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Topics - slothen

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1
My understanding is that as long as you're digging a single tile wide downward shaft through solid rock, a miner can only fall at most 1-z level and can't get hurt.  Therefore you can dig a large open shaft without providing stair access at any point except the top and bottom.  However, if the miner gets tired halfway, it used to be that he'd basically be stuck in a hole.  But now that climbing exists, will the miner attempt to climb out in order to find booze?  Climbing miners seems to be the only explanation as to why I have a 6 tile deep garbage chute with no miner.  Yet after checking therapist, only two of my miners have listed climbing exp, and for both of them its exactly 500, which to me would indicate that none of my miners has gained any climbing experience (i've adjusted therapist to show exp of dabbling-level skills).  On the other hand, according to the wiki, its possible to climb a short way without gaining any experience provided you don't fall.

I haven't played DF extensively since climbing was implemented so I'm not sure under what circumstances dwarves will climb.  Is my logic sound here?

2
DF Gameplay Questions / 1-goblin siege. Too scared to attack.
« on: August 15, 2016, 12:23:10 pm »
A vile force of darkness has arrived, hooray!

But it was only a single bowgoblin that sat at the edge of the map and didn't attack (despite the doors to be fortress being open/unforbidden).  I eventually sent out a squad to deal with him.  I'm guessing that the reason it was a single goblin has to do with my fortress location.  I'm right in the middle of a goblin civ with one dark fortress and several small pits.  The siege must have been launched from a pit.  But I did try to get as close as possible to the dark fortress when choosing my embark.

The question remains why the goblin did not attack?  Is this an issue with siege AI and pathing?

3
DF Gameplay Questions / Outdoor defenses with climbers
« on: April 06, 2015, 05:12:52 pm »
So the 1 tile ditch or stockade doesn't work anymore.  If I want to claim a bit of outside space in the early game, what's a reasonably safe way to do it?  Smoothed stone is out in my case.

Do I need like a 3-4 level tall block wall?  Do i need a 2 level block wall with an overhanging floor?  Do I absolutely need a ceiling over everything?

4
DF Gameplay Questions / marksdwarf loyalty cascade?
« on: October 04, 2014, 03:39:23 pm »
I sent a squad of marksdwarves to the top of a crude fortification pillbox.  Into the corner to be specific.  None of the invaders had 'elite' archers, so i figured it was safe.  I check back later, and several of my marksdwarves are wounded badly.  From combat logs, they were shooting each other at close range in the pillbox and also bashing each other with crossbows.  One dead, 2 hospitalized.  It seemed resolved after that.

5
DF Dwarf Mode Discussion / Firesnakes! What do?
« on: October 02, 2014, 12:12:20 am »
So I dug out a tomb area deep near SMR.  See firesnakes.  Move tomb up several levels where i see no snakes.  Build tomb and jail.  Then firesnake shows up wandering between some prison chains and a green glass magmapump.  But they can melt glass.

6
DF General Discussion / FB Duel and Fell Mood
« on: September 29, 2014, 10:27:07 pm »
So this just happened in my fort...


I've sealed off an area of the third cavern layer.  There is a wall 3 blocks high separating the fortress from two forgotten beasts.  A towering alligator with spittle and a feathered, shelled serpent with poison gas.  My militia of 6 bronze clad axelords is assembled should they climb over the wall.  Behind them in is my mayor, who is in a fell mood and working furiously on an artifact.  Beyond that lies a bridge leading to the main fortress.

The beasts are fighting each other.

The feathered serpent was protected by its shell for quite a bit, and bit off a few of the alligator's toes.  It inflicted some serious damage, bruising the lungs and shattering some limbs.  The alligator fought back, became enraged.  They traded an eye for an eye.  But the alligator caught the serpent in its jaws and began shaking it around.  Ultimately it "scratched" at the neck while clamped to the head, decapitating the unfortunate gigantic serpent.

I hoped the alligator would bleed out, given that its neck was "gouting" and its legs were "gushing" its blood.  But even as I write this the beast is beginning to heal and the bleeding is slowing.  However the beast is also numb and drowsy from the poison gas of the serpent.  I'm hastily unblocking the wall so I can finish it off while its damaged.  However its a big gamble, if the mayor or several military dwarves die now, that will start a tantrum spiral for sure.

The mayor has completed a masterwork dwarf bone hammer Othashmilolebal, "The Ungodly Messianic-Reverence."  My mayor was very unhappy, mostly from consoling so many upset dwarves (some people dont like being haunted the dead).  Now she's ecstatic and can cheer up my other dwarves, so I've got that going for me.

The beast is continuing to heal but very drowsy and numb.  Its eye is completely healed. The BronzeGuard assembled, the wall is down.

Charge.

The beast is asleep, and is quickly hacked to pieces.  One more notch in the =bronze battle axe= of my militia commander.  Now there shall be *forgotten beast roasts* for all !


PS:  As a cherry on top, two of my dwarves instantly ran out into the caverns to clean up the pools of forgotten beast blood, spittle, and extract.  All hail Toady for making this miracle possible.  And the dwarf that got turned into the Hammer was just reported dead.

PPS HOLY FUCK the dwarf that the mayor turned into a hammer was the MAYOR'S MOTHER.

7
DF Gameplay Questions / Ecstatic dwarf cancels job: Grieving
« on: September 28, 2014, 02:55:16 pm »
The only negative thought is "haunted by a dead sibling recently."  its the lowest thought on the list.  This is also the only dwarf where i've seen "grieving."  "Horrified" and other such interruptions are also states that seem to last for a while and are viewable.  Aside from the cancellation notice I can't tell that anything is wrong with this dwarf.  He got this cancellation before, several seasons ago.

Oh yeah it was his sister that is now a ghost, and he gets the cancellations when he walks by her mangled partial skeleton.


That might have something to do with it.

8
DF Gameplay Questions / do zombie elves fire bows?
« on: September 14, 2014, 10:30:52 pm »
do zombies used ranged weapons?

9
DF Gameplay Questions / What's the deal with TREEs?
« on: September 12, 2014, 10:13:17 am »
I've only been playing the new version a bit, and I love the trees.  They're gorgeous, both on the surface and the underground ones.

But then I see threads like this:  http://www.bay12forums.com/smf/index.php?topic=140292.0

What's the deal with trees?

10
DF Modding / mod my eagles to be cooler
« on: May 04, 2013, 02:02:27 pm »
So I've tamed a bunch of eagles in my fort, and I want to do a little bit of raw editing to make them a bit cooler.  Specifically, I want to make them a bit bigger than dogs, hunt vermin, be trainable, and give them a few low level natural skills.  Do any of these things require a worldgen?  Will my existing tame eagles just suddenly be larger?

Also, I know that flying is a bit broken, but should I expect any trouble with the vermin hunter tag?  I was even thinking of using the peregrine falcon dive_hunts tag, has anyone done this?


EDIT:  actually I'm just going to add dive_hunts_vermin and not verminhunter

11
I've volunteered to make a new OP for this thread and help keep track of the player list and updates.  Original post

Most succession games are done by more experienced players using various challenges and mods, but I'm new myself and think having at least one of these going would be a good idea. This was done at least once before and not only was it fun but it seemed like it helped people and brought some forum lurkers into the game.

How to Participate
This will be a succession game for vanilla (no mods) Dwarf Fortress (v0.34.07) for newer players or players without succession game experience.

If you need to download Dwarf Fortress I highly recommend the Lazy Newb's Pack. If you need any help you can check out the Dwarf Fortress Wiki or ask in this thread.

Getting a Turn
1. If you'd like a turn make a post with which turn you'd prefer.
2. Each turn will last one year in game time, to be completed within one week real time. Don't get those backwards. ;)
3. After a turn is over and the save is posted, the next player has three days to make a post confirming they have the save and can play their turn.
4. Play passes to the next person in line if someone is unable to take their turn.

Playing your turn
1. Players should do their best to keep the fortress going and not purposely try to sabotage the next person's turn (they're plenty of succession games for that already XD).
2. While it's your turn post about major events or anything that happens which you find interesting. Storytelling details and screenshots are appreciated!
3. The Dwarf Fortress File Depot is the traditional site for uploading Dwarf Fortress saves.

Dwarfing
1. If you'd like to be Dwarfed, post what name/job/custom job name you'd like.
2. Players following Dwarfing requests would be greatly appreciated but because it may not always be feasible isn't strictly necessary. (I'll try to do this during my turn)

The Golden Rule
The point is to have Fun! Just do the best you can to make the game fun for yourself and everyone else!

To keep things simple I'm planning on using the Lazy Newb's Pack default embark at this site, but it can be changed if starting people want something different:
Spoiler (click to show/hide)


LINKS:


Turn List


(Pending, Current, Finished, Canceled/Skipped)

1. Basque - Finished | Basque Update 1 | Basque Update 2 | Basque Update 3 | Basque Update 4 | Basque Final Update

2. Pwnzerfaust - Finished | Pwnzerfaust Update 1 | Pwnzerfaust Update 2

3. Uronym - Finished | Uronym Update

4. FrankMcFuzz - Skipped

5. wypie - Finished | Wypie Update 1

6. Slothen - Finished | Slothen Update 1 | Slothen Update 2 | Slothen Update 3 | Slothen Update 4

7. Will_Tuna - Skipped

8. Darksilverhawk - Finished | Darksilverhawk Update 1 | Darksilverhawk Update 2 | Darksilverhawk Update 3

9. FlickerFly - Finished | FlickerFly Update 1 | FlickerFly Update 2

10. Greasemunky - Finished | Greasemunkey Update 1 | Update 2 | Update 3 | Update 4 | Update 5 | Update 6 | Update 7

11. Prometheusmfd - Skipped

12. Movie - Pending
13. drh
14. Scelly9
15. Argelflirth
16. KonaP
17. dizzyelk
18. grebor
19. Doomblade187
20. Lipbalm
21. Spaghetti7
22. CognitiveDissonance



Other stuff:
So far no goblin attacks as far as I know, the fortress was sieged twice by undead during my turn, and also survived a tantrum spiral with 80% mortality during my turn (shameless self plug).  I will not be maintaining a list for dwarfing, just ask the current player.  I believe the fort was founded in the year 126 of the world, an update on the current date would be cool.  I've also updated the turn list with everyone that made a request in the previous thread.  I've also sent a PM to greasemunky letting him know his turn will be coming up.

12
DF Dwarf Mode Discussion / Things you just LOVE to see
« on: April 05, 2012, 11:30:19 pm »
Things in dwarf mode that give you warm fuzzies when they happen.  Can be spontenous, or the culmination of hard work and careful planning.  I'll start with some spontaneous ones.

Marksdwarf actually one shots something in the head, instead of putting 15 bolts into various extremities first.
Troll dying horribly to about a dozen of the 75 assorted war dogs you have roaming your fortress.
That moment when you see the giant version of some badass creature in the elves caravan

13
DF Dwarf Mode Discussion / captured were beast?
« on: April 05, 2012, 01:26:06 am »
Got the announcement for "the human has come, a medium sized creature prone to great ambition."  I've seen transformed and un-transformed were beasts attack, but this guy was ambushing, i didn't get the announcement until he got caught in a random cage trap i had (no walls or pathing exploits to funnel him in).

So now he's sitting in my cage stockpile waiting for something to do.  I assume he's a were-beast.  I figure I'll let him out of his cage in a controlled environment and watch the transformation, and feed goblins and pets to him.  Any other uses I could have for him?  I'll see if he causes dwarves to be interrupted when he's not transformed, if so I'll find some way to put him on display where dwarves can see him (windows, not glass walls) and have him kill kittens until they're all hardened to tragedy.

14
DF Suggestions / Separate prisoners and tame creatures
« on: April 03, 2012, 12:09:18 pm »
Currently, caged prisoners and wild animals are listed in the same way that tame friendly creatures are for the purposes of pasturing, pitting, caging, and chaining.  With the addition of pastures and expanded animal training, I think splitting these two categories is long overdue.  This would address the issue of seeing huge gigantic lists when doing anything related to cages, pastures, or pits.

Benefits

-wild creatures and caged hostiles won't show up in the list to be pastured
-when assigning creature to chain/cage there could be one option for tame creatures (a), one for hostiles (b).  The current system requires you to press a and then gives you everything. 
-implementing split lists may take more time for pits due to zone interface, but then again both types can be pitted, so that can be left as is.

I believe this would be fairly easy to implement.

15
DF Gameplay Questions / chained goblin
« on: April 03, 2012, 09:44:42 am »
we can pit goblins and cage them and drop them and drag them around once disarmed.

Can we assign goblins to chains?  I attempted to assign a goblin to a chain from a built cage, and all that happened was the goblin was unassigned to that cage and a dwarf brought a second cage, transfered him to it, and hauled it back to a stockpile, while the built cage remained empty.  The problem I'm having is that with training swords, goblins are not knocked unconscious quickly, and even with 10 dwarves beating on them will be able to run to a door.  This isn't a huge problem in itself, but assigning goblins to a chain would be very convenient, and would allow the squad-in-training to come and go as they please.

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