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Topics - GhostDwemer

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46
DF Dwarf Mode Discussion / Diagnose Patient...
« on: March 10, 2012, 07:12:56 pm »
Patient, a swords dwarf in the mysterious "Special Defense Squadron" that the old expedition leader created in secret, complains of missing right foot brought about by Forgotten Beast down in the lowest caverns. Appears faint and tired, slightly delirious, muttering on about "all the blood, all around me, what can I do?" Most serious issue appears to be a total lack of pulse and the body temperature of a stone. The expedition leader came down, said not to worry about it, but I'm a doctor. I should worry that my patient appears dead, shouldn't I? Well, the wound isn't bleeding, and it doesn't appear infected. Guess all I can do is give this poor soldier a crutch.

Oddly, the patient appears neither dehydrated nor hungry, but she keeps asking if I have any annoying acquaintances, I wonder why?

47
DF Gameplay Questions / Custom Maps: GIMP, Wilbur, and Perfect World
« on: March 08, 2012, 01:28:18 pm »
Just thought I would share my techniques for building custom worlds. Might make a tutorial on the wiki if people are interested. Why settle for random when you can play God and create a world exactly the way you want it? Desert goes here, major river goes there; mountains, hills, swamps: you decide. And the best part is that all the tools are free.

GIMP http://www.gimp.org/ is an open source image editing program. I use it to draw the outlines of my continent or island, white on a black background. Start with a 1028x1028 pixel file, it gives you more control and you can scale it down to 257x257 (the size used by Perfect World) later. after I the use the levels command to set the white point to something quite low, around 80 or so. This is your sea level land. Next I like to make mountains and hills. I usually make a separate layer for these features. You can draw them in manually or use the selection tool to draw an outline. Then use shape filled gradient to draw mountains that slope nicely from their peaks to the plains. I like to use the fingerpaint tool to drag some ridge spurs out from the main mountain, and give more interesting topology to the coasts. There are really an endless number of techniques you can use to create your basic land mass.

After you have some topography drawn in GIMP, save the file as a .png. Then use the excellent free height map editor, Wilbur http://www.ridgenet.net/~jslayton/software.html, to perform some tweaks and pre-erode your map. Wilbur has two erosion tools, a "precipiton" based system that simulates rainfall washing soil downhill, and an "incise flow" tool that calculates water flows for the whole map, and erodes rivers based on flow rates. When using the incise flow tool, be sure to use the "fill basins" tool, every single time. I like to run a few passes of the precipiton tool, fill basins, and then run a few passes of the incise tool, using gradually increasing gradients and decreasing widths. This creates river valleys  that are wide near the mouth and narrower near the source.

If your rivers aren't going where you want them to, you can use Wilbur's hill and valley tools to get them to go where you like. On one map, for instance, I created a large, high plateau where all the water drained off the plateau on one side. This created a major river feeding into another major river over a HUGE waterfall. I will often switch back and forth between GIMP and Wilbur in order to use the different tools each provides. The curves and levels tools in GIMP are very useful for fine tuning your contours, using curves for instance you can create continental shelves, flat topped mesas, and sharp spiky peaks.

After you have your map looking as you want it to, it is time to bring it all together in Perfect World http://dffd.wimbli.com/file.php?id=2354. First, scale your image down to 257x257, then save it as a bitmap (.bmp) file. Import your bitmap into Perfect World, then use the various tabs to calculate rainfall, drainage, volcanism and savagery. Import your world gen file, set your map generation parameters, export your world gen file and give it a test in dwarf fortress!

48
DF Dwarf Mode Discussion / Wondrously Wild Embark
« on: March 04, 2012, 06:35:02 pm »
I just embarked on some untamed wilds by a major river and I'm loving the new animal additions! A flock of giant white cranes scared the crap out of me right away, I hadn't even gotten my defensive ditch up yet when they wandered up to the shore about twelve squares away from my wagon, but they seemed peaceful enough and eventually left without incident. Next, an otter man and what appeared to be his faithful sidekick, a giant otter, wandered onto the map, splashed together in almost every murky pool on my side of the river, and promptly exited the other side having walked right by my now entrenched camp. Now, a flock of sparrow people appear to be chasing a giant moth over the river bend right by my wagon, which I have just finished emptying into my first stockpile below ground.

It's been said before, but this game is made of win. Massive stockpiles of pure win.

Has Toady mentioned coding in animal man/giant animal interactions, or do you guys think the otter man with his giant sidekick and the sparrow people/giant moth thing are just coincidence? I'm not seeing any combat reports so the sparrow-folk aren't attacking the giant moth. Hehe, maybe sparrow folk herd giant moths.

Man this is turning out to be a shallow map! Miners just breached the third cavern 21 z-levels down. There appears to be something shiny, candylike and blue down there...

49
DF Gameplay Questions / 10 zombie badgers vs 7 dwarfs, who will win?
« on: June 09, 2011, 10:34:41 pm »
Just started a new fort, half calm forest, half sinister hills. To me zombie badgers aren't sinister, they are terrifying. There are ten of them about 40 squares away from my freshly arrived wagon. I've got one guy with an axe, xbow and leather armor, but he has with pathetic weapon skills. What should I do? Think I can dig a trench before they get to me?

50
Spoiler (click to show/hide)

It's super effective!

51
DF Dwarf Mode Discussion / Water level oddities
« on: May 21, 2011, 12:37:34 pm »
I've got an underground cistern that draws from an underground lake through a pump. The lake is two z levels deep. Although not connected to the edges at the surface, the deeper parts do connect to the edge. Oddly, the lake refills slowly, and even more oddly, the only tiles that permanently decrease in depth are those with underground trees in them. Now I have a lake with mostly 7/7 water, except for a few patches with depths of 5 and 6 where the trees are. Anyone else notice that tree filled tiles don't seem to refill correctly?

52
DF Dwarf Mode Discussion / Suicidal dwarves again
« on: May 18, 2011, 08:01:08 pm »
I got sieged moments after the fall caravan showed up. One trader lost the race to get into the fort, but most of them made it. So far so good. Well, as soon as the trader left outside bites it, the rest pack up and head for the exit, that is to say, the trap hall that I had just opened up to chew up the seige. So I close one door and open the other, to get goblins and traders to run to the other side of my fort. I try to lock the stupid traders in the far hall for their own good, but one makes it out and gets slaughtered.

Now I guess I have to back up a minute and say the far hall exits into an above ground keep with my archery range inside. I had cleverly thought to conserve arrows with one of those "trench around the targets" type dealies. Well now I know, those things are stupid unless you are desperately short of ammunition and even then, do they ever restack the arrows? Anyhow, I called up my new crossbow squad to position them at the head of the trap hall, where the ballista is going to go whenever I manage to get three masterwork parts. But I guess the squad needs ammunition. And where do you think they need to go to get it?

Into the courtyard.

And because the traders are locked into the other hallway, the only way into the courtyard is through my now activated spikes and drops hall.

I just didn't see them in time. And I put only dwarfettes into my crossbow squadrons, so of course three of them were carrying babies.

Oh Gods, there's baby parts everywhere.

53
DF Dwarf Mode Discussion / Ya gotta get yer porcelain fountains
« on: May 16, 2011, 08:41:03 pm »
So my latest map has a lot of kaolinite, and I had been playing some Civ V (blech) and I saw they had a porcelain pagoda wonder. So I started building that. Boring. Then I re-watched an old Saturday Night Live. Anyone seen the "Porcelain Fountains" and the "Marble Columns" fake commercial sketches with Scarlett Johansson? Hehe. My map has some marble too, so I'm going to do BOTH porcelain fountains AND marble columns!

Nothing says "I'm a Noble like PORCELAIN FOUNTAINS."
You put a porcelain fountain in ya fortress people are gonna say “What is this, a mountainhome?” I’m telling ya! Ya gotta get’chaself some PORCELAIN FOUNTAINS.
If you order one of these things you got nothing to worry about. I come to you. I load up the wagon with the pipes and the wooden corkscrews and the porcelain blocks and I come to you. If you experience any problems with piping or drowning of your entire fortress or your framerate just call and I come to you. Don’t like where we installed your fountain just call and I come to you.
I come to you.

There's no way to get an actual jet of water shooting up, right? But I can make a pump stack inside a porcelain sculpture. I believe I've got it! My first megaproject! A giant sculpture of a dwarf, shielding his eyes from the sun, endlessly vomiting water.


54
DF Dwarf Mode Discussion / Style Projects
« on: May 07, 2011, 02:01:45 pm »
I had an idea for a page to put up on the wiki and I want to see what people think. The idea is "style projects," things that aren't necessarily mega projects, but require some futzing around and add detail, realism and style to a fort. Two recent ideas prompted the "style project" concept: gargoyle decorations and a bird coop. The gargoyles are just statues but they go on the tops of walls, they must be scary, and they must be made of the same material as the wall itself. The coop has a main hallway, and each hen gets her own pen/pasture zone with a nest box that has a door that can be locked to conserve her eggs for breeding.

So, these are two style projects, here are a few more ideas
the common idea of colored floor mosaics
everyone goes in a squad with 'uniform replaces clothing' and gets a custom costume"
color coding of levers

Can anyone think of any other types of small detail oriented projects that might fit the category? I don't want to start the page unless it seems like a real and useful category with a few more entries than I've come up with so far.

55
Swim. Ahahahaha, but seriously, I'm swimming in elephant parts right about now, a really good hunter just showed up and killed two, boom-boom, one after the other and now I'm afraid all that meat is going to rot. I think I need to build a second kitchen just to handle the surplus.

Now here's an even dwarfier joke about elephants.

Q. Why do ducks have flat feet?
A. To put out !!Shrubs!!

Q. Why do elephants have flat feet?
A. To put out !!ducks!!

56
Well, obviously not to trade with elves, but in the course of training my siege engineers up to legendary, I'm generating a lot of useless (to me) inferior parts. So, I figure, why not sell 'em to my mountain homies? I get all the junk parts to the depot, where there is a huge stack of wood waiting for me, 'caused I told my mountain homies I would pay double price for it. A whole 6 dwarf bucks per log. My parts (of less than masterpiece quality) go for from 30-150 dwarf bucks. So, while training up a skill that can help defend my fort, I am making a huge profit using imported raw goods. Why did I never think of this before? Maybe all the stories I heard recently about how useless siege engines are, but I'm using going to be using just one masterwork ballista facing straight down a long, 3-wide 'dodge-this' type trap hall, for extra 'dodge-this' fun.

The drawbacks are, they weigh a ton. But they weigh less than the logs you are buying, so not really a problem. Also, you can't trade them to elves. But hey, there are other ways to use siege engine parts with elves.

57
DF Dwarf Mode Discussion / Less finicky dwarven water reactors
« on: April 24, 2011, 03:53:29 pm »
A basic idea that can be applied to all reactor designs, I know someone has probably thought of this before but I didn't see it in the wiki: diagonal flow to regulate pressure. The problem with many designs is that they are quite dependent on water level, ceasing to function with too much or too little water. By putting diagonal pressure reducers right before your water wheels, you will get a perfectly regulated flow across the wheels. I just made a three wheel version, with four pipes feeding down into the three wheel race channels through diagonal connections. It can't be overfilled, the upper half can be totally full and the diagonal connections will keep the excess water from jamming the wheels.

It also works with very little water, which is a problem for me now because I put the outlet in the wrong place, and it bleeds off very slowly. The thing is down to 1/4 the water it had when full, water at 1-3 through most of it, but the pressure regulators are still at 6-7, and feeding the wheels perfectly.

58
DF Suggestions / Brief suggestion for z-screen 'Animals'
« on: April 23, 2011, 05:39:56 pm »
Probably been suggested before, but in the 'Animals' sub screen of the z-screen, I'd love to see a grid similar to the medical screen, showing the following info about animals: sex, age, whether they can be milked, whether they can be sheared, and how fat they are (for when you want tallow.), plus maybe an 'estimated yield' giving the average number of food units produced if the animal were to be slaughtered right then. As well as designating for pets and slaughter from this screen, it would be cool to be able to designate animals for shearing and milking.

59
DF Gameplay Questions / Pressure Oddities
« on: April 17, 2011, 05:28:28 pm »
Anyone know why pressure might return water up a z-level... but only to a depth of 1-2? I built a j-pipe feeding my underground reservoir, using a floor hatch to keep out bad guys. After hooking it all up and opening the floodgate, it filled my reservoir to a depth of 1-2. I've done this before and had it work, the only two differences I can see are: 1, I didn't get rid of the ramp under the grate, and 2, the intake pipe flows under a murky pool. Any thoughts?

60
DF Dwarf Mode Discussion / Close Calls
« on: April 11, 2011, 10:37:40 pm »
Okay, so this was a classic close call. One of my guards, fully clothed in adamantine, goes berserk after failing a strange mood down in my magma forges. No problem, I lock him in the workshop until the rest of the military gets there, he's not the very best, so he should go down. Then a dwarf caravan shows up. And immediately after, a siege shows up. I can't activate my lever activated upright spikes and drop bridges until the traders get past, and the military is ALL down in the deeps. The last trader gets past the trap hall right as the first squad of trolls hits my welcome mat traps. I queue the pull jobs, and everything activates right as the trolls hit the traps. It's just a massive sausage factory, nobody gets more than 2/3 the way through, parts are flying everywhere, the two elite goblins in the siege don't make it two steps before dodging right off the edge and slamming into my masterwork menacing spikes twelve z-levels below. I was sending the military through to mop up before the traders were even done unloading.

So, what has been your closest call in the game?

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