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Topics - MickEfinn

Pages: [1] 2 3
1
DF General Discussion / Badger men have taken over my mine.
« on: November 13, 2011, 06:21:52 am »
I'll admit I haven't played since the pre-March bee release. So check me on this.

I have a little mine over to the west of my wagon when I started out. Nothing much, just to get some tin and marble. I was experimenting with the above ground walls and such, and I became a bit concerned when badger men started trickling around my crude little startup fort. But they weren't aggressive, and hadn't harmed anyone, so I figured we could let bygones be bygones... until I had some walls and crossbows. Then something odd happened. they were getting enraged and stopping, enraged and stopping. Then they took over my mine to the west. There must be 15+ in there at the moment.

Is this normal? Are they making a nest/den? Should I be worried?

2
DF Gameplay Questions / More than one Magma per site?
« on: October 13, 2008, 12:57:21 am »
I discovered a Mama Pipe in the SE corner of my 4x4 map, and now digging in the west end I've found... a pool?

Well, I got the dialog box popping up to say so, and for some reason a windmill a ways away suddenly declared itself suspended due to dangerous terrain (though I have unsuspended it and it has not blown up or anything), I can't actually SEE this second pool.

Is this a bug? Should I start digging around to find it, even though it says I have discovered it? Has this happened to any of you?

Any info would be welcome, thank you.


3
DF Gameplay Questions / "Hot" Meeting Areas
« on: October 11, 2008, 06:04:15 pm »
I start a loverly map of magma and chasm and the moment I got there, all my booze boiled away. However, none of my food or dwarves caught fire so I've managed to brew some plump helmets and keep the booze underground.

To keep my dwarves inside as I think that much heat cannot be good for them, I made an indoor meeting area however it's labeled hot like so.
http://img401.imageshack.us/my.php?image=hothothotym5.png
Is this safe? Should I dig deeper down or something? Will my booze consumption go up?

4
DF Modding / Training weapons...
« on: September 21, 2008, 03:43:38 pm »
After watching my umpteenth novice axedwarf lop off yet another limb in a spar I thought to myself "There's got to be a better way!"

Then I watched the first episode of The Legend of Neil, where Neil gets his sword, a sword so dull he beats people to death with the handle whilst holding the blade.
Then I thought, "Where be all the training weapons?".

In theory, all one need do is create wooden "practice" Weapons (Bone in a pinch I suppose, as crossbows can be made in wood metal and bone), that sets the damage extremely low so that only the Ultra-Mighty can do any serious damage with it (though they don't need much more than gravel to do that). Of course, you'd still have to do the song and dance routine to swap the weapons to their shiny sharp steel equivalents (Here's hoping the Army Arc fixes that!), but having dwarves with... y'know...limbs kinda outweighs that (or spleens, if your dwarves are playing with spears).

But I don't think I can make the game accept wooden weapons. So I decided to make additions to the regular weapons, made deliberately bad, that do only one tenth their normal damage.

Thus, I made a bitless axe.
http://upload.wikimedia.org/wikipedia/commons/thumb/6/6b/An_axe_labelled-2edit.svg/213px-An_axe_labelled-2edit.svg.png

Here be bitless axes, doily padded hammers, dull practice swords, pointy sticks, and kitten-headed maces.

Much thanks to those who Helped me!
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_AXE_BITLESS]
[NAME:bitless axe:bitless axes]
[DAMAGE:10:SLASH]
[WEIGHT:80]
[SKILL:AXE]
[TWO_HANDED:5]
[MINIMUM_SIZE:5]
[MATERIAL_SIZE:4]

[ITEM_WEAPON:ITEM_WEAPON_HAMMER_DOILY]
[NAME:doily padded hammer:doily padded hammers]
[DAMAGE:12:BLUDGEON]
[WEIGHT:40]
[SKILL:HAMMER]
[TWO_HANDED:4]
[MINIMUM_SIZE:4]
[MATERIAL_SIZE:3]

[ITEM_WEAPON:ITEM_WEAPON_SWORD_DULL]
[NAME:dull practice sword:dull practice swords]
[DAMAGE:10:SLASH]
[WEIGHT:30]
[SKILL:SWORD]
[CRIT_BOOST:1]
[TWO_HANDED:4]
[MINIMUM_SIZE:4]
[CAN_STONE]
[MATERIAL_SIZE:3]

[ITEM_WEAPON:ITEM_WEAPON_POINTY]
[NAME:pointy stick:pointy sticks]
[DAMAGE:10:PIERCE]
[WEIGHT:40]
[SKILL:SPEAR]
[CRIT_BOOST:2]
[TWO_HANDED:5]
[MINIMUM_SIZE:5]
[MATERIAL_SIZE:3]

[ITEM_WEAPON:ITEM_WEAPON_KHMACE]
[NAME:kitten-headed mace:kitten-headed maces]
[DAMAGE:12:BLUDGEON]
[WEIGHT:40]
[SKILL:MACE]
[TWO_HANDED:4]
[MINIMUM_SIZE:4]
[MATERIAL_SIZE:3]

5
DF Gameplay Questions / A map with "character"
« on: September 01, 2008, 02:04:09 am »
What's worse to a fledgling fortress than a pack of fire imps?

Undead Skeletal Fire Imps

Damn this map! First Elephants and Large Sloping cliffs (my wagon went on a ride down three floors before stopping), then a Weaver of all things withdrawing from society (naturally wants thread to loom, which I didn't get as I bought a pile of cloth instead. Silly me) and now Skeletal Fire Flinging Doom imps!

*sigh* This is gonna either be a very long map, or a tragically short one...

6
DF Gameplay Questions / Wealth and Immigration
« on: August 31, 2008, 06:23:40 pm »
I got twice in the beginning "I've attracted no immigrants" in my first year. Goodie for me I thought, I don't got a lotta food to share.

In Summer of the second year, bam! 7 -> 29 From a wealth of ~36000.
This is tough, but livable. I don't got that much in the way of wood, but I make do.

However the Blacksmith immigrant spent about four seconds by the wagon before getting a mood.
He then goes and grabs a few bars and creates Nefenknikuz "Fanciedpride" a Platinum Anvil
worth 547200 (Platinum, studded with platinum, bands of silver and spikes of Billon)

Any idea how many logs I oughta send my Soap Makers out to gather for the next wave of immigration? On that note, How does wealth influence immigration? I know that lots of money means lots of immigrants, but I got 22 from 36k, and as of this message I sit at... 585841, a fair chunk over 10 times or so. (15.16 times says the calculator)

Anyone sit down with some save files and see what immigration needs what value?
Thank you for your time,
Mick E Finn

7
DF Dwarf Mode Discussion / Man it's hard to bathe a dwarf.
« on: February 28, 2008, 01:39:00 pm »
All it takes is a pool of water, a bridge, a couple spare mechanisms and a lever.
code:

TOP VIEW:
------------------              33333
|D                |   -->       33333
------------------              33333<

SIDE VIEW:
-------------           ------------
           |___Pool____|
                 X <-- Hatch to drain water.
                 |
                 |
                 --------------------> To River/Sewer/Aquifier



Step 1.) Either use a natural pool, or if it's too warm, build the washing station  underground so the water don't evaporate. Call this the landing zone. For a dwarf not to drown don't fill the pool too much. 3/7 is enough to clean most of them.

Step 2.) Draft the dwarf into his own personal army of one. Make sure his loins are ungirded, so keep him in his feelthy clothes as you don't want the bugger losing anything in the pool. March him onto one end of the bridge.

Step 3.) This part takes practice. Your Flingify() must not throw the dwarf too  short nor too far. As I'm not certain yet if the weight of the dwarf (aka how much stuff he's got on) affects his toss range, it's best to remove it from the equation by keeping the dwarves unarmed and unarmored.

Step 4.) Launch the dwarf into the pool.

Step 5.) If you have not fired the dwarf too short and stunned him, or too far and bashed him against a wall, he should be in the pool, not drowning (as it's 3/7), and only mildly stunned. If everything works out, he'll have no more goblin blood splatter or vomit on him, and his clothes will instead be soaked in water. When he/she is unshaken, undraft them, and they oughta march out and go back to work and be only mildly upset at the dunking.

I have tested this, and for the most part (barring the accidents, and the one time the baby was literally thrown out with the bath water, stupid hatch drain), it seems to get most of the filth, though I've had a couple dwarfs fail to be clean without repeated dunkings. But eventually I get em clean-ish.

A lot of work yes, but you get tired of seeing blood and vomit all over your masterpiece clothes.

[ February 28, 2008: Message edited by: MickEfinn ]


8
DF Dwarf Mode Discussion / Mules, Horses, CARTS!
« on: December 30, 2006, 02:58:00 pm »
We start the game with a couple mules, and some horses... the mules are worthless, the horses only less so due to breeding and then eating them. So why not put em to work?

Reminds me about my grandfather in the coal mines. If we can create Carts, with mules or horses assigned to pulling them. Like bins with a ten capacity for stone or ore. The dwarves grab rock and/or ore, dump it into the cart, and then when it's full it's pulled out, either by the animals alone, or with a dwarf leading them.

Either with Cart tracks for simple back n forth hauling, or an assignment flag for ore/stone piles to have the carts dumped when they reach the pile.

It's nice, realistic, practical, and at least makes horses and mules do something than get eaten or drowned when the floods come.

Heck, a bin could get a couple wheels put on em and be made into a cart, though bins do have a thing about emptying at the moment...

Ah well, anyone see anything bad/wrong/horrifically improbable about this idea? If not, I'm throwing this in the suggestion pile. I just wanna see if there's anything I'm missing.


9
DF Dwarf Mode Discussion / Metalsmiths and Butcher shops...
« on: December 24, 2006, 02:30:00 am »
This is rather early in my current Fortress.

A Metalsmith goes into a Fey Mood. So I build the Metalsmith's Forge and prepare to take whatever crazy demands he wants. Only, he walks right past it, then kicks out the farmer and claims the butcher shop.

This is a Novice Weaponsmith, Metal Crafter, and Furnace Operator by the way, that's it.

Immediately I think of the warning of dwarf skin pants from the wiki and get ready to move all the useful people into military mode to avoid him. Then he gets some stone, then some raw silver (Galena), then some more. Then he proceeds to make a silver bracelet.

Anirlek, "Sisterbristles", a silver bracelet

This is a silver bracelet. All craftdwarfship is of the highest quality. It is studded with silver, decorated with Schiest and encircled with bands of silver.
On the item is an image of dwarves in mulebone. The dwarves are traveling.

This then made him a legendary Furnace Operator.

What I want to know is the following:

- Aside of the mule bone nothing was of the butchershop, so why did he claim it? Why not grab bone and take the newly minted metalsmith's forge?

- There was no charcoal, no way to melt items down, yet silver was extracted from the galena. How did he do that?

- Why did that make him a furnace operator? There was no furnacing at all in the butcher shop he claimed, so why not make his metalcrafting (hence the braclet making) skill the uber?

- Upon further checking this dwarf is female. So is it coded that women somehow can ignore rational process and create things out of whatever they find? If so this presents posibilities.

oh and here's a screenshot:
Screenshot

Thank you for your time.


10
DF Dwarf Mode Discussion / Inadvertant Roach Motel
« on: November 06, 2007, 01:48:00 pm »
Traders check in, but they don't check out...
And I'm not sure why.

I live on a fairly tall cliff (13 floors above the treeline)
and have dug a strip of three-wide ramps in a staggered stairway formation all the way down.

code:

|\
| \
|  \
|   \
---etc---
|          \ Ground


Then, because of @#$% batmen, I've made a "Tower", two floors high, with a roof and built the Trading post one floor underground.

code:

 _____
 |   |
__|  ___
T__/   \
        \
         \ etc...

It's fairly safe, given sufficient inaccurate crossbow dwarves, and so the dwarves and their pack animals come up, trade, and then never leave.
Then have to be put down by the crossbowdwarves whom object to berserking Traders.

And then it happens to the elves in the spring.

Worried, I removed the trading post, floored the little tower, and placed it inside the tower plain.

code:

 _____
 |   |
__|_T___
       \
        \
         \ etc...

The Human Wagonneers also went mad, and I had a babbling camel at one point.

However, when built ALL the way down the mountain they stopped berserking, and would actually leave.

My question is why.

Should I not have consecutive ramps?

code:

\
\ XXX              
 \
  \

\___
   \___
       \___ <-- with a three space gap so wagons can fully appear



Or should I use a spiraling sequence of ramps, or... something?

I'd like to have the trading done safely, hence underground, and on top of the cliff near my supplies. Can this be done, or should I wait for a bug to be squashed, then try again, and for the meantime have a dangerously exposed trading post waaaay down the cliff?

Thank you for your time,
MickEfinn

PS
Also, if things get "chucked" off a cliff, like stone mugs and such, say near where the trading post is, will they survive? I know dwarves (and their pet cats) do not survive a flingify() with a bridge, off the cliff, but is dumping 'garbage' considered the same thing? Just a thought mind you....

[ November 06, 2007: Message edited by: MickEfinn ]


11
DF Dwarf Mode Discussion / Dwarves in wagons...
« on: February 13, 2008, 09:33:00 pm »
I haven't been playing .38 for all that long, and in 3 different maps I've had the usual trading going on. But this 4th one, I was building the Depot in autumn and all of a sudden I see the Caravan and outpost Liaison.

Then the dwarf in a wagon comes barreling down the half finished road. This is new.

My road wasn't finished, that didn't even slow him down. Evidently neither did the minor river or unsmoothed boulders...

Is this normal? Do dwarves now drive wagons s well as the familiar mules, or am I glitching? Secondly, unlike human wagons, dwarven ones don't seem to care about the things that hamper wagons, do human wagons still need the usual road and smoothed route?

And when could Wagons swim anyways?


12
DF Dwarf Mode Discussion / Successive Constructive Learning Exercises
« on: October 31, 2007, 04:20:00 pm »
AKA Failures. But we learn more from failures (unless they eat us, or throw us off a cliff in dramatic fashion).

An odd name for a thread I'm sure, but the new version warrants it.
I was ready for anything in the new version, but many little things that were added over the months suddenly reaffirmed themselves and were neat (and frustrating) surprises for me. I suspect that others have tales to tell too.

What little things have you found that made you pause, flummoxed for a second or three, that you knew existed from the scores of notes but had simply forgotten? And what leapt out and bit you on the arse that you weren't expecting?

Here are mine so far.

I)
The world generation map (with an F9 warning no less) is in some ways good and bad. I liked the worlds generated in the days of yore, and now having control was nice, but a wee bit disheartening. Min-Max-ers will come I thought, then the Ironman(dwarf) challenges, and the attempts to reverse engineer worldmaps to have fields of platinum. The magic is in the mystery Toady, don't let too many secrets out. I wandered about and picked a nice safe-ish looking place with water and trees (no glaciers and wastelands just yet), wondered what the hell the three different civilizations meant (Trade? Creed? Politics? Ore? Would I fight one of them?), and started out. This got named Alakalak Alakalakalakalak Alak (Aceace the Ace Ace Ace-Ace of Aces. (beware Toady! Someone WILL inject Klingon eventually, and probably Tolkein Elvish, then Warcraft Orcish into the goblins, then the mandrills will become Zerglings... I shudder what they will do with the elephant.)

II)
I was ready for an outdoor wilderness, many of us were, as the lake video had shown us, but I was not prepared to see my dwarf miner dig diagonals. It took me a minute to realize that it was now normal. And watching the poor bastards die of thirst because 'Oh Yeah, I have to not only lead these dwarves to water, I have to tell them to drink'. Lessons learned.

III) Red Sand! Black Sand! White Sand! And rocks of every color! I knew he had been perusing the geology books but damn... quite a site to sight (Gabbro Toady?). Knowing now about designating spots to drink and fish (no more fisherdwarf's dipping their rods outside and bringing the whole damn wildlife preserve on my doorstep). I found the ocean to the east of my map (Simply had to see the water) and sent a fisherdwarf to see what he could catch. Beautiful. Then a Great White Shark ('S' in Blue is bad bad news kiddo) swam up from the depths and ate my Fisherdwarf (bit him in half, with one half sinking to the depths and his stubby little legs on the shore. This, plus I had no idea how to farm now, meant a lingering death for the team. I contemplated the fact that we could in theory have Zombie Sharks but no Skeletal Sharks, being cartilagerial in nature, unless floating disembodied teeth counted. More Lessons learned.

IV) Ruins. Yeah, that went well. I couldn't dig down fast enough. And goblins are poor neighbours. They ate well that night. On to the next.

V) Yaay for dirt! Farming ain't nearly the trial it was in the days of yore! I was enjoying the outside a little too much and didn't dig nearly enough down, and had no place to hide when the large pack of wolves "migrated" through me. I now have a plan or at least the framework of one in my mind; Either get busy digging, and having a door, or build a wooden fort like the ancient Canadian days before lumberjacks had evolved into hockey players. That and roads, I must figure out what to do with my roads. I always have massive roads as I believe that dwarves have a profound contempt for natures curves and undulations.

By this point I realized I oughta be keeping screenshots to show my friends who don't play ("See! that Big E? That blinking means he's scraping dwarf of his foot! Isn't that Awesome?").

...---=== Epilogue Onward and... Downward I guess ===---...

With these five "Constructive Learning Exercises" done and many more to go in the future, I have seen some of the limits of what I can do now, and unbidden, ideas are starting to sprout.

-Forget Ironforge, Spurn Rapture, Sneer at Mount Doom (complete with one crazy dwarf named Gollum) I want Dracula!

-Transylvania, in all it's hokey glory.
The winding roads will be built no matter how many ramps and dead dwarves it takes, all to make a nobles house far in a corner, and then get a count. Or rename my craziest noble to do it (albeit that is like asking for the most neurotic poodle out of the pack, clearly some noble testing will have to be done). Vampires, skeletons, Zombies, maybe a werewolf for flavour.

-A Neon Green sign showing exactly what I think about elves, goblins, humans, and elephants. I'll need to make a castle for the dwarves, plus some way to catapult livestock (I shall import cows for this purpose) over my walls at whatever siegers or non dwarf merchants show up. Will bridges launch cows over the walls? I suspect a lot of conscripted peasants will be needed.

-Rebellious hippie vegan dwarves that don't quite get the elven philosophy, but will cut down every tree in the forest to assemble their own "tree" that they will live in 'just like them neat skinny elves', with green glass to make decorative leaves. then I shall see if it is possible to burn it down when an elven caravan comes via magma.

-Moats with alligators (haven't seen a cave croc yet), and now that I know they exist, sharks (no lasers though, perhaps a grafted axe on their snout), plus all the new trap ideas, arcs for catapults, ballistae, bridges. With water and pressure plates, I could use bridges to fling Sand and make little play rooms for the kids (note to self, harass toady for dwarven day care center, Will need less than 7% alcohol for the little bearders, some toy axes and hammers (made of rock of course) and some way to catapult them into sand piles or at the very least give them some kobolds to whack.

-Hell(Dante Style!), Mount Rushmore, the Halls of the Mountain King, The tower of Babel, Mount Olympus (where I'll build a mountain ABOVE a human town and have dwarves rain crap down from above.

-Castle Figaro from Final Fantasy III/VI complete with some mad way to raise and lower the whole castle. and use bridges or somesuch to cover the gaping entrance, or some collapsed sand... hmm...

-A wharf or bridge out to see, where I can get lone crippled dwarves, give them spears, and have them stab whales till I get them as engravings for "dwarf is stabbing the whale" (it better be a white 'W'!).


Many thanks Toady, the sky's the limit now, and the truly mad will triumph! I must be off to make some things... And will return to report some more failures, and neat little bits I think may be useful.

[ October 31, 2007: Message edited by: MickEfinn ]


13
DF Dwarf Mode Discussion / Drum Roll Please!
« on: December 18, 2007, 02:45:00 am »
A weaponsmith just withdrew from society... Takes a magma forge and three iron bars.

What does he make?
Oooh. I'm all a quiver.

[ December 18, 2007: Message edited by: MickEfinn ]


14
DF Dwarf Mode Discussion / Skill advancement oddities.
« on: December 07, 2007, 12:58:00 pm »
Anyone notice that grabbing ONE proficient miner for the beginning is nowhere near as good as having 7 novices with 7 copper picks?
I had them buggers dig out a large-ish starting fortress with rooms, dining room, workshops, offices, and large storage areas (complete with little excess stone) in under midsummer. And they were all proficient or higher. And this is in granite n' limestone.

my new diggin' build;

novice miner + Proficient Job + Skilled Job
for everyone.

and 7 picks.

Anyone else notice that skills are increasing a tad faster than previous?
Are generalists for basic Fort construction the way of the future?
Will our dwarfs soon be wearing aluminum clothing?
I ask you this.


EDIT: and then I see mining Death squad...
Typical, always lagging behind on the latest trends I am.

[ December 07, 2007: Message edited by: MickEfinn ]


15
DF Gameplay Questions / About Zombie Polar Bears
« on: March 16, 2008, 05:21:00 pm »
A Zombie Polar Bear Crept ever so closer to my wagon. I ordered my dwarves underground. The bear stole some plump helmets despite their lack of brainy-goodness.

Is this awesome? Y/N?


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