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Messages - darkflagrance

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3556
DF Modding / Re: The Wonderment Mod (v1.0, Aug-09)
« on: November 18, 2009, 10:19:58 am »
I want to show my appreciation for this mod; the material diversity (especially of the war metals) changes the viability of many otherwise ordinary sites, and I find that this mod is well-complemented by others that introduce fierce enemies to use the warmetals against like orcs or the relentless assault monsters.

3557
DF Modding / Re: Relentless Assault (version 1.1 up!)
« on: November 18, 2009, 04:42:42 am »
Also, worldgen is epic just because of all the wars.

I just modded in orcs, and I just got a battle where 123 treants attacked a 83 orc settlement. 62 orcs perished, but they kill all 123 treants...apparently the cause of the war was the inability to communicate and form treaties...and the treants still keep coming somehow - the next year saw 141 treants come, only to be all turned to kindling.

In that same worldgen, I see a battle where a young boy, Laulug Lutetest, just barely come of age at 12, was the only defender left between his home and a tribe of vicious werewolves that constantly raided his village between elf sieges. 59 of them came, while he alone stood at the gates, protecting the children inside. And yet this young boy held firm, killing 24 of these vicious monsters before the wolves turned tail and fled, and thus earning the name "The Execution of Sheens."

These are the same werewolves that the people in Sparkgear fear to fight without champions or bridge traps.* Bear in mind that humans are size 7 (I nerfed them a bit to act as traders and added in superhumans) and wolves are size 9.

Later that same year, he and 6 other children were mercilessly shot to death by a siege of 355 elves.
Haha, I know!  My favorite is when you see two civs at war that have babysnatched from each other and everyone else for so long that their populations are an equally proportioned mix of gnomes, dwarves, goblins, humans, ogres and giants.

I also wonder how exactly worldgen battles are calculated.  It seems like everything can make a difference--type and quality of equipment, size, damblock, natural attack damage, etc--but you still get a lot of stuff happening that never would in fortress mode.  The treants, for example, will trade equal casualties with the elves pretty routinely, but if that battle actually played out the guys with the wooden arrows wouldn't stand a chance.


edit:  I missed some old trigger tags in (of course) the treant entity entry.  If you downloaded earlier they had the trade and progress triggers, but were only intended to have a population trigger.   Sorry!

Does that mean that they siege sooner or later?

3558
DF Modding / Re: Relentless Assault (version 1.1 up!)
« on: November 17, 2009, 12:57:12 pm »
Does the [starting_biome:glacier] tag allow the spawning of werewolf civilizations? They don't spawn in my games unless I replace the tag with [tundra].

Also, I get the NO TRADE, but with elves. Does it actually affect anything?
(It might be because another civ's trade season conflicts with the elves, now that I think about it - I will investigate proposed fixes).
Make sure you've cleared the data/objects folder, elves are siegers and should display as a dotted red line.  Hopefully that'll clear up the werewolves, too, although it might be a lack of glaciers as 3 said.  Are you genning a large world?

He means in the creature_standard entry for dwarves it says:

   [BOWMAN_NAME:bowdwarf:bowdwarves]
   [SPEECH:dwarf.txt]
   [SPEECH:dwarf.txt]
   [STANDARD_FLESH]
Ah.  Never even noticed there was a speech tag in the creature entry..

This was a fresh, previously untouched copy of df - I'm guessing its the temperature problem, because in a later map my tundra werewolves failed to spawn as well.

Elves do seem to work fine in my latest worlds though.

Also, worldgen is epic just because of all the wars.

I just modded in orcs, and I just got a battle where 123 treants attacked a 83 orc settlement. 62 orcs perished, but they kill all 123 treants...apparently the cause of the war was the inability to communicate and form treaties...and the treants still keep coming somehow - the next year saw 141 treants come, only to be all turned to kindling.

In that same worldgen, I see a battle where a young boy, Laulug Lutetest, just barely come of age at 12, was the only defender left between his home and a tribe of vicious werewolves that constantly raided his village between elf sieges. 59 of them came, while he alone stood at the gates, protecting the children inside. And yet this young boy held firm, killing 24 of these vicious monsters before the wolves turned tail and fled, and thus earning the name "The Execution of Sheens."

These are the same werewolves that the people in Sparkgear fear to fight without champions or bridge traps.* Bear in mind that humans are size 7 (I nerfed them a bit to act as traders and added in superhumans) and wolves are size 9.

Later that same year, he and 6 other children were mercilessly shot to death by a siege of 355 elves.


*Yes, I know there are differences. They are fundamentally the same.

3559
DF Dwarf Mode Discussion / Re: Releasing Giant Eagle?
« on: November 17, 2009, 11:58:44 am »
Hmmm, I actually do what you do a lot too. At least what I suggested should work without question.

It definitely does this with goblins and hostiles, as well as vermin. What I wrote is probably what's causing it, but why there's a difference in treatment I don't know.

You didn't mod the eagles, right?

3560
DF Dwarf Mode Discussion / Re: Releasing Giant Eagle?
« on: November 17, 2009, 11:45:15 am »
You have to build the cage as a building, attach it to a lever and then pull the lever.

The reason is that unassigning an animal from a cage is treated by the game as reassigning it to a different, random cage.

Or rather, the dwarves remove the creature from the cage, but the mere act of doing so apparently does not change the fact that the dwarves think the creature should be in a cage, and so they then panics and put it in a new cage.

3561
DF Gameplay Questions / Re: Ouch ... you ok buddy?
« on: November 17, 2009, 11:41:03 am »
It is however untested and not guaranteed to work.

Hrmmm....

Quote
patients have a nasty tendency to get out of bed and run to the other end of the fort to sleep in some barracks

That's because (I believe) they are drowning.  This wakes them up.

My design is 4/7 depth, which is less than drowning but still swimming - it's the "user friendly" depth.  A dwarf can still rest in bed and learn to swim - it's better than magic, it's science!

The challenge is to avoid a "wave" of 5/7 water flowing out from a floodgate/door, which will trigger the "OHARMOKHELPMEI'MDROWNING!" reaction which sends them out of bed and running.  So, it requires the water to come up thru grates - which do double duty as drains.

Regarding the water, would it work to have some 3/7 but mostly 4/7 water tiles sloshing around? The rate of skill gain would not be as high, but you would have better insurance against deep waves of 5/7 water.

Hm... can dwarves sleep in any amount of water?  Given all the essentials are provided, plus maybe a zoo or statue garden, I would make an entire working floor of my fortress a swimming pool.

Or just make an entire fortress on this principle, with very few z-levels and hatches on stairs to prevent drainage, pressure plates to reset water levels, a pump tower going to every floor, tower caps sprouting everywhere...

I give you Toad Fortress.

3562
Here's the save.

- Killed most of the treants seige.  The remainder is trapped in the above-ground portions of the ruined old water factory
-Had several goblin ambush(all led by ogres), one human ambush, one kobold ambush
-Added more fortifications, a bunch of traps, and added onto the spikes
-Tried to train larger army, mostly only managed to replace killed marksdwarves
-Built tower to attract migrants, could be used for noble rooms later

Didn't do a ton, really, but at least the fort is a bit more secure.  Note that there's no water; right now we've got a lot of walking wounded (both axedwarves and most of the trained marksdwarves) if you build a bed they'll rest in it until they die of thirst.  Otherwise, though, they don't rest and just drink alcohol.

Map here.  POIs and pictures up later

Do dwarves heal without beds? (I'm 70% sure they do). If I'm wrong, then would it work to build a bed, let a dwarf rest in it for a while, and then deconstruct the bed to wake him up (although I once tried this with a wounded dwarf and I think he started refusing to fall asleep but he was killed in the tantrum spiral before I could confirm)?

3563
DF Gameplay Questions / Re: Village Defense: Forward Sentries
« on: November 17, 2009, 11:31:14 am »
You could try a ballsy idea.  Build a number of cages equidistant around a desired perimeter, and assign a stray, non-cat animal to each one.  After a while, release the animals from their cages.  They'll stick close to the cages for quite a while, with a bit of room to roam, providing you with a statistically significant better chance for detection than a chained animal.  Goblins don't necessarily head for the closest kill anyway, so chained animals aren't the best choice unless there are a lot; you need something that can bump into the invaders.  As the animals deviate too far, or if they manage to get adopted, just assign a new one to the cage, wait, and release.

As a less ridiculous idea, train up a healthy number of steel-clad, wrestling and weapon-trained champions.  Assign them in squads of three and have each patrol a section of the perimeter.  One champion wrestler can take down an entire squad of goblins with little trouble, and three watch each others' backs.  You'll lose some when the bowgobs come, but hey, wrestlers train quickly!  For a 6x6 unmodded map, I can attest that three steel-clad champions can clear a siege on their own before it reaches the center area (bar bowgobs).

Use the right-side map to get an idea of holes in the perimeter: blue tinted tiles contain a fort native on some z-level.

That's relatively high maintenance outside of disposing of the inevitable animal corpses (the eventuality of animal sentries). Far more efficient just to guess where enemies tend to spawn and position animals in the general area between that area and a fortress entrance.

Edit: I will give you credit for ballsy. At least you'll get herds of grizzlies and foxes stalking the map this way.

3564
DF Modding / Re: Relentless Assault (version 1.1 up!)
« on: November 17, 2009, 08:07:55 am »
Does the [starting_biome:glacier] tag allow the spawning of werewolf civilizations? They don't spawn in my games unless I replace the tag with [tundra].

Also, I get the NO TRADE, but with elves. Does it actually affect anything?
(It might be because another civ's trade season conflicts with the elves, now that I think about it - I will investigate proposed fixes).

3565
Yes, you can do it multiple ways with cave-ins, and I wrote a whole post on that before realizing how overcomplicated and relatively useless it is. Then I promptly realized no one would want to read it, and deleted it.

I would have read it.

3566
DF General Discussion / Re: Worldgen cookbook
« on: November 17, 2009, 06:55:33 am »
but the sites with the best embark zones, always have the worst problems with civilizations wiping each other out, since there isn't a good buffer zone between the civs. The stupid elves and goblins always die on my world gen since they are always in conflict with the humies and dorfs.

For this, you could probably try regenning the world with a different history seed and hope that the wars are less destructive - history seed manipulation has worked for me in the past.

3567
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 17, 2009, 06:14:35 am »
Started work on my sea'o'cage-traps plan. In effect, I plan to flood every unused tile in my entire fortress with a cage-trap. Invader tries to enter? Cage trap. Dwarf goes berzerk? Cage trap. Clowns knocked out by military? Cage trap.

Also tied into this plan is my invader-zoo. I currently have three pikegoblins, a hammergoblin and a goblin wrestler in my zoo.

You should make a giant tomb with a terracotta army for your king, except with actual caged goblins instead of statues.

3568
DF Dwarf Mode Discussion / Re: Interesting.
« on: November 17, 2009, 05:59:02 am »
Do the traders ever leave again?

They will never leave - they have forgotten the way home and will only return whence they came in death. I personally like to have them around because they add flavor and warn you of ambushes though.

3569
-Try to figure out why such a small fraction of the military bothers to spar.

It's all nerve damage. I recommend giving their armor to fresh cats and making all the old wrestlers markscats because crippled cats still shoot at ranges. Also, since they don't spar, it might be an even better idea to use them as haulers and cheap labor until they are needed for battle. It might even be an excellent idea to draft all migrants, keep the ones that survive nerve injury till elite status, and then release the failures to act as normal civilians.

Or you can dispose of them via suicidal charge.

3570
DF Adventure Mode Discussion / Re: Funniest Names
« on: November 16, 2009, 05:01:36 pm »
From my latest world gen:

172: Tirevuugis˜sai, "Laboradore", a town
   Owner: The Shaken Group, humans
   Parent Civ: The Hateful Confederation, humans
   Leader: Titinama Queststorms, elf

Laboradore: a mispelling of Labrador...

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