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Messages - dikbutdagrate

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211
DF General Discussion / Re: What's going on in your legends?
« on: July 03, 2022, 05:28:31 pm »
Yeah, it turns out the baby tossing has nothing to do with a quirk of temporarily inherited goblin ethics. Like most other problems in this game, the elves are, of course, to blame. Elven ethics, specifically. I mean obviously, why wouldn't the elves be at fault?

The goblin pit, Dungssteal, was also raided by a human civ and an elf civ during the same month of Sandstone in the year 52 (mid-autumn). The Dwarf baron's baby tossing is listed as occurring during the elven raid, even though the baron only participated in the dwarf raid. Due to the lack of date exactness in legends, stuff got screwy.

Spoiler (click to show/hide)


212
DF General Discussion / Re: What's going on in your legends?
« on: July 03, 2022, 04:18:00 am »
One of the dwarf barons evidently threw one of their illegitimate heirs, as an infant, into a pit full of nondescript beasts. Its pretty weird stuff, as this is a vanilla DF install!

Spoiler (click to show/hide)

I'm still trying to figure out how this happened exactly. The baron participated in a military raid on a nearby goblin pit controlled by the baron's lover at the time, who was the lady of the local goblin government. Her mother / the infant's grandmother moved to the goblin pit "to be with the master" as opposed to being kidnapped. I dunno. Is there like some hard-coded thing where barons will throw their unwanted illegitimate heirs into a feral moose pit, as long as its during a military campaign?

Like this whole save file is completely cursed. Two of my adventurer's initial spawns involved the surrounding terrain collapsing around them and nearly knocking them out. And one human civ has had like 125 lawgivers by year 253. And one of those law-givers was apparently kidnapped by kobolds? Pfft, like how in the hell does that happen? What did they even want with him? They apparently just put him in a cave for 49 years, and he died of old age, and like, thats it.

Kobold: "Flabin flabidabis! Grabidlabaldis?!"
Human Law-Giver: "I'm irritable. I slept on the ground again."


Spoiler (click to show/hide)

It's a cursed save.

213
DF General Discussion / Re: Future of the Fortress
« on: June 29, 2022, 03:13:09 pm »
I don't see why someone couldn't pretent pumps are treadmills and have those migrants pump water through some water wheels to generate power for the machinery.

While you could do that, despite it requiring a bit of work in designing, channeling, irrigating, etc. The reason you'd likely want to avoid having to "pretend" it's a treadmill is to avoid having to deal with fluids at all, as this can become a major concern when attempting to maximize, or merely improve, one's frame-rate.

Quick riddle: "This thing all things devours: birds, beasts, trees, flowers; gnaws iron, bites steel; grinds hard stones to meal; slays king, ruins town, and beats high mountain down." The answer is: the frame-rate.

Rivers are easily the best natural power solution short of utilizing exploits, I mean marvels of dwarven engineering. And windmills are less than helpful, at times.

214
DF General Discussion / Re: Future of the Fortress
« on: June 29, 2022, 02:36:11 pm »
Procedural races would probably have procedurally generated technologies

I almost drooled on myself while contemplating that statement. Dude, it could be so good. "Procedurally generated technology" - ie. Overly elaborate inventions of arcane artifice, which may possess a macabre nature at times, whose sole function virtually equates to that of a basic rudimentary household technology circa 800 C.E.

Hey Pat,
Spoiler (click to show/hide)

Actually, my spoiler comment above reminds me, We have pump screws which convert dwarves labor into power for the sole purposes of pumping fluids, but why don't we have a device for converting dwarves labor into power in general, like a treadmill? I wouldn't mind assigning all of my animal dissector migrants to power a fort's machinery, as this would facilitate a use for these dwarves. Perhaps even a giant hamster (tame), if such a thing were possible. Apologies if this is more line with a suggestion, but this has actually confused me for a while.

215
DF General Discussion / Re: Future of the Fortress
« on: June 28, 2022, 11:40:30 am »
Are there any plans to improve the state of Dwarven recidivism in game? I see there are changes being made to the current stress system, will any of these improve matters?

A dwarf that gets thrown in prison for starting fights will likely only get worse while in prison, no matter how crazy expensive ritzy you make said prison.

216
Pretty sure the 10 years doesn't apply anymore.

This is what the wiki says:

Quote from: DF Wiki
the age difference must be max(10,min(age_1,age_2)/2), i.e. a maximum of 10 years if the younger dwarf is 20 years old or younger, or else half the age of the younger of the two dwarves (so a 100-year-old dwarf can marry someone 50 years older).

I don't think these rules necessarily apply to dwarves who are undead though. Necromancers, intelligent undead, zombies, etc.

217
This might not be the right thread for this question, technically speaking. But it's somewhat tangentially relevant.

I was browsing the RAWs and came across a comment I don't think I fully understand.

For certain ores of metal, like specifically native gold and native platinum, theres a comment next [MAX_EDGE] that reads, "no swords until you can pick mats."

What was Toad going for when he wrote this comment?

218
Hello brave adventurers!

Here's a challenge for you.
In the other topic there's some debate wheter you can or cannot become a king.
so my question to your all, is : can you prove that this is possible?

And with king, I mean a king of a dwarven civ in a unmodded game. Beside that, anything goes.
It would be interesting, if you can become leader of another civ, like humans or elves.

Yes. Multiple times in fact. Also, once you're king, you can offer the position of king to other people. I tried offering the position to the demon overlord of a goblin civ, but they said they were busy. A gremlin I spoke to however, was interested in the position.
Spoiler (click to show/hide)

I've had two adventurers on two different world files become the head of a goblin civ. I don't have screenshots of the first time, which was both strange and unexpected, and happened on an older version of DF. I do however have screenshots of the second time this occurred. But the civ was already considered dead by the time my adventurer was able to claim the position of overlord, but I can provide them if you want.

219
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: April 05, 2022, 03:20:26 pm »
Having access to the all of the relevant raws would be helpful.

I've made an interaction but the creature just won't use it. What could be the issue?

      [CDI:TARGET:C:LINE_OF_SIGHT]

A couple of things, maybe. Does the creature have eyeballs? This would prevent it from having line of sight.

"[CDI:LOCAL_CREATURE_MAT:FLAME:UNDIRECTED_GAS]"
 This is probably the issue though. My advice, define a custom inorganic material and use it to replace this one.

220
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: April 04, 2022, 12:57:20 am »
Help. Material emission seems to mostly work? But I'm having trouble getting these things to spawn correctly.

Spoiler (click to show/hide)

221
DF Modding / Re: What's going on in your modding?
« on: March 30, 2022, 11:40:48 pm »
Trying to come up with some cool new enemies to throw in. Having difficulty with some of the custom interactions.

So far I got:
1.) a glass octopus

2.) Some kind of mostly stationary plant monster that spawns in underground cavern layers.
I want it to have a custom dust emission interaction which changes living things plant-zombies. The monster also causes wandering clouds of mind-control spores to waft across the map above ground, which encourages players to deal with it. Was toying with the idea of what would happen if you were to somehow tame this particular semi-megabeast. An army of 100% loyal plant zombies that worship the plant monster as a god would be cool.

3.) Cockatrice with an interaction that turns things into statues. Not really sure how to specify that an entity needs "eyeballs" in order to be converted into a stone statue. I really like the idea of having a trained war cockatrice that is chained in the middle of a garden filled with stone goblin statues, which as you might have guessed, are the petrified remains of previous invaders.

222
DF Suggestions / Re: Terrible Suggestions Thread
« on: March 26, 2022, 11:45:03 pm »
Give the normal Dwarf Fortress client VR support.

223
Dwarf me, I'm in.

224
DF General Discussion / Re: Future of the Fortress
« on: March 02, 2022, 05:37:05 pm »
The nutjob who created JSON threw out the baby with the bath water when removing the support for comments in a rage fit over someone "abusing" comments for processing directives, according to the explanation I've heard, so comments are out, unless you disguise them as data...

I... What?

225
DF General Discussion / Re: What's going on in your legends?
« on: February 03, 2022, 11:00:13 pm »
Gremlin shenanigans. One of my adventurers became king, after coming out of retirement, I was able to offer the position to npcs. The demon in charge of the local goblin civ declined, so I found a gremlin. Same adventurer was made king two more times after this.

Spoiler (click to show/hide)

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