Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Xionis

Pages: [1]
1
DF Dwarf Mode Discussion / Re: Worst Artifacts ever!
« on: July 25, 2010, 05:50:40 am »
Spoiler (click to show/hide)

Ya....

The combination of the name...the item itself and the fact that it's got siltstone on it also..................

2
DF Gameplay Questions / Re: A few questions from a newbie
« on: July 25, 2010, 05:31:31 am »
I've been playing just a few weeks now but for me the "muddy up a farming area" was the least challenging of the new features (learned on v28 I think, so swapping to 31.10 and now .11 had some face slaps) I had to master.  Generally upon embark what I will do is check out the various surface areas around me and try to find a sizeable murky pool. If you find one that has 10-20 tiles in it you're golden for a farming area large enough to support any size fort (that current computing technology can handle at least). 

I start by designating downward stairs from the surface, next to the murky pool (1 tile between the water and the down stairs  7[ ]> likeso) go down to where I want my farm (generally on the same level I intend to have my still/kitchen/dining hall, keeps trips short.)  Excavate out a large area.  You can do the math on your pool to find out about how large an area it will cover if fully drained.  10 tiles of 7 deep water is 70 units, so without any evaporation it will cover 70 tiles in 1 deep water.  So if you carve out 70 tiles..you'll use up all the water for sure.  I usually don't make it quite that big but play around. 

If the farm room is close to an "outside" area (if you can easily poke out the side of the mountain) I'll set up a draining channel and make the farm more compact.  Once it's all done, make sure your dorfs bought a vowel and removed themselves from the room, then channel out the one tile between the pool and your down stairs.  Voila, water will go rushing down, get everything good and muddy, and then evaporate, leaving you with a nice farming area.  Wall off the stairwell to prevent further flooding, and then wall off your drain channel to prevent uninvited guests.  Then start farming!

Edit: You asked about pumps....pumps can be a huge help...or an even bigger headache.  The biggest thing to remember about pumps is they require FOUR tiles of space, despite only being built on 2.  They need an input tile and an output tile.  Check out the wiki page on screw pumps for more info but I'd suggest PLANNING out everything (EVERYTHING!) you plan to do with a pump before you designate one tile.  Maybe even get some paper and draw it out so it makes sense.  Reworking pumps because you didn't dig out one inlet tile is frustrating as hell. Especially if you've already opened the system to water/magma and therefore can't get a dorf in there to fix the problem without a NEW pump system to unflood.............................you'll see.

3
DF Gameplay Questions / Re: Long patrol duty
« on: July 25, 2010, 03:11:00 am »
Alternatively, if you have room, you can make each soldier his own rather opulent room.  This will give enough happy thoughts (especially if you stuff it with furniture) to counteract any moping about long patrols. 

Course...militia will be rendered moot once I figure out how to make the eleven billion elephants I've caught/bred into war animals!

Muaha.

4
DF Gameplay Questions / Re: Long patrol duty
« on: July 24, 2010, 10:37:09 pm »
I hope they don't mind being on 3 months patrol if they get 3 months rest afterwards ...

You might try 1 month on, 1 month off.  I've noticed it's not necessarily the amount of time off vrs amount of time on patrol, but how long they're actually on patrol.  They grumble if you have them work 4 months and then get the rest of the year off. 

(Course...then mine grumble about being relieved of duty AND long patrols, which makes me want to drown them all in magma and just use a billion war dogs as my defense unit...they don't complain.)

5
DF Community Games & Stories / Re: The Siege of Tosidedir
« on: July 22, 2010, 02:08:24 am »
Rallying his squads with a fierce roar, Stodir hefted Kurolkat (The Embraced Goal), a legendary spear crafted by Tosidedir's premiere weaponsmith some years ago.

Easy to miss I do only say it once.

6
DF Community Games & Stories / Re: The Siege of Tosidedir
« on: July 21, 2010, 11:23:38 pm »
The rallying speech could use a little work, but otherwise great.

Ya, I agree, I couldn't really get it to sound as epic as it should.  Would like to note that although Stodir suffered 2 fractured ribs, shattered hand, crushed foot and a deep cut on his upper arm, a visit to my hospital (in which he must have been veritably ENCASED in plaster, srsly) and he's now back on duty, doing individual combat drills despite his injuries, less than a month later.  The dwarf has balls made of pure adamantine.

7
DF Community Games & Stories / The Siege of Tosidedir
« on: July 21, 2010, 03:16:38 pm »
So I've only been playing DF a few weeks and through a series of errors, mistakes, newb moves and general stupidity, I've yet to get a fort going that really took off.  Until Tosidedir,  nestled in a mountain canyon, Tosidedir was my first fort that actually seemed like it was going to prosper and remain viable.  Early goblin ambushes were easily dispatched by traps and my budding militia, and even the first siege didn't pose too much of a problem.  Several years on however, a true siege arrived at my gates, and from those battles emerged the following story, crafted after the dust settled and reassembled from notes I'd scribbled during the fighting.

THE SIEGE OF TOSIDEDIR~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Tosidedir (Armordungeon) was a mere 5 years settled when a veritable horde of goblins, trolls and elkbirds descended upon it.  However, for a dwarf, 5 years is a long time to secure a mountain hold, and Tosidedir was ready for the siege.  Traps laid along the only two routes into the hold decimated the incoming horde, caging, injurying, or dismembering over half the unwitting savages. 

When the first wave of the survivors broke through the remaining traps, stampeding across the drawbridge into Tosidedir's main hallway, militia commander Stodir Vucargusgash Berbesmar Thikut (Stodir Urnstokers the Earthen Puller) ordered the drawbridge raised, sealing the entrance and cutting the invaders forces in half.  Short even for a dwarf, Stodir had been gifted by Armok with an indomitable will, and impossible strength. His first kill had been a goblin that he had wrestled to the ground bare handed before snapping it's neck; earning him the position of militia commander. Stodir had proved his worth time and again throughout Tosidedir's short but bloody history, cunningly trapping opponents before they reached the hold, and viciously cutting down those who broke through.  Rallying his squads with a fierce roar, Stodir hefted Kurolkat (The Embraced Goal), a legendary spear crafted by Tosidedir's premiere weaponsmith some years ago.  Stodir's axe and macedwarves fell upon the confused invaders in a tide of steel and iron, decimating the numerous trolls and goblins that had managed to make it inside.  Mere minutes later, the battle was over, and Stodir's fierce training regimes had paid off, not a single dwarf had been scratched in the melee. 

However, even as the dwarves began to cheer and celebrate, Stodir's stern growl cut across the noise, reminding them that half the enemy still waited outside the gates.  Rescinding the burrow restriction for civilians momentarily, Stodir marshalled various mechanics into resetting the traps along the entry hall, and called up food and drink for his men.  After several hours of rest, Stodir ordered the civilians back into the depths of the hold and marshalled his men for the next wave.  The drawbridge slammed down again, crushing a curious goblin who had gotten too close.  The remaining enemies howled in anger and charged, this time massing up to prevent being seperated.  Stodir had expected this and motioned to his man operating the drawbridge.  Halfway across the bridge, the trolls and goblins were surprised as the bridge snapped back upward, flinging them into the hold and stunning them.  Stodir's men descended on the stunned savages, cutting half of them down before they recovered.  This time however a rather large force had made it into the fort and the fighting was brutal and bloody.  Mistem Okirmistem, a relatively fresh recruit, was broken nearly in half by a troll, though even has he died the young dwarf crippled the trolls arm with his axe.  Stodir's veterans eventually won out, and an eerie silence fell over the hold.  Several dwarves had taken minor wounds, and one was nursing an arm that would probably never hold a shield again.  Stodir had emerged unharmed, accounting for another four kills.  Worn and tired from the extended fighting, Stodir ordered his men to get some rest and food.  Stodir himself climbed on top of the fort to survey the surrounding area.

When he looked out over the mountainous region Tosidedir had been built into, Stodir's heart fell.  Arrayed several cliff levels below, another large force of goblin archers was waiting.  On the crisp mountain breeze, Stodir could hear their leader riling them up, evil chants and savage phrases he didn't care to understand.  As he was attempting a head count, Stodir was startled by a shrill cry from the skies.  Spinning about, Kurolkat at the ready, Stodir's mouth fell open as he located the source of the cry.  A gigantic serpent was flying through the mountain air towards Tosidedir.  "Titan.." Stodir mouthed, unbelieving that such a monster even existed.  Scrambling back inside, Stodir quickly ordered civilians into the deepest, safest depths of the fort, preparing for the worst.  As he was collecting his 3 remaining men still fightworthy, Stodir's blood chilled as again the Titan gave a shrill cry.  Racing back to the entrance level, Stodir looked outside to see the Titan ripping the massed goblin archers apart.  His men stared dumbstruck at the size of the enemy, even from a distance they could see the poison that dripped from it's fangs, and talons that grew out of it's wing joints.  One of his men whispered the name Kogan Mishosumril Talin Rodem (Kogan Beachpines the Drum of Pelts)  recognizing the beast from some of the fort's oldest legend books, carried with them from the mountain homes. Once the Titan was finished swallowing it's last victim, it turned it's gaze to the fort.  Stodir hefted Kurolkat and glanced around at his men.  "Dwarves, you all see the force arrayed against us.  But we are the Chosen of Armok, fighters born and bred.  A Titan awaits us, a beast of legend sprung forth from the very pages of our Histories.  And yet the Histories also tell that these beasts were felled! Time and time again, Dwarven steel has ended their reign of terror and today shall be no different! FOR TOSIDEDIR! FOR ARMOK! BLOOD, THUNDER AND STEEL MEN!" 

With that, Stodir and his men charged out to meet the Titan head on.  Stunned by their outrageous charge, or perhaps bemused at their efforts, Kogan merely watched and waited for them to meet him.  Kib Ukerzaneg (Kib Waverelic), a former butcher, was the first to the beast.  His axe struck true and deep, cutting a deep slash in the beast's left wing.  In anger or pain, the Titan crushed Kib beneath it's coils, breaking most of the bones in his body.  However, Kib's strike had crippled the beast, Stodir and his remaining men fell upon the beast in a murderous rage.  Another dwarf, Urist Ingizniles (Urist Ceilingstrapped) was torn to shreds by the beasts talons.  Ablel Ontakuzol (Ablel Armoil) was stricken by the beast's poison, falling to the ground even as he losed a final crossbow bolt that struck out the beast's left eye.  Stodir was alone.  His men were gone and the Titan advanced on him, it's right eye staring balefully at him.  But Stodir was not afraid, for a serene calm had come over him.  Time seemed to slow, and the former raging bloodlust faded as Stodir readied Kurolkat, the spear that had not once failed him.  The Titan roared and lashed out with it's talons, and Stodir deflected the blow with his shield, riposteing and ripping a hole in the fleshy webbing of the beast's right wing.  Truly grounded now, the Titan attacked Stodir furiously, unleashing blow after blow on the hapless dwarf.  And yet Stodir had not been given the title "Earthen Puller" for no reason, it was said once Stodir set his mind to something, he could move the world with willpower alone.  He blocked and parried, taking horrendous blows on his shield that would have broken any other dwarf's arm, countering with vicious stabs of Kurolkat, who seemed to sing in the cold mountain air, delighting in the bloodshed.  Dwarves who heard the sounds of battle in their burrows were drawn out, despite Stodir's orders.  What they bore witness to was the birth of a true legend.  Alone, Stodir had managed to inflict several grievous wounds on the Titan, puncturing one of it's lungs and rendering it's right wing completely immobile.  Driven to madness by the dwarf below it, the Titan began to unleash a series of all out assaults.  Even Stodir's incredible fortitude and prowess with the shield were not enough, and he was knocked back by a vicious blow that sent him careening across the field of battle.  Landing hard, Stodir lost his shield in the confusion, his eyes blurred by blood dripping down his brow.  Looking up, Stodir could make out the Titan standing over him, ready to deliver the killing blow.  But Stodir was not finished, grasping around for a weapon, he felt the familiar haft of Kurolkat close at hand.  Broken, battered, and bleeding internally, Stodir launched himself at the enemy, both hands gripping the legendary spear.  Striking true for it's master again, Kurolkat pierced the Titan's chest, seeking it's enormous heart, already strained from it's multiple wounds.  In shock, the Titan died before it hit the ground, it's death rattle a gastly whisper of it's former shrill cries.   Stodir wrenched Kurolkat from the beast's chest, feeling the extent of his injuries weigh him down.  He forced himself to walk back to the fort, using Kurolkat as a support when he had to.  Stodir could see a multitude of dwarves had congregated to watch the fight, despite his orders.  They stood in stunned silence as Stodir limped up to them, parting to allow him to pass.  Stodir came face to face with the hold's recordkeeper. 

"Recordkeeper, let it be written into the Histories.  On this day, the Titan Kogan Mishosumril Talin Rodem is felled, and can no longer threaten the mountainhomes."  The recordkeeper nodded, "What else shall I enter into the records?"  Stodir thought momentarily, then grinned painfully beneath his auburn beard.  "Mark off 10 barrels of ale, I need a drink."

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This was the first Titan I'd ever encountered in the game, and it's demise was suitably epic in my eyes.  Any critiques welcome.

8
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: July 18, 2010, 05:24:11 pm »
I set up an intricate multi-level GAWRDS (Goblin Armor and Weaponry Reclamation/Disposal System) facility complete with drowning chambers (for Goblin Disposal) pump stacks (to allow for Post-Goblin Disposal Goblin Armor and Weaponry Reclamation), and even a pleasant statue garden to remind my executioners of the lighter side of life.  All was ready and set, I had tapped the nearby brook for water to fill my chambers, and ensured the floodgates were closed to prevent any UFEs (Unplanned Flooding Events).  I brought my first vic--Disposal Unit down to the first chamber, a goblin maceman who had attempted an ambush on some of my dwarves a season or two ago.  Locked him in...closed the floodgate sealing his drowning chamber.  A dwarf gleefully pulled the "Dispose" Lever and several hundred gallons of Dwarf Approved Goblin Disposal Fluid 2 (water, I'm sure you know what Fluid 1 is) proved once again that goblins are not adapted for life underwater.  Reversing the Dispose lever, the dwarf then scooted around the corner to begin pumping the Disposal Fluid back into the above chamber.

And nothing happens....

My gorgeous facility, brought to it's knees on it's maiden run by the fact that some Dwarf had somehow been told to construct the pumpstack....backwards....
A hasty retooling and GAWRDS was back online...but it was truly a /facepalm for me.

9
Anyone figured out how to keep soldiers "on duty" (so they stay soldiers) but still let them have "time off" (to rest and drink) so they don't complain about long patrols.  I've got a swordsdwarf who is emoing at the moment because they keep swapping from swordsdwarf to peasant every time a change of guard occurs, so they get a "Annoyed at being relieved of duty."  I don't want them "relieved of duty" I want them to just be off duty for a drink and maybe some individual combat drills.

10
DF Dwarf Mode Discussion / Re: Trading Question
« on: July 17, 2010, 06:02:57 pm »
@existent: Sure lol.

@Everyone else: Tyvm for all the advice, I did finally figure it out, I step by stepped the next caravan that came and actually managed to acquire the goods I'd asked for, so my guess is I was indeed "Offering" instead of "Trading" which explains why after the first year EVERYONE loved me. (2-3000 dwarfbucks of free stuff will do that apparently).  Not so good for keeping a mountain top fortress supplied with wood however.

Next projects: Determine how to safely remove my Militia Commander from the cage he got himself trapped in fending off goblins, or, failing that, how to get the most entertainment out of a accidentally caged dwarf...

11
DF Dwarf Mode Discussion / Re: Trading Question
« on: July 17, 2010, 04:52:48 pm »
Yes the Complete and Utter Newby Tutorial was the one I followed, very handy and well written. 

I will make double sure next time I trade that I am indeed TRADING, I thought I was but so many other things I've done subtly wrong and then wondered why everyone in my fort is suddenly drowning themselves and/or the neighbors. 

Hopefully next caravan will make it in time for my current moody dwarf to get some sand/glass from it, the mook decided he needed an abysmally large amount of glass on a map where I have no sand.  If not, I have a captured goblin thief I'm considering dumping into an arena with him, and see if he gets over his glass fetish that way.

12
DF Dwarf Mode Discussion / Trading Question
« on: July 17, 2010, 04:07:14 pm »
Hello all,

Relative newcomer to the game, I've played a few fortresses on an older version with a tutorial to help me get into the swing of things, and now I'm working on a fort in the current version.

Came across a problem involving trade that no amount of searching through the forums, the wiki, or even google has solved for me.  Often goods I try and buy "in bulk" hundreds or thousands of dwarfbucks in value at a time (say, several hundred leather pieces because dammit I don't have a kitten industry yet and every moody dwarf wants leather).  After getting the trade to go through, generally by offering copious amounts of worthless rock carved into pretty shapes, I wait for the departure of the caravan and the removal of my new leather supplies to the stockpile.  Except...when the traders leave, there's no leather. 

I'm sure I'm missing something blatantly obvious but for the life of me I cannot figure out how to get items I've traded for with the merchants to actually APPEAR in my fortress after they've left.  Most recently I purchased a very large amount of wood from an elven caravan because my mountain home is somewhat sparse in that regard.  Again...after the caravan left, my wood stockpiles still sit at the meager 17 I'm hoarding til the trees regrow. 

Any help would be greatly appreciated.

Pages: [1]