and all. They finally, FINALLY slew it after four pages of grievous wounds, dodging among the whizzing -large horse bone bolt-s. None of

We butchered it, preserved the hide. It must look like a sieve.

9
Mod Releases / Re: [47.05e] OldGenesis mod August small tuning
« on: October 09, 2021, 08:58:53 am »
Yeah, I think you're right about the rotgut. Oddly, a lot of the momentarily-narcoleptic are both aroused due to inebriation and nervous due to inebriation. Sounds like a bad singles bar...

Last Dusk Elf caravan brought me a tamed Phantom Raven. I haven't had good experiences with those... They're sad to be naked and drown themselves with booze in the tavern.

10
Mod Releases / Re: [47.05e] OldGenesis mod August small tuning
« on: October 02, 2021, 02:27:12 pm »
In my last fort v47.05d and also this one v47.05e, my dwarves keep falling down unconscious for no apparent reason. Then they get right back up, apparently none the worse for the experience. Like narcolepsy...

In the first fort I thought it was because my mist-generating waterfall was a smidge too powerful and was knocking them off the stairs. After much adjustment, nope, dwarves kept briefly going unconscious.

In the current fort, there's nothing environmental that seems to be causing it.

So, are they just drinking too much and passing out? Or possibly something else?

11
Mod Releases / Re: [47.05c] OldGenesis mod - stress tuning achieved
« on: April 19, 2021, 08:42:24 pm »
there have been two "murder dorf for crafting" events.

I'll never forget the first time I saw this happen -- I had absolutely no idea what was going on when the frazzled craftsdwarf dragged an unfortunate guard's corpse into the leatherworker's shop...

12
DF Dwarf Mode Discussion / Re: Trivial findings
« on: November 14, 2020, 05:04:40 pm »
(Note: this occurred in the Old Genesis mod -- I suspect it's relevant to vanilla as well.)

tl;dr: *ANY* caravan unit left on map might block all future caravans from its home civ.

New fort, second home civ caravan visit coincided with a greenskin raid sent the merchants and guards into a panic. After we dealt with the raid, the merchants were stuck -- some at the depot, some just standing out in the countryside beside paralyzed beasts of burden, slowly going insane. They wouldn't leave.

Eventually I gave up and used dfhack fix/stuck-merchants and they left. For 6 years, they never came back. Home civ still existed, could see them on world map. I used the "one unarmed squad diplomat + raid + demand one time tribute" trick to get all surrounding civs to start sending me trade caravans, so I wasn't completely cut off.

Those 6 years? No migrants either! I'm like 8 years into a fort with a population less than 30 and a handful of kids. I used dfhack fix/population-cap -- nothing.

I used dfhack force caravan http://www.bay12forums.com/smf/index.php?topic=171488.0 -- didn't work.

Finally, after about 10 in-game years where my SOLE source of citizens was itinerant bards, I realized there was a pack animal still stuck on the map. I thought about dispatching it with squads but feared that might turn us hostile to my home civ, so dfhack exterminate killed it.

Few months later? Dwarf caravan, and the single biggest migrant wave I've ever seen.

13
Just...
normal cave activities... umber hulks, cave trolls, green devourers, we get a lot of cripples. We don't put Supreme Trap Corridors, traps are too strong.
First someone, like this SMITH, becomes depressed, and gets punished for crimes -- more broken limbs.

Oh out of water, cancel hospital, those who can walk go get ale. Ones wailing in hospital after it's undesignated, are clearly Crip and named so, and should be removed from the Four Squads (initial seven, metalarmor skilled, leatherarmor skilled, archers)

That "out of water, cancel hospital" is a GREAT idea!

I just saw something I've never seen before: one of those super-minotaurs charged onto the map while an Orcish caravan was at the trading post... Minotaur charged into the orcs, smashed a few of them into the ground, then passed out from exhaustion and subsequently totally butchered by -black steel katana- and *sun gold curved pike* strikes.

Now here's the crazy part: the caravan stayed and finished trading!!! I've NEVER seen a caravan not bail out after suffering an attack. The orcs just deployed, chopped up the bad guy, wiped the steaming minotaur blood out of their eyes, and went back to haggling with my (presumably nauseated) broker who saw the whole thing.

We did NOT try to seize any of their goods.

14
Uploaded my current Ironhand-OldGneissesis world, Reh Gion Thi Riteen, with ten forts played. Enjoy.

Yeah, about that -- there's a swarm of trembling, multi-amputee, PTSD-raddled refugee-migrants dragging themselves through the mud to hammer on the gates and wail for succor...

(What in Armok's name did you do to Depcrip SMIT Trancehammers?)

15
Mod Releases / OG rocks
« on: August 14, 2020, 12:56:58 pm »
Just wanted to jump in and say I've been playing this for a while and REALLY enjoying it -- fantastic work!!

Pages: [1] 2