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Messages - KenboCalrissian

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616
5 years game time.  After the fifth year, you need to find the first appropriate time to abandon during your sixth year - so whether that's during a siege, a megabeast attack, a swarm of HFS, etc.

Sure, you could do a monster-less, all-puzzle dungeon.  It would likely be one of the first to be visited on the quest, so unless that makes a difference to you go ahead.

Askot, I don't think we can mod dwarves that way without regenning the world... correct me if I'm wrong, I'm admittedly not too knowledgeable about modding.  We don't want dwarves to be super-powerful because they're a playable adventuring race, and that would ruin the fun.  I like bringing animalmen civs into it, though.

617
5th Hematite, 206, Summer
-------------

Who do these people think they are?!  Summer rolls in, and we get two export bans... Sigund the Mayor says we can't export earrings - which is great, because that was the #1 most requested items from the humans this year, and they're right around the corner - and the Tax Collector follows suit by banning export of Trifle Pewter items.  Pff... honestly?  We don't even have Trifle Pewter items, nor would we be dumb enough to run an economy on it.  Seriously, I think he just had to say something because the Mayor was getting his say.

This is only the beginning, unfortunately... As more consorts take up residence, there will be more mandates, more demands, more complaining, more tantrums... I wonder how long the fort will last.  Inod still doesn't have her tomb up to specs yet, so I'm expecting some kind of demand from her shortly.

There are two main projects going on right now.  We extended the southern stairwell down a few floors, but we're also creating a multi-level fountain to go right next to the stairs.  Dangerous, I know, but the flow of water won't be continuous.  It will be floodgate-controlled via a lever and a pressure plate.

Second, we're adding a new floor to the defense tower just outside the gate.  This floor will be a roost for the giant eagles.  When invaders approach, we'll pull a lever to let them out and wreak havoc.  That'll teach those goblins!

Also, I decide to do something about some of the cryptic paths Asob carved in the lower levels.  Navigating those corridors is such a headache!  I think her intent was to minimize damage dealt by moody dwarves should one go insane... makes sense, actually.  If every stairway went straight up and down through the fortress, and somebody went nuts, they could get anywhere in a heartbeat, and that gives them opportunity to do massive damage.  I guess this also goes for whatever's lurking just behind the vein of adamantine... I'm pretty sure she intentionally lengthened some paths to give the guards time to reach an internal threat.  The one-tile corridors are clearly intended for traps, but I'll reiterate my feelings on weapon traps... but depending on what's behind those walls, I'm prepared to recant that view if needed.  I decide we have to have some quicker paths, but I'm not going to sacrifice the work she did for security either, and have the miners carve out some new stairways for the magma forges.

I suppose I'm not in a big hurry to look for that river.  We have a plentiful source of internal water with the brook-fed wells, though wood is getting a little scarce.  There are more pressing matters at hand, however, so locating the river falls by the wayside.

Asob came into the room bawling about something.  I thought we were over this awkward social phase for her?  No sooner than I write this down do I see her face and know it's something worse.

"Alright, alright... What's with the water works?"

"Don't say water!!  I want to make a mandate... ban all water from the fortress!  All of it!!  Drain it off somewhere!"

"Uhhh... why?"

"Because water is a vicious, baby-killing monster!!  Another baby drowned on my watch!"

Spoiler (click to show/hide)

I recall, now, what Asob had written in my journal shortly after I succumbed to my injury.  Legon's two children, in crawling after their mother, accidentally found themselves in the pond after Asob unlocked the door to the pit they had fallen into.  This would be the third drowned baby on her watch... I can see why she's upset.

"We were mining out the obsidian... Reg Eralfath, the Miner, put her baby down for a second and she slipped into a channel that had filled up with water!  I was right there... I could have done something if I'd have noticed faster!"

"Now, now, don't beat yourself up... Who's the baby's father?"

"Reg Isanmörul, Cheesemaker.  And his older sister is the child Thob Kollolor."

"Wait, his mother and father are named Reg?"

Spoiler (click to show/hide)

I laugh at the coincidence.  Asob gives me a queer look...

"You're... laughing?  Zon, a baby drowned!  How can you laugh at that?!"

"Huh?  No, I'm not laughing at the baby drowning.  It's the parents' names!"

"How could you laugh at all?!"

"I--..." I stop.  There aren't words.  And yet, my mind races.  For the first time, I see in full view what this venture has truly done to me.  Have I really become so heartless?

"Will you stop writing for a second and take a look at yourself?? "

"I can't do that.  I need to chronicle everything that happens--"

"Why?  Were you ordered to?"

"...No, I just want to.  It will be important some day."

Asob slams my door against my wall loudly.  "Wake up, Zon!  There's more at stake here than this petty mission!"

"I wouldn't yell that where King Minkot can hear you..."

She stands in the doorway, fists clenched and quivering.  A shout comes from down the hall; the humans have arrived for trading.  She lingers a while longer.  I start to say "I'm sorry," but she leaves to meet the traders just as I begin to speak.

I spend a few hours flipping through the pages of my journal, noting the changes that have taken place in me over these past six years, and I start to wonder... was I ever really doing it because I was ordered?  Or is there something else that drives me?  Most importantly... is it consuming me?

Asob's right about one thing... I do write a lot once I get started.  I'll get the baby's green glass coffin in place, and then I need to do some silent reflection.  Assuming I'm not ambushed again like last time...

618
DF Suggestions / Re: Recreational Drugs
« on: November 16, 2009, 01:24:29 pm »
If this goes in, could we please have a [DRUGS: ON/OFF] tag in the init?  I'd prefer to play without, and rather than narc on everybody else and say "No, all dwarves should be straight-edgers," I'll settle for a toggle. 

619
DF Bug Reports / Re: [40D16] Forbidding and renabling cause mood to fail
« on: November 16, 2009, 01:18:24 pm »
It's OK, no one's keeping score of most bugs reported ;)

620
DF Bug Reports / Re: Cant forge low boots
« on: November 16, 2009, 01:17:15 pm »
A new player is going to follow the Wiki like it's bible until proven otherwise.  The Wiki is the most easily accessible instruction manual for a newbie (I'm not counting the one included with the game, because the details aren't as thorough and navigation requires learning the controls first), and errors in the Wiki create problems in newb fortresses.  Brand new players typically won't start playing by searching the forums, which isn't easy.  There's a lot of sifting through false hits involved, a problem that the Wiki fortunately does not have.  So, you can't blame anybody for taking the Wiki's word for it; it's supposed to be an accurate source of information, and if it isn't, that isn't the reader's fault!

If the Wiki doesn't say something "obvious," it needs to be updated for new players.  Obvious to an experienced player is far and above different from obvious to a new player.  And there's different levels of experience; I, for one, am not about to go "raw diving" because I'm personally not too interested in modding.  I've never even heard of "upstep" until now, but it sounds like something I should have been aware of a long time ago, so it should have been either in the Wiki or the game's instruction manual.  Expecting a casual player to go digging through the raws to obtain understanding of crucial elements like this is just plain ignorant.  And in the case of this example, I see a couple other experienced players who didn't know what it is, so... obvious to you isn't obvious to everyone.

Spoiler (click to show/hide)

621
It's simple to make megabeasts more common.  You just halt world gen a little earlier than normal, before as many of them have been killed off.  We could start the first fortress at year 100 to make megabeasts more common, but make sure that civs have started to develop relations with each other.

Unfortunately, I think every animal you leave in the dungeon is dead when you get there, but I'm not sure about megabeasts.  It would be pretty cool to have a restrained megabeast in your final room as a boss fight, but I don't know whether it's possible.  I'll do a little research on it - if anyone has any experiences where their creatures survived, let us know!

Not sure what you mean by "purely logical dungeon."  Could you explain?

622
I've been kicking around an idea for a challenge that incorporates both Adventure and Fortress modes.  Basically, several players create dungeons in the same world, specify a specific artifact and goal location that the adventurers must find and reach, and put all of those dungeons in the same world.  Adventurers then enter the world with the goal of conquering every dungeon and collecting every specified artifact.

It would be nice if several people were able to work on fortresses at the same time, but I don't think this is possible (if anybody knows otherwise, please say so!)  So we'll have to impose a time limit on each fortress before it must be abandoned (preferably during a siege to load it with enemies) and the next player begins their fortress.

Rules for Fortress mode players:
-Build your fortress with dungeon design in mind.  Lever-based puzzles and mazes are encouraged.  Also encouraged are complicated traps to avoid, such as rooms slowly filling with water.
-I'd like to see pressure-plate based traps and puzzles, so we'll play with adventurer traps on.  As such, remove all other traps from your fortress before abandoning!
-Make sure it's possible to reach the designated goal!
-Because items become scattered, it might not be possible to restrain an item to a specific room.  Therefore, designate a specific construction that the player must take a screenshot of to prove they reached it.  The goal might be a statue in a peculiar room, or an altar to Armok.  Does anyone know if an item sealed in a room will remain in that room in Adventure mode?
-Please abandon your fortress during a siege.  The dungeon will be much more interesting with monsters inside it!
-You will have five years to complete your fortress, after which you must find a suitable time to abandon so that the world can be passed off to the next player, who will create a brand new fortress elsewhere in the world.
-Post the location of your fortress.  While it would actually be more fun to only provide the region name and make players search for it, nothing is preventing them from simply entering Reclaim mode and seeing where the dungeon is, so you might as well just show it up front.
-Every fortress submission will be reviewed by a judge (or judges) before being accepted and play resumes to the next player.  As OP, I will be the first judge - depending on number of interested players, I may ask for up to two more.  Keep save backups, because if we find a problem we might ask you to take another season or two to fix things up.  Unless you've blatantly broken the above rules, don't expect your fortress to be outright rejected.
-Limit of eight dungeon designers, and I'm claiming one.  So, that leaves seven available spots.  A waiting list will be available in case somebody misses their turn.

Adventure mode rules:
-Victory is achieved under the following two conditions:
--You post screenshots of your character in the designated goal room of every dungeon Fortress
--You post a screenshot of your character surrounded by every designated goal item.  Post screenshots of their description, too.
-Fast travel is allowed.
-Finding all of the items with the same character is not technically a requirement.  You could theoretically find some of the items, get killed, then retrieve the items from your old character's body.  You do not have to retake screenshots of you standing next to each landmark with the new character (but you're more of a badass if you do it all with one character).
-Bonus points if you do it as an elf!
-No limit to the number of adventurers.  Anybody can download the world and play in it!

The subject line is "Discussion" because the actual game won't be run here; this is merely discussion for the setup.  If you feel rules need to be added, removed, or amended, please make suggestions.  If you want to play with certain mods, that's something to vote on, though my vote is for vanilla.  At this time I don't have a world in mind, so this is something that we need proposals for as well.

Items in need of discussion:
-Who's interested in dungeon design?
-Any modifications needed to either set of rules?
-Any world proposals?
-Are mods desired?

623
DF Dwarf Mode Discussion / Re: My wrestlers are just that skilled...
« on: November 15, 2009, 02:31:38 am »
Wait, can dwarves even GET drunk?

I think dwarves operate much like robots in Futurama: they need booze as fuel, and operate much less efficiently when sober.

Urist McDrinky cancels spar in barracks: Blind stinking sober.

624
DF Dwarf Mode Discussion / Re: Lookin' For A Map
« on: November 15, 2009, 02:28:17 am »
I'm currently playing one that has chasm, bottomless pit, magma pipe, underground river (not yet discovered, but I know it's there because its inhabitants are falling off of a waterfall and showing up dead on my unit screen), HFS, red sand, magnetite and hematite, bituminous coal and lignite, dolomite and talc, mountains and trees, in untamed wilds.  It's the second link in my sig.  The only thing it's missing is GCS, otherwise it would be a contender for Dwarf Heaven.  If interested, I can pull the gen seed and show the embark location.

625
DF Dwarf Mode Discussion / Re: Levers you regret pulling...
« on: November 15, 2009, 02:14:11 am »
I once made a pump stack waterfall generator right at the main entrance of my fort, which also contained a well and meeting area.  This was my first time playing with pumps and fluid, and I did think to put in two emergency shut-off levers - one sealed the floodgates at the top of the pump stack, and one would flat out disable the gear assembly the water wheel powering the stack was attached to (destroying the water wheel in the process, but it was a last resort).

Now, let me quote the wiki about pump stacks:

Quote
The easiest way to do this is to stack the pumps directly on top of each other in alternating directions, also known as a pump stack. The first one pumps North to South, the one directly above it pumps South to North, the next one above that pumps North to South again, ad infinitum. Even without walls surrounding the pumps, water still gets up with only minor leakage.

I made the mistake of trusting the bolded section, which I now believe was left in intentionally to cause fun for new players.  I turned on the pump without fully walling-in the lowest pump, thinking I would only have to deal with "minor leakage."

What really happened was the entrance to my fortress flooded fast as water spilled out all through the sides I hadn't totally walled in.  Before I knew it, a dwarf had been swept away into the canal I had dug to channel the water closer to the entrance and drowned.  I order the first emergency lever to be pulled to seal the floodgate-- but, whoops, the lever was in the path of the flooding, so I sat and watched as my dwarves refused to path to it through 4 deep water already.  Luckily, they could still reach the emergency gear assembly shut-off, but not before two more dwarves drowned.

626
DF Gameplay Questions / Re: Strange Mood limits
« on: November 15, 2009, 01:29:33 am »
Actually, in my most recent fort I had a clothier absolutely refuse to use any gem other than milk quartz - and milk quartz wasn't even one of his preferences.  I was actively forbidding cheap items to maximize worth, and when it came to gems the dwarf simply wouldn't pick up any other available gem except the one he grabbed before I forbid that item (and all others except for the most expensive I had available, including yellow diamonds).  Could be a bug, but normally when you forbid an item that a moody dwarf already chose, they'll go and find another.  This was the one time I had seen an exception to the rule.

Yes, that was the dwarf that created the giant cave spider silk thong with a picture of the king on it.

627
DF Suggestions / Re: Pipe Organs: The Choice Instrument for Dwarves
« on: November 15, 2009, 01:15:39 am »
Urist McSleepyhead cancels rest: Murdering noisy noble and trashing his organ.

I do wonder about the sound created by an organ like that.  Workshops and construction disturb dwarves trying to sleep up to four tiles away in every direction.  Would the organ's noise range be proportional to its size?  It would take special consideration to isolate the thing from living quarters, particularly other nobles (personally, I group all of my nobles on the same floor within close range of each other).

Would interruption by other nearby noise create an unhappy thought for the dwarf playing the organ?

628
16th Felsite, 206, Late Spring
-------------

"Well done, Zon," said Minkot Reliccounsel the King.  "Inod and the workers have no idea what happened to her husband.  Better yet, she is still quite content."

I nod silently, sipping my mug of dwarven wine.  He, with his +clear glass goblet+ of longland beer, stared intensely at me- oh, how clumsy, I forgot my formalities.  I turn the nod into a bow.  "Your grace, I am honored by your compliment."

"There will be more coming, and the same will need to be done with each.  This... doesn't bother you?"

"Why should it, your highness?  Twenty-two dwarves have given their lives for the well being of these lands.  Why shouldn't a few Counts?"

"Your ruthlessness is exceptional... precisely the kind of dwarf we need for the job!  And with Tholtig gone, my throne rests a little more securely.  We could use one such as yourself as a leader.  Why don't you take Tholtig's place as Countess of Severedcoils?"

I think long and hard, and choose my words carefully.  "I am honored to be considered for such a position, your majesty.  I welcome the responsibility over the surrounding County, but I must respectfully decline its title.  I am not interested in power.  I am quite content as City Manager and Hoardmaster of this fortress - I need nothing else."

The King laughed heartily.  "Good answer, good answer!  Had you accepted, I'd have made you pull the lever!  Now then... I'm going to go and refill that pond.  You set more varied tasks into motion to attract another Count.  And remember!  See to Lady Inod's demands."

"What of the tax collector?"

"Keep him around for a while.  If he starts asking for coins, then he can pull the lever.  The Hammerer stays, too.  Somebody needs to keep the workers in line, and with your sheriff laid up there's no one around to do it!"

Spoiler (click to show/hide)

True to his word (on rare occasion), Minkot himself is refilling the reservoir for the noble shower.  I guess he needs to be able to say he had a hand in the next one's demise.  Oh, well.  I set about some tasks, as ordered, and prepare a room for the next.

I also turn off the rent to each of the bedrooms.  It's not fair to the dwarves... they've been working out just fine without money.  They're clearly motivated enough, why do they need something superficial like money to convince them to work?

I start thinking about the future and realize that keeping Consorts happy is going to be a challenge that a mere statue garden can't solve on its own.  We're going to need a mist generator.  I set into motion plans to construct one near the main stairway, where everyone will pass it regularly.  Fifteen grates, a floodgate, some pumps, and other accessories will be required... and, hey, that fulfills part of the next Count's bait, so even better.

((Note: I set room rent to 0 with the .init.  Rent seems to me like an unnecessary distraction.  Since the challenge is to accumulate as many consorts as is feasible, I'm OK with things that present a challenge that could make it more difficult (i.e. the Hammerer) but not things that are just plain annoying.  If there are objections to this mod I'll turn it back on.))

629
D'oh... guess I'm stuck with it.  I'll just disable rent on all the rooms, never build shops or coins, and hopefully that will be enough.

I'm not sure what to do with the hammerer or tax collector, then.  It might be worth the challenge to keep the tax collector, unless he starts demanding coins.  The Hammerer definitely makes things more challenging, so he's probably staying.

630
< .......... 3.

eyes... hurt... post, drive it off the page. ;)

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