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Messages - Mush

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1
I've always been interested in this project since I started playing Dwarf Fortress.
Just coming from a long break from the game, I'm very glad to see you still working on this.

Waiting warmly, always.

2
Well I'm fiddling around with world gen parameters too, trying to make an island region with vast amounts of rain, forests, volcanos, and extreme cliffs.

I resorted to letting it run for a while, it eventually asks you if you want to allow the use of the rejected parameter.

I went through three of these menus, now it seems stuck on placing civilizations. :( If anyone can make a island nearly completely covered with forests, volcanos, and cliffs, please post your seed!

3
DF Dwarf Mode Discussion / Re: Too many aquifiers?
« on: July 11, 2010, 03:37:41 pm »
Nope, no bugs. Make sure you go to the right folder:

Pre-World Gen: objects/raw
Post-World Gen: data/save/region#/raw

You could try genning regions instead of the (default) islands. Islands have insane amounts of aquifiers.

4
You should try adding dagger/knife/whatever item requirements to that bonecarving mod using the [PRESERVE_REAGENT] tag.

Please share your awesome Adventurer reactions in the future as I am only dabbling in Modding and unable to make my own.

5
DF Adventure Mode Discussion / Re: Crossing the sea.
« on: July 11, 2010, 02:13:32 pm »
This is why I always make sure the island worlds I gen always connect in some way.

6
Does the local biome freeze? If so, expose the room to the surface, flood the pit with water, and turn him into a fiendsicle. Much better than magma because you can then mine the ice out to reclaim his corpse.

No freezing, just drought.

I've opted to carve fortifications on a wall and shoot bastilla bolts through it until I hit him. Not very dwarfy but eh.

I haven't finished yet though, but I think I'm just going to abandon the fort and start up .10. Well, maybe after I kill this ass. :)

7
DF Dwarf Mode Discussion / Re: Dwarven Stasis
« on: July 11, 2010, 05:09:10 am »
They're not that useless...

All the patients in my hospital are always treated and on their way. One guy survived having both his arms torn off, and another dwarf survived from a ton of broken bones obtained by falling 3+ floors (including broken brains and skull).

Plus it's entertaining as hell watching people get treated and seeing what's wrong with them. :)

Anyway, I don't really see the purpose of statis for patients since immigrants are so numerous dwarves tend to be easily replaced. (At least in my fort they are...)

8
DF Dwarf Mode Discussion / Re: Kitchen Menu & Seed Shortages
« on: July 11, 2010, 04:39:48 am »
Have a book keeper? Good.

Status -> Stocks -> Seeds

Press Tab, Forbid all you want to save.

OR

Forbid them all, then Tab and unforbid the ones you want planted.

That's as easy as it can get, I'm afraid.

EDIT: ACTUALLY! There is another way, using burrows. You can have a burrow encompassing the kitchen with a small plant stockpile, beds, and food (I think you need all that?) Assign two or so cooks to it, and cook the small supply of plants in the stockpile.

EDIT2: I just realized you would only need a nice batch of "emergency" seeds you could have forbidden while you have cooking enabled. Haha...

9
DF Dwarf Mode Discussion / Re: Favorite execution method?
« on: July 11, 2010, 01:52:48 am »
Dwarves: none (no executions)

Goblins: arena (vs. my military)

It might be cool, though, to have some kind of pit / tower drop.. I'm just not sure how to rig that :o How do you throw a caged goblin into something? You can't 'build' a cage over a trap door, right?

I haven't done it in a while but, you designate a pond/pit zone and assign Goblins to it (through the zones menu). I think you can also just "build" a cage and link it to a lever and it drops them in, but I just did the pond thing. Make sure you disarm them though, just in case.

10
DF Dwarf Mode Discussion / Re: Favorite execution method?
« on: July 11, 2010, 12:39:48 am »
I can't say which is my favorite, but I'm planning to build the following:

Dwarven Fist: A hollow (or pit) tower built with a suspended platform near the top and a lone tile. Goblin prisoners are positioned underneath the platform and the tile is then removed.

Hell Flight: A hollow (or pit) tower built with spikes at the bottom. Goblins are tossed off so they impale on the spikes.

Eternal Fall: A hollow (or pit) tower filled with retracting bridges. The goblin is placed on top and dropped to the bridge below. Then dropped again. Then again. And again. The bottom is a drawbridge which crushes survivors.

11
EDIT: "Wall toppled by Mapi, law-giver."

I guess he wasn't mistaken.

 :o what.

I didn't think we were anywhere near destructible constructions yet...

Actually, Aspgren was right, it can only destroy walls under construction. After they're finished, they're invincibile.

And I caught the ass! On my wood-storage level, using a complex set of walls and "remove up stairway/ramp" designations. And it only severed my main staircase in half! But I still have to clean up the other levels which have random standing walls and missing stairs. :/ Nearly seems not worth the trouble.

I also have no idea how I'm gonna kill it. It won't go crazy or starve, will it?

12
even [ c ]onstructed [ w ]alls, at least that's what I read

Where'd you read this?
A thread somewhere on these forums. Someone was trying to trap it with walls and it was able to break walls. He must've been mistaken since that just seems too FUN.

Anyway, I didn't give it much attention because I thought "Pfft! I'd never get a FB diplomat!"

And trapping the beast isn't going so well. He's on my main staircase seemingly teleporting through floors destroying doors, then coffins, then workshops. On top of that, there's something rotting in the fort, producing huge clouds of miasma. I can't keep track of it. If he gets to the beds, I'm screwed. I'm currently experiencing a serious wood-based food shortage, with barely enough wood for barrels (all my barrels are apparently filled with seeds, tallow, ect, ect).

EDIT: "Wall toppled by Mapi, law-giver."

I guess he wasn't mistaken.

13
"A gigantic noseless ass twisted into human form. It appears to be emaciated. Its lilac hair is long and wavy. Beware its poisonous vapors!

He is average size."

So I've heard about these forgotten beast diplomats, about how they destroy everything and whatnot (even [ c ]onstructed [ w ]alls, at least that's what I read). Because of this and because of my lack of experience with killing non-enemy units, what is the best way to handle this thing? Or should I just scrap this pretty successful fort?

Also, an ass, really? At first I thought it was a donkey or something, but it would just be called a donkey...

14
DF Suggestions / Re: Magic Multiplayer
« on: July 08, 2010, 02:19:08 pm »
Cheating is not a problem since it's easier to cheat without relying on wagon saves. Like say, editing your smelter to produce 100 copper, silver, and gold bars whenever you try to make coke.

15
DF General Discussion / Re: Ringworld
« on: July 06, 2010, 04:42:14 pm »
Doesn't give me a .txt file regardless of windowed or full, but it does spit the number 10081 at the end of any of the [d]-based screens.

EDIT: Found it by going through the massive gamelog.txt.

Generating world using parameter set RINGWORLD
 Seed: 2705252788
 History Seed: 2975598402
 Name Seed: 1256282647
 Creature Seed: 714511479

My mistake, it's actually "p" not "d". Sorry about that, I confuse them all the time.

Thanks for the info though.

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