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17
DF Community Games & Stories / Future Succession Game for New Version
« on: December 29, 2009, 06:35:44 pm »
I plan to run a brand new succession fort once the new version comes out.
It will be based off my mod, which will be made for the new release. This mod is pretty hefty, but it will only add some civs, creatures, a megabeast and possibly some assorted items. The mod, which I have informally called the Paranormal Mod was made to include several animals/creatures/beings that I have seen in culture, movies, books, music etc. The reason its called the Paranormal mod isn't from the presence of ghosts and such, its because the most inspirational stuff is that from mystery/horror films and music and entertainment that focuses on the psychedelic images, visions, and some of the most creative monsters ever.
The fortress itself is geared toward military and the Dwarf-Kull War. The Kull are massive orcish monsters (inspired by a fantasy novel) that have always had conflict with dwarves. They rival the goblins in malice, but far surpass any human in toughness and brute strength. Although their numbers are not great, they still manage to fight off massive invasions. Along with their massive Magnetar mounts (inspired from music video, Dark Ambient genre), they aren't the easiest to bring down, oh and their steel/iron armor doesnt make it easier. These dwarves have been sent with their first leader to establish a military base just north of one of the Kull's largest cities.
As for the fortress itself, it is geared toward military and little else. Try to keep the spirit of the game, as I want this to be a military based focusing on Kull destruction. The fortress will have miners, a small wood industry, a strong smithing industry, a crafting sector (to increase migration) and everyone else is a military\farmer\doctor. Eventually it will take on the Boatmurdered mentality, where its the "miners military and the guys keeping them alive."
I would really like to keep this idea, but its still preliminary. The actual first year will not be played until a couple weeks after the release, to let me make the mod and find a good site. Please feel free to start reserving turns, and also make suggestions as to what features you would like (keep the theme of the fort in mind as well as fps problems that may arise).
Reserves:
1- madjoe5
2- rykue
3-killaconcarnage
4-Lazareth
5- madjoe5
6-TheHunger
7- Sulvor
8- x2yzh9
9- Defiance
10- Duelmaster409
11- Viprince
12- Jetsquirrel
13- Wiiking
14- ajar
15- gumball135
16- dwarfcarpmantis
17-
18-
It will be based off my mod, which will be made for the new release. This mod is pretty hefty, but it will only add some civs, creatures, a megabeast and possibly some assorted items. The mod, which I have informally called the Paranormal Mod was made to include several animals/creatures/beings that I have seen in culture, movies, books, music etc. The reason its called the Paranormal mod isn't from the presence of ghosts and such, its because the most inspirational stuff is that from mystery/horror films and music and entertainment that focuses on the psychedelic images, visions, and some of the most creative monsters ever.
The fortress itself is geared toward military and the Dwarf-Kull War. The Kull are massive orcish monsters (inspired by a fantasy novel) that have always had conflict with dwarves. They rival the goblins in malice, but far surpass any human in toughness and brute strength. Although their numbers are not great, they still manage to fight off massive invasions. Along with their massive Magnetar mounts (inspired from music video, Dark Ambient genre), they aren't the easiest to bring down, oh and their steel/iron armor doesnt make it easier. These dwarves have been sent with their first leader to establish a military base just north of one of the Kull's largest cities.
As for the fortress itself, it is geared toward military and little else. Try to keep the spirit of the game, as I want this to be a military based focusing on Kull destruction. The fortress will have miners, a small wood industry, a strong smithing industry, a crafting sector (to increase migration) and everyone else is a military\farmer\doctor. Eventually it will take on the Boatmurdered mentality, where its the "
I would really like to keep this idea, but its still preliminary. The actual first year will not be played until a couple weeks after the release, to let me make the mod and find a good site. Please feel free to start reserving turns, and also make suggestions as to what features you would like (keep the theme of the fort in mind as well as fps problems that may arise).
Reserves:
1- madjoe5
2- rykue
3-killaconcarnage
4-Lazareth
5- madjoe5
6-TheHunger
7- Sulvor
8- x2yzh9
9- Defiance
10- Duelmaster409
11- Viprince
12- Jetsquirrel
13- Wiiking
14- ajar
15- gumball135
16- dwarfcarpmantis
17-
18-
18
DF Modding / MOVED: Increasing Seige Intensity
« on: December 26, 2009, 10:17:22 pm »
This topic has been moved to DF Dwarf Mode Discussion.
http://www.bay12games.com/forum/index.php?topic=46949.0
http://www.bay12games.com/forum/index.php?topic=46949.0
19
DF Dwarf Mode Discussion / Increasing Seige Intensity
« on: December 26, 2009, 09:52:09 pm »
Is there something specific I should add to an entities abilities, birth rates, etc that would make their siegers more numerous. I see the modding involved that can make them stronger, but that isn't as interesting.
I imagine a huge month long ordeal. Waves and waves of goblins march into the main entrance, under continuous catapult battery, walking into the main area, where crossbow dwarves fire in from above, melee units hold them off as long as they can and any minor event can push the tide of battle in either direction. Massive 10+ squad (or 5ish squads of many more goblins) sieges put this fortress in nearly perpetual lock-down. Wounded are piling up, and the front line is thinning out. Bolts are running low, food is being rushed to the scene continuously, as champions may die of hunger the battle is so long.
This is what I want.
So is there any way to make a siege have more units or more squads? Contrarily, is there a way to reduce the time in between each siege, so they occur more often, say once or twice a month?
I imagine a huge month long ordeal. Waves and waves of goblins march into the main entrance, under continuous catapult battery, walking into the main area, where crossbow dwarves fire in from above, melee units hold them off as long as they can and any minor event can push the tide of battle in either direction. Massive 10+ squad (or 5ish squads of many more goblins) sieges put this fortress in nearly perpetual lock-down. Wounded are piling up, and the front line is thinning out. Bolts are running low, food is being rushed to the scene continuously, as champions may die of hunger the battle is so long.
This is what I want.
So is there any way to make a siege have more units or more squads? Contrarily, is there a way to reduce the time in between each siege, so they occur more often, say once or twice a month?
20
DF Gameplay Questions / Cutting Down Trees, Underground!...
« on: December 23, 2009, 08:37:45 pm »
Is it possible to cut trees underground,in a contained environment, aside from Tower-Cap farms?
I have a large area of heavily forested area, but my cutters and wood haulers get interrupted by ambushes, sieges and wild animals constantly. Since my map has no underground river or pool, I want to resort to other means of safe wood cutting.
Importing wood is kinda out of the question, as I need it sooner rather than later, and am already importing tons of raw materials.
My best idea so far is to channel a huge area (50x50?, space isn't a problem), cover it with a floor and hope that trees grow in it. I realize that will take a while, but it seems like a great idea for the long run. Will this work, or will the floor above the trees mess it all up?
I have a large area of heavily forested area, but my cutters and wood haulers get interrupted by ambushes, sieges and wild animals constantly. Since my map has no underground river or pool, I want to resort to other means of safe wood cutting.
Importing wood is kinda out of the question, as I need it sooner rather than later, and am already importing tons of raw materials.
My best idea so far is to channel a huge area (50x50?, space isn't a problem), cover it with a floor and hope that trees grow in it. I realize that will take a while, but it seems like a great idea for the long run. Will this work, or will the floor above the trees mess it all up?
21
DF Gameplay Questions / Wood Blocks
« on: December 21, 2009, 03:19:52 pm »
Is there any benefit to making wood blocks over raw wood?
All my carpenters are legendary, sitting in the statue garden, getting fat as my stockpiles are full of extra bins, barrels and beds. Is it worth having them convert them all into blocks? Aside from the experience, better constructed buildings and the ability to stack them in bins, is there any other benefit.
Note: I don't create crafts from wood, nor do I need any more wooden furniture. I use most of the wood in burning to spur my potash industry. Will the blocks still be burned like that?
All my carpenters are legendary, sitting in the statue garden, getting fat as my stockpiles are full of extra bins, barrels and beds. Is it worth having them convert them all into blocks? Aside from the experience, better constructed buildings and the ability to stack them in bins, is there any other benefit.
Note: I don't create crafts from wood, nor do I need any more wooden furniture. I use most of the wood in burning to spur my potash industry. Will the blocks still be burned like that?
22
DF Dwarf Mode Discussion / Dwarven Science: A Demonic Idea
« on: December 09, 2009, 11:29:21 pm »
I found some hfs on my newest fortress and know that some frog demons are in there. I have been looking around for all things demon-related, and came across this: http://mkv25.net/dfma/movie-881-trappinghfs.
Now what I want to do is capture them, as in the video. I'm pretty sure that I can capture, tame and train them if I add the [PET] and [trAINABLE] tags. I'm also going to tamper with the raws further to see if I can end up breeding them. I realize that once they kill one of my dwarves, they can't truely be tamed.
Now I am going to try to observe the outcomes as good as I can. I am going to see what exactly is possible of demons.
Looking at this from a scientific prospective, I want to accomplish the following:
-Discover how to tame demons*
-See if war and hunting demons function properly*
-See if they can be used against invaders, goblins, etc.
-Try and breed demons (after deleting [NO GENDER] of course)
-Find out how long it takes to breed
-Summarize exactly what can be done and how
-Successfully take a tame demon and slaughter it at a butchery
-Use as few cheating/changing raws as possible
-Post findings and movie as proof
(*- assuming it can happen in the first place)
Before I start, I would like to know if anything like this has been done and to alert me of any foreseeable reason as to why my efforts will prove futile.
Now what I want to do is capture them, as in the video. I'm pretty sure that I can capture, tame and train them if I add the [PET] and [trAINABLE] tags. I'm also going to tamper with the raws further to see if I can end up breeding them. I realize that once they kill one of my dwarves, they can't truely be tamed.
Now I am going to try to observe the outcomes as good as I can. I am going to see what exactly is possible of demons.
Looking at this from a scientific prospective, I want to accomplish the following:
-Discover how to tame demons*
-See if war and hunting demons function properly*
-See if they can be used against invaders, goblins, etc.
-Try and breed demons (after deleting [NO GENDER] of course)
-Find out how long it takes to breed
-Summarize exactly what can be done and how
-Successfully take a tame demon and slaughter it at a butchery
-Use as few cheating/changing raws as possible
-Post findings and movie as proof
(*- assuming it can happen in the first place)
Before I start, I would like to know if anything like this has been done and to alert me of any foreseeable reason as to why my efforts will prove futile.
23
DF Modding / New, Creative Civs
« on: December 09, 2009, 03:29:36 pm »
I have been looking around on the modding forums for a while and now I want to try it for myself. I am going to add my own custom civ/entity into DF, but it seems that almost everything has been done.
I want to make a whole new civ, one that hasnt been done before, is creative and fits with the theme of DF (dwarvenly and "fun"). Any suggestions as to what civ(s) I should make, what they're like and general things about them.
I promise to upload the files for them when I finish.
I want to make a whole new civ, one that hasnt been done before, is creative and fits with the theme of DF (dwarvenly and "fun"). Any suggestions as to what civ(s) I should make, what they're like and general things about them.
I promise to upload the files for them when I finish.
24
DF Suggestions / New/Advanced Moods Thread
« on: December 03, 2009, 07:08:58 pm »
Here are some suggestions of different types of moods that a dwarf can enter:
1) Prophetical:
Dwarf enters mood and takes over any workshop. He will then take the nearest stone and create some sort of artifact w/ pictures pertaining to their deity (10 commandments...) He will then get a legendary social skill, which makes them ideal appointed leaders/nobles. (Theocracy anyone?) However their can be a chance that they are not accepted by society, where the hammerer steps in (religious persecution). Legionaries, high skilled workers and military have low chance, while high chance is placed on farmers, peasants, unskilled labor.
2) Revolutionary:
Dwarf takes a workshop and makes demands that read the name of the leader/noble in question. Peasants and friends will join in the cause, earning them a possible noble spot or a hammering. They may or may not use stolen weapons/armor too get their way. He will then let the player choose one of the 3 choices. Only when under a certain happiness level. Requires economy.
a) Quell and punish the revolutionaries. A failure will let the revolutionary win. (may cause deaths, but generally keeps things the same)
b) Let them win, mandates all canceled, Leader killed or punished by a newly appointed Capt of Guard. Some nobles replaced. (Happiness bonus in "poor" dwarfs and new noble staff)
c) Compensation, Mostly non-violent, Some mandate cancel. (Not always available)
3) Hermit:
Dwarf grabs a bed and build it in a random spot anywhere on the map (excluding water and magma of course) He then uses it and forever becomes separate from your fortress. He can still be seen, but you cant change his labors or attack him. Invades will not route to him. He could be walked over and otherwise ignored in the sense of path-making. I think that he should stay standing next to his bed the whole time to stop FPS rapage from unusable dwarfs. Also, a strict limit of their number, since hermits were not the most common of fellows (roughly: Population/50, rounded down).
Any and all suggestions will be considered and added if I agree. Feel free to say what you think about each idea and what I should change.
1) Prophetical:
Dwarf enters mood and takes over any workshop. He will then take the nearest stone and create some sort of artifact w/ pictures pertaining to their deity (10 commandments...) He will then get a legendary social skill, which makes them ideal appointed leaders/nobles. (Theocracy anyone?) However their can be a chance that they are not accepted by society, where the hammerer steps in (religious persecution). Legionaries, high skilled workers and military have low chance, while high chance is placed on farmers, peasants, unskilled labor.
2) Revolutionary:
Dwarf takes a workshop and makes demands that read the name of the leader/noble in question. Peasants and friends will join in the cause, earning them a possible noble spot or a hammering. They may or may not use stolen weapons/armor too get their way. He will then let the player choose one of the 3 choices. Only when under a certain happiness level. Requires economy.
a) Quell and punish the revolutionaries. A failure will let the revolutionary win. (may cause deaths, but generally keeps things the same)
b) Let them win, mandates all canceled, Leader killed or punished by a newly appointed Capt of Guard. Some nobles replaced. (Happiness bonus in "poor" dwarfs and new noble staff)
c) Compensation, Mostly non-violent, Some mandate cancel. (Not always available)
3) Hermit:
Dwarf grabs a bed and build it in a random spot anywhere on the map (excluding water and magma of course) He then uses it and forever becomes separate from your fortress. He can still be seen, but you cant change his labors or attack him. Invades will not route to him. He could be walked over and otherwise ignored in the sense of path-making. I think that he should stay standing next to his bed the whole time to stop FPS rapage from unusable dwarfs. Also, a strict limit of their number, since hermits were not the most common of fellows (roughly: Population/50, rounded down).
Any and all suggestions will be considered and added if I agree. Feel free to say what you think about each idea and what I should change.
25
DF Gameplay Questions / Simple Healing Utility
« on: December 03, 2009, 06:45:45 pm »
Anyone know a simple utility that lets me heal my dwarfs. A recent siege left several wounded that jus sit there and no1 is going over to help them. All of them are thirsty, but no1 is bringing water despite my buckets and well.
I just need something that heals them without all the fancy modules that come with Companion (tried it and it didn't work on my comp for some reason) and other such things.
Im running 40d#.
I just need something that heals them without all the fancy modules that come with Companion (tried it and it didn't work on my comp for some reason) and other such things.
Im running 40d#.
26
DF Gameplay Questions / Cage Trobles
« on: November 29, 2009, 08:20:08 pm »
I have a wounded macedwarf from my last siege who has several red and yellow wounds to the spine and upper/lower body. After the battle ended he retreated to my fort, while forgetting that wounded dwarfs set off traps.
Now he's stuck in a cage and I can't figure out how to free him.
My question is: how do I free him? Is it worth freeing him right away, since I've seen dwarfs feed him? Will he heal inside the cage?
Now he's stuck in a cage and I can't figure out how to free him.
My question is: how do I free him? Is it worth freeing him right away, since I've seen dwarfs feed him? Will he heal inside the cage?
27
DF Dwarf Mode Discussion / Fire Imps I hate thee
« on: November 27, 2009, 07:10:04 pm »
I have a great map here, (hfs, magma pipe, chasm, brook) and I also have the primative civ mod installed. The problem I have is that the magma pipe is directly in the way of my main entrance and most of the trading parties that come by walk RIGHT next to the pipe, alerting the fire imps. Then, they stupidly try to attack it/ run into magma for safety, which always gets them killed.
What would you do to stop the onslaught? What should I do to prevent future attacks, wildfires and trade parties winding up dead? My plan is either to drain the brook onto the pipe, but I've never done such a thing and might screw up badly. Alternatly, I might just build walls around it, which is kinda of costly, time consuming and builders are in danger.
What would you do to stop the onslaught? What should I do to prevent future attacks, wildfires and trade parties winding up dead? My plan is either to drain the brook onto the pipe, but I've never done such a thing and might screw up badly. Alternatly, I might just build walls around it, which is kinda of costly, time consuming and builders are in danger.
28
DF Gameplay Questions / I dont understand graphics...
« on: November 26, 2009, 08:45:20 pm »
Its been a while since Ive played DF, mostly cause I was into modding and tweaking. This eventually led to my game crashing during world-gen. What stopped me from playing was my idea to start from scratch, load vanilla, and re-mod what I wanted. The reason this stopped me is because my, "I don't feel like it now, I'll do it tomorrow," attitude.
Now on to the point,
I've modded in civs, items etc. in and I regen and to my surprise is the ascii graphics. Call me undwarven, but the ascii graphics just don't appeal to me. Now I've been having trouble with applying the tileset, making what I can of it, and every time I run DF, I see those darned ascii graphics.
All i need is a quick run through on how to install a graphics pack (I particularly like this one: http://dwarffortresswiki.net/index.php/User:Sphr/gfx_set). The instructions on the wiki are confusing to me.
Thanks,
Now on to the point,
I've modded in civs, items etc. in and I regen and to my surprise is the ascii graphics. Call me undwarven, but the ascii graphics just don't appeal to me. Now I've been having trouble with applying the tileset, making what I can of it, and every time I run DF, I see those darned ascii graphics.
All i need is a quick run through on how to install a graphics pack (I particularly like this one: http://dwarffortresswiki.net/index.php/User:Sphr/gfx_set). The instructions on the wiki are confusing to me.
Thanks,
29
DF Suggestions / Loot from battles
« on: August 11, 2009, 11:02:07 pm »
I think that the clothes, armor, weapons, ammo, etc that dead enemies drop should be considered part of your fortress wealth and not have the brackets,"()", around them. I suggest this because that in the act of killed said enemy, you did the job (in this case your military/trap killing him) that was required to get the goods (loot in this case). Its no different that killing stray cattle and having their bones/hide/meat count as your own workings. Even if the item are unusable, they still are YOURS and they were not traded for.
Its like an equation:
Work+ Materials (or goods)= Item w/ no brackets
Item+ Trade Partner= Item of near equal value and brackets
and
Work (this case fighting)+ Materials (unit's inventory)= Item w/ brackets?
In real life, most, if not all, civilizations considered loot as a trade good (sorta). Most notably, the Vikings (amoung other barbarians as well) considered their spoils and those of others to be equally theirs as any crop they could grow or crafts they made.
I just think that the tons of clothes and armor left behind by hostile units should be considered your goods (even though they weren't crafted their) because they were taken by force rather than trade.
Its like an equation:
Work+ Materials (or goods)= Item w/ no brackets
Item+ Trade Partner= Item of near equal value and brackets
and
Work (this case fighting)+ Materials (unit's inventory)= Item w/ brackets?
In real life, most, if not all, civilizations considered loot as a trade good (sorta). Most notably, the Vikings (amoung other barbarians as well) considered their spoils and those of others to be equally theirs as any crop they could grow or crafts they made.
I just think that the tons of clothes and armor left behind by hostile units should be considered your goods (even though they weren't crafted their) because they were taken by force rather than trade.
30
DF Gameplay Questions / Wise Trading
« on: August 11, 2009, 08:14:10 pm »
Is it a good idea to have a lot of exports and get rid of most if not all of my useless crafts for other things? I know that imposts dont count to your overall fortress wealth so I thought that trading away too much would inherently cause less migrants. Do your exports still count toward migrants wanting to come?
Would it be a good or bad idea to trade 90%+ of my crafts to trades for, say, all of their leather so I can start a leatherworking industry?
Would it be a good or bad idea to trade 90%+ of my crafts to trades for, say, all of their leather so I can start a leatherworking industry?