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Messages - loose nut

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181
Quote
AI/Combat: Backup weapons for marksdwarves
As the wiki states: "Although it sounds like a cool idea, equipping a marksdwarf with a backup shortsword just in case doesn't often work, as dwarves are just as quick to run up their foes and start bashing them with a crossbow as they are to draw their swords and do it properly." This seems exceptionally silly to me. I propose that the AI be modified so that if the dwarf has another weapon equipped alongside a crossbow, and they run out of ammo, they switch to the other weapon.

I'd like backup weapons to be generally implemented. This would restore the old .40d function of carrying a backup weapon in case your first one is dropped or stuck in an enemy, allow dwarves to switch if they discover that their primary weapon is ineffective against a foe, and most importantly, when combined with forgeable throwing weapons, allow me to build a force of dwarven legionnaires!

182
DF Suggestions / predator incursions
« on: July 05, 2012, 04:04:49 pm »
I searched and it didn't come up for me, so if there's a prior suggestion along these lines I apologize...

This would be a seasonal event like the perennial rhesus monkey/kea/buzzard nuisance swarms, but what would happen with this one is appropriate predator animals, singly or in packs as appropriate, would sneak across your embark to kill and carry off your pastured animals. For example, if you've got cows pastured in a conifer forest, a pack of wolves might show up. If you've got rabbits pastured, a bobcat. If you've got yaks in a freezing biome, maybe it's a polar bear. And so on.

The predators would probably run off if confronted, unless they were exceptionally scary.

This could also happen with cavern pastures.

Obviously this would require that the raws be tweaked so that lions can reliably kill their prey and not die from them, etc., though it might be fun to implement before this happens :D

It just began to seem absurd to me that the only real threat to otherwise unsecured livestock is goblin armies.

183
DF Dwarf Mode Discussion / Re: Mining Drop Rate Change: Good or Bad?
« on: July 04, 2012, 05:24:40 pm »
Also steel furniture. Flaunt your wealth with steel cabinets!

184
DF Dwarf Mode Discussion / Re: Mining Drop Rate Change: Good or Bad?
« on: July 04, 2012, 12:56:02 pm »
Also, sorry if this has been mentioned, but from what I can see in my game, platinum is a 100% drop.

I have one fort with clusters of cassiterite, and it seems to be a 100% drop as well, so maybe the 100% drop applies to anything that can appear in clusters and not just veins? I don't know. Has anyone run across aluminum?

185
DF Suggestions / Re: A few new commands for squads!
« on: June 28, 2012, 02:03:43 am »
Hi - I suggested the "escort" command in this thread from a year ago, along with some other things I thought followed from that ability. Rescue and Arrest also seem like things for a squad to do, although I agree they could be combined ("Capture"?)

186
NOTES ON THE FORT

Whoever picks this up next will probably wonder what I had in mind. Here I try to explain it. Of course you can do whatever you want!

The Awe-Inspiring Entrance to Zulashamost
Spoiler (click to show/hide)

We've burrowed into the non-evil biome. Here, when zombies die, they stay dead. In the purple parts, when zombies die, they wake up again.

That's a monument in front of the trading post. I was going to put a sculpture of a dwarf on top. But Zasit, our only good mason, is dead and buried and everyone else is, maybe, Novice at best.

The Unbreakable Defenses of Zulashamost

Spoiler (click to show/hide)

When I saw the zeds I threw some shit up as quick as I could. I've never actually played an evil biome since .40d. Yep, that's a wooden wall.

The Main Floor

Spoiler (click to show/hide)

Big plans! Who knows how much anyone's going to stick to them :D  I just throw workshops and stockpiles everywhere until things are dug out enough to make sense. It was messier before, believe me. This is 5 z-levels underground I think.

The Floor Below The Main Floor

Spoiler (click to show/hide)

Not seeing much use yet.

The Floor Above The Main Floor

Spoiler (click to show/hide)

You're goddamn right I made farms.

A Bit Above That

Spoiler (click to show/hide)

The evil biome has an aquifer, which has been tapped. You can completely seal yourself off if you want.

... And that's it. I'm posting this to Illyriad, so let me know in-game if you're interested in picking this up (there are several candidates already, it's just a question of who gets to it soonest) and I'll send you the save file and the fun or !!FUN!! or fun or fUn can continue.

187
THE CHRONICLES OF THE FIRST YEAR OF PAINTOWN

In the year 350, the dwarves of Vabok Kon, The Orb of Mastering, had stalled. They'd conquered their mountains, and the surrounding lands were riddled with horrid aquifers. The magenetite deposits had nearly been mined out. Expansion was required! Rovod Olonmamot, queen of The Orb of Mastering, called seven dwarves to her throne room.

"Ah yes," she said. "You are… Nish Minedchained? You speak for these dwarves?"

Spoiler (click to show/hide)
(This is Nish Minedchained.)

"Why yes, my lovely queen, I would love to prove my -"

"Good. You will lead your group here, and strike the earth."

"Here? That place is called The Forest Of Spurting."

"Good day! Your name will be the Eternal Pillar." The queen waved him off and returned to tuning the mechanisms in front of her. "I expect a new crown in 2 years. And build us a pillar."

---

Seven dwarves set forth. Friendly Nish, the expedition leader and a small-time jeweler, strong Zasit, a mason and part-time swordsdwarf, fat Momuz, a miner and weaponsmith, arrogant miner/armorsmith Asob, nervous farmer and mechanic Iden, helpful farmer Degel, and woodworker Dobar, the most logical dwarf of the group.

"Let me understand," says Dobar as the wagon comes to a stop. "We're to found a settlement on the other side of the continent next to 'The Forest Of Spurting', and we've decided to call it 'Paintown'."

"We've been over this dozens of bloody times," says Asob, biting his nails, as he does.

"Well it's hardly the worst project I've been involved in," shrugs Dobar.

"Seems quiet enough," says Nish, second off the wagon behind Asob. Dobar peers further into the woods, and then north to the river, wandering closer to assess the situation.

"Alligators and some tigerfish in the water. This place isn't as bad as all that, huh?"

"Perhaps not," Nish says. "Momuz, Asob, mine east then north and down until you hit stone. Dwarves, let's unload this thing!"

---

Journal of Nish Minedchained
18th Slate year 351, Mid-Spring


Finally we have struck stone! It is about 50 dwarf-feet below the surface. Andesite and native copper, not the greatest riches but it will do. We have not died yet. However, there are disturbing reports. Iden reports "undead peacocks" to the northwest, but then, he reported "undead maggots" in his plump helmets the other day. Still, I'm keeping all foraging close to the burrow, and Dobar is walling off the entrance to the burrow, since all we have are logs.

---

25th Slate year 351, Mid-Spring

Everyone has seen the undead peacocks. They scuttle around, run into trees, lose feathers, and wail the worst wails you've ever heard - and birds are bad enough as is! Luckily, they are not heading directly for us. Actually, they seem to be ignoring the camp. I've ordered everything moved below ground as soon as dwarves can move it. Meanwhile, strong Zasit is laying a stone roof over the entrance, since the dead peacocks seem to be able to fly.

Below ground we have just carved out farms, some hallways, a preliminary great hall, and a couple of rooms that could become barracks or dormitories. Currently that's where the beds are going, as soon as we get them out of the dirt hallways. That is no way for a dwarf to sleep! It is a way for a dwarf to eat, for the time being, since that's where we put our tables. It is hard to plan with zombie bird calls going on day and night!

There's a few amethysts here which I have carved. The pressing need, though, is to smelt some of this copper, for trap components. I'll handle that myself. The bituminous coal we brought will be helpful.

--

1st Felsite

Iden is trapping the entrance. We've spotted undead ocelots in the woods, and while they shouldn't be able to kill the whole camp, they're more dangerous than peahens! Also rhinoceroses have come thundering in from the hills to the east. Live rhinoceroses, thank Kurel, but we don't want any wandering into the burrows. Dobar thinks we should capture some. If we can get a dwarf to train them, that will be an additional line of defense against the dead.

We are starting to become good friends, us dwarves. There have been no personality conflicts.

--

18th Felsite


As if to prove our hopes for rhinoceros defense, Degel says she saw a rhino crush one of the zombie peacocks outside the woods to the south. And it has stayed dead! Outside of the dark magic of the woods, the undead's power is diminished. We'll have to be careful when it comes time to kill the creatures.

Why did we bring quivers? None of us can shoot and we have no crossbows. I'm encrusting them with amethysts. At least we can sell them.

The most important event of the day was the arrival of migrants from The Orb. I met them myself and assessed their skills. Unfortunately, mostly useless. There is Rakust, an athletic dwarf, a butcher and miller, who will make a good axedwarf as soon as we can buy or forge good axes. Her husband Ingiz is a brewer and miller. We aren't milling anything yet, so these two will smooth the walls of the stone part of our burrow.

Urvad's an extremely arrogant artist, but, she's an artist, and we need stone crafts for me to encrust with all these amethysts. Her young husband Libash is much more even-keeled, and is a farmer, which will serve us well, since we have new underground farms to tend.

Finally I have to find work for Datan and Ushat. Datan is a fisherdwarf, and there will be no fishing in this settlement! – not until we wall off part of the river at least. Ushat, horribly, is a potash maker. After some thought I had Datan help with the wall-smoothing and gave Ushat my furnace-running duties. He asked if he could forge any of the copper he smelted. I told him he could make small trinkets but the main user for the copper would be more trap components and shields.

Asob has begun carving out large bedrooms for us, the founding seven. "We'll be neck-deep in useless dwarves before we know it," he said. I've come to appreciate his sense of humor.

---

28th Hematite


Two finds! Digging out the luxury bedrooms, we have struck hematite! None of it was smeltable but we know it's there, and that means iron axes and swords. Also, trying to carve out more luxury bedrooms to the south, we've hit damp stone. I've ordered some digging upwards so we can tap the aquifer and set up a well. If we have the option to seal ourselves entirely below ground, we should do it.

---

19th Malachite


I was worried it might be the end of us. The undead peacocks came for the burrow! It was chaos as Degel and Iden and the others, out gathering, ran towards the entrance, begging steady Dobar to fend off the fiends with his axe. Well, Dobar cast down his axe… and everything… went better than expected.

It turns out a fit dwarf is more than a match for an undead peacock. Dobar dispatched the things with his bare hands! The settlement is overjoyed at the news. I've ordered him and strong Zasit to temporary military duty, naming Zasit as militia commander (he would have been insulted otherwise). They march on the remaining dead birds in a couple of days.

---

25th Malachite


It is my fault. I normally do not do things like this, take risks when I don't have to. Well, except for founding this fort. And talking to the queen so that I could found this fort.

Strong Zasit is dead. We're not sure how. Apparently the creature pecked his foot, he fell, and then his throat was pecked out. He's dead. I sent Dobar to rescue him, and when he got there he destroyed the bird, but Dobar… I've never seen him look at me like that. "Is this what you sent us to do, Nish?" he said. "For your pretty little gems? Will we become dead dwarves shambling around and picking out new gems for you to polish, is that it?" He is still working but I fear for the camp's state if he doesn't.

---

7th Galena


The undead peacocks have been replaced by undead dingoes! We are done for. I've designated safe zones in the burrow and ordered everyone within.

---

Journal of Iden Bridgeevened

22nd Galena


Let me see if I understand what happened just now. Zasit we all know got himself killed idiotically trying to wring the necks of zombie peahens last month. I was never friends with the dwarf but everyone else seemed to be. Dobar took it especially hard and has been just misearble this past month. So:

I see him crying on Nish's shoulder. Nish and Dobar, they've always been a little distant, but I guess Nish is an authority figure. I wish we had an authority figure. But I guess Nish will have to do.

Nish must have said something stupid, because I see Dobar just fly into a rage, and pummel Nish to the ground.

Dobar takes his rage out on the plump helmet farm. I've never seem anyone destroy a farm with his bare hands, but there it is. Seeds everywhere, what a mess.

He chucks a wooden bin at one of the central column. An empty bin, thank Kurel, we need to sell those goods.

And then, he calms down, and all of a sudden Nish and Dobar are friends! The next time I want Nish to do me a favor I'll punch him first.

Spoiler (click to show/hide)
Dwarves have strange moods even when they aren't making artifacts. Especially when they're not making artifacts, more like.

---

28th Galena

Zombie black mambas?! I'm going to bed.

---

Journal of Nish Minedchained
12th Limestone


Things seem calm again, at least for the moment. I've ordered a trade depot and monument built. The monument is there to help guide caravans to our burrow. We'll top it with a statue as soon as we have a decent one, but that may be some time, since Zasit was our only skilled mason and he's dead. He is staying dead in the tomb we made for him, at least.

---

8th Sandstone

At last we have some usable hematite! I've commissioned four iron axes to hack apart any undead incursions. Also, a kobold showed up some time ago, and surely there's goblins. The sooner we start training soldiers the better.

---

12th Sandstone


I saw it myself, a dead cougar stalking the wilds. Hopefully that is as big as the undead creatures will get. I doubt it.

---

17th Sandstone

Again we have migrants! We will soon lose count, but for now they are few enough that I can record my impressions of each one, so I shall.

Atir Equalbolted is an armorer, which is very welcome. I told him he can smelt ore and burn wood if he has to. He is fairly fit, and willing to fight if he has to, but doesn't seem up to confrontations. His wife Inod, however, is athletic and durable; I have her doing miscellaneous farming tasks but she will get one of these axes as soon as fat Momuz forges them.

Farmer Lor Hamepillar is strong, fast, young, and confident, though short and fat. I've decided he will make a good new militia commander for Paintown's actual militia. I pray he survives at least two fights.

His wife Kosoth is a siege engineer. Sod that, she'll be a stoneworker now.

Atir Balancelances has the makings of an excellent warrior, which is good, since he's a hunter by trade and there will be no free hunting in these woods. His wife Sodel is, unfortunately, a glazer and fisherdwarf, neither of which she'll be doing here. She is, however, quite creative, so I'm letting her pursue leatherworking, stone carving, and bone carving. We need more goods.

Sad farmer Ushat will be tasked with various agricultural tasks. We have little enough of that to do at the moment, so he can be our gopher dwarf. His wife, Libash, is also a hunter and fisher – well, she is a miner, now, as soon as we forge a third pick.

---

13th Timber


At last, the caravan is here. It is good to see dwarves from our homeland again (well, except for mostly useless migrants. The Forest of Spurting is not for hunting!) though they seem almost insultingly surprised that any of us are alive, plus Dobar says he saw a map of theirs pointing to a naerby elven retreat, "to sell the clothes off our dead backs to" he says. But what does he expect? Dwarves are a practical people.

My amethyst-encrusted stone goods fetch a high price and we are able to buy much of the caravan. Unfortunately, there is no leather there (a state of affairs I firmly remedy with the outpost liaison) but we trade for liquor, wood, ingots, wool, fish, plump helmets thread – and, bronze short swords and the prize, a pair of steel greaves! We also trade for a couple of steel anvils. These will be melted down and turned into sharp instruments.

---

6th Moonstone, Early Winter

Preliminary defenses of the fort are being prepared, with four dwarves being assigned to training duties. Lor Hamepillar has gladly taken up the duties of militia commander - "We'll purge the dead from the forest one day," he says - and has picked 3 of our most fit dwarves to train for battle.

---

7th Moonstone

To all dwarves of The Eternal Pillar:

Henceforth it is forbidden for any dwarf to shout "She's possessed!" whether a dwarf happens to be possessed or not. In a place like Paintown, this involves barely-trained militia forces being mustered to incompentently wave axes in the middle of the great hall, and a lot of unhappy thoughts. Instead, please QUIETLY inform the militia commander, expedition leader, or other nearby authority figure so we can see if said dwarf is going to pick up an axe and start killing children, or else sit in the leatherworking shop muttering incoherently like a normal possessed dwarf.

Good mining, etc. etc.

P.S. Someone go slaughter the donkey, we have no hides. Degel can have donkey meat for the next two months. For the next year if this thing turns out to be a thong.

---

27th Moonstone

"Routedcleansed." The spikes of donkey leather are beautifully formed, I have to admit. The two sole fish dance ingeniously amongst the spikes. Only a possession could create such a thing! Also if you pinch your finger and thumb together just so you can make them kiss.

A mitten for the ages. Degel can eat donkey for the next six months, I suppose.

---

18th Opal

It took about a week for me to persuade Iden to retrieve the thing, but we have - a caged black mamba. Militia commander Lor is absolutely fixated on the idea of a snake pit. I've tried telling him that snake venom does nothing against the undead, but he is a young dwarf and easily transfixed by the promise of bizarre constructions. If we build one somewhere deep underground to throw live naked goblins into, will he shut up about it?

188
Introducing the StA Illyriad Alliance's First Succession Fort:

ZULASHAMOST


* Paintown *



(see the spooky wilderness!)



This is a succession fort for DF players who also play Illyriad and are in the StA (Slaves to Armok) alliance. If by chance you play Illyriad, you're not in our alliance, and you feel like you have to get in on this action, we may be able to slot you in. Small chance I know. We'll see how things go.

Rules are simple: 1 year turns and try not to kill the whole entire fort just yet. :) The embark includes an evil biome so death may happen anyway. You can "dorf" yourself in game if you like, but I haven't. In this writeup I drop in and out of a couple of dwarves' POV.

Don't feel compelled to write things up as elaborately as I have for the first year. This took F O R E V E R.

On with stuff and things!


189
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 26, 2012, 02:33:56 pm »
Spoiler (click to show/hide)

Ooh is this the dwarven cowardice competition? :D
Spoiler (click to show/hide)

190
DF Announcements / Re: Dwarf Fortress 0.34.11 Released
« on: June 25, 2012, 11:23:59 am »
It's pretty uncommon, but definitely a bug. I just spent 5 in-game years developing an aboveground fort. It does not nearly make the task "impossible", but every now and then the dwarves do stand on the same tile they're trying to build the wall on.

191
DF General Discussion / Re: The worst bug - 34.11 poll
« on: June 22, 2012, 07:53:01 pm »
The bin/barrel hauling is pretty annoying up until about the three or four year mark, at which point you have enough stuff in enough bins that it's not a horrible problem to have dwarves with bins of stuff running around, since there's other bins of stuff for your workers to work on/from. Then it's just a slight annoyance, usually coming up when jewelry is involved. I wish they'd use spare bins and bags to collect things, though, and then dump stuff from the spare bins to the bins that are sitting in the stockpiles.

192
GENTLEMEN, I FIND MYSELF QUITE DISAPPOINTED IN THE MATURITY LEVEL DISPLAYED IN THIS THREAD. PLEASE, GOOD SIRS, ACQUIRE SOME SELF-CONTROL AT THE EARLIEST OPPORTUNITY.


VERY TRULY YOURS,       

LOOSE NUT, ESQ.     

193
DF General Discussion / Re: The worst bug - 34.11 poll
« on: June 13, 2012, 12:07:48 pm »
It seems that "Equipping weapons/armor on military is erratic" is failing from first to the third place.

Well now it's not that so much as they just plain don't equip helms/gauntlets/boots over clothing any more, unless you replace all clothing (and even then some people are reporting problems, including wearing breastplates over chain shirts – haven't tried that yet myself). I dunno, it's kind of a mess.

194
Also getting this. They will put on mail shirts and leggings over their regular clothes but refuse to put on helms, gloves, or boots.

195
See a jet plane in action! I do not have the jet plane. :(

http://human-wave.minitroopers.com/b/fview/13685047

Gave you a guy, aenri, since I saw your army sitting there.

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