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Topics - Angry Bob

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DF Dwarf Mode Discussion / Dwarven Minesweeper
« on: September 04, 2011, 10:40:22 pm »
Since I don't want to hijack the thread named [spoilers] Minesweeper, I'll put my idea here. Basically, I'll design and construct a working game of minesweeper within a fort, with its own dwarfy variations. Once completed and test-driven, I'll upload it for other forumgoers to try out.

I'm building it in an existing fort, just because the mass-production capability is already there.

I've got the basic idea down:

A room full of levers. Pulling a lever causes a hatch above it to dispense something.
Warning numbers could be a mix of animals and items of furniture, each designated as a particular number("this lever has X mines next to it"). An alpaca(or alpaca corpse, if it takes that long) might indicate "1" and so on.
The mines themselves could simply dispense magma, but I could include other things. Perhaps a fully-armed goblin prisoner or an untamed aggressive animal. Most likely a goblin, just because it won't die of starvation. More creatively, the entire room could be lined with pressure plates responding to magma, so when one dwarf pulls the wrong lever, not only does he or she die, but the spear traps scattered throughout the high-traffic tunnels activate, the farm area floods, and the magma tap in the break room turns on.

I expect slow going to begin with, since the fort I'm using is running at fairly low FPS and I need an assload of hatches and mechanisms, and I fear my laptop overheating, but if it cools down sufficiently where I am, we should see rapid progress. What this thread is for at this point is just to accumulate design suggestions and ego-stroking.

tl;dr: I'm building dwarven minesweeper. Supply suggestions for design and application.

Progress thus far, will be updated as various stages are completed:

Ordered the construction of a truly staggering quantity of hatches and mechanisms. My "board" is 11x11, and I'll need three mechanisms for each square, not including other related miscellanea. So, a lot of mechanisms.

Excavated everything I'll need to. Still needs some of the holes, but that won't take nearly as long.

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DF Dwarf Mode Discussion / Flame FB Body Parts ‼Science‼
« on: August 23, 2011, 10:00:57 pm »
I see and use the ‼‼ descriptor on Science a lot where it really doesn't apply, but I think this is one of the times it's appropriate to do so.

So a few seasons ago, I encountered Sosmil, a towering humanoid composed of fire. Beware its thirst for warm blood!(or something, doesn't matter now anyway). Sent one dwarf down to kill it, he did so, and died when the beast exploded, as creatures made of flame are wont to do. All of his flammable stuff burns, and generates smoke for quite some time.

Now things get interesting. Sick of having this cloud of smoke down in the third level access tunnel, I order some walls built around the pile of burning stuff. One of the guys standing in the smoke cloud suddenly develops a severe case of being on fire and promptly melts. This same thing starts happening to everyone who hangs out in the area(only the masons, really).

I take a look, and the walls next to the pile are warm, same as if magma were behind them. Okay.

I space the walls away from the pile and finish them up. In the process, someone sets a rock on the pile, and the smoke abruptly stops. This is likely coincidence, as I checked the pile and there were no more burning items in it. I decide to pour some water on it, to see what happens. Nothing. I drop an alpaca on it. The alpaca is sadly not on fire. I deconstruct everything. Sosmil's flames and body parts are still there, the alpaca is unharmed.

So, what's going on here? Was the smoke itself superheated? Did I somehow "put out" the FB's body parts? Has anyone else done testing with flame FB body parts?

tl;dr: Effing flame body parts, how do they work?

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DF Adventure Mode Discussion / Well that was Awesome
« on: June 12, 2011, 09:05:16 am »
See bottom for tl;dr.

So I took the time to generate a large world and am killing all of the megabeasts before proceeding to general citizenry.

One such beast was a Mountain Titan located in the frozen asshole of nowhere, out in the middle of one of those perpetual blizzards. Just getting to the shrine was an adventure, since I could never see more than one square away from my adventurer on the overland map.

Once I get there, I advance carefully into the shrine. I can still only see one square away from me, due to the fog and snow. My companion spots the beast and leeroys it. Damn AI, not having to actually see something to interact with it.

I advance a little further and notice a red soil wall. I think, "What's a red soil wall doing in a frozen wasteland, and in the middle of a shrine?" I [l]ook at it. Fire. Okay, that explains a lot.

I head in the direction the fire came from, and see the little red 2 that denotes gibs. I look at it. It's my companion's leg. Moments later, my companion crawls back in my direction, down one leg, and most of his skin melting.

And then the beast itself comes marching out of the mist. In any other game, a towering three-eyed wren with large mandibles, a regal bearing, and fluffed puce feathers(Beware its fire!) would be something of an anticlimax. It kept running around, so I only got a turn or two at a time with it in my line of sight before it skipped back out of my line of sight.

The actual fight with it was really just it swinging at me or spitting fire at me, me blocking it, and me hitting it in the head with a steel pick that I'd picked up somewhere. After a while, it died. I butchered it, just to say I had, though I didn't end up taking any of the preposterously heavy products with me. My companion somehow survived, though was in pretty bad shape.

Since it was a mountain titan, most of its victims had been dwarves, so I entered the place with basically the clothes I has started with, plus some +iron gauntlets+ I had picked up in a night creature den, and left with almost full steel gear.

tl;dr 1: The right environmental effects can make a fight cinematic, even to a player who's normally more interested in the mechanics of combat than the "story." Though reading the megabeast descriptions is always fun.
tl;dr 2: Always take the time to loot mountain titan lairs. They kill a lot of dwarves, and dwarves have steel.

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DF Dwarf Mode Discussion / He is incredibly quick to heal
« on: May 27, 2011, 01:34:12 pm »
So, Sigun Tickplanks, Militia Commander of Swordworld and total badass finds himself at the front when a vile force of goblin lashers arrive. Being lashers, and there being like eight of them, one of them gets through, tearing up his shoulder and taking off his shield hand. What he does afterward is the stuff of legends.

He sprints through the 1-square tunnel entrance, through the group of lashers. I assume he's doing what any injured dwarf trying to retreat would do: run blindly into danger. I guess that might actually have been what he was doing.

Apparently, about five seconds later, he turns back, I check his status, his shoulder has gone from cut open to dented("I ain't got time to bleed!") and he's hunting down the guy that was chasing him away from the entrance. He cuts him apart and heads back into the fray, and goes to town on the goblins still trying to fight through the entrance. At some point, the goblins decide it isn't worth it, and go to retreat. He can't catch them all, but few of them live.

Fortress life comes out of alert mode, and only now does he head down to the hospital for treatment.

A few ingame days later, a lazyass diagnostician decides to go check him out. As it so happens, he has wolverine'd all of his injuries away except for his hand. But whatever, he's a dwarf. Last I checked, he was carrying around his new shield in the same hand as his axe.

He is incredibly quick to heal.

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DF Dwarf Mode Discussion / Like something out of a horror movie
« on: May 20, 2011, 05:53:58 pm »
tl;dr at the bottom.

An aging, crippled veteran(Ability to stand lost) gets possessed and drags himself out of the hospital. Slow going, because he's crawling around on his belly. He claims the adamantine extraction workshop in the basement and heads down into the vein, looking for only Armok knows what.

He crawls to the egress level, where there's a hallway and airlock to the caverns, and just sits there. Whether he's slowed down due to exhaustion, or dehydration, or pathing issues is unknown. The point is, he crawls down there and is forgotten for about a season.

Out of boredom, I'd stationed the militia down there a few seasons ago and sent them out to slaughter crundles and elk birds. Dwarves being dwarves, and the equipment system being what it is, the end of the hall where they had been stationed is strewn with abandoned clothes and armor and half-empty barrels of booze. No one had been down there in some time. Until now.

Urist McThirsty senses unclaimed booze in the egress tunnel. Instead of going to the stockpile on the farm level, the stockpile in the tomb that's supposed to be for the workers clearing the stone there, or even the main stockpile on the top floor, he heads down the the same level Urist McPossessed is crawling around in. He steps into the egress hallway, totally ignoring the dwarf scribbling lovecraftian glyphs in the stone and babbling in eldritch tongues. At the entrance to the airlock, he finds his prize: A barrel of whip wine.

Being a dwarf, he drinks it. He spends a few ingame days down there, just drinking that whip wine.

Meanwhile, McPossessed comes to his senses long enough to notice this dwarf walking by him and ignoring and his need for materials. A vein throbs in his head. He snaps. They all need to die. All of them. Sure enough, his trusty ≡adamantine short sword≡ is where it has always been. He draws it, and the entire world turns red.

McThirsty, having sated his need for alcohol, decides to be a responsible dwarf and bring the barrel back to one of the more accessible stockpiles. He begins to head back upstairs

Urist McThirsty cancels store item in stockpile: Interrupted by Urist McCrippledAndBerserking

Epilogue: McThirsty was slain after being cornered by McCripple. McCripple, unable or unwilling to go back up the vein, is promptly oneshotted by the current militia and his body thrown committed to the magma. His equipment has yet to be retrieved.

tl;dr: A dwarf walked by a crippled, possessed, ex-military champion dwarf to get a drink from the end of an empty, abondoned hallway. When he went back by him, McCripple had gone berserk, and gutted him.

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DF Adventure Mode Discussion / Bite works in adventurer mode now.
« on: November 11, 2010, 10:33:20 pm »
And I have been running around tearing out goblin and elf throats with my teeth for hours. It has not yet grown old.

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DF Suggestions / Titans with environmental effects
« on: October 12, 2010, 10:14:57 am »
I've searched, and not found anything quite like this, so here goes.

As I understand it, titans in the game have a profound effect on their environments, not only for their (usually) immense physical power, but also because their alignment determines the alignment of their home during worldgen. I think this should play out more viscerally in Fortress Mode, especially once the good/evil benign/savage axes are phased out and replaced with spheres or a system similar to the current sphere system for gods. Related to the physical god idea I've seen in the suggestions forums before.

Imagine:

"The Mountain Titan Carvesh Eatenrazors the Hungry Gold of Ravening has come! An immense sauropod made of vomit. It twitches and writhes constantly. All life withers in its presence. Beware its deadly dust!

"The Ocean Titan Okled Pillowflame the Emaciated Litany of Sorrow has come! A centipede with wings made of stretched skin. It has an austere look about it. It murmurs eldritch truths that break the minds of the weak-willed. Beware its fire!

"The Savannah Titan Rigoth Razorspark the Bright Winter of Saving has come! An immense fluffy wambler with external ribs made of jade. It moves about carelessly. All life flourishes in its presence. Beware its deadly blood!

The bolded descriptors are what I have in mind. If a forgotten beast shows up, it's an eldritch horror of (usually) immense strength and deadliness. When a titan shows up, its presence has an effect, positive or negative, on the entire region.

For example, the first one. As it approaches your fortress, shrubs, trees, and farm plots start to spontaneously wither and die. Dwarves already susceptible to disease might waste away, and even the stronger ones might suffer attribute loss. Depending on whether the game treats bacteria as life at some point in the future, it might also prevent infections outright, or make recovery from an infection a certainty, providing a possible upside to trapping it and keeping it alive.

The second one might have its effect only on those near it, or it too might affect the whole region. Perhaps dwarves with low willpower and/or intelligence might spontaneously go mad(insanity-inducing nightmares?). Maybe those that fought it are never really the same, gaining an unhappy thought that never goes away or a long step towards not really caring about anything anymore.

The third one might be the most of a mixed blessing. Its presence speeds the growth of trees and shrubs, but, as above, perhaps infections as well. Those that get infections are royally screwed, even with the other effects of the titan in the area, and they set in much quicker. On the other hand, if it hangs around, dwarves and animals grow and heal faster, perhaps adding physical attributes to everyone or to random individuals.

Other effects could be...
... As it approaches, all water freezes to ice. (All water on the map freezes, dwarves might freeze to death near it)
... In its presence, metal becomes brittle and unworkable. (Non-artifact metal products created while it's around don't have quality modifiers, regardless of who made them, maybe weapons and armor brought to bear against it wear much quicker, once wear is implemented)
... It leads a host of foul undead. (It shows up with a swarm of undead, intact corpses start spontaneously animating)

Again related to the physical god idea, perhaps this could be the form and effect physical gods take if they're implemented, but titans seem to me to just wander, unlike gods not really caring if their presence endangers the little squishy people, and defending itself when they try to drive it away.

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DF Dwarf Mode Discussion / !!Project!! Skyforge is go... Now what?
« on: September 28, 2010, 06:58:04 pm »
So I embarked on a volcano and created the beginnings of a network of magma ducts in the sky extending from the summit of the volcano. My forge industry and magma-based euthanasia chamber is based there, but what else have people done with this sort of thing?

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DF Dwarf Mode Discussion / Naming Fortresses
« on: August 15, 2010, 08:02:47 pm »
How do you usually go about it? Ignore until the intro screen? Randomize until you get something cool? Customize?

I usually either randomize until I get something good or customize.

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DF Dwarf Mode Discussion / Pushover Titan or Really Hardcore Kobold?
« on: July 28, 2010, 11:06:28 am »
So I genned a medium region that had a higher population than I'd expected. Wondering why, I took a look at the legends. As it so happens, one of the titans was killed in the first year. A giand quadruped made of fire with four horns that undulated rhythmically or something. Because titans are so powerful in worldgen, I figured that between this and the one that died 70 years later, that would account for the higher population. Then I got curious and looked at the beast himself. As it turns out, he attacked a kobold settlement in the Crevices of Shooting, scared a kobold away, and was then struck down by Duduthrayrber Romancegazes, a miner from that settlement.

Has anyone else seen this happen? The kobold otherwise led a fairly short life - after killing the titan, he encountered a Bronze Colossus, ironically one that he had escaped from before, who sqeezed all of his blood out. Keep in mind this is all in the first year of worldgen.

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DF Dwarf Mode Discussion / Poisoning Ammo with FB venom.
« on: July 19, 2010, 08:56:55 pm »
We know that sometimes, we get Forgotten Beasts with blood that makes Urist McUnlucky's eyes asplode. I know that it's been exploited, in conjunction with the current contaminant behavior, to create fields of poison in front of your fort that attackers (or merchants, whatever) wander through. What if, after killing said forgotten beast, you dumped some of your ammo in a pool of its entertainingly poisonous blood and assigned that ammo to a marksdorf squad or your hunters?

Worst case scenario, the poison does nothing.

Best case scenario, you have a squad of dwarves that have been affected by the poison coating on their ammo shooting at enemies that will then be affected by the poisonous coating on their ammo. So, eyeless marksdwarves shooting at a squad of soon-to-be eyeless gobbos. Not saying it has to be eye asploding venom. Any venom usable this way would do.

Has anyone done anything like this before?

Has it worked?

Since the appropriate forgotten beasts are few and far between, I'd like to politely request that anyone who reads this try to do it and post results. I've yet to encounter an appropriate FB, and the HFS works too quickly for me to properly exploit.

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DF Gameplay Questions / Never Mind
« on: July 12, 2010, 08:23:06 pm »
I just downloaded and played 0.31.10 to find that the default resolution is different in fullscreen mode than .08. I tried changing the resolution in the init txt, but df just crashed. I can learn to live with this if I can't fix it, but it's annoying. Any ideas?

Wow I suck. I tinkered a little and fixed it.

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One needs power, one doesn't. Any other differences? One of them goes faster or something?

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DF Dwarf Mode Discussion / So this crazy thing happened...
« on: July 01, 2010, 08:46:27 am »
So I was starting the fortress of Machinemeets after Digging Too Deep at Craftsfrills, my first 'real' fort, when I was pleasantly suprised to find that iron ores, lignite, and bituminous coal were in great supply, and the ledge was made of dolomite. Naturally, I started building a steel industry. Midsummer migrants, about four of them, show up, one of which is a talented weaponsmith. "Sweet", I think, and set him to cranking out some steel weapons. I trade one of them to the autumn caravan and order food and fuel, since I've been chasing veins instead of excavating farms. Then, a winter group (if you call two guys a group) of migrants shows up.

One of them is a legendary weaponsmith.

After changing my pants and scraping my jaw off the floor, I wonder. Is this a bug, an improbable but not unintended event, or a gift from Armok himself that can only be repaid by spilling goblin (and maybe some elf) blood in previously unheard-of amounts?

Secondarily, I've heard and read that steel weapons and armor against goblins, especially the earlier ambushes, is like bringing the death star to a knife fight, even with relatively unskilled dwarves. Is this true?

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