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Messages - FourierSeries

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46
DF Adventure Mode Discussion / Re: . Water laced with water [3]
« on: November 06, 2012, 10:51:12 pm »
Shucks.

Confirmed it to be ... water. I guzzled it down without issue.

A certain amount of paranoia is good in this game. DF mode too.

Ah well ... there's a bitchin' two room lair I stumbled across that's all mine now. Great place to call my own and dump all my spare crap. Behold me cave 'o doom muh huh hah haaa!

Let's see what the cities to the south have on offer. I'm getting real tired of all this icing over at night.

47
DF Adventure Mode Discussion / . Water laced with water [3]
« on: November 06, 2012, 03:28:34 pm »
Um ... some sort of homeopathic alchemy going on there?

Don't want to suddenly find out I can't drink this fine, yo-heard-you-like-water-so-we-mixed-some-water-etc, beverage in a moment of need. Presently I can't eat nor drink anything as I gorged out after taking a power nap thus can't test it. Guess I'll just beeline to a river, dump, and refill.

Sigh. This game man.

How'd it happen:

a) Start fire.
b) Warm backpack which held some ice, two or three separate chunks.
c) Dump water on ground - which empties the entire backpack as well. This is known behaviour though quite annoying.
d) Refill water skin from dumped water.
e) Water skin now has thread title weirdness.
f) Wat?  ::)

48
DF Dwarf Mode Discussion / Re: Ghosts as decorations
« on: July 16, 2012, 08:51:45 pm »
Check to make sure he's not a "Forlorn Haunt"

They're not very energetic to begin with, such that I never even try to get rid of them.

I think they move, on average, something like one tile a year. Occasionally. Maybe.

Beyond that it's worth some more investigation.

49
DF Dwarf Mode Discussion / Re: Possible necormancer migrants?
« on: July 14, 2012, 02:40:04 am »
... He killed 29 dwarves when suddenly in the year 57 some 15 dwarves began worshipping him and three years later he was killed by one of his worshippers. ...

Stop.

Let's see if I got this straight. This little cult could find nothing more worthy to sacrifice to their own god then their own god.

Guess you gotta stick to your principals - no who, no how, know what?

Well, using the rule of thumb that there's nothing new under the sun, I'm sure there's some mythological reference somewhere that covers even this twisted tale. Well, maybe I'm over thinking & it's just a plain old false god revealed story. I just can't shake this vision of Dwarven worship:

Urist A: "Urist, I was thinking about doctrine & predestination & the sacred solace of socks & ... you think this guy's a poseur?"

Urist B: "HERESY! ALL THE GODS ARE REAL & REVEALED & .. OK. This here cult's pretty lame. Let's have at some FUN."

Mudmeister: "My children rejoice! Today we shall learn of -"

Urist B: *STAB*STAB*STABBITY*STAB*

Mudmeister: "Et tu Urist? Then F -"

Urist A: "BORING!" *STAB*STAB*STAB*

50
DF Dwarf Mode Discussion / Re: And then the bridges all melted.
« on: July 02, 2012, 07:54:34 pm »
Ice walls are magma safe, though.  But yeah, bridges, floodgates, etc can melt.

Now replaced with sphalerite based bridges with iron mechanisms.

Almost .. there ..

The infrastructure is all in place, the bridges ( 36 of them ) are all linked to the master lever & now raised. The pump stacks are fired up & the magma tank fills!

It's a slow process & I keep my paranoia up by surveying the surface area of the fort regularly. No leaks, nothing to note at all - well, there's some vermin that keeps appearing in the uncovered section of the tank. I'm sure glad the cats can't get at them.

Wait a while longer & I can breath a sigh of release as the whole tank is now covered in a 1-2 deep level of magma. I now know the pumps can keep ahead of evaporation, this tank will fill to 7/7 in time. So the forts just idling until the next vile force of darkness arrives & I can run a live test. Still some vermin around flying above the tank, dragon flies, lightning bugs, seen them all before, nothing to note .. wait. There's a vermin thing in the tank, in the magma. Like it's jumping around in the 1-2 deep tiles. Is that a magma crab? That's OK too but .. that can't be they're not vermin. Take a look ...

 :o It's a hedgehog.

 8) I've got hedgehogs surfin' mah magma tank!

51
DF Dwarf Mode Discussion / Re: Medic!
« on: June 30, 2012, 04:46:25 pm »
How is health care working in this newest version?

It can be a bit dicey if you don't screen your medical personnel for vampires. The first three functioning doctors I tried out were ... ultimately unhelpful. Yes, all three of them.

Dunno if I was just "lucky" & I don't know if there were any vamps previously. Most of the fort was annihilated while getting things up & running, & before I reached a point where I could start worrying about medical care.

Looks like I'll be (re)starting up my hospital from scratch, with no one who has any skills at all. Talk about a challenge.

52
DF Dwarf Mode Discussion / First impressions of 2012
« on: June 29, 2012, 02:38:30 am »
They called this place "Sikelcatten" or "Hoodchannel" in the vulgar speech of the neighbors. Someday it might be worthy of its proper name. Until then she had another name. A better name. Since the first day she set foot here, that dreadful first day of blood and bodies, screaming and dispair. That first day she arrived and the militia commander, the final vestige of any organization to this place and all of six days old in his career, strolled up and tossed every badge of office of Sikelcatten in her face. Then he ran to the nearest pool and jumped to a watery grave. She could still hear his .. someone's .. laughter.

Ever since this place would be known to her as "Da Hood."

Leader Besmarumril slid into her office chair and closed her eyes, pausing in a peaceful repose, gathering herself for yet another exercise in futility. The capital must be made to see reason! Her lot in this life and truth be told she was a true believer. There was not just a light at the end of this tunnel, she knew it in her heart there was someone, something, tending that light. Things were looking up! With the latest wave of immigrants she resigned four of the lesser positions. The Brokership and the Military Command went to some worthy aspirants, their names already forgotten and subsumed into their titles. The Manager and Bookkeeper positions now occupied by two of the last three .. special .. arrivals. All safely locked away, she'd find something for the third to do. In time. In time. Now there was plenty of time and she looked forward to the coming days when one and all reaped more than just the barest breath of survival from the twin jaws of death and disaster.

But first the letter.

"To: Department of Colonial Occupational Appointments and Emigration, Capitol. Dear Urist Trollface - Please stop sending medical personnel. I don't care how many and long and varied their letters of recommendation are. Unless you have someone who has resided at the capital their whole life? I mean someone who is guaranteed above reproach and .. no, never mind. Just. Please. Stop. You can send another liaison. We're ready this time. I got a new office and everything."

In the capitol the clerk finished reading the letter to his supervisor. The supervisor glanced over to the copies of the recommendations - each a thick, fat, stack of promise. Above reproach? Those three dwarfs had been everywhere, done everything.

"Is there a problem with the new doctors we sent to Sikelcatten?" he asked in surprise. "Nah." the clerk replied as he tossed the letter into the fire place with all the rest "Just them country folk. They don' know how to handle professionals."

***

Current population: 1 Forlorn haunt, 3 vampires, 41 regular peeps. Also 45 occupied coffins. Seemed like a good point to pause and take stock.

Right.

The first chance I get to jump start a functioning hospital after managing to stabilize this nightmare of an embark and what do I get? Everyone who has some medical skill is a vampire. "HFS" indeed.

Meanwhile I've got a new rule-of-thumb. If one of your neighbors in the embark screen is listed as a "Tower" then reconsider. A TOWER IS NOT A GOBLIN CITADEL! Not a nice safe, sane, goblin citadel of old. Not the kind you once knew and loved. Not a good neighbor.

Full on sieges of undead with less than 20 dwarfs in the fortress? In less than a year? Wow.

53
DF Dwarf Mode Discussion / Re: Help me with crossbows!
« on: June 26, 2012, 03:37:22 pm »
A word of caution, this is based on my experience. It works for me; but, for all I know none of it's true. Also I've just barely started into the newest version there may be changes. And the wiki probably says it better.

A few guidelines I've found from my frustrations of dealing with the military.

1) Have the squad size of 3 for new squads. Once they're good at what they do you might want to consolidate them into mondo 10 man squads. Or maybe not.

2) Have each squad set to Train for 8 months & No Scheduled Order for 4 months. Break up that 4 months off time across the year - not all at once.

3) When set to Train make sure they are set to Train, 2 minimum & don't forget to copy that order for the other 7 months.

4) Have a barracks & set each squad to train there.

---

5) In addition to all this, for each xbow squad, create 3 archery targets. DEFINE EACH TARGET AS A SEPARATE ARCHERY RANGE. ( This was the biggest "Ah Ha!" moment for me. Just defining one that overlaps the others DOES NOT WORK. Training really took off after I got this. ) Assign each xbow squad to 3 of them.

6) Assign ammunition for each xbow squad. I use "200" bolts per squad - that's 100 wood bolts set as Train, & 100 bolts of anything else that is not wood for Combat. You could go all wood all the time for everything.

7) Set up a massive bolt creation industry. You are going to be strip clearing the forest regularly for wood for bolts for training. You want at least 1000 wood bolts in your stockpiles, per squad, per season. Check every season at a minimum, you'll probably need more than this.

This should give you a functional military in a year, & some very dangerously effective ( but not completely legendary! ) squads in under 5 years. Any extra real combat you can give them, provided it's done in carefully controlled & totally unfair circumstances, will greatly accelerate this process.

Keep in mind this is just a guideline - someone else can probably pick this apart in much greater detail.

( Extra edit - I'm not even going to try to cover uniforms .. ask around. One last suggestion, have each squad set to sleep in their rooms, & don't let them carry any food or drinks. )

54
DF Dwarf Mode Discussion / And then the bridges all melted.
« on: June 25, 2012, 04:30:29 pm »
Goal: Say goodbye to 31.25. This shall be accomplished by construction & testing of an anti-invasion system consisting of a giant tub hanging over the fortress, filled with magma. System will divulge the magma with a unidirectional spread coving the entire surface edge of the embark.

Steps ...

A: A more or less self sufficient fortress. ( Took a lot longer than such a short description is implied. )

B: Flail around with various concepts, learning trap encrusted hallways & causeways, military management, & the Pissed Off Pastured Predators Perimeter Defence Programme. Build up a monstrous military force as an interim solution. ( Side note: Considered this step an overall failure - the end result is a single legendary militia commander axedwarf / swordsdwarf / givemeanythingdwarf who solos full on goblin invasions, rendering all other methods redundant for almost all hostile surface situations. Hell, I can't even get be bothered to keep this guy out of the line of fire of the ballista battery, it's all the same to him. Loads of fun figuring this all out & occasionally watching hostiles fight hordes of bears was amusing. )

C: Wall off the entire embark area up to the 5x tile no go zone. Wow, this is going to require an awful lot of stone & hauling & ...

D: Discover the concept of ice construction. This is awesome but the murky pools ain't going to cut it.

E: Plow into the caverns & raid them for the water supply. Figure out power generation & pump stacks. A messy step with many causalities but the experience gained is vital for what is to come.

F: Build & deploy a giant fortress overhanging water tank ice generator.

G: Oops. "Cave ins" happen without warning & with unsurprising regularity. Add in some secondary passive flood mitigation measures for the water tank. Very valuable experience gained.

H: From this point on everything that can be made of ice is made of ice. While the primary purpose is still the magma chamber it's all ice all the time everywhere with all sorts of tangential projects.

I: Find magma sea, build & test the magma pump stack, finish construction of the ice floor of the almost embark sized magma chamber above. Construct the ice bridges that will act as the wall of the magma chamber ...

Then spring arrives & all the bridges go "poof." I'm a little disappointed that this happened before I was able to link them all up, close them, & fill the magma chamber. Would have been a much better ending. Can't always rely on the FUN factor I guess.

In spite of the wiki's reluctance to endorse sphalerite I'm satisfied it's magma safe for all things & in all ways. Back to strip mining real rock.

Once this is complete & tested I shall be able to find peace - thru undead Keas & mine carts.

55
DF Gameplay Questions / Re: Announcements you'd like to see
« on: June 24, 2012, 02:04:54 pm »
Apologies as this shades into "game modifications we'd like to see" territory but this all got me thinking so I'll roll with it.

It'd be amusing to see a once in a lifetime fortress announcement, or event rather, that adds something rare & FUN. More so from the guaranteed "What the hell just happened?" forum messages that would be forthcoming. Events that played on some chronicles from forums for posterity's sake would be a gas.

An internal counter that kept track of total constructions? A few hundred to few thousand accumulated & there's a one time chance you'd get an "Earthquake!" or "Everything is melting!" announcement if you went hog wild with ice.

The "Boarmurdered Elephants!" thing could involve a proper siege / camping group who drop a pile of *<<*Cave Spider Silk Socks*>>* followed by about 1/3 of your fortress succumbing to a quasi strange mood "I require socks!" & doing anything & everything to get at that pile. Including digging / de-constructing their way out - orders, burrows, & tantruming overseers be damned.

"Keas!" should be followed, with the game first checking available processing power, by a slightly modded horde of 3,500 who scream in. They proceed to nab everything - stockpiles, garbage dumps, locked doors, penned livestock, bridges, cats, worn clothing, the on-screen FPS & idler counters, a baby or two, & that siege of husks that you've been trying to figure out what to do with for the last three seasons. All gone, followed up with a season or three of quietude to recover.

56
DF Gameplay Questions / Re: Announcements you'd like to see
« on: June 24, 2012, 01:56:09 am »
1) Urist McAquaLung is drowning! *zoom to location*

2) Your fortress is melting! Nice try! *All ice based constructions suddenly deconstruct into slush* ( Should be very random just to mess with people what do ice megaprojects. )

3) Your dwarfs feel uneasy .. it could be - KEAS! HOLY ARMOK INCOMING! ( User configurable for one specifically aggravating natural species. )

4) Urist McHaddenouff has engraved a masterpiece of bitter obscenity! ( Said engraving essentially stating, in no uncertain terms, that this fortress sucks & you can kiss his hairy beard goodbye. Followed by: ... )

5) Urist McColourCommentator has emigrated!

6) Urist McWallDodger can't path to life's necessities! *zoom to location*

7) The traders have changed their minds? *zoom to location* .. Instead of traders entering the map you find a note stating: "No. Just no." or similar.

And the one I'd most like to see ...

The Elephants of Boatmurdered fame hath arrived! Bye bye. *Carnage*

57
Might I suggest just walling off a huge area on the surface and pitting them all? Zero management until you need something from the horde. Well, almost zero management, enough grazers, of the right type, will turn even a 4x4 lush embark into a desert given enough time. You may need a reaper function of sorts.

You don't even need to execute any slaughter commands, just route the occasional invasion thru the area when you need some more fat for soap - an amusing alternative to the goblin grinder. Behold the horror of pissed off herbivores & hooves in combat.

Another favorite - 20 Z level single tile trap encrusted meandering causeway above, let the horde finish off the crippled dodgers.

My personal preference is for an area with gradual slopes that can be walled off while allowing line-of-site to the outside. This lets the ranged attackers spew away that dangerous ammunition while culling the horde a bit for you, all before they hit your main defenses.

Once you break seal on the enclosure you're going to get bum rushed by them pathing to your meeting area. I just let them do that, clean up the mess, lock everything down again, & repit them.

58
DF Dwarf Mode Discussion / Re: Controlling meal ingredients
« on: June 13, 2012, 07:41:06 am »
And on that note I'm gonna get me some breakfast.

Egg, egg, egg, and mushroom omelet here I come!

59
DF Dwarf Mode Discussion / Re: Controlling meal ingredients
« on: June 13, 2012, 06:53:07 am »
Wouldn't one single egg and cheese stockpile feeding the kitchen work?

60
Did you designate any zones near the water?

Note that there's stairway access along the wall to get to the top & a stair way to get down into the reservoir itself. No mystery there, it's not like the cats are flying in or something.

Well, there's a pond designation one level above it all, accessible by the walls holding the water in. I was trying to get a head start on filling it during the winter months, having the Dwarfs pour as much "ice" in as possible. I've carefully confirmed it's just a pond designation, no random refuse stockpiles over it nor inside. The pond designation is still active of course, no reason to be but laziness.

Below this is the stone walled reservoir, nothing in there. There are two refuse stockpiles located about 15 - 20 tiles away. No direct connection, the interior of the reservoir is walled off from them.

The next floor down is a stone stockpile with 3 catapults set up to hose down a near by wall for target practice ( good training for the ballista battery covering the main entrance. )

And below that is a meeting area with another water source designation next to it.

Hardly OSHA approved but what can you do?  ;)

Can't think of what weird combination of all this would cause the cats to insist on congregating here of all places, consistently wading thru 3/7 water to do so.



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