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Topics - zwei

Pages: 1 [2] 3 4 5
16
DF General Discussion / Sometimes, bugs are awesome!
« on: September 17, 2011, 04:15:19 pm »
So, after putting some gobling to shared cage and releasing them (naked, in room full of armed soldiers), they became butcherable and were butchered without me knowing. No modding was invovled.

This happened season later:

1) Uhuh, lets check leather stockpile - what, a gobling leather?
2) Hmm, were they butchered? Lets check fat stockpile... yep, they were butchered.
3) Damn, and they were apparently cooked.
4) No more gobling fat roasts!
5) I have an idea ... yes, lets forbid usage of all other fats
6) And make crapload of lye
7) And set soapmakers shop on repeat
8) And watch
9) Behold, goblin soap!
10) Ethics? What ethics?

Spoiler (click to show/hide)

17
DF Suggestions / Pumping control
« on: August 24, 2011, 03:09:51 am »
Right now, it is fairly hard to controll rate of pumping flow, you have to make small dams and reservoirs or else it runs amok.

It would be nice if pumps acted like normal workshops with queued actions, so that you can queue as many pumping actions as you want or set one to repeat.

18
DF Suggestions / Remove Decoration
« on: August 21, 2011, 11:02:33 am »
I think it would be usefull to be able to remove decorations from items:

1) I would want to be able to remove heraldic symbols from acquired armor and clothing.

2) Also, ability to remove wooden decoration from stuff I would like to trade to elves.

3) Removing low-quality decorations in order to free item for applying decorations made of more expensive material and/or by more skilled worker.

4) Removing decorations from weapons/armor - IIRC, they mess with item evaluation making dwarves choose well decorated iron sword over steel of same quality level if iron sword ends up being more expensive than steel.

I hope "R"emove Decoration flag would join ranks of "M"elt item decoration and hypothetical "D"ecorate item designations.

19
DF General Discussion / Is inevitable catsplosion thing of the past?
« on: June 27, 2011, 07:04:52 am »
It occured to me that in past 5 forts I ran, I never had any cat trouble.

In previous versions, you would evetunally end up with breeding pair of cats (or any other domestic animal) by just being lucky with migrant pets.

But now migrants can arrive with much more different types of domestic animals so changes of getting breeding cat pair randomly are much slimmer.

20
DF General Discussion / Damn steel cockoaches!
« on: May 29, 2011, 01:19:41 pm »
So, I had FB visit:



So far, my military of 90 has been engaging it for three months, loosing men very slowly (5 soldiers) and getting nowhere! Steel weapons and whatnot. Damn resilient bug!

Considering that fort defeated some fifty megabeasts so far, this is surprsing. I had FBs that melted when touched. I had FBs that melted YOU when touched. I had flying BFs with dust that instantly killed, i had FBs with slow acting poison that spread and instagibbed nearly whole population months later, but this ... THIS. This sounds like my poor dwarves are being slowly defeated and there is nothing that can be done.

Well, now Roc has came. My whole military is still in caverns, civilians are armed and ready to fend of surface attack...

Damn steel cockoaches!

21
DF Suggestions / Two military screen suggestions
« on: May 18, 2011, 03:41:42 am »
1) Squad assigment screen

Dwarves should be color-coded based on their assigment:
* current grey - no military assigment
* dark green - in squad, inactive
* light green - in squad, active
* dark/light yellow - captain of squad
* dark/light blue - in fortress guard squad

2) Equipment screen

Display item that was picked up and is corresponding to given slot instead of message that item was chosen.

instead of "v Metal Armor"

"v Metal Armor - * Dog Leather Armor * [pickup queued]"

and when dwarf actually picked it up and started wearing it,

"v Metal Armor - * Dog Leather Armor *"

22
DF Suggestions / Put skills/labors to raws.
« on: May 09, 2011, 02:59:12 am »
Gathered from my idea scattered over several threas: Basically, Skills should be possible to be added/removed by changing raws.

Why?

Ability to add new weapon skills (Say, if you mod in Quaterstaff, you might want to also add aproriate skill)
Ability to add new industries (if you add Clockmaker's workshop with apropriate reactions, you might also want to add apropriate labor and skill with "clockmaker" title.)
Ability to consilidate/remove or split skills. (i.e. split masonry and stone construction labors)

example:

[SKILL:CLOCKMAKER]
[NAME:Clockmaker:Clockmakers]
[LABOR]
[SKILL_GROUP:CRAFTER]
[SKILL_FAMILY:CIVILIAN]
[ATTRIBUTE:ANALYTICAL_ABILITY]
[ATTRIBUTE:PATIENCE]
[ATTRIBUTE:FOCUS]
[ATTRIBUTE:KINESTHETIC_SENSE]
[ATTRIBUTE:SPARTIAL_SENSE]

[SKILL:QUATERSTAFF_USER]
[NAME:Quaterstaffman:Quaterstaffmen:Quaterstaffmaster:Quaterstaffmasters]
[SKILL_FAMILY:MILITARY]
[COLOR:1:2:0]

[SKILL:LIAR]
[NAME:Liar:Liars]
[SKILL_FAMILY:SOCIAL]
[SKILL_GROUP:BROKER]
[ENABLING_TRAIT:STRAIGHTFORWARDNESS:0:40]
[ATTRIBUTE:ANALYTICAL_ABILITY] etc...

Also, while we are at it, ability to reorganize, recolor and relabel skill families:

[SKILL_GROUP:CRAFTER]
[Name:Crafter:Crafters]
[COLOR:1:2:0]

Most skills/labors would require extra tags to allow functionality that would allow creature with enabled labor to do some jobs that are not reactions:

[ACCEPT_JOB:BUILDER:WOOD][GRANTS_NO_EXPERIENCE]
[ACCEPT_JOB:GATHERER:WEB_COLLECTION]
[ACCEPT_JOB:HUNT_ANIMALS]
[ACCEPT_JOB:SMOOTH_STONE]
[ACCEPT_JOB:DIAGNOSE_PATIENT]
[ACCEPT_JOB:MELT_METAL_OBJECT]
[ACCEPT_JOB:HAUL:ALL][GRANTS_NO_EXPERIENCE]
etc...

Also, they shoud come with uniform declaration, i.e.

[UNIFORM:Miner]
[ITEM:REQUIRED:ITEM_WEAPON_PICK]
[ITEM:OPTIONAL:ITEM_HELM_CAP]

(player would have access to "Miner uniform" in military screen wich can be customized - pickaxe would not be removable option but customizable to change desired material, but player could remove cap or add leather cloak if he wished.)

This would, of course, greatly benefit from rawing all workshops and reactions.

23
DF Suggestions / End-game and happiness
« on: April 10, 2011, 01:15:40 pm »
While tantrum spirals are awesome, they are also unrealistic. Instead of fort denizens to be happy that they survived life threatening situation, they go all emo, depressed and tantruming instead of just being happy that that gigantic three eyed duck twisted to humanoid shape did not kill them all.

I hereby suggest following thoughts:

 * Survived encounter with $megabeast.
 * Survived battle with $megabeast.

- civilian and military dwarves shall get this when megabeast is slain and got into combat situation with it. Should be enough to get from miserable to extatic, but not last long time. Civilian version (encounter) last a bit longer. Much more effective for adventurous dwarves.

 * Is happy that fortress repelled $megabeast attack.
 * Is glad that siege was broken.
 * Is satisfied that ambush was repelled.
 * Is satisfied that thief was taken care of.

- mild mood boost for everyone else in fort that lasts a bit longer, a bit weaker for ambush and very weak for thieves. Dwarves with high anxienty will get lower effect or even none.

 * Is outraged that child was kidnapped.
 * Is annoyed that item was stolen.

- penalties for failing basic protection.

 * Is glad that fortress is prospering.

- positive thought for high volume trade, enhanced if dwarves favorite things were imported (Is glad that fort secured some Mahogany and Socks).

---

Thoughts are not suposed to be too global - dwarves with unsuitable personality traits should not gain them or be too affected, for example, dwarf that is not interested in wealth will not care about good trades...

24
DF Gameplay Questions / Best Uniform?
« on: January 06, 2011, 07:46:44 am »
What is best setup for uniform in terms of protection? While default "Metal Armor" works just fine, It seems that there is better alternative that takes advantage of layering and other fancy stuff but wiki is silent and forum search not helpfull.

25
DF Suggestions / Put animal caps into init.txt
« on: December 14, 2010, 07:19:42 am »
Currently, animals have an invisible "cap" on population of each species which, when reached, will prevent further animal pregnancies and births.

With several new domestic animals, players might want to limit their numbers more closely as they could easily outgrow dwarven population several times over.

example:

[POPULATION_CAP:CAT:200]
[POPULATION_CAP:DOG:100]
[POPULATION_CAP:SHEEP:5]

27
DF General Discussion / Blueprints
« on: November 16, 2010, 09:28:41 am »
Not use if there is thread for this already, but it is strange that no-one has set up one already.

It seems like quite a few people design forts in image editors (it is fun when you can copy-paste some parts and even rotate them :) )

One of bonus of this is that you can paint even on android phones...

Lets share them, to get things started here is my latest (still rough and unifnished) creation:

Spoiler (click to show/hide)

28
DF Dwarf Mode Discussion / Crossbowmaking (aka, It Just Bugs Me...)
« on: November 02, 2010, 09:59:59 am »
Allright ... am i missing something there or is it trully useless?

Lets see: to get few masterpiece crossbows, you essentially waste 600 units of wood/bones - unless you are lucky with skilled immigrant or mood (lucky ... eh). Wood and bones better of used elsewhere - as training bolts at very least.

On the other hand, metal crossbows made by weaponsmith is going to be more usefull (melee properties) and weaponsmith is more desirable to train as he has actually other uses than making crossbows: masterwork melee weapons, trap components, bolts. One can always just make bolts as a training excercise and weapons with low quality can be recycled for bars...

---

While we are at it, whats up with Stonecrafting - only products are trade goods, but if you want to use stones, Mechanisms are much better being 30 dwarfbucks base value and trained mechanic is usefull beyond generating wealth...

29
DF Dwarf Mode Discussion / You most awesome near-fun recovery?
« on: October 29, 2010, 01:05:24 pm »
So, I have this story:

RougnessMeeting (est. 549) was thriving fortress. In 8 years, headcount reached 80, 30 of which were trained soldiers. Most labour was centered around masonry to build tripple wall (water moat + magma moat. 10 levels tall. just because we can.) and producing equipment for always growing military.

Basic necesities like beds were harsly ignored and postponed until more important constructions were done. Only luxury in dwarven life were strawberry roasts. Dining hall was just one table and chair under small roof, communal bedroom was just one bed. Dwarves had only confort of each other and friendhips grew intense. Many babies were born, many couples emerged.

The grand tantrum spiral started unoticed: Sworddwarf was kicked in head by horse. He was dragged to bed-tunnel to heal, but he died and rotted there. His wife suffered miscariage during horse-hunt and started fist fight. With sword in her hands, killing two dwarves.

Still, this was business as usual in RougnessMeeting. Except, this time, it continued. Dwarves started tantruming, two or three at a time, resulting in casualties when someone brought weapon to fistfight.

Still, if military was killed, peasant was drafted to replace him, if worker was killed, labor was enabled on peasant. Each month saw one or two deaths, but migrants were comming. Huddling together in dining-room shack and getting to know each other before being dwafted to army or to workforce.

For two years, fort was in starte of permanent tantrum. Rotting corpses friends were piling. And then, people started to really snap. First berserker was caught early and filled with bolts, only killing one bonecarver. Melancholy, Raving madness. seven just lost their mind withing minutes of each other, five berserks (two armed with axes and armoured in bronze) quickly reduced livestock in dining shack to nothing along with few children, babies and fellow dwarves.

Placing artifact bone weapon rack in dining shack did little to improve mental state of dwarves. If anything, inscriptions were motivating them to be even more gloomy and great dining hall was also great insult and everyone was too busy being angry to cook and brew.

Still, hunrgy and thirsty peasants were still drafted and given weapons to replace losses. But this time, they were drafted to police force. Goal was to simply end endless tantrums and administer fatal beatings to troublemakers.

That ended up being spectacual failure as two groups of iron-n-bronze armed dwarves met and hacked at each other, one side administering justice, other being angered by executed friends and comminting more crimes with axes and swords.

Eventually, fort came down to twenty so-so functioning adults, each red with anger (Tantrumists won).

Everyone had death wish, and they were going to get it: They all joined military, were issued dwarf-blood covered weapons and given order to redeem themselves. First target was spring elven caravan. It went down without much trouble, only two dwarves ended up dead. Seccond target was summer human caravan.

Humans were well armed and prepared, possibly because tantrumind dwarves destroyed depot during trade session year earlier. They still went down quickly, even if they managed to inflict heavy losses. But one human, lasher of legendary skill refused to fall. He hunted down dwarves and dogs and killed them all one by one. Only the wery last dwarf inflicted mortal wound.

Here we are, down to one dwarf and three children.

One calmed down happy dwarf who dined in legendary dining room, took joy in slaughter and enjoyed trully decadent meal. And then one page of meeting new friends, talking to them and seeing them decay (in no particular order)

Alright, you can all imagine what this is like: One dwarf rebuilding, welcoming migrant wave and fortress continuing with blank slate (except lots of rotten corpses and angry elves & humans).

This is not what happened. He died because he still had death wish and attacked dwarves caravan, decked in finest gear he could scavenge - artifact bone axe, artifact leather skirt and artifact bone gauntlet.

He was well relaxed when he died trying to behead liaison. Caravan quickly left and did not bother looking for anyone else.

Where we are. Three chilren. All adults dead. Landscape of unfinished grand construction, destoryed workshops and scattered goods and items. Trade deport full of food, drinks and elven & human corpses.

Children survived, being unable to do anything else than having tea parties in dining shack, they waited patiently for last adult to come back.

Long time, they lived on whatver they could scavenge. Unable to trade, they saw caravans come and go. They watched as most of edible food rotted. Noone came to take care of them.

Then, one of them decided to grow up.

Here we are, one young adult and two children. He became mayor of emptied construction site and soon after he presented himself to suprised dwarven liaison, migrants came.

So, this was how fort survived five year tantrum tornado with not not ten, not one, but zero dwarves.

20 pages of dead: Adults, Children, Dwarves that were there since day one and migrants who died during their first day.

Maybe it is finally time to build decent dining hall. And make first coffin. And then four hundred more.

It is about time to start burying people properly.

---

So, what is YOUR most inspiring near-fun story?

30
DF General Discussion / Artifact: Drenchedmaze
« on: September 19, 2010, 08:08:05 am »
Let picture speak for itself:



I wonder what drenched maze was so tight and narrow...

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