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Messages - Kipi

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166
I think someone actually did mod coal dust, actually.

Yep. Correct me if I'm wrong by Lofn was the first who made coal dust mod ("Black Lung" mod), since then others have more or less used that mode in their own works.

167
DF General Discussion / Re: possible to move save game folder ?
« on: May 07, 2012, 11:28:54 am »
Not possible without hacking the game itself, and not sure if it's possible even then.

What you could try is to copy the whole game (exe and everything) to the server folder and just have shortcuts to DF.exe in each computer.

168
DF General Discussion / Re: Your best or most unique Embarking site
« on: May 03, 2012, 11:34:14 am »
These days, no matter WHERE  you embark, you will always have:
Magma,
Fresh Water,
Candy,

No matter what else, you will always have these things.
Back in the OLD days, trying to find a good spot WITH a magma pipe? Very hard.  And magma AND Candy? Very VERY hard!
Fresh water? Not always. For example I have had several embarks with no water outside (pools dried up almost immediately) and all caverns were dry. So usually yes, definitely not always.

As for Candy, if you go smaller than 3*3 embark location you always have a chance to not have one. And in 3*3 area it's always possible that you have only one pillar which may be completely hollow. So yes, while you do the pillar you don't get the benefit (not counting clowns here).

In case of magma, yeah, you will always have that.

169
24th of Moonstone, year 101

We were visited by caravan from mountain home. Unfortunately we didn't have anything to sell to they left almost immediately. There was also the liaison traveling with the caravan. I had a quick discussion with him, though nothing worth of noting was said. We will get more migrants soon and there has been sighting of goblin and kobold movement lately. Neither of them knows our location right now, or so the scout believe, but we must get ready in case the information is false.


22nd of Obsidian, year 101

I noticed that our miners didn't have anything to do and thus they were just hanging inside the dining hall. Or the room which will be the dining hall, there is still no furniture inside. Well, that just won't do at all and so I ordered them to start smoothing the hall. After they have finished it, and if there is no other tasks available, they will start engraving it. Beautiful dining hall surely would lift the morale around here. And if it doesn't, well, at least our miners are occupied with something meaningful.


4th of Granite, year 102

There was a kobold spotted inside our fortress today. They don't know our location? Well, now they do, damn it!


Unfortunately Bloodtooth didn't catch the bugger and it was able to escape. I ordered her to station on the first floor in case there are more of those filthy creatures around. We really need to get some kind of defense soon...


25th of Granite, year 102

Third group of migrants arrived today. This time there were over thirty of them, thirty-seven if I'm precise. Among them there was one doctor, who I made our chief medical dwarf and an armorer. That means forty-three dwarves without any important professions. From those I assigned four masons to speed up the furniture construction. We also need to build some walls outside, which requires masons, so it was kind of win-win situation. Rest of the migrants are considered as peasants until I find proper jobs for them.


18th of Slate, year 102

The dogs we brought were chained next to the ramp leading outside. These dogs will guard the entrance so that Bloodtooth can have a rest.


The speed of furniture construction has gone up very much, thanks to the four new masons we have. I think we should be able to have proper dining room soon, after which begins the construction of walls.


20th of Slate, year 102

One of our peasants made a figurine today. The figuring describes the foundation of this outpost one year ago.



The question is, why did the peasant was working in the crafting workshop anyway? Doesn't matter really, I just decided to make him our second crafter.


15th of Felsite, year 102

The dining hall finally has the furniture it needs. Also the walls and floors have been smoothed and our miners will start engraving those immediately.


I was also informed that the caravan is approaching, accompanied by the liaison. I ordered all the crafts we have to be hauled to depot and right now I'm preparing myself to meet both the merchants and the liaison. Hopefully they bring some good news.


20th of Felsite, year 102

I met the merchants today. Unfortunately our crafts still had low quality and thus I wasn't able to get much in trade. I bought some wood, one bin full of cloth and one copper axe. The axe will be used to recruit second woodcutter and carpenter.

After I was done with the merchants I met the liaison. As is the tradition in mountain home the position of liaison is reassigned each year so it wasn't the same dwarf who visited us last year. This new liaison didn't take the report of kobold activity well, which is no wonder at all. Especially since we were unable to catch the thief our presence here should be considered as revealed. That means we should be expecting more thieves, assaults and perhaps even sieges at some point.

The liaison also told me that there has been sighting of groups of githyanki and fallen humans nearby. So far there is no reason to believe that they know our location as kobolds and goblins usually don't deal with those races. But it will be only a matter of time when they stumble on our entrance.

So far there has been no information about elves, though that doesn't surprise me. Those pointy-ears tend to sneak around way too much. Cowards, trusting to the shadows and ambushes. True warriors would announce their movement so that the battle could be honorable! Which brings me to the last topic I have been pondering; why in Armok's name are we resorting to sneaky tactics? Why don't we just gather huge population here in Oilfame, build a giant army and crush anybody and anything that comes too close? It's not right to ambush, I tell you! It's not the honorable way to fight! But orders have been given and I must follow those no matter what I think personally.

170
Chapter 1

The Diary of Kipi
1st of Granite, year 101

After two weeks of traveling we finally arrived to location known as The Strapping Hill. This woodland shall be our new home from now on.

Why are we here anyway? Well, our civilization has been in war for decades between different races. Goblins, elves, githyankis and so on. The problem is that now all those aggressive races have decided to form an alliance and now they are attacking us. This alliance combines the forces of goblins, elves, githyankis and fallen humans, though it seems like githyankis and the fallen ones are leading the alliance. Our task here is to establish a small outpost to protect this section of the border from any invading forces. The catch is that this fortress is supposed to have a limited population. By this we should attract as litle attention as possible.


With me came two miners, Confinedpaddles and Tourstops, carpenter Auburnroads, mason Doorcloistered, farmer Crazecloisters and Bloodtooth, former personal guard of the king. She is quite good with her axe and she also brought her personal equipment with her so we shouldn't be too worried about our defences.

We have enough supplies to last several months, the king was kind enough to give us some extra rations, but still we must start building as soon as possible. I have already sent a message back to the mountain home that we have reached our destination and it's relatively safe for migrants to come. So hopefully our population grows soon enough.


5th of Slate, year 101

Our miners have finally reached the stone layers. So far they have discovered gypsum, sandstone and a vein of siderite. That means we have iron around here. That is good considering what is our purpose here. If we didn't have iron ore it would be much more difficult to defend the borders.


10th of Slate, year 101

I was just informed that our miners discovered a vein of bituminous coal. That means we don't need to get too deep immediately to get our forges and smelters operational as we can power those with coal.


Now that we have stone for constructions I ordered the miners to start working with farming area and food storage. We need to secure our supplies before any migrants come so that we don't end up starving here.


20th of Felsite, year 101

The farming area and food storage is finally ready. In addition we have our first still constructed so we shouldn't worry about keeping ourselves satisfied and drunk anymore.


Next our miners will move one floor down and make rooms for basic storages; furniture, crafts, wood, leather, cloth and gems. When those are ready we should start preparing the working areas for basic industries.


24th of Malachite, year 101

The first group of migrants arrived Oilfame today. Honestly I didn't expect them this soon. No matter, the food and alcohol production are going already so it's not a problem. Besides, we do need more workers.


There were seven dwarves in the first group of migrants. Unfortunately only two were adults and they came with their five children. So, one big family just moved in. I wonder why the king sent such a group here at this point? Well, they are here now and that's it. The two adults were ordered to work under the guidance of Crazecloisters in farms as they had no skills useful to us right now. Or where would we need potash maker or soap maker?


3rd of Galena, year 101

The storage rooms are finally ready and our miners are moving to third floor to mine out the industrial sectors. Unfortunately we don't have any crafters among us so we must hope that next group of migrants has one. Otherwise I just need to assign someone to be one, which is never a good thing.


27th of Galena, year 101

The basic industrial sectors are ready on floor three, which is good. Now I think we should improve our living conditions, and that means dining hall, dormitory and office for me. When we get more citizens we should also consider starting the production of clothing. After all, we can't run around naked, can we?


5th of Limestone, year 101

Autumn is here and so is the dry season. Well, I don't see how this could be considered more dry than other seasons as we haven't see any signs of rain since we arrived here. The pools outside have already dried up, leaving the small stream in southwest corner of our location as our only source of water. I think we need to connect one of the pools to the stream so that we have closer access to water when we need it. But that's not the thing we should worry about right now, there are more pressing issues to be solved before.

While mining out the central floor of the fortress, the floor which will contain the dining hall and such, our miners discovered a small cluster of native platinum. I don't know where we should use it since it's very rare metal. Again it's not the most pressing issue right now so I just ordered our miners to keep on working. I will figure out the usage later.


16th of Limestone, year 101

Our miners discovered several other veins while mining; bituminous coal, siderite and tetrahedrite. So far this location has shown the signs of being rich in metals, which is always a good thing, especially when the metals are iron, silver and copper. And coal is always a plus, even when we start using magma to power our forges we will need it to produce steel.



8th of Sandstone, year 101

Another group of migrants came today. Still no crafters so I was forced to assign one of the migrants to be one. There were four of them newcomers, one was made crafter, one was assigned to be our second mason and two were assigned to work in farm and food industry. This takes our population up to eighteen dwarves. It's not much but better than seven, at least we have all the basic industries finally running.


15th of Sandstone, year 101

Our miners have finished their work at fourth floor. Finally we have a place where to gather inside the fortress, even though there is no furniture ready yet. But our masons are working on it.



16th of Sandstone, year 101

We had a small problem with gray langurs today. There were a small group of those, coming here and trying to steal our equipment. Unfortunately two of those succeeded, though we only lost a wool cap and a glove. Still, we need to build a wall around the entrance as soon as possible.


What worries me is that Bloodtooth, the warrior we got, refused to wear the iron breastplate we brought to her. It was not her own and thus she didn't want to wear it and if I tried to order her to do so she just stood there. When I let her off the hook she went outside to her station point. Unfortunately the langurs were already gone by then. I think I have to have a long discussion with her about her behavior today.


14th of Timber, year 101

So, after several long chats with Bloodtooth we finally reached an agreement; she claimed that wearing both mail shirt and breastplate were going to slow her down too much and she won't be wearing both at the same time. So, instead of using the shirt, I ordered her to wear the breastplate only. She accepted the suggestion and thus we have one spare iron mail shirt in our storage.

171
Oilfame
When dead goblins just ain't enough!


Introduction:
"Leave dwarves alone and they will leave you alone. But if you happen to insult them, either by underrating their crafts or complaining their habit of deforest entire continents, well, you get what you deserve. This is what happened in Athira Ewe, also known as The Plane of Enchantment.

It's not known how or when the wars erupted but that's actually irrelevant. Most important thing is that at the end of year 100 of Third Age of Myth dwarves were at war against almost every civilization. In fact, the only one still in peace with dwarves were humans, apparently they still hold the crafting skills of the short people in high value.

One day the king of dwarven clan The Buff Channels, known as Zulban Earthstream, decided that the borders of his kingdom must be fortified. Several small groups were sent out to establish outposts, each one having a special purpose. Some outposts were designated to guard the borders, some were supposed to look out the trade routes and some were meant to support the armies travelling to distant lands.

One such group was commanded by Kipi Chuckedgems, a middle class noble with no bright future in the mountain home. He was accompanied by six others; two miners, mason, carpenter, farmer and warrior. Their task was to establish small outpost to The Strapping Hills. And what was their special purpose? Well, Oilfame, as the outpost was going to be known, was never meant to be big and flashy. Instead the king wanted it to be hidden with only minimal forces to protect the outpost itself and ambush any invaders crossing the border. Of course minimal forces here wasn't applying to the quality of the army, oh no. That's why the king ordered one of his personal guards to go with the expedition group and to ensure that all soldiers inside Oilfame could be considered elite.

And so, during the winter of year 100, Kipi took the reins of the wagon and the seven dwarves begun their journey to the unknown lands."



About Oilfame:

Oilfame is a story fort where I'm testing out the latest version of my Total Mayhem mod and especially the entity changes I have released.

Being a story fort Oilfame is controlled by me and only by me. You can request dwarves to be named after you but there are few rules to it;
  • When requesting I need the name, gender and profession. Name is mandatory but if you don't specify the other two I will just take the first dwarf in unit list
  • Even if you state profession I hold the rights to add or remove jobs of claimed dwarves. This is because the population is going to be limited (cap set to 80 dwarves). Also, some of the combinations may not ever happen (for example maso + miner). I'm not posting specific list of forbidden combinations as it would be too long so instead I will ask you to rethink the professions if the combination you requested is out of question.
  • Specific gear, rooms and so on may be requested but not promised. This applies especially to military equipment because I'm not going to have many soldiers in my fortress. For example, wielding two weapons is definitely out of question.
  • In case of military, gear requests will not be taken in consideration when claiming a dwarf. You want a spear dwarf? You will get soldier and after that I will check out if the equipment request fits to my plans. But even if your request doesn't happen immediately it may happen later.

Finally, I will be using three utilities while playing; Legends Viewer (for the story purpose), Dwarf Therapist (with Caste addition) and DFHack. DFHack is mostly used to get around some of the bugs in game but also speed up things (vein mining and auto dumping) but nothing that affect the actual balance of the mod is not used.


So, let's get started. Have fun reading!

172
Okay, the new version is up!

As I stated in the official website, this release turned out to be first step in entity/item overhaul. So far the attributes of each entity creature has been checked and altered as well as size of gnolls, vikings and githyanki. As for the items, so far I have redistributed weapons and toys, which isn't much. Just note that, while all the weapons have been renamed, those are identical in terms of battle. So human battle axe works as well as dwarven battle axe. I'm going to check the item attributes later.

And the change log:
Spoiler (click to show/hide)



- Rocks can be used in jewelry. This is a bug with vanilla DF, not with the mod.

Thats not a Vanilla DF bug nor this mod bug. Rock "gems" have different cuts than real gems.

So it's actually intended that jewelers can cut rocks and use those in encrusting?

I have an idea/suggestion for a stealthy type creature
Like a pale blue leathery skinned cheetah in base body and size, it has hard chttinous fins (they dont move there like a sheild attached to him all over his body) placed on parts of its body making its genral structure much more streamlined where the head of the cheetah would be there isnt there is a large snapping mouth with needle like teeth, they have long powerful tales with large spikes of chitin at the end they have long razor shrp nails that can rip out organs and lop of limbs, they have streamlined bodies that moves delicately through the wind with great speed and stealth they have two powers, stealth-They go into sneak mode even when they can be seen 30 recharge and leap- they dive into there target and can go up or down a z level if they crash into an enemy ussually dealing decent damage and knocking the opponent down 10 recharge- And yes they are very badass

Man, you should really use periods while writing, I actually had to read that post several times before I grasped what you were looking for.

Now, while the idea is good, I think only 70% of what you are suggesting is actually possible and only 30% is inside my modding skills. So right now I think I'm not adding this creature but I will make some notes in case it becomes plausible at some point. Besides, right now I'm focusing more to entity creatures and balancing those so I don't think I'm gonna add new creatures right now anyway. But thanks for the suggestions.

173
DF General Discussion / Re: The "Happy Birthday Toady" thread
« on: April 18, 2012, 02:04:48 am »
Happy birthday Toady!

174
DF General Discussion / Re: DF World Map Wallpaper
« on: April 04, 2012, 07:43:16 am »
Looks like I have a real wallpaper to replace the generic one that comes with Win7...

In other words; THANK YOU!  8)

175
DF Modding / Re: Dwarf Fortress: Total Mayhem v. 0.34.05_2 (3/15/2012)
« on: March 23, 2012, 03:17:19 am »
All the changes to creatures themselves have been done as well as some extensive testing. Here are the results:

First of all I wanted to know how well the entities survive from world generation; first two test gens with pocket world and 125 years of history resulted humans, elves and goblins being wiped out. When I changed the settings to medium world and short history (5 years) all of them survived as well as with 100 years of history. I think the problem is with pocket worlds, there is just not enough space to allow the entities to spread out a bit before the conflicts and thus all three entities, being weaker, gets wiped out.

Next I ran some testing battles in arena mode. All tests were repeated five times to confirm the results.

First set of battles:
  • Ten dwarves with iron gear and axe
  • Ten githyanki with iron gear and axe
In each fight team b, which is the group of githyanki, won. In four cases one githyanki was wounded, though each time it was just minor yellow wound in arm or leg. In last case there were no injuries in winning side

Second set of battles:
  • Ten fallen humans with iron gear and axe
  • Ten githyanki with iron gear and axe
These fights were more interesting. First of all the battles took much longer than in first set of battles. Each five battles were won by fallen humans, though three times there were one dead fallen human and rest of the group were more or less injured. Last two fights saw no deaths in winning side though again all of them were injured.

Third set of battles:
  • Cryo Hydra
  • Five dwarves with iron gear and axe
As expected the hydra won. It required only one blast of the cryo vapor to kill the dwarves. The only interesting thing was that the hydra was also injured by the blast, the whole body turned yellow. BUT, after I pitted some minor creatures against the "wounded" hydra, no parts of the body went beyond yellow so I think this is only minor problem and doesn't require fixing.


Now that I have ran some preliminary tests it's finally time to move on items. After I have finished that I will give Githyanki the special silver, after which I will do some test runs again.

176
I was thinking of the forts not being in any way synced. You can play each one separately each season and once the season is done that fort is paused until the other 3 are done. That is you can simply pause 3 and play on 1 or play all 4 at the same time - their only consideration between each other is what happens at the seasons end, data communication doesn't happen at any other time.

It's not that simple.

First of all, lets say that the fortresses are using the same world. This means that several actions that may happen during the season may cause conflicts, mainly megabeast attacks and sieges. Unless the games are synced there is no way for one instance to know if that specific megabeast, for example titan, has been killed in other instance.

Secondly, if the game accepts communication between fortresses of different worlds, there is the problem of modding. Sure, if it's only you playing both fortresses it may be possible to ensure that no conflicts are caused, but especially if there is some kind of world server used, then the change of conflicts are quite high. It needs just small tweak in one of the raw files and voilá, something traded to you may corrupt your whole fortress! So, unless Toady creates some kind of fool proof check which goes through ALL raw files and makes sure those are 100% identical and exists in other instances, which would take huge amount of time and effort, there will be risk of people getting corrupted fortresses.

Thirdly, saving. If the world can be different there is no problem but what if it can't? What if you have to quit before season ends and one of your fortress is at the beginning of season while the other one is at the end of season? Separated copies of the world? That would enable the possibility of world corruption caused by edited raw files I described above.

Fourth, history aka Legends. I remember there being a thread that suggested the possibility of moving ruins from one world to another and same problem applies here as well; if a item or thing is moved from one instance to another then the history must be moved too, unless Toady dramatically changes the way the legends are stored and linked. And if parts of the history are moved then, to avoid any complications, the whole history must be moved. And since history is moved the sites must be moved, how could there be history if the sites and beings doesn't exists? Suddenly you have a world that actually contains two worlds and as the game is already lagging under the data of single world how could it handle two worlds? Or more? To make that even remotely plausible it would require both 64bit transform as well as multithreading.

There, few major issues with this idea. And I didn't even touch the subjects like whether the game should determine which fortresses are using this "shared" idea and which aren't. Or if the game should allow another fortress connecting to first one in the middle of playing (you start a fortress, play year or more, create another fortress in new instance of DF and hook it up with the first fortress)?

Not saying that the idea is terrible, I would like to see it as well, but as multithreading and 64bit are basically going to happen at some point (didn't Toady mention somewhere recently that even though he doesn't wait for that moment it will take place some point) I would like it more if Toady buts his effort to those before any kind of "Fortress to Fortress" or "Instance to Instance" communication. It's just that the suggestion made here isn't that easy to do as it may sound.

177
DF Modding / Re: Dwarf Fortress: Total Mayhem v. 0.34.05_2 (3/15/2012)
« on: March 20, 2012, 05:52:59 am »
All physical and mental attributes have finally been redistributed. What I did was to put all the entities in order for each attribute, calculated the numbers for weakest entity basing on the attributes dwarves and the calculated all the numbers for every other entities by multiplying the values of the first weaker creature with certain multiplier.

For example, Strength attribute;
Dwarves have lowest attribute range for Strength 450. They were third strongest entity of all ten entities while kobolds are weakest. This resulted number 72 for kobolds by using the formula x/y^z, where x = number dwarves have, y is the multiplier and z is the "rank" of dwarves minus one. The multiplier is 1,3 for strength calculations, which resulted formula 450/(1,3^7) = 72, rounded by closest integer.

This formula was applied to all attribute ranges for all attributes, where x is always the default value dwarves have, x changing depending on the attribute and y changing depending on the position of dwarves in the order list.

After I calculated all the values I made some minor tweaks, like changing all values over 5000 to 5000 as it's the maximum the game allows, as well as other minor tweaks.

I know this system most probably is still unbalanced but at least it's easier to tweak it after some play testing.


Next I will turn my attention to the size values of all the entities. Here I will use the average height for dwarves in feets, calculate the difference relative differences for other creatures and then use that value to calculate the new size values. For now I decided to exclude all the vanilla entities from these calculations and fellhumans plus vikings will use the same values as humans, so the only creatures affected are gnolls, cavemen and githyanki.

After all these calculations are done I will move to items.

178
DF Modding / Re: Dwarf Fortress: Total Mayhem v. 0.34.05_2 (3/15/2012)
« on: March 20, 2012, 02:09:41 am »
It has been few days since I released the 0.34.05_2 version of the mod. Since then I have added following changes:
  • Fixed the Silphium problem which caused disease resistance to drop instead of raising
  • Fixed the tablets and those are back in.
  • Included the "Black Lung" feature.
  • Two new creatures: Cryo Hydra and Black Bee

Last two days I have been working on the balancing of the entities. This includes reallocating of all attributes, entity specific items (weapons/tools/armor/toys etc.), for some entities special materials (Githyanki Silver) and lots of other things. I will also try to add syndrome to entity meat, which will not kill the dwarves but cause severe complications.

After I have finished up with entity rebalancing I will expand the tablet system more to cover training as well. That means tablets are going to be dwarven equivalent of books.

Any ideas and suggestions, especially regarding the entities, would be appreciated.

Oh, and since I believe the next version of DF is very near, since 0.34.01 longer than one day of silence from Toady has meant new release, I will not upload the new version of the mod before 0.34.06 is out and I have updated my mod to it. That is if I'm not mistaken.

179
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 15, 2012, 06:40:29 am »
Solved the tablet problem, it seems it was caused by misspelling of the specific item.

But I have another question:
Which material tags affect how effective weapons are in combat? So far my searches have resulted some general guidelines, like "this tag affects blunt combat" but nowhere I can find is mentioned which tags and numbers I should edit to make the material better in weapons. The wiki doesn't offer this specific information either.

180
DF Modding / Re: Dwarf Fortress: Total Mayhem v. 0.34.05_2 (3/12/2012)
« on: March 15, 2012, 04:43:28 am »
As I promised yesterday, the new version (0.34.05_2) has been released!

This time there are lots of content that was added. The list in previous post is still the same though two of the three bugs has been fixed. The bug of rock being used in gem cutting is actually a bug in vanilla DF and thus there is nothing I can do about it.


And, just like I promised, the official website has also been launched! You can find it here.
I had some problem with getting the list indention to work so I had to slightly reformat the feature list and release notes. There is also a limit of ten pages for free membership so I wasn't able to divide all the features to different pages basing on the type. I'm considering to upgrading to premium membership at some point but not right now.

Finally, here is the changelog:
Spoiler (click to show/hide)

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