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Topics - Sadrice

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The other day there was a question on the Dwarf Mode board about whether new civs are ever generated, or if existing civs split.  The answer was, of course, no, they don't, they are generated at worldgen and can only go extinct.  But of course, this is silly.  Real world governments have civil wars and secessionist movements and such reasonably often, and  it occurred to me that this would be a perfect starting scenario.

You are a group of malcontent dwarves that have decided to break ties with the mountainhomes and start a new glorious dwarven empire.  This might give you a good reason to start a fortress in, say, a terrifying glacier.  Since you will, in all likelihood, be at war with your parent civ by default, it pays to make your fortress remote and inaccessible.  This would tie in well with another suggestion currently on the front page: fortress visibility.  You could defiantly put your rebel flag on your large and prominent ramparts, get regular migrant waves (malcontent dwarves from all over that have heard of your rebellion), regular traders from civs that are willing to offend the mountainhomes, but get assaulted by the full might of the mountainhomes fairly quickly.  Or you could set out in secret, and carve a hidden fortress for your underground resistance, and get only a few migrants, from members of your movement that couldn't make it in the original party, but few other migrants and traders, and less risk of dwarven invasion until you come out into the open or are revealed by your carelessness (maybe occasional dwarven scouts could enter the map to try to find your fortress, especially if you are making a name for yourself?).

I think this would be a good, plausible starting scenario for what many players want: a hard mode.  A good excuse to embark in a remote and hostile environment, and a strong military opponent with a sound motivation to throw their best at a new fortress.  Dwarves are the only race with steel, and would pose more of a threat than your typical goblin siege, and it would make more sense for the mountainhomes to do its best to crush a rebellion in the early stages than for a goblin civ to throw army after army into the meatgrinder that is a well set up fortress.

This would also tie in well with another current suggestion, by making it plausible that your fortress is the central authority of an expansionistic new empire.

Dwarves would also make plausible digging enemies, if that is ever implemented.  One of the main reasons not to implement it (other than pathfinding headaches) is that many players will be deeply offended if the game messes up the stuff they built.  This would provide a good non init file way to opt out of digging enemies: just don't start a war with the dwarves.


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DF Dwarf Mode Discussion / Werecreatures hostile to one another
« on: March 14, 2015, 04:13:38 pm »
I got a werepanda, which killed 21 out of 46 dwarves and infected 3.  I isolated them, and upon transformation they attacked each other, leaving only one survivor.  I guess that nixes my plans for a werepanda army, as they could not be put into combat together.

I think I've read about this issue before, but I don't think this is how it worked in previous versions.  Is this a bug, or new intended behavior?

3
DF Dwarf Mode Discussion / Werebeast infection
« on: February 16, 2015, 02:38:28 am »
I'm attempting to form a weremammoth corps of my military after I successfully isolated a survivor of the latest attack, but I've had trouble getting candidates to survive the experience.  First try was 4 peasants, no armor.  Due to some mismanagement, they had axes, but were unable to harm the precious weremammoth, or even mount a credible defense before being gored and having their heads bitten off.

I read up a bit on the wiki, and second attempt was a bit better.  Only 2 this time, due to being in a hurry before the full moon and they didn't want to pickup equipment fast enough, but no additional success.  I gave them iron helms and breastplates, and now weapons this time, and put them in a room with the mammoth lined with cage traps, so that hopefully they would get bitten, pass out, and be saved by the cage to hopefully survive til the next moon.  No luck.  Opening attack, the mammoth bit through the breastplate, tearing open lungs and causing heavy bleeding.  Then it did a bit of wrestling and mangled shoulders and hips, and then bit his head off, and then bit the other one's head off too.  Neither helms nor breastplates registered as being penetrated by the head biting, though they were easily penetrated by torso bites.

How do I get dwarves to survive an attack by a weremammoth?  The initial survivor was attacked right before the mammoth turned back, and I could try that, but it might be annoying.  Would steel or adamantine armor help?  I'm not sure it would, since it doesn't seem to prevent direct removal of heads.  Would chain mail maybe protect the neck?  Given an iron breastplate can't resist a bite, I'm not sure it would help much.

4
DF Dwarf Mode Discussion / FB killed in reactor meltdown
« on: May 01, 2014, 07:48:42 pm »
So, I had an FB (giant humanoid made of ash, no special powers) come in through the third cavern layer, where I was trying to set up a minecart based magma mover, filling a big cistern at z -20.  To get magma in the carts, I had a dwarven water reactor built, following this design exactly, but I hadn't yet sent a bucket brigade to fill it from the water in cavern 2, so it was empty, but with pump, two water wheels, and a hatch over the pump input with attached lever, and the ramps removed from beneath the water wheels but not the pump input.


Ash monster shows up, I send in the militia, my mace dwarf, who as it turns out doesn't have a mace yet shows up, knocks a hand off with his shield before being promptly punted into the magma pool by the FB (discovering candy in the process, so I guess yay, praise the miners?).  Next on the scene is a spear dwarf, a brand new recruit with neither spear nor meaningful armor.  Skull caved in immediately. 


Then I go try to get my military sorted out so someone with an actual weapon will come deal with this crap, and when I glance back, the FB is dead!  I check the reports, and the most recent one has him getting clobbered by a pile of flying logs, which are scattered in the reactor trench along with the FB parts.  The pump and water wheels are deconstructed.


I assume he broke the pump, and the falling water wheel parts got him, but don't they just fall, or do they explode?  I don't know where he was standing when he broke the pump, but I would assume it would be in the accessible tile of the pump or on one of the adjacent diagonals SW and SE of the pump.


He was made of ash and so was somewhat inherently delicate, but still, as my carpenters discovered after I played around with minecart supplied drop chutes for wood, falling logs are not harmless.  I would like to mount a large number of water wheels suspended over a single supporting machine component as a trap for building destroyers.  I've got some Bloodthorn in the caverns for heavy logs, does anyone know if falling height affects the lethality of falling items?  I could put it in a tall chamber with a vertical axle holding the wheels high above the hapless building destroyer.  Gold mechanisms are another potential item to drop (I assume they deconstruct when unsupported, like water wheels?).  If you build it in a fortress entrance anteroom, you could get a troll to drop it on his whole squad.


I know there are better building destroyer traps, like supports to generate cave ins, or doors holding back water and/or magma, but I think this one's entertaining, and what it lacks in lethality, it makes up for in ease of cleanup and lack of cave ins.  Has anyone tried something like this?

EDIT: fixed broken link.  The iPad's copy/paste and selection system takes a dwarven approach to doing what you want when you want it.

5
DF Suggestions / Dyes and Dyeing
« on: April 14, 2014, 10:24:12 am »
Given the new plant raws being added to the game, adding a large number of new kinds of potential dyes and things to dye, as well as the vague talk of someday phasing out the traditional plants and fungi that provide most of the good dyes in dwarf fortress, it seemed like a good time to talk about dyes.

I'm starting a new thread because the most relevant thread I could find on the topic was this one, which is going on 6 years old, and isn't really about the same thing anyways.  I like the suggestions in that thread, especially the bit about there being a distinction between dyeing proteins like wool or leather and dyeing plant based fibers like cotton or linen or rope reed, with silk possibly being universally dyeable.  Technically, I have a feeling that Pig Tail cloth is chitin based and should require different procedures, but that doesn't seem like a distinction worth making.   However, the clothing industry is already pretty formidable, and it wouldn't to be good to add too many weird rules and requirements that wouldn't make any sense to someone who didn't already know that, say, lichen purple is only usable on wool and silk.

I made a post in FotF about this, with several offtopic ramblings, but here are the relevant portions:


To finally actually get to a more or less relevant topic, here are the colors you can achieve from plants currently in the game, with sources for most colors:
Spoiler (click to show/hide)
That's all the new plants, I haven't looked through the old plant list, but I know it has some worth mentioning, like an intense yellow from mango leaves and deep browns and blacks from oaks.  I'm sure I missed lots of stuff too.
I'm going to have to go through the list of real life plants we already had and see what other colors we can get, but I think we're still going to be short on good reds, blues, purples, and saturated oranges from real life plants, and I'm not sure about the green from iron mordanted chicory, as I've never seen it, with the only sources for these colors being dimple cups for blue, hide root for red, and blade weed for green, with there being no sources of purple or orange.

Blue could easily be added with either indigo or woad, as well as a few real life mushrooms (more steel blue than indigo or woad).  Purple could be done with overdyeing of a red and a blue, from many, many kinds of lichen when let to soak with ammonia (more on that later), or from certain kinds of predatory marine snails, like Tyrian purple, which has been suggested before in a neat little thread from 2011.

Red could be gotten from madder, a plant widely used in ancient europe to produce a deep orange red, and was actually the dye used for roman soldier's uniforms (modern reenactments are usually not orange enough, and resemble cochineal, which is from the new world).  It could also be gotten from several scale insects, cochineal in the new world and kermes (origin of the words crimson and carmine) in the ancient mediterranean.  I don't know how producing kermes or cochineal would work in dwarf fortress, bot what would work, and would be much cooler anyways, would be a largeish subterranean insect or mite (also a good source of red dye, though too small and hard to gather to have been used IRL as far as I know) that would be a cavy sized subterranean grazer.  At adulthood, they could be gathered up and piled in a wheelbarrow and hauled off to the screwpress for processing into barrels of crismon dye, or alternately they could be killed and dried and then milled to a powder (I think that is closer to how it is done for cochineal and kermes, and the other DF dyes are already powders).


Of course, not every plant in the game than can be used to dye cloth should necessarily go in as a dye, since most of them are more or less the same (yellow-beige with alum, green-grey with iron), and some of them are clearly better than others (mango leaves and pomegranate husks are both excellent strong yellow dyes when mordanted with alum, while black walnut is the best dark brown), so probably no more than a few of each color to make sure every climate has some dyes available, and some colors being rarer and harder to produce outside of locations with specialized ingredients (purples from wild sea snails being a good example) and consequently more valuable.

Anyways, I have to go to class.  I will expand this post later to flesh out possible dyes with plants that are in or are going to be in DF, possible sources of dyes, real and fictional, that might potentially be added, lichen and mushroom dyes, which are good dwarf appropriate sources of some more difficult colors, like purple, and probably more stuff besides.

Also, tangentially relevant, since linseed oil will very soon be a thing, oil paint is just one reaction away (pigment plus oil = paint), and paints and paint pigments are a long and involved topic that has been suggested many many times.  I'm not sure it merits a new thread, but I'm not sure which of the old threads to necro.  Anyone have any ideas or want to take the initiative?

Any ideas, corrections, flames, etc are welcome.



6
DF Dwarf Mode Discussion / Trigger on hostiles device
« on: March 31, 2012, 11:21:33 pm »
Would it be possible to make an automatic invader sensor by pasturing an animal in an entrance guard type position, with an exit leading back into the wall behind the animal.  The animal is in a 1x1 pasture, and will not leave unless a hostile scares them, causing them to flee into their escape hall, tripping a pressure plate as they go (so it can't be a cat).  Alternately, you could use a war dog, which triggers a plate as it charges into the hall. 

You might, from time to time, get a dwarf randomly wandering across the plate, so you might not want to link it directly to the magma devices, but it could trigger the drawbridges to go up, sealing any goblins in the kill zone.  Would there be a way to seal the animals alcove to keep dwarves out, while still getting a reliable response from an animal?  Would it flee from a pasture just seeing a hostile through a window, or does it need a path?

Code: [Select]
Outside
     g
##### #
##### #
  ^A  #
##### #
##### #
Inside

ready state

^ - pressure plate
A - non grazing animal (heavy enough to trigger plate, standing in a 1x1 pasture)
g - goblin

Outside
 ##### #
 ##### #
   A  g#
 ##### #
 ##### #
 Inside

animal sees goblin, flees to left, triggering plate, presumably doing something worthwhile

7
DF Modding / Decoration reaction
« on: March 29, 2012, 10:33:17 am »
Is it possible to make a custom reaction to decorate an item with an image?  I specifically want to use some sort of paint (cobalt blue would be nice, and easy to make a reaction for) to put an image on ceramics.  I want to have a fortress based around exporting fine quality ceramics, maybe some amphorae with designs of cheese and elf slaughter.  I want human royalty to dine on the finest dwarven china, and wonder what the hell the designer was thinking, but be so impressed by the superb artwork that they don't even lose their appetite at the grisly illustrations on their plates.

8
DF Modding / Ranged weapon modding questions
« on: March 29, 2012, 08:12:17 am »
I'm trying to add slings as a ranged weapon, and there are a few things I've been having trouble with, and I can't find any good explanations on the wiki. I would like slings to be made from any thread or leather, but I can't find how to specify that.  Is it even possible, or am I stuck with wood and metal? (EDIT: found it)  Also, for ammunition I would like two separate kinds, sling stones, made in stacks of 10 at a craftsdwarf workshop from any stone, and glandes, cast from copper or lead at the forge (though the smelter would be acceptable, and might even make more sense).  The ammo should have a blunt attack comparable to a whip (in the current broken form), with stones having a larger contact area than glandes, and maybe lower speed multiplier too.  I would also like to give glandes a nonzero [STICK_CHANCE], but I don't think that tag still works.  I can't find any way to specify workshop or material for ammunition (EDIT: found it). Is it not possible, and they are just made from bone, wood, and metal by default? Also, am I going to have to give up on the two kinds having different names and contact areas?  I can't find a way to specify more than one ammo type for a weapon, or subclasses of the same ammo class.

This is what I have so far:
Code: [Select]
item_weapon.txt


    [ITEM_WEAPON:ITEM_WEAPON_SLING]
    [NAME:sling:slings]
    [SIZE:100]
    [SKILL:WHIP]
    [RANGED:SLING:SLINGSTONES]
    [SHOOT_FORCE:1000]
    [SHOOT_MAXVEL:1000] 
    [TWO_HANDED:0]
    [MINIMUM_SIZE:15000]
    [MATERIAL_SIZE:1]
    [ATTACK:BLUNT:5:10:lash:lashes:NO_SUB:3000]
   
item_ammo.txt

    [ITEM_AMMO:ITEM_AMMO_SLINGSTONES]
    [NAME:slingstone:slingstones]
    [CLASS:SLINGSTONES]
    [SIZE:150]
    [ATTACK:EDGE:1:20:strike:strikes:NO_SUB:1000]

I'm having the melee attack as a whip with lower speed and higher contact area.  They are meant to be pretty useless as melee weapons, should I nerf them some more?

EDIT:  Well, I found Hugo's version of slings, but certain parts of it don't make much sense to me:
[ITEM_WEAPON:ITEM_WEAPON_SLING]
[NAME:dagger:daggers]
[ADJECTIVE:sling and]
[SIZE:200]
[SKILL:DAGGER]
[RANGED:THROW:PEBBLE]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:2000]  This is just to make sure a near-weightless object doesn't go faster than the string could possibly go.
[TWO_HANDED:0]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:2]
[ATTACK:EDGE:10000:4000:slash:slashes:dagger:1250]
[ATTACK:EDGE:5:1000:stab:stabs:dagger:1000]
[ATTACK:BLUNT:1000:10:whip:whips:sling:5000]


Code: [Select]
[ITEM_AMMO:ITEM_AMMO_PEBBLES]
[NAME:spiked pellet:spiked pellets]
[CLASS:PEBBLE]
[SIZE:50]
[ATTACK:EDGE:100:2000:cut:cuts:NO_SUB:1000]

What is he doing?  Why is the sling named "dagger", and why does it have stabbing and slashing attacks in addition to whipping? 

I also had a look a Mephansteras' version in Civilization Forge, and the item_weapon and item_ammo entries make more sense to me, and I figured out how to get slings and slingstones and glandes made out of the proper materials, but no luck giving the ammo types different properties.

9
DF Dwarf Mode Discussion / Raw tags for butchering returns
« on: June 16, 2011, 05:33:21 pm »
It really annoys me that traditional meat animals, like ducks and cavies, can not be butchered for even a single unit of meat, and I'd like to fix that, but can not figure out how.  Is it just a function of size, or is there some tag that I'm not finding?

10
DF Dwarf Mode Discussion / Diagonal Depressurizer
« on: April 26, 2011, 11:40:50 pm »
This might be an old idea, but I've never seen it before.  so, pressure is transmitted orthogonally.  water can flow diagonally, but it wont teleport from a higher location through a diagonal gap to a lower location.  this means that if you want to drop water from, say, the surface to the magma sea, so long as the pipe ends in a diagonal exit below the rim of your cistern, it will never overflow, despite the immense pressure.  It actually wont flow very fast, so you might need a sort of diagonal grating to fill a large cistern in a reasonable amount of time. 


You can also use a barrier of columns in a checkerboard pattern to slow flowing water to almost a halt.  the water will build up against it like a wall, and if there are more than five or so diagonal steps that it has to take, almost none will come through.  the water behind it won't "push" it through, it has to slowly trickle.  these sorts of barriers barely slow dwarves down, are much easier to trap than an open space, and block crossbow fire until the goblin is all the through, and conveniently adjacent to  your chained up war crocodiles.

EDIT:  so I look at the forum and just down the page someone has a brilliant idea for using diagonal flow, for water reactors instead of cisterns. 

11
DF Dwarf Mode Discussion / Self regulating water pusher defense
« on: December 08, 2010, 12:45:21 am »
I figured out a good way to make a water entranceway sweeper that pushes invaders/caravans/migrants off into a collection bit.  The important bit is the diagonal letting water out the fortifications, which neutralizes pressure, allowing you to have infinite input pressure while keeping the water flowing across the walkway under 7/7.  If the water on the walkway reaches 7/7, any added water will just teleport past, without pushing anything..  I've found that you actually need a kinda ridiculous amount of input flow to get the water on the walkway deep enough to push, you can either use many parallel pumps or a cistern with a vertical dump into the input.
Spoiler (click to show/hide)

12
DF Bug Reports / Lazy Miners
« on: September 15, 2008, 12:13:09 am »
With 40d I've been having a recurring problem with my miners across severall fortresses...

At first they will be fine, but after a while (usually about midway through first summer) all but one of them stop working.  They just stand around the meeting area with "No Job" while the remaining miner does all of the mining.  I have enough picks, tons of accesible ming jobs,  and I tried turning off all of their other jobs, draft/undrafting them, saving and reloading etc... But still only one will work at a time.  Maybe they lost their picks somehow.  I had enough picks to start with...

I put them on millitary duty for a little while before I had the problem, maybe the picks got embedded in some zombie mountain goats and I just didn't notice?

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