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Topics - Argonnek

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16
Life Advice / Ridiculous Computer Slowness. (solved)
« on: November 25, 2012, 11:25:03 am »
Ridiculous meaning "it took me five minutes to get to this subforum from DF Fortress Discussion and ten more to get this message typed through all the lag." I know it's not a browser issue because I've tried closing Firefox, but to no avail. EVERYTHING moves slowly, and the "busy" light on the laptop is solid white instead of flickering. I've checked the task manager, but it claims that the CPU has only about 1-5% use, as if the thing that's slowing everything down isn't using any part of the processor. Memory isn't an issue either, since it hovers around 35% regardless of lag. So... Help?

Spoiler: Computer Info (click to show/hide)
Let me know if you need more info.

17
DF Adventure Mode Discussion / Too Full?
« on: November 11, 2012, 06:42:34 pm »
Over the last few adventurers (they have a rather high turnover rate) I have come to hate the message "You are too full." I will often go large amounts of time without convenient access to water or food, so when I finally get to a village or kill a lion or something I try to sate my poor starving bastard's hunger and thirst only to find that I can only consume three things at one time before I can eat or drink again, even if I need four or more to get rid of the irritating messages at the bottom of the screen. Please tell me this is just a bug waiting to be resolved.

18
Life Advice / CD drive stopped working.
« on: October 10, 2012, 01:42:09 am »
My laptop's built-in CD drive has stopped working after years of good functionality. Every time I put a disk in I can hear it start to spin (and, I assume, read) the disk, but then it stops and makes a sad whirring sound. I have tried rebooting, dusting, and driver-updating, but to no avail. I'm running Windows 7 64bit, if it's relevant.

19
DF Suggestions / Worldgen Slavery Refinement
« on: June 22, 2012, 11:49:39 pm »
First off, this is not the place to discuss slavery in Fortress mode. That has been discussed to death. If you want to talk about it, do it elsewhere.

Okay, as we all know humans have the tag [ETHIC:SLAVERY:ACCEPTABLE] and will take slaves during worldgen which can later be discovered in Adventure mode. However, I find that these slaves are being poorly handled since adventurers are able to just walk up to one and hire them with no repercussions or difficulty. I believe that this can be refined in a few ways:

1. Ownership.
Currently, "slave" is just a job title that members of other entities might get if their civ is conquered by the humans. They have no owners, they just stand around with everybody else. I assume that they are just owned by the entity instead of individuals. In the short term, I suggest that it becomes illegal/impossible to just walk up and hire them. In the longer term though, it should be possible for both adventurers and worldgen figures to buy or liberate (or buy and then free) enslaved people from their owners. If the entity owns the slave in question, then they should be purchased from a local representative, registered dealer, or the lord/lawgiver/etc. who would likely have a standard price based on age, physique, whatever. If it is a transaction between individuals, then other factors may come into play: attitude towards eachother, relationship between slave and owner/buyer, and other things that can raise and drop the price.

2. Appropriate Legends Info.
Different entries in Legends mode entries based on who owns them, what they are put through, who enslaved them, who liberated them (if applicable).
"In 324, Cacame was enslaved by the human Ozi Slaveowner"
"In 324, Cacame was forced to become a farmer in Wallthunders."
"In 953, Cacame was liberated by the elf Lari Arrowspotted during the raid on Wallthunders during the Aggrieved Conflicts."
And so forth.

3. Escape/Revolt/Suicide
Being a slave sucks. No person wants to be a slave. As such, escape attempts should be made by the slaves. If they are treated well, then fewer attempts are made, and if they are poorly treated more attempts will be made. Get enough angry slaves in an area, and they just might band together to create a revolt against their abusive masters. But escape and revolt aren't the only ways out. Depending on their treatment, their beliefs, and their personality traits, some (though it should be a fairly small number) may prefer to just end it all instead of running or working.

4. Treatment.
As stated above, different masters will treat their slaves differently. I define treatment as housing and food quality, as well as work hours, types of punishments used for misbehavior, what is/is not considered misbehavior, and kind of work engaged in (slaves used as "target practice" aren't well treated). This may be based on history (a slave owner's family was slaughtered by goblins, he then abuses any goblin slaves), personality (they just love that elven grace), religious beliefs (may involve imposter deities and their antics), or other factors.

5. Differing Opinions Within an Entity.
Naturally this is a pretty long-term goal, but worldgen figures should have different ideas about how slaves should be treated. This sets the stage for internal conflict, neighbor vs. neighbor, and possibly the use of the military to put a stop to the abuse/coddling of slaves in a town. A false deity may love slavery, while a local lord disagrees. This sets the stage for a lot of interesting (and very entertaining) strife to happen during worldgen and generally enliven history a bit.

6. Variable Labors.
Not all people are made for physical labor. Some races would simply not know how to do a lot of things. Kobolds, for example, don't have the ability to farm and wouldn't be much use in that job. However, they are able to carve bones, hunt, and trap animals. A Kobold slave would be better adapted to working in a sweatshop carving bones from the butchers into crafts for their masters to sell. This should be reflected during worldgen by having them placed in professions that they would have in their own civ, since it would most likely be too much of a hassle to try and train an elf to chop trees.

7. Markings/Maiming/Restraint.
How would one tell, when walking through a human town, who is the slave and who isn't? Why, slaves would be marked, of course! The marking would have to be visible without the removal of clothing, so slaves in colder climes would likely have markings on their clothing or on their face or in some other position of prominence to avoid allowing them to slink away in a crowd. But that's not all, if a slave is especially willing to run - and particularly if their job does not require a lot of moving around - the owner may opt to have them crippled or heavily restrained to prevent future escape attempts. This ties back to how the owner feels about the slave(s). A cruel taskmaster may just hobble a slave at the drop of a hat, whereas a kind (relatively speaking) master would just chain them to their workstation until the end of the workday.

8. Different Sources of Slaves.
As it stands, slaves are only gained through warfare. While there is certainly historical precedent for this, it's not the only option. Goblins will kidnap and imprison children from all over, so I think that the humans should be able to buy theirs citizens back and even purchase other people from the goblin empires for use as slaves. Other human empires with more wars under their belt may have an excess of slaves and would be willing to sell some to any interested surrounding kingdoms. A slave trade would also allow for slave caravans traveling between towns/empires once caravans actually travel across the worldmap. Another option would, naturally, be people born into slavery. Whether they were pregnant at the time of enslavement, started a relationship afterward, or forced into breeding to sell the children (horrible, but it's what happens, unfortunately), born-into-it slaves can end up supporting a kingdom's whole supply in the absence of war.

Once again, I'm not discussing slavery in Fortress mode. I would just like to see a few of these things occur during worldgen to help add character to my worlds and, later, to my adventures.

Edit: expanded #8.

20
Life Advice / Messing with browser settings.
« on: June 15, 2012, 01:07:29 pm »
So I'm trying to get youtube videos to load properly, since they only buffer up to about 30-45 seconds and then stop. My connection to the internet usually can't buffer the video quickly while it's playing, leading to a lot of irritating stops. I believe that the fact that I'm using Firefox may be the issue, since using IE does not produce this result. I've looked through the standard options screen, but fooling around there had no discernible effect.

Are there settings in about:config that would help with this?

21
DF Dwarf Mode Discussion / So much iron...
« on: May 16, 2012, 05:12:30 pm »
So I embarked on an area that has multiple shallow and deep metals (as I am wont to do), and then realize that, hey ores don't drop based on skill anymore! Oh no! So after my dwarves mine out a few z-levels of staircase I come to a realization: There's a huge amount of magnetite here! Woot! They mine out some of it while carving bedrooms etc, and I end up with 91 stones. I smelt that relatively small amount and then see that I now have 364 iron bars! In other words, should I mine out and smelt all of the magnetite in this area, I would be able to pave the entire surface of my embark with iron bars. Multiple times!

Heh, the forum tried to eat this post (gateway timeout).

22
DF Adventure Mode Discussion / Strange...
« on: May 07, 2012, 10:59:48 pm »
I've been resting for several days inside of a lair to both heal and hopefully become hungry enough to butcher the night beast corpse that I share the space with. On the third day or so (can't see the sun) I noticed some leather that wasn't there before. It just sort of appeared out of nowhere. Now after every rest there is more and more leather on the ground.

23
Life Advice / Alcohol worries.
« on: April 18, 2012, 12:12:06 am »
I'm probably just overreacting, since this is the end of the semester and all of my classes are piling crap on me, but never before have I wanted to have a drink so badly.
Now, to clarify, I've never been serious about it. It's a family in-joke to say "I need a stiff drink" whenever life throws something stressful at us, but my desire to have a shot or two of whiskey is genuine and uncomfortably strong. In response to this, I've sworn off of alcohol for a week. My worry is that since I have been drinking too much lately and I've noticed an increase in my alcohol tolerance, I may be addicting myself to it. It's most likely just excessive worry over nothing, but I'm not sure.

Advice?

24
DF Dwarf Mode Discussion / Serves me right (I hate elves).
« on: April 14, 2012, 05:11:03 pm »
I lost a fort just now. The elves are the cause of its demise. 'Twas not they that did the killing, oh no. They just left a door open. A door that was the last line of defense against the five-squad goblin siege that would have otherwise been no threat. Because I trusted them enough to not slaughter them on sight. Because I attempted to show them mercy. Never again.

I hereby, with you all as my witnesses, will endeavor to annihilate all of elvenkind from this and all future worlds. There will be no survivors.

25
DF Suggestions / Item removal zone.
« on: April 10, 2012, 09:39:49 pm »
After carving out a hospital in some stone, I sighed and resigned myself to having it all hauled away. It is then that I thought to myself: "why isn't there a zone or other designation that moves all of this away?"

To be clear, I am suggesting that there be a zone that flags all items inside to be moved outside of the boundaries of said zone.
Like this:
..........     .ooooo.o.o
....oo.o.o     ,,,,,,,,,,
.ooo...... --> ,,,,,,,,,,
.....oo...     ,,,,,,,,,,
..........     .....oo...

Where:
. = floor
, = zone
o = stone or other object.

I figure that since constructions like workshops do this anyway, is wouldn't be too hard to put into a zone.

26
DF Dwarf Mode Discussion / A question about slabs and caravan guards.
« on: April 09, 2012, 02:02:36 pm »
During an ambush, one of the caravan guards that charged at the gobbos gave his life to help the caravan. I had him entombed with the rest of the honored dead (behind several feet of wall), but I notice that I can't engrave a slab for him. I can, however, engrave slabs for my own dwarves - of course - as well as the goblins the guard helped slay. Why can't I memorialize him? I'm stuck with his corpse anyway, and I don't see why not. Is this a bug?

27
DF Dwarf Mode Discussion / To reclaim, or not to reclaim?
« on: March 16, 2012, 12:27:08 am »
That is the question. Anyway, I have a fort that went from almost 100 dwarves to 0. I then reclaimed, and got up to about 13 dwarves, then back to 0. I'm wondering if the third time really will be the charm, because the fort is now ridden with at least 3 violent ghosts, several haunters, the food's all rotten, corpses are strewn all about, and I don't think 7 dwarves will really be able to bury them all in time.

28
DF Dwarf Mode Discussion / Werecreature defence strategies.
« on: March 15, 2012, 02:04:01 am »
I recently had all but one dwarf annihilated by a werecreature-induced tantrum spiral, and was wondering how to prevent future outbreaks. Specifically, one of my military dwarves turned with the full moon and was put down, but not without infecting someone else. Then that dwarf turned, but was put down before spreading the disease. Now with all but a handfull of soldiers dead, the unhappiness created berserkers, which created corpses, which caused tantrums, which made berserkers... Anyway, now that I have a lone dwarf who will soon inherit the fort (just as soon as the last berserker starves), and I need to know how to prevent this from ever happening again.

29
DF Suggestions / Crafting soft metals w/out fuel.
« on: March 11, 2012, 07:27:04 pm »
I was thinking about how to get some starting crafts, and considered making metal ones since I have an aquifer blocking the stone. I then noticed that I had run out of fuel for the forge. Well, I then remembered that copper is really soft and malleable. You don't really need a large fire to shape it.

So, I was thinking that you could optionally have your dwarves make crafts out of soft metals without fuel - maybe with another option in the forge window. This would naturally take a hell of a lot longer than if you had fuel, but would make is slightly easier to obtain metal crafts in low-fuel areas.

30
DF Dwarf Mode Discussion / A question about Dwarf Therapist.
« on: February 19, 2012, 09:57:11 pm »
Not about how to use it - that's a question for its main thread - but on why it's often said to make DF playable. What does it do that I'm missing? All I use it for is to get children to haul socks. Could someone help me out here?

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