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Messages - darkflagrance

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3571
DF General Discussion / Re: Topic Vote - Dwarf Fortress Talk #5
« on: November 16, 2009, 02:41:16 pm »
I'd like to at least see both Adventure Mode and Culture handled in the future. (listed them alphabetically, so you can't determine my preference  ;D)

3572
They are all probably sparring injuries (very common in dwarf fortress in general). Low-skill combat skill combined with weak or even no armor is the most obvious cause - some might have gotten it from battle as well, but given the manner in which our cats would have been utterly slaughtered in melee by the next dwarf siege that came just after I ended my turn (I let my saved game run to enjoy the spectacle of twenty cats bum-rushing a pair of elite marksdwarves and a macelord), I doubt it.

Nerve damage prevents a cat or other creature from ever sparring again. A future overseer can convert them into markscats if he or she wishes, however, because they will continue to practice archery.

3573
DF Gameplay Questions / Re: Village Defense: Forward Sentries
« on: November 16, 2009, 02:31:51 pm »
It is said that one night Rome was saved from destruction by a fortuitous watch-goose.

The advantage/disadvantage of the animal watch strategy is that unless you go to the precaution of positioning them in choke points and surrounding them with glass windows (they can spot enemies through those, or fortifications), you are guaranteed to have losses - be sure to forbid the watch animal corpses or prevent refuse gathering.

I did this with guard grizzly bears; the best part was letting my bone carvers then turn the resulting bear skulls into valuable goblin bone-encrusted trade goods.

3574
DF Gameplay Questions / Re: Unassigning/Releasing from cages? [SOLVED]
« on: November 16, 2009, 02:25:39 pm »
About the re-caging bug: it happened to me as well when I accidentally assigned a captured lasher to a shared animal cage and subsequently unassigned him before the order was carried out; he was removed from his goblin-bone encrusted steel cage in my citadel of torment and placed in a terrarium in the animal stockpile.

When a creature is unassigned from any cage, but not assigned a new one, the dwarves will re-cage it in another cage. This is because the creature is meant to be in a cage, but it has no longer any actual designated cage because you just unassigned it somehow. Breaking of cages by building destroyers/tantrums or by lever is the only way to unassign creatures that have been caged.

3575
DF Bug Reports / Re: [40d16 + Legendary Lands] Pearlash doesn't burn/melt
« on: November 16, 2009, 10:35:43 am »
Is temperature on?

Edit: ah, then clearly it merely lacks a melting point of any kind, even the default one.

3576
DF Bug Reports / Re: [40d16]Elves do not properly contain fish
« on: November 16, 2009, 10:33:23 am »
It turns out that the elves are merely nonsentient vessels of flesh and blood, operated internally by a secret army of extraterrestrial mind-controlling moghoppers that swim into the brains of their victims, and from there attempt world-conquest. The elves eat corpses so their parasitic masters can feast on the delicious cranial matter inside.

Moghoppers stealthily sneak into the fortresses of dwarves and attempt to take them over - thus resulting in moods. Usually the affinity of the dwarf for art is enough to overcome the moghopper's attack, but sometimes the dwarf falls victim to the moghopper, and as a result becomes insane, suicidal, or bent on achieving world conquest by mass murder of all nearby sentient beings.

When an elf is killed, the moghopper inside is so deeply embedded in the elf's brain that it can easily be mistaken for part of the corpse. The reason why this is so is technical: beings cannot drop other living beings upon death - when this feature is implemented, your elves will indeed properly contain fish.

3577
By the way, the Foodmaster appears to be one of the oldest cats left in the fortress other than the Leathermaster, and in my turn she got married, became expedition leader, was later elected mayor, and is about to have a child/children. I think she was the hero of my turn (other than the cat who killed the berserk sheriff).

3578
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 16, 2009, 09:41:04 am »
Quote
Succession itself is something to be handled for later, but the placeholder for this particular issue is in the very short list of actual promises made to specific people for this release, so you'll have your liaison if it can't pull a historical one, POOF generated from scratch.  The actual succession stuff is slated for after we have critters running around the world map during play, when diplomacy should be more fluid, so generation should just fade out for the real replacement.

Yea, I'm willing to accept a placeholder liason from the same stock that immigrants are drawn from for the liasons.

I think everyone will be happy that the presence of liaisons (and diplomats?) is no longer subject to the vagaries of chance, both in world gen and in randomly spawning on top of a dragon.

3579
This place is a crowded and indefensible mess, and I'm going to do something about that.
There's a nice, wide tunnel ending in a hall that borders the outside world. Is it okay for me to break a wall and turn it into a visitor center for the rape and pillage tourism industry?

I think this was its intended purpose before it was left incomplete.

***************************************************8

Turn:

The first things I noticed were the meeting zone in the zoo and the large, well-decorated dining hall. The zones were too large, in my opinion - I have played baby-splosion-type forts before, and normally I'd set a 3x3 dining room and a 1x2 tile meeting zone inside it.

---

All of a sudden I get a message that a tanner has died. I zoom to the spot, but the only out of the ordinary thing there is a cat chunk. And tons of blood.

Spoiler (click to show/hide)

---

Since cats have 8-18 years to have kids, however, I decided we could afford a second distinct meeting area in the zoo around the cage in the room across the hall from the dining room.

They appear to be hanging around a single Shared Cage in the center of the room, riveted by its motley contents.

Spoiler (click to show/hide)

 After setting some production orders for statues and ordering the smoothing of the hallway to the south, and the digging out of new storage rooms, I decide to check out the cage for myself.

Spoiler (click to show/hide)

That's the Sheriff for Laoick's sake! :o And from the looks of it, she's also our expedition leader. She's lying in a miserable heap on a pile of bones at the bottom of the cage. Along with a kitten. Who knows what horrible things the other cats had been forcing them to do to each other...

I quickly set about releasing her with a lever in the hallway. Unfortunately, she refused to re-acclimate to normal life, and promptly went berserk. Our unfortunate leader was shortly thereafter splattered against the walls by a passing recruit.

Spoiler (click to show/hide)

The worst part was that she was our only appraiser.

In other news, I noted the accomplishment of the recruit by giving him a title.

Spoiler (click to show/hide)

Speaking of the military, I noticed that most of our military units are organized into groups of 4 and have nervous injuries. I reorganized them so that all the healthy wrestlers were in one unit, changing the titles of the nerve-damaged to "Crippled Warrior" before further drafting another 8 cats. This problem is caused by the fact that we lack large quantities of armor better than leather, and that our armory is lacking in key pieces. I attempted to remedy the problem but ran out of leather in the process.

Also, at the end of my turn, some of the healthy cats were further crippled. :-\

Spoiler (click to show/hide)

I might recommend undrafting some of the cripples to let them get married, so they can still be productive in some way.

----

By the way, seeing the many animals in the fort, and the breeding pen one z-level down, I decided to help with the future drain on our fps by cutting off the animals' pathfinding map via a channel and drawbridge, linked to the lever that I had used to release the sheriff.

Spoiler (click to show/hide)

---

Taking stock of legendaries, we have a legendary mason, stone crafter, and miner. Another cat got a bonecarving mood and is now legendary in that (good for the bones we'll have from slaughtered animals.) Our best warrior is an elite wrestler with nerve damage.

Spoiler (click to show/hide)

I left the Sheriff position blank to discourage feline justice, and in spring the Foodmaster was chosen as the new expedition leader, before being elected the first Mayor of Screamtortures.

---

I took a hauler in the fort and appointed her the broker. By the end of my turn she was performing competently in her new profession.

Spoiler (click to show/hide)

I mostly traded stone junk and old invader clothes, and bought wood, food, leather, and metal. I remember requesting tons of meat, as well as leather bins.

Given the fragile nature of the lives of cats, I might recommend future overseers train back-up appraisers; it's not hard, just have them be the first cat to view the goods of each passing trader, before switching over to the real broker for actual trading.

p.s. What I wouldn't give for a migrant clothier to actually make use of the bins of cloth I erroneously bought off the elves...

---

Huh, what's this?

Spoiler (click to show/hide)

So that's who's been killing random cats... >:(

By the thing the markscats got there, the ranger was dead, and the culprit was nowhere in sight.

---

Four artifacts were created during my turn, and our fortress value has rocketed to ~1 million from 32,000.

Spoiler (click to show/hide)

I set them up in the middle of the central hallway so passing cats can rub themselves against them in ecstasy.

Due to this jump in value, a small army of cats has migrated to our fortress, increasing our population by about 50%:
1 Glassmaker
1 Ranger (leather armor!)
6 Peasants
1 Butcher
1 Animal Trainer
1 Animal Caretaker (?????)
1 Animal Dissector
1 Armorsmith
1 Metalsmith
1 Child
1 Woodcutter
1 Potash Maker
1 Fish Dissector
1 Craftscat
1 Engraver
1 Mason
1 Thresher (so useless...)
Pets: 3 horses, cat

For a total of 22.

Also, a kitten was born:

Spoiler (click to show/hide)

---

I got bored waiting for the faraway magma forges to fill up, and so I dug out a new set of magma forges nearer to the pipe. Hopefully they will be fully online during the next  overseer's turn. If not, you try try obsidianizing the magma to block off the extra connection.

Spoiler (click to show/hide)

Finally:

No attacks at all - fall was strangely quiet, with neither sight nor sign of dwarves, though I had the wrestlers  patrolling the fort against the possibility of attack from the hordes of snailmen outside.

Also, for ease of viewing, I bound some important locations to F1-F5, like the entrance, the forges, the depot, and I think the dining room.

P.S.
It looks like the foodmaster is due to give birth during ACP's turn.

3580
DF Dwarf Mode Discussion / Re: Sieges/Invasions
« on: November 15, 2009, 01:45:57 pm »
While I had invasions off, kobolds ignored the piles of steel plate mail left outside my reclaimed fortress. Only when I turned it back on did theft announcements begin appearing. I don't know about macaques though.

Also, in a recent fort, to allow for some respite to gather the leftover armor from my enemies, I turned invasions off. The next season, both an orc siege AND a goblin ambush together succeeded in taking off a quarter of my population as it gleaned the spoils. I think there is a delay before the init change takes place.

3581
DF Gameplay Questions / Re: Item ownership
« on: November 15, 2009, 07:35:28 am »
Short of killing the dwarf in question? No.

However, I believe if they have a room and a cabinet they will store their spare clothing there, so that might help. Dunno if they'll gather their discarded underwear though.

Recently, I've noticed that even dead dwarves retain ownership of their items, preventing me from getting rid of the XXpig tail sandalsXX that litter my fort. Your only solution may be magma cleansing or atom smashing. Setting them on fire via dragon breath might also work.

3582
Put him in a pit, and make a story about torturing the malicious sadistic pet of the baron?

Questions: if you kill the hammerer, will a new count bring another? I assume they won't if the hammerer is still alive, but realistically speaking, if the hammer really does personally serve the count each one should bring a hammerer.

The hammerer is not linked to the Count; he/she is independently appointed by the king.

3583
Ok, I have the save:
http://dffd.wimbli.com/file.php?id=1593

I will do the write-up a bit later, but the important stuff is already included in my previous posts.

There was no military action at all during my turn. But autumn and another chance for dwarf sieging is coming up. Good luck to ACP!

3584
DF Dwarf Mode Discussion / Re: Gathering the sweet, sweet nectar from GCS.
« on: November 14, 2009, 02:00:25 am »
The best method of GCS farming involves locking it behind a pet-impassable door and chaining a bait animal about 5 squares in front of it, separated from the GCS by fortifications to the GCS can't reach the animal. The GCS will attempt to path to the animal through the pet-impassable door, fail, and proceed to shoot webs at the bait. To collect the silk, you want a bridge that raises against the fortifications, so that the weavers who collect the silk are not spooked by the GCS.

3585
DF Modding / Re: Relentless Assault
« on: November 13, 2009, 12:41:03 pm »
From my own experience with modded flying baby snatchers, the [flier] tag does indeed screw over path-finding upon spawning for ambushers, and has strange effects on special units like thieves.

If the flier spawns on the ground, its path-finding is normal. This leads to epic attacks.

If the flier spawns in the air, it becomes stuck and never moves or attacks, probably because it cannot path to the ground. Ambushers or other stealthed creatures frozen like this will not move again, even if discovered, unless they are injured to the point of unconsciousness or otherwise knocked to the ground, where if they recover they will act as normal.

By the way, despite the fact that my baby-snatcher fliers did indeed practice baby-snatching in world-gen (among other things, their leader was an elf baby-snatcher stolen by a former leader), they never sent thieves to my fort, nor did I discover frozen thieves during the sweeps my military made of frozen ambushers.

It might therefore be better to remove the [flier] tag from harpies.

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