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Messages - Imp

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3841
DF Gameplay Questions / Re: Need to set lots of caged dwarves free...
« on: March 05, 2012, 01:51:53 am »
Additionally you can enable mechanic labor on many free dwarves, build a bunch of levers, and assign each cage to its own lever.  This allows a mass production effect to happen, each unskilled mechanic will place a lever, place the mechanisms, and the whole process will happen in just about the amount of time it takes to prepare to free one dwarf.  Don't already have that many mechanisms?  Then additionally build several workshops, and with your many/all dwarves with mechanics turned on, make what you must have and fast.

3842
DF Gameplay Questions / Re: how much should i experiment!?
« on: March 04, 2012, 11:25:05 pm »

...my instinct is to just play around with it. but it's hard to know whether that's a waste of
time... like will i be able to figure out how to do things or is it basically impossible without
reading guides...?

like for example... i started a new game and can't seem to farm in my fortress b/c there is
no soil... but there's water nearby... so i was taking what little i know about irrigation and
trying to build a rudimentary irrigation system that will allow me to farm... i haven't gotten
it to work yet, but i'm not sure that i won't...

...and i am only using that as an example.. i am not actually asking anyone to talk about
irrigation... i am only exemplifying how i am torn between looking online and experimenting...

...so my question is: in general, does anyone have a good "this is what you should read
and then not read any more until you've really explored and experimented?'


Yes.  Experiment to the fullest extent that you -want- to.  When your joy is eclipsed by frustration, seek help.  One of the -best- fastest shortest immediate ways to find help is to use the wiki and search only for the topic that you are struggling with.  Don't read anything else unless and until you want to.  Don't check out tutorials unless and until you want to.

There's still stuff that's completely unknown in DF, and even a few mods that have surprises.  One, LoFR, even sparkles with secrets and easter eggs.  So you can't ever run out of surprises - but there's TONS you can discover on your own, and if you do it your way - you might even figure stuff out that no one else has ever thought of trying to do that way.  That would be great!

A second, and potentially even better way to get -exactly and only- the help you feel you cant continue without, without additional information, is to make a short post here asking for help - and start that request by saying somethng like "new player here, trying to learn as much as possible on my own, don't want any spoilers or additional info - but totally stuck trying to solve 'x'.  Here's my situation, please offer the minimal help to solve just that situation, thank you hugely!".  Then just read one or two of the responses, and try those ideas in your own way.  If you're still stuck, read another suggestion or two and try those.  Chances are fairly high that you'll get the help you need and want, without getting more than you want, if you ask in that way.

Kudos on being a pioneer, and trying to do it in a way that boldly sends you where you've never gone before.

3843
DF Gameplay Questions / Re: Genetic Breeding
« on: March 04, 2012, 11:15:12 pm »
When DF2010 came out this topic generated some interest.  Here's a couple of threads, the second one longer than the first and containing some additional useful details, such as a string dump of all the possible combinations of descriptors and a few butchery results from variously sized critters of the same species (posters seemed to prefer testing cows and whales).  There's probably a few other threads on the topic too.

http://www.bay12forums.com/smf/index.php?topic=54065.msg1160136#msg1160136

http://www.bay12forums.com/smf/index.php?topic=53429.0

In short, as far as meat production goes, larger sizes and more muscle descriptors seemed to consistently increase meat yield, and increased fat descriptors seemed to reduce meat yield.  Interestingly, nothing seemed to increase or decrease fat yield, that appears flatcoded.

In my observations of play, the fighting ability of warbeasts does not seem greatly affected by their descriptors - but that side of 'genetics' did not appear to be explored in either of these threads, and I've not seen it explored elsewhere.

3844
DF Dwarf Mode Discussion / Re: Dying of thirst
« on: March 04, 2012, 04:06:37 am »
The wiki http://dwarffortresswiki.org/index.php/Baby suggests that normally 'abandoned' infants will be fed and watered as needed, assuming that materials and free dwarves with the labor are available.

Yours may be a special case related to the injury, or maybe the baby really did go insane and could not be fed or watered any more than melancoly dwarves can be (even if this was not visible to a player), or maybe it's a bug.

Time for some !!abandoned and wounded baby!! science, if anyone is up to that!

3845
That's DF at work there.  When used in decoration, crafting, etc., that redundant descriptor goes away.

Fantastic to know.  Also, having just gotten my second wave of migrants, I semi-miraculously have... only one child.  11 immigrants total and 10 of them adults.  Have you, ahh... done something to change the fertile flood, or is that DF's work too?  Or just my silly luck having a grand old time?

3846
Another oddish bugish thingy (no idea if it's LFR or DF, but feel nervous offering bugs found in a modded game to the DF bugs list), horses (just horses?) appear to have heard that we like hooves, so they've offered us some hooves to go with our hooves, both right and in arrears:

Spoiler (click to show/hide)

3847
How did this bug appear in the first place? Dwarves with blue skins?

It's a syndrome related to contact with colloidal silver, apparently.  http://en.wikipedia.org/wiki/Argyria   http://abclocal.go.com/kfsn/story?section=news/local&id=5843725
http://www.rosemaryjacobs.com/argyria_photos_intro.html
:o

3848
Unsure if this is a LFR bug or a DF bug, or even if it's totally unique to this one map.  Genned a new newest LFR map.  Noticed that all my dwarves, migrants and starting seven, have two sets of skin colors - and none of them have an eye color.  As one of the sets of skin colors is 'aquamarine', I suspect that eyes got replaced by skin or something.

Though I am amused, and they seem able to function just fine and all... when I first noticed it I was still thinking about Wavebreakers.  Aquamarine is a nice, Wavebreaker-ish sort of color, no?

*Imp, quite filled with anticipation*

Spoiler (click to show/hide)

*edited to add*  And another oddity...

Them necromancers have really strange and terrifying magic, now that I think about it.

Was late summer of the first year of play.  High savagry embark, but neutral lands, though in range of a tower by civs screen.

Hide while you can, the dead walk!

It was... a Voidwalker Patriarch corpse.  All by its lonesome, or else any companions it has are sneaky and secretive enough that a week after the voidwalker undead attacked I still don't know they are there.

I expected high losses, I've heard how strong undead are, and I know how skilled voidwalkers usually are.

Spoiler (click to show/hide)

Several things seem weird about this to me.

Are voidwalkers meant to be turned into walking corpses?  They... don't corpse.  Even this walking corpse could not be turned into a normal corpse, so.... I suppose if it's not a bug (or just not fixable) that for voidwalkers they get turned into walking corpses from some state of life, not death?  I could handle that idea...

It seemed really weak.  Nothing else touched it, and of course it didn't bleed, but the amputation of hand was almost instantaneous with its death.

Even undead, it wailed.  However, the tiger caught in the wail seemed unaffected, or else the syndrome lasted a VERY short time compared to normal.

And neither the tiger nor anything else on the map appears to have gotten credit for the kill - both of my tigers are still unnamed and have no kill credits, and combat log of the walker shows nothing happening to it after it loses the hand.

Unsure if any of this is buggy, but it was weird enough (and scary enough) that I totally forgot about Wavebreakers for almost 15 minutes!

3849
Units of Temanat will be called "wavebreakers."  Though, just for you, I might be bringing in a manatee reference or two.  Here is a brief overview of their planned abilities...

I cannot express my enthusiastic joy!  So I will express a question instead - how, ahh.... eager are the Wavebreakers to use their
Spoiler (click to show/hide)
skill/spell?  And if I think a target needs/deserves/should be assigned their attention, will I be able to tell them this?

It had deadly dust, dear Breakers.  Break that dust!  I want every square centimeter of this cavern cleaned as only you can do it.

Urist, I don't know what just happened to you... Breakers!  Make him as clean and true as he had ever been before!

I'd love to be able to assign their skill to tiles similarly to how smooth/engrave can be designated, and I'd also love to be able to tell them to attempt to use their skill on a dwarf because I think that dwarf needs it, regardless of the game's clues that there is anything contaminate on or about them.

3850
DF Gameplay Questions / Re: How do i stop this spam?
« on: March 03, 2012, 11:16:47 pm »
"Captain of the guard cancals cage large creature: wrong justice state"

Try turning animal hauling off of your Captain of the Guard, if you haven't yet.

3851
He's considered missing because nobody's found the corpse yet. [/DF logic]

Not quite true... it has either a time component, a justice component, or something else.  I once had a vamp drain a male dwarf in front of about 4 other dwarves, including the suddenly widowed wife of the victim.  Her mood went to unhappy instantly, with the lost a spouse thought.  I paused the game (I'd been watching, was my first vamp feeding) and noted that the dead dwarf (I could easily see the corpse) was listed as missing.  One of the witnesses, only 2 steps from the death bed, grabbed the dwarf corpse and hauled it to the refuse/corpse stockpile.  I continued to pause and check every few steps - the dead dwarf was listed as 'missing' even as its body was lifted from the grieving widow's bed and tossed unceremoniously beside other corpses.

I did not have any justice system in place, which may have been a factor, but I am pretty sure the dwarves 'saw' the corpse.

3852
Oh. That might explain the missing teeth.

I feel slightly bad for locking up a little old lady.


ETA: Oops. I let her out, she ran to drink, but still died of dehydration.

MY BAD.

So reminds me of the dark ages/similar ages reactions to suspected witches.

Witches were believed to bear a small mark where their familiar fed from them - who, especially in those days where there was no real medical care, has absolutely no pimples, scars, or small wounds?  If there was believed to be a witch around, anyone at all who seemed a bit odd or uncommonly lucky/unlucky would often be stripped and checked for a witch's mark, which could be anywhere upon their body and shaped like anything.  (not surprisingly, almost everyone suspected of being a witch had at least one likely witch's mark)

It was believed that witches could not be drowned, as the devil would protect them.  However the devil was crafty and enjoyed suffering, so he would let his witches sputter and choke - just not die.  So those suspected of being witches and bearing a witch's mark were bound and weighted down and thrown into ponds.  After a time they were checked, and if they were still alive, usually they were thrown back in for a longer test, or pulled out and burned for being a witch (as they had not drowned).  If they were pulled out and appeared dead, they were laid out (artificial respiration methods being hundreds of years from their time of discovery/creation).  An extremely small number of these people did spontaneously and reflexively attempt to expel the water in their lungs (or had their laryngospasm resolve itself and reflexively attempted to breathe again), and this was usually seen as proof that they were innocent and that god had healed them.  Apparently the devil was seen as being unable to heal people once they appeared dead/stopped breathing/were deeply unconscious.

Congrats, Zhuria, on ascending to the ranks of those superstitious and unintentional murderers!   :P

3853
DF Dwarf Mode Discussion / Re: Help me find some FUN
« on: March 03, 2012, 03:51:52 pm »
Before you embark in the future, press tab a few times.  You'll see several screens, including a list of the local civilizations.  Just because every race exists within the world, that does not mean that every race can reach every location of that world; small islands are notorious for usually having only dwarves (because the game more or less gaurentees dwarven access) and many of the continents of your world might have only a few of the worlds races upon each.

Even when you are certain there ARE races with access to your embark area, sometimes they are extremely distant from your site.  This can greatly delay when they finally reach your fortress, sometimes surprisingly so - An ongoing game I am playing has a healthy  population of a race that was noted as a local race before I embarked - yet has still not made an appearance, which really surprises me because it was modded to be active 3 seasons of the four and usually brings 3 caravans a year - except this time.

3854
Ooooh!  I saw the Manatee in the spoiler 1 make only one hand gesture... and the Emberlight got hit over and over and over again!  And the Manatee was free to keep fighting!  This is.... this is.... oooh!  I'm so glad you're working on this now!  (course, I could get equally eager for other things, just this is this now's thing!)

And these guys can't do friendly fire?

Ahh, That's like... not any ff to anyone friendly?  Won't kill pets?  Won't kill precious exotic warbeasts?  Wont hurt the liaisons and traders?

This makes ME feel very abominably snowmanny myself!

http://www.youtube.com/watch?v=2JlVqfC8-UI

3855
Temanat's units (as yet unnnamed)
And, are you having some writer's block with what the water creatures are called? Or just not revealing it?

Could it be that suggestions might be welcomed?  I, ahh.... bolded the ones I liked better of this list.

Temanatees
Manatees
Purists
Purfectures (pronounced like pure-fectures)
Watered Ones
Wavewills
Clearcolds
Mistkisses
Dewbringers
Dustwashers

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