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Topics - smirk

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DF Wiki Discussion / Wiki is being messed with
« on: January 18, 2023, 06:16:46 pm »
Looks like someone is messing with the wiki. Several pages are displaying a floating box with the text "I HATE N****RS" and several other pages have the goatse image edited in at the top. I haven't figured out how to block the float box with uBlock yet, but I'm not very good at html, so. Ya might want to freeze edits to the wiki for a minute.


Edit: goatse, not lemonparty, sorry. We must be accurate -___-  The pages for Malachite and Tetrahedrite have the floating box, and the page for Miner and Wheelbarrow have goatse. Haven't dug much further but I'm sure there's more

2
General Discussion / Mister Rogers
« on: March 16, 2013, 02:15:44 pm »
Just spreading the love around, for those of you who don't read Cracked:

http://www.cracked.com/blog/5-moments-that-prove-mr.-rogers-was-greatest-american/

The title isn't right, it should be "Human Being" instead of "American", but that doesn't matter. It's wonderful just the way it is. Let's make the most of this beautiful day!

3
Kobolds. Kobolds are a problem. The trap-avoiding little bastards aren't good for anything but disrupting work orders and cutting up yer guard animals. And cleaning up clutter around your entrance only exposes dwarves to danger. So I set about inventing a needlessly complicated machine to solve this (not too complicated, actually). It's also pretty good at getting rid of sieges and goblin thieves, as far as my limited testing has gone. First pictures, and then explanation:

Spoiler: z+1 (click to show/hide)
Spoiler: z (click to show/hide)
Spoiler: z-a deep pit (click to show/hide)

EDIT: standard tileset pictures:
Spoiler: magma reservoir (click to show/hide)
Spoiler: main passage (click to show/hide)
Spoiler: pit (click to show/hide)

The fort entrance is on level z; ramps to the north lead outside, fort is off to the right. Z+1 is where the magma goes. Oh yes; like all good traps, there is magma. "But Smirk, you fool," I hear you say, "There's holes in that floor! Any magma you put in that room will drain out like yesterday's Taco Bell dinner!" Good catch, Hypothetical Reader, but those holes are in fact blocked. By the doors below them on level z. What this means is that as long as those doors are closed, the magma stays where it is. But as soon as one is opened, by, say, a kobold trying to steal your precious socks, magma floods down like the unquenchable wrath of Armok.

 Basically, what this does is exploit the AI's tendency to get into yer fort by the shortest route possible. Kobold and Goblin thieves can do this through locked doors, so all you need do is (l)ock those doors so your dwarves and any trade caravans will take the longer route to the left. Since doors claimed by invaders technically stand open, I've added an easily reclaimable door on the south end of the passage just in case all three magma doors get invaded (although I've not seen any invaders make it past door 2 before being swept away so far). Also, the grates next to the doors are necessary so that magma doesn't slosh out diagonally and block pathing.

Clutter: Just to the right of the magma doors is a pit that invaders are pushed into by the flow (stairway explained later). You can make it as deep as you like. The bottom isn't shown here, but I've grated it off with drainage so that any un-melted items can be recovered later. That's where this machine's other function comes in: the magma makes this an automatic de-clutterer, burning away invader remains and clothing and leaving nothing but goblinite.

Sieges: Now, sieges are a slightly different creature: To start with, they don't path through locked doors, so you'll hafta unlock 'em yourself and keep your dwarves away. Easy with burrows. Also, sieges have a bad habit of grouping around their dead leader and standing there looking ugly. For that reason, I've made the pit very deep and put a stairway in the center of it. What this should do (I'm pretty sure) is wash the lead invader into the deep pit, causing the troops to try and follow the body down to the bottom via the stairwell - triggering the trap in the process. Of course, I haven't tested it yet, so no guarantees.

Design Problems: It's a bit complicated to set up and you need a renewable magma source. Also, need to build everything out of magma-safe materials. The pit wouldn't be necessary, except in early designs un-meltable weapons blocked the doors open and led to an unstoppable magmafall. To help with this I built three hatches over the hole in the magma chamber and linked 'em to a lever so that the magma can be shut off in event of emergencies. The biggest problem, though, will probably be with building destroyers during sieges. I've only had 1 siege using this thing (the same siege where I figured out I needed to solve the leader problem), and luckily the trolls were stupid enough to stand right on top of the grate they were trying to destroy, so that goblins passing by and opening the first magma door also splashed magma diagonally onto the trolls and did away with 'em quite nicely. But I can't be sure that's repeatable behavior without more testing.

Speaking of testing, I'm gonna go do some more of that. Thoughts?


EDIT: Better/less confusing pictures.

4
Right, so.

A while ago, this one guy Japa posted a thread wherein he began to make a beautiful looking tileset:
http://www.bay12games.com/forum/index.php?topic=40877.0

It never was finished, as far as I know. But I took a look at it, said to myself "that looks like fun!", grabbed a mechanical pencil and some printer paper, and set to work.

An interval ensued.

The story of that interval is long and convoluted and even involves a narrow escape from death at one point, but I'm too tired to tell it now. The upshot is that I've got this tileset that I'd like some feedback on. It's over on the DFFD. I'll warn ye right now that it's not so good to actually play with; the graphics look pretty bad when you're not zoomed in with 40d16's zoom feature, and that feature doesn't lend itself to playability at the moment.

Tileset was originally designed to be 8800x8800 (each tile 550x550), but got cut back to 2048x2048 (each tile 128x128) so that DF would start without immediately crashing. I'm running a GeForce 7900 GS on AMD Athlon 64 X2 Dual Core Processor 3800+, and the maximum size tileset I could load was 2831x2831 (at 2832x2832 the game told me to upgrade my GPU O_o ). Cutting it back to a power of 2 made sense for some reason.

Also, screenshots:

Spoiler: Embark (click to show/hide)

Spoiler: Mining Away (click to show/hide)

Spoiler: Wall Designs (click to show/hide)

Spoiler: Furniture (click to show/hide)
From top left to bottom right: armor stand, door, coffin, chair, grate, hatch, down stair, up stair, up/down stair, down stair again, cabinet, chest, table, statue, weapon rack, quern (looks like a well, I know, and so do ant hills and rings. Ah well.)

Spoiler: Outside (click to show/hide)
Trees and logs and prickle berries, oh my!


The font isn't mine, incidentally; I shamelessly stole it from here

I don't think it's quite finished yet, really. There's still 11 blank tiles that I'll try to fill in later with something useful. I might even attempt to make this a full graphics pack at some point, though that is most likely beyond even my hubristic reach. But I figured the thing is complete enough now to be posted and get some feedback on. So please, backfeed me!

5
This has probably been reported before, but I can't find it anywhere so here 'tis.

I modded my megabeasts to help them survive worldgen, and in the process I gave Titans (among other things) buildingdestroyer 2:

Spoiler (click to show/hide)

Fast forward a bit, and in the fifth year of my fortress I get a surprise visit from the eminent Lulo Focusedyears the Ancient Lens, Titan. I activate my defenses and watch as she approaches the entrance to my fort, stopping only to destroy a farm plot that is one z-level down through a natural clay floor:

 

The hot pink area is where the farm used to be. Note that she's one z-level above AND one tile north of the plot.

Except for modded megabeasts and Rantingrodent's graphics pack, my game is vanilla d16. It's not anything terribly bad, really. I assume it's somehow related to pathing; the Titan still needed to be adjacent to (though one z-level above) the plot. So has anyone else seen this?

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