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Messages - Sphalerite

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286
Were-creatures aren't defined in the raws.  They're procedurally generated and encrypted in the game save file itself.  So no, you can't mod them.  (Actually, you technically can, but it's really tricky to do and has a high chance of permanently corrupting your save).

287
DF Dwarf Mode Discussion / Re: Tips for battling a forgotten beast
« on: April 30, 2012, 10:04:21 am »
It's a blob made of mud.  A single solid hit will kill it.

The only tricky bit will be the webbing, since forgotten beasts with webs now work.  Your soldiers might be unable to reach it, being constantly stuck on webbing.

If you do decide to fight it, I recommend doing so on the staircase, so your soldiers can get into hand-to-hand combat range with it.

If you decide to wall up your stairs, it won't go away.  Once a forgotten beast enters your map, it never leaves.  It'll hang around until killed.

288
DF Gameplay Questions / Re: Funerary Concerns...
« on: April 30, 2012, 10:00:37 am »
My own observations do not agree with this.  I have a fortress which has been over the population cap for over a year.  Population cap is at 50, actual population is in the upper 70's.  A dwarf just gave birth.  She isn't a new migrant to the fortress, either, but a mother who has been giving birth yearly for as long as she has been in the fortress.

Important information to include then, would be what the child caps are set to. I've seen that happen when running with the default child caps, but not when using custom values. I've also seen (31.x era) migrants show up even after population had exceeded the cap.

I haven't touched the child cap, it's still at the default setting.  I also haven't had any migrants show up in a few years.

I have heard claim that there is also a hard-coded limit of 12 children per any couple.  I haven't seen this documented or tested, but it could explain why a couple would stop producing children even if the cap is not exceeded.

289
I am still not sure what you are claiming is happening.  When you designate unrevealed tiles to be mined, they get revealed?

Also, it isn't a 'client'.  DF isn't a client-server type game, it's completely stand-alone.

290
DF Gameplay Questions / Re: Funerary Concerns...
« on: April 30, 2012, 09:06:00 am »
Population Cap works as a "soft" limit; when that number is reached, no further pregnancies or migrants will be triggered, however already-pregnant dwarves will still carry to term, causing total population to go above whatever the cap is set to.

My own observations do not agree with this.  I have a fortress which has been over the population cap for over a year.  Population cap is at 50, actual population is in the upper 70's.  A dwarf just gave birth.  She isn't a new migrant to the fortress, either, but a mother who has been giving birth yearly for as long as she has been in the fortress.

291
DF Dwarf Mode Discussion / Re: water flow question
« on: April 30, 2012, 07:42:40 am »
If that image is a side view rather than a top view, the water will not leak through.

292
DF Gameplay Questions / Re: Problem with archer dwarf
« on: April 30, 2012, 07:31:53 am »
You should not ever have the hunting labor enabled on a dwarf who is also in the military.  Hunting (and woodcutting and mining) have their own hidden uniform which conflicts with the military uniform.

293
DF Dwarf Mode Discussion / Re: Tips for unholy fogs or any evil fogs
« on: April 29, 2012, 08:55:36 pm »
If you don't want your dwarves to die from the evil fog, don't embark in an evil biome.

294
DF Gameplay Questions / Re: Marksdwarves and fortifications
« on: April 29, 2012, 08:54:33 pm »
Don't let them stand anywhere but right behind the fortifications.  If you have a line of fortifications, use channels or walls to make sure the only valid spot to stand is right behind them.

295
Alpha Laboratories Experimental Report:
On an investigation into the potential for goblinoid flight

Purpose:

The fortress of Brightwater is defended by a low curtain wall which encloses a region of the coastline, ensuring that access by foot is only possible through one well-defended, narrow entrance.  This has so far presented a secure defense against any creature not capable of flight or entry by sea.

Creatures capable of flight (including giant wrens and thrips) and of swimming (including crabs) have demonstrated the ability to bypass the fortress walls and enter the secured area.  So far, these creatures have not presented a significant threat.

Our fortress defenses hold secure against goblins due to the fact that no goblin has yet demonstrated either the power of flight or amphibious abilities.  Should the goblins develop these abilities, the primary defenses of the fortress would be compromised.

This experiment is intended to evaluate captive goblins in order to determine if they show any indication of developing precursor abilities required for flight.  It is theorized that true flight abilities would be preceded by the development of gliding membranes, feathers, organic parachutes, webbed fingers, or similar adaptions for surviving longer falls.  These would be experimentally detectable as goblins with these pre-adaptions would fall more slowly than goblins without them.

Methods:

A number of goblins not required for other experimental purposes were stripped of all gear and placed in an experimental chamber, as shown:

Spoiler (click to show/hide)

The goblins were transported to a release chamber via cages.  A remote lever was used to open all the goblin cages simultaneously.  The goblins were then encouraged to move onto a retracing bridge located over a naturally occurring chasm.

The height of the chasm was chosen to give a time of fall sufficient for any gliding ability to be easily detectable.

After the goblins had all moved onto the experimental platform, the platform was retracted to release all the goblins simultaneously into the test chamber.

Results:

The goblins were all released simultaneously.  The initial lateral spread of the subjects was within expected ranges.

Spoiler (click to show/hide)

Because of the random motion imparted by the retracting bridge, the goblins did not all begin to fall at the same moment.  Some of them began falling before others, resulting in a vertical spread among the falling subjects.

Spoiler (click to show/hide)

Rather than evaluating the time of impact of each goblin, the overall three dimensional pattern of all the subjects was carefully observed.  Any goblin which fell slower than the others would have moved out of place relative to the other goblins.  This was not observed.  Instead, the relative position of all goblins was maintained as the group fell, up until the point where they impacted the rocks at the base of the experimental chamber.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Some body fragments were thrown out on random paths after the initial impact.  These were not observed carefully, as we are not at this time concerned that goblins might develop body parts which are only capable of flight after being severed.

Spoiler (click to show/hide)

Conclusion:

None of the subjects yet tested has shown any indications of any ability to control or reduce their rate of fall, or control their path when falling.  This suggests that the goblin race is not likely to develop the power of flight in the near future.  It is however recommended that this experiment be repeated periodically.

Further experiments into the aquatic abilities of goblins are forthcoming.

296
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: April 29, 2012, 07:32:30 pm »
Yes, they will now, provided new clothing is available.

297
Don't worry, you're getting to train other things too.  Cilob only reserves the giant sparrows for himself.

298
DF Dwarf Mode Discussion / Re: I got a female and a male dragon
« on: April 29, 2012, 07:06:49 pm »
If they were on your site when you embarked, they will be immune to cage traps.

299
Or does planting on dry soil just make slower growth?

Planting on dry soil works just as well as planting on muddied soil.  Irrigation is only required if you're farming on rock.

300
Animal encounters I

The dwarf Higginbottom III, sworn enemy of the surface-dwellers, was performing an unpleasant but necessary labor, that technically counted as an action against the hated surface-dwellers.  He was removing a cage from a cage trap, so the trap could be reloaded with a new cage, and the animal in the cage could be processed.  It was unpleasant because it required him to go out on the surface for a reason other than to kill something.  It counted as an act against the surface-dwellers, because the rhinoceros in the cage he was carrying would soon be processed into bone and hide for crossbows, bolts, and armor.

As Higginbottom III carried the remarkably heavy rhinoceros cage back down the entrance road (lifting with his knees, not with his back) there was a rustling in the disgusting surface plants off the side of the road. Some vast scaly was rooting through the underbrush, a slimy worm-like tongue probing for food.

Higginbottom III dropped the cage, and pulled out his flail.  Now would be his chance to kill a surface-dwelling monster!

Spoiler (click to show/hide)

The creature ambled onto the road in front of him, sniffing at the conglomrate flagstones.  It paused, as it finally saw Higginbottom III.  They faced off across the skeleton of a long-dead kobold, long since smashed flat and ground into the road by wagon wheels.

Spoiler (click to show/hide)

Higginbottom III raised his flail and charged, screaming.  The towering scaly monster, four times his mass, with claws capable of tearing open the nests of giant termites, responded to the challenge by immediately rolling into a ball.

Higginbottom III continued his charge, flail raised to tear the scales from the monster.

Sensing that its attempt to hide wasn't working, the pangolin uncurled, and then immediately turned and ran.

Spoiler (click to show/hide)

Terrified, the creature veered left, trying to reach the relative cover of a group of nearby trees.  It didn't make it.  As soon as it left the road, it stepped onto another cage trap, instantly becoming trapped in another cage.

"Dammit!  That's cheating!  Come out and fight me!"  Higginbottom III whacked his flail against the side of the cage, uselessly.



Erush was glad to be back working full-time at his shop.  The elf-made cloth was inferior to what the dwarves or even humans would bring, and he was really missing working with silk.  If only the last year's caravan hadn't been scared off!  Still, even with inferior cloth, he was still enough of a genius to make masterful clothing.

Spoiler (click to show/hide)

He just wished he could do something about the color.

That ObeseHelmet guy was really keen to get some of the elf-cloth.  Kind of creepy, actually.



"Cilob?  What the heck are you doing up there?"

Spoiler (click to show/hide)

"Training a giant sparrow, of course.  Oh, when you get a chance, ask Phenix to build me a ramp so I can get down?"



Cain checked the child's forehead again.  Still unconscious, still fighting to recover from the terrible injuries she'd suffered.  He'd removed her bandages to clean her healing wounds twice so far.  He'd keep doing this as long as it took.

Spoiler (click to show/hide)



"So, it's a mug, made of salt?"

Spoiler (click to show/hide)

"Yep!"

"Datan, that's the most useless thing I've heard of.  Nobody can drink from a salt mug.  Why did you make such a pointless thing?"

"Cause it was funny!"



Animal Encounters II

"Invasion!  The fortress is under attack!"

Spoiler (click to show/hide)

Cilob called down from the fortress wall where he'd managed to strand himself again.

"Call the militia to drive them away!"

Va'al, Phones, and Jacen the Soap Crusader came charging out of the fortress gates.  From the yelling, they were expecting goblins, or maybe unusually bold kobolds.  The for that faced them was not quite so dangerous.

Spoiler (click to show/hide)

"What, those things?  Are you mad?  They're harmless."

"They're useless, is what they are"  Cilob replied,  "Can't eat them, can't use them for war, they breed like mad.  I don't want to bother taming them, and I don't want them using up cages that could be holding more valuable creatures.  Just drive them away from the cage traps."

The soldiers shrugged and went to work.  The cavies screamed and scattered.  Va'al caught up with the herd first, and set about slashing the creatures apart with disturbing enthusiasm.

Spoiler (click to show/hide)

Phones followed behind, more to watch out if anything more dangerous appeared.  He turned, looking around.  Where the heck was Jacen?

Spoiler (click to show/hide)

Far to the south, Jacen had found a more worthy opponent.  A giant carnivorous lizard, large enough to swallow a dwarf with a single bite.  It was just barely managing to stay ahead of him - and was starting to consider just turning around and fighting back instead.

"That thing will tear him apart.  Come on, Va'al, we'd better help him out."

By this time, Jacen had chased the creature around in a circle, and was heading back towards the fortress entrance.  Phones approached the creature from the front, while Va'al circled around to back Jacen up.

Spoiler (click to show/hide)

The Giant Monitor Lizard had been just about to turn and attack the annoying little creature chasing it, but the arrival of another shifted the odds.  It resumed running, only to spot a third in its path.  It tried to run past the metal-clad dwarf.  This was a mistake.

Spoiler (click to show/hide)

Behind them, the scattered cavies cautiously gathered back together, trying to reform their herd.  Unfortunately for them, they gathered on the cage traps at the fortress entrance, many of them being captured.

Up on the ramparts, Cilob shook his head.  "Useless creatures.  Let someone else train them, I have a giant pangolin to tame."

Spoiler (click to show/hide)

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