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Messages - Ieb

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616
DF Modding / Re: MixMod for 31.25 v0.9
« on: July 11, 2011, 01:24:49 am »
I'll take full responsibility for the added content and the possibly unseen horrors which might unfold due to them. Although the previous version had some pretty horrific moments already, what with driders arriving from the underground and tearing my legendary army apart without taking a single casualty.

But yeah. Took like a week to get all the mods to work without errorlog mentions(some use vanilla raw files with light alterations and then there's the lovely duplicate mentions).

I just hope I did everything I planned to do. I never actually wrote down my plans so I just went by memory and wrote what I did on a txt file. Oh well.

In before traders exploding due to all the various deadly stone we now apparently have(screw you volcanic rock, making my miners choke and rot(first choked, second rotted from the inside from their spine and brain)).

Also, to celebrate the new version of MixMod, I started a Succession(or maybe a Community if no one wishes to play) fort with the mod. Brutality is to be expected, one way or another.

617
DF Dwarf Mode Discussion / Re: The best version of DF
« on: July 11, 2011, 01:05:27 am »
Playing 23a is HILARIOUS(it was the last 2D version, right?) when you've gotten used to 40d and DF2010.
Really shows how much the game has changed during the years. Dorfs are more active, nobles were even more insane back then(not to mention all the Guild leaders who acted like small nobles), cave-in's sort of made sense, goblin and kobold thieves were able to successfully infiltrate a fortress and only be noticed while in the dining hall...

Good times.
I should play some 2D DF again at some point.

It's hilarious how lazy the soldiers are with sparring though.
Never got past Recruits the last time I tried. The goblins showed no mercy, and my magma-flooder wasn't finished.

618
Are you BAD ENOUGH DUDE to play a MixMod succession fortress?
*Explosion sound-effect*
In a world quite mad, seven even madder dwarves set forth with what meager things they have. Their goal, who can say. Maybe it is for glory, maybe they are after riches only they know of, or maybe it's just that they are mad.

This Spring, all hell, breaks loose.

Coming to a Community Games & Stories forum near you. Rated PG-18. Parental guidance is adviced.



So here we are, in yet another Succession game thread among many others. Or well, maybe this will be a Succession game. In case people aren't eager to jump into this godawful mess, I'll just play a fort by myself and have a Community fort. It's all good.

My very first Succession game of my own, and I just had to make it as insane as possible. Which is why we are using the MixMod! What's that, you may ask? Why, it's a mod combining as many of the current DF mods there are into one huge clusterfuck from which none will survive, those lucky will merely be drawn insane.

Included are 40 civilizations(at least at the start of worldgen), hailing from fantasy- to scifi-mods. Metal weapons, crossbows, gunpowder-based guns and so on and of course a crapload of creatures, each more horrifying than the last(as seems to be tradition when making a new mod for DF)!

The embark spot? Oh, a lovely area by the ocean. It's quite nice, really. What will we find there, who are our friends and who our enemies? None can say(or well I could, but wouldn't that ruin the SUSPENSE and SURPRISE?)!

I have to warn you that due to the large number of modded things, the save folder filesize is around 25 MB's(or something, 257x129 world). This leads to longer than normal saving and loading times, so be prepared for that!

It should also be noted that this is the newest bundle of MixMod. Updates all over the place, bloated even more-so than before. And it's not exactly tested that much during gameplay. But hey, all those people who created the mods in this thing knew what they're doing, right? Right? In before a dozen gamebreaking crashes and I end up having to shamefully retreat.



The following people are crazy enough for some MixMod mayhem:(In order of gameplay turns)
- Leb
- Person Was driven crazy by the state of the fort.
- nogoodnames Was too busy to deal with this shit.
- Deathsword
- Crazy Cow Was struck down by low FPS.
- davros Was too busy to deal with this shit.
- Tersr Was too busy to deal with this shit.

But anyway. LET'S GET STARTED!



I should have known, an aquifer. Salt water too. Oh well, we'll get through somehow, right?



The following has been brought to you by your friendly neighbourhood Dwarven Translator crew, who are hoping that the tome they worked on was really covered in mud and dirt rather than what everyone guessed.

You would be surprised what a man can agree to when asked in a convincing manner. A few weeks back I might have laughed and shook my head just like anyone else upon hearing what the King had to say. Something about fifty years of disappointment and failure which would not stand anymore, the drunk general swaying by his side while singing a dwarven drinking song(which turned out to be what all of their entire musical genres were composed of). A few walked away but I stayed, because if there's one thing I can say it's that I've always had the knack to see opportunity when it arrived.



I'd been living at the Mountainhomes since I was a wee lad, can't remember much from the first years but that we found we weren't the first to crawl out from the ground and start building civilization. In fact, I don't think I have ever seen anyone but dwarves. I'd heard stories of fantastic creatures just roaming the above and even wilder stories about the people who lived up there. In houses that were build upwards too!

So when the King told that the nobility would be sponsoring several expeditions to expand dwarven territory and gain a foothold on strategically important locations, I knew what I had to do.

By the end of the week we were already on our way. They didn't hold a parade or even a speech, just a few people stared at our group of seven dumbfounded as we got the wagon moving and left behind all which we had known for the whole of our lives.

Now I'm not a greedy man, but a life of expedition has it's merits, even when they appointed Rith as the leader of our group(she did better than I did at the exam apparently). Back home all I had was a crummy little hole in the wall and that was all I could pay for. Here, we can have anything we want. It didn't take a lot of effort to talk Rith confused out of her head either, poor lass might have done well on the exam but I was the man with ideas!

It wasn't too bad. Just a nice comfortable set of rooms, you know. Maybe a statue garden.
Might even get a garden of my own to tend to later on. All we're supposed to do is to get this place up and running so we can call it a real dwarven fortress. And then, let the world be known that it was I, Leb Tulonlitast, who helped make it so!

3rd of Granite.

Spit and curses, to hell with the gods damned King and that twice damned drunk of a general! I knew that it'd be bad enough we had to obey to orders given to us(something about securing a route by the sea for future expeditions across it(by BOAT, can you imagine that!?)) but this is just ridiculous!

We arrived just two days ago. The longer we went the more we all wanted to turn around, the ground started to become mush and the trees more bent and threatening the further we went. Not to mention how hot it was. Tropical marsh, they said. Exotic trade goods, they exclaimed. I'll wipe my ass with your exotic trade goods, mark my words.

By the time we got to the marked location we couldn't but help to whimper a little. This was not at all what we had imagined. The waves of the sea crashed on the beach in an otherwise ominous silence. We had marvelled, even grown a liking to up-above wildlife and their chitter chatter, but here, all we could hear was the moo'ing of our brahmin.

This ain't a place for a dwarf. This ain't a place for anything. And oh look, I was right!



To hell with this, I said and started doing my thing. Which meant cutting down trees. We're getting the hell out from here, underground and safety right away. Might as well get some logs and beds for it though.

4th of Granite.

Miners have told me that they think there's an aquifer around this area. Apparently the geography is just right or something, geology, fuck if I know. They dug their way through soil to stone without trouble though, so maybe they're just screwing with me and want some time off. Well too bad we don't have time for time offs! Get back to work!

They did marvel at some of their discoveries, debating what strange things used to lay here. The only strange things going to lay around here are going to be our pecked corpses if we don't get down and fast, I told them.



13th of Granite.

Took well over a week, but the miners finally got back up and told me they were finished what I told 'em to do. It's not much, a crappy little corridor in clay(sandy clay, they specified) but it'll do for now. Got to move everything indoors now, get our crap into place and make sure none of the... Natives get indoors. I don't know about you but god damn those birds freak me out.



23rd of Slate.

Slowly getting somewhere. Managed to hide from the things above without them noticing. Made some beds and crappy sleeping holes. Spend the rest of the time making more beds and barrels. That's about it for what they want from us carpenters, beds for sleeping and barrels for drinking away the reason we went to bed for.

I may not be an engineer but I know that if there's one thing every fort needs, it's a good raising bridge! Mestthos is finishing it right now, apparently it's going to be one ugly mother, but it'll be sturdy.



I've also paid note to the delightful actually living creatures around the area. They're still a tad creepy, but anything with living flesh on it's bones is better than those god damn rotting things a while back.



24th of Slate.

Fuck and damn, we got a problem.



The miners told me that my plans for a glorious hallway down below had one LITTLE problem in the form of "stone unlike anything we've ever seen". Their picks just kept on clanking off from it. They got no idea what the hell that rock is, but they can't mine through, that's for sure.

Great. Just fucking great. I'll have to revise my plans a bit then. On the bright side, they also told me that my plans led them straight to a large deposit of gryl. Well that's just great, I said. Hell if I know what they even do with gryl.

13th of Felsite.

Well the miners started to dig down, had to find some softer rock they said, otherwise we got no fucking way to get anywhere anymore. Found some more gryl, actually scratch that, we found a shitload of gryl. And to top that off, some rock our miners can actually dig through! Finally things are looking better.

10th of Hematite.

Finally, some proper dwellings have been dug! Now it's just a matter of finding a diggable route from our current rooms to further down and moving everything to place. We can convert what rooms we have now to farmland later on, or something.





Annnd that's all the time I have to play right now. Will play more later on, but yeah, anyone feeling crazy enough for some MixMod mayhem?



619
If you don't want to build a fort with dozens of z-levels worth of hallways and so on, just plan a fort with a set number of levels.
Dig down far enough first to place the levels, one for living areas/leisure/dining halls, one for workshops, one for stockpiles and one for farming. That's pretty much the basic needs for a fort covered in 4 z-levels. That shouldn't be TOO bad, right?

Anyway.

Easy ways to ensure fort safety huh, a wide and long enough entrance tunnel. Possibly with traps at the start. Cage traps work wonders to reveal ambush squads(except for kobolds and other trap-avoid races), weapon traps can soften up the enemy while your soldiers are still going there.

If you're feeling like challenging yourself, horrible traps of mass-death. With a brook it's quite easy to make a drowning-trap on your entrance tunnel. Just make a raising bridge to seal your fort entry path from the flashflood and drown all who are in the entrance tunnel. If you're feeling insane enough, use magma instead. Another option: Use a flashflood device, but it pushes enemies down a deep pit, breaking them apart once they hit the bottom. About 13-15 z-levels of drop does that.

Make use of your military-skilled migrants! This is important, these days it's a lot harder to train an able military than in 40d. But if you got some dwarf who shows up with previous military ability, use him as a squad leader for your raw recruits who haven't ever held even a pick or a woodcutter's axe. He'll be giving them lessons and eventually they will begin to spar.

If you REALLY want to, you could always construct a Danger Room. Read up on the Wiki on those, but the short explanation is: Put low-quality training wooden spears in your barracks as spike traps, connect 'em to lever, have someone pull the lever on repeat, your soldiers will gain EXP on various military skills fast as FUCK. I got legendary fighters out in a few months thanks to the Danger Room.

The caverns are dangerous, keep 'em sealed and make sure you have some way to seal parts of your fort if you got stuff like a well taking water from the cavern lakes. Flying forgotten beasts can easily fly up from that well. I know, I had two flying monster-birds in a row use the same god damn route. If you must use the caverns for something, build an airlock with a raising bridge.

You can NEVER have too many barrels, only too little booze or food. Keep a lot of barrels on stand-by at all times, and try to stay up-to-date on how many plants you currently have and if they should be brewed to booze already.

Lye-making is a tad borked right now, so bring 1 unit with you on embark for easy soap. You never know when disaster strikes and your important dwarves might be in danger of getting an infection. Just one unit is enough, right now barrels with 10 units of lye(bought from caravans) end up only producing 1 piece of soap. I assume that shouldn't happen.

Build a well ASAP. Possibly a water reservoir as well and empty some pool in it. Alternatively, breach the caverns and place a well above a cave pool. You never know when you might need some water. They also come handy if by some chance you would end up without booze. So you know, your dwarves wouldn't go walking all the way out of the fort to some puddle to get a drink and stumble on a goblin ambush squad.


620
I would assume that her entire body was covered in the rot-goo.
Since she survived, congrats. As far as I remember, having a full-body rotten tissue removal surgery done and successfully recovering from it causes "things" to your units, especially so to military. Of the first part I'm not sure, but I recall someone said that the soldiers suffering similar rot-disease had all their skin removed(as well as their top-most eye tissue layers) ended up being unable to feel pain. That and blind. Because they no longer had functional eyes.

I've had these "super-soldiers" once as well, the biggest bunch of bad-asses in the entire military got caught in rot-substance, ended up on the surgery table and came out blind. They still did their job like I told them to, move to station, walk like normal. There was just ONE thing. They were blind. So, when the enemy came, all I could do was move them in position and let the enemy take the first swing. They were skilled enough to dodge such puny attacks and start fighting like normal afterwards, but yeah.

Not sure if Kill orders would make blind dorfs chase targets like normal.

621
DF Modding / Re: What does this mean?
« on: July 09, 2011, 05:56:58 am »
I recall that last time this happened to me, was when I was play-testing my mod and noticed a problem with one of the creatures(with their body). As I fixed the issue, the game popped up that mention to me and afterwards, problems arose. I recall they had to do with the problem-bodyparts, as they came from a hostile ambusher and were cut off, they became chunks on the ground. Whenever anyone tried to move the chunks, the game crashed. When I tried to magma-melt the chunks, the game crashed. Had to encase them in obsidian and make sure no one would touch the things ever again.

So anyway.

I figure you might have a problem like that. Did you create the new critter mid-game? That won't work, you'd need to regen the world. But anyway, if I had to guess, you tampered with the original crundle raws a bit, messed about with their body-parts and so on and the game is flipping out as result.

622
DF Dwarf Mode Discussion / Re: Ultimate Segregation Fort
« on: July 08, 2011, 02:17:38 am »
Past experience has shown me that butcher shops in plain view will cause unhappy thoughts in a large radius when animals are processed. It'll only work for a little while though since your workers will get used to seeing death sooner or later.

More steps would be to simply force them to eat and drink the same thing all the time. Plump helmets and dwarven wine would be a choice. You need workers to keep going anyway. Maybe mess with burrows so your workers will have access to some booze and basic food, while haulers will have to do with water and petty farming?

623
DF Modding / Re: Mod idea: Dorf-Com (Need help. SO MUCH OF IT)
« on: July 07, 2011, 11:25:36 pm »
The magazine/clip issue is easy to get over, just have the reaction churn out ammo for the weapon instead. Let's just say the magazines/clips are re-usable.

But yeah, the only way to get better results out of ranged weapons(and I can't remember what exactly they were, I think accuracy was one improved factor) is when the weapon is of higher-than-average quality. The only thing you can really mod different with ranged weapons is their speed of projectiles. It can lead to hilarity with high enough numbers though, but X-Com was more of "I burn off your face with plasma and then bomb your friends with this launcher/heavy explosive".

It could be possible though to make a data block. Like, enemies carry the original version of the gun. Kill enemy, get their gun. Take it to a Reverse Engineering workshop, they'll turn it into a data block or whatever. Take it into an Engineering workshop, they make a new useable version out of the gun for you. Probably need to mod the alien size and the gun size up though. So you know, you wouldn't just grab the guns dropped by the enemy. Or well, you COULD do that but there'd be an ammo issue, so it'd be worth it to take the gun to Reverse Engineering anyway. Hmm.

But anyway.

It's not impossible to do the mod, not like you have imagined it but pretty close.

624
DF Dwarf Mode Discussion / Re: Ultimate Segregation Fort
« on: July 07, 2011, 03:56:19 pm »
You could add another trait to separate dwarves further.
Artifact-creators. They are people touched by the gods themselves, they deserve the highest of luxury for the rest of their lives, after successfully finishing an artifact they will never again work for the rest of their life.

625
DF Dwarf Mode Discussion / Re: can't make rock pots
« on: July 06, 2011, 12:14:00 am »
I'm pretty sure raw mineral creatures would be pretty easy to defeat with proper weapons. Stuff made from weapon-grade metals tends to chop things up good.

Although it does raise a question to a past experience of mine: A horn silver humanoid that steel weapons glanced right off without fail. Maybe my dorfs weren't strong enough? Or maybe horn silver has better resistance tags than normal silver?

But yeah, platinum fists would hurt like hell if they connect.

626
DF General Discussion / Re: Strange Embarks...
« on: July 05, 2011, 04:10:26 am »
There's only ONE embark that I still pine for and have tried to find in new worlds that I've generated, to no avail.

The spot was 3x3 probably, descending towards a major river that ran from one end of the right side of the map to the other along a smaller river. However, what made this spot so memorable was that the major river had a waterfall which froze during the winter, but the lower part of the major river did not freeze. This resulted in a huge block of ice forming every winter and when Spring came, the whole thing melted and flashflooded the bottom of the map.

Most of the first year went as I had to build a big dam to contain all the water that flushed down and make it go out of the map. In the end that spot became an overground city with little houses of obsidian for everyone and the yearly flood was always exciting to watch. What with there being a bridge over the dam without rails, so it was always fun to see whether or not someone would be washed off and into the water. No one ever had that fate though.

627
DF General Discussion / Re: Finnish LP question
« on: July 05, 2011, 03:38:11 am »
It's a known fact that a lot of Finnish words, when translated from English, sound really stupid one way or another.
It's also a factor that a lot of people online know English already so it's easier to use the English words for some actions and just throw a Finnish twist, like with "hai laitata" to 'em.

628
DF Dwarf Mode Discussion / Re: Single Material Artifacts and Ice
« on: July 05, 2011, 01:14:50 am »
I have a flash-flood based 12-something Z-levels deep death-drop pit at my fort entrance tunnel. It uses the lake above to load itself. My lake freezes at the end of autumn.

Let's hope I never will need to use it twice before Spring, what with the reserves only having enough water for one effective use.

629
DF Dwarf Mode Discussion / Re: can't make rock pots
« on: July 05, 2011, 01:12:45 am »
It's relatively easy to mod in creatures made of rock. If I remember right, it's just a matter of copying whatever you want to make a rock-animal version of, replacing normal tissue tag mentions with rock-tissue ones and just mess around with the description of the creature. If you bother. That description step isn't necessary so eh.

Rock is pretty decent, but against armed enemies(besides elves what with their wooden weapons) they tend to get shattered and chopped apart.

630
DF Dwarf Mode Discussion / Re: Rant on FPS and stuff
« on: July 05, 2011, 12:50:39 am »
Nanofort utility can be really useful. 1x1 embark may not have a lot of space(and dear god is it easy for enemies to show up right on your god damn front door) but all that speed man.

Can't remember the exact details, but embarked on a small spot with that utility, by the time the fort had 200 dorfs my FPS was still well over 50. Made the whole fort basically an underground tower with stairs leading from one level to another(no up/down stairs due to people saying they screw with FPS) but hey, whatever, I had god damn decent FPS for a fort that size.

Pretty sure it was a flat embark too, maybe with some generic forest around. Temp was on too because I love my magma-accidents.

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