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Messages - GhostDwemer

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1186
DF Dwarf Mode Discussion / Re: Diagnose Patient...
« on: March 10, 2012, 08:27:49 pm »
Well, I knew all along, that's what those "extensive interviews" were for. That's why she got assigned to the Special Defense Squadron in the first place, and why she was down in the caverns fighting Forgotten Beasts. Her commander is also a vampire, though she isn't "out" as one in game terms.

1187
DF Dwarf Mode Discussion / Re: Diagnose Patient...
« on: March 10, 2012, 08:09:18 pm »
Vampires. I should have known. How could they have thought to keep this a secret? Well, it's not a secret anymore! She's feeding on poor Urvad as I write this! At least the guards had the decency to usher the child out of the room, but they are all just standing around as this... creature feeds on poor Urvist.
Spoiler (click to show/hide)

1188
DF Dwarf Mode Discussion / Re: Diagnose Patient...
« on: March 10, 2012, 07:44:08 pm »
It just gets stranger. The mayor appears to be in on this whole thing too. He just sent the guards down to "Have a nice friendly chat with their fellow soldier, and remind her how things work around here." But he won't tell me anything. I'm the chief medical dwarf! I shouldn't be kept in the dark. This reminds me of that case last year, that shearer, the bachelor fellow who got assigned to the Cavern Gate Warren and ended up dead a month later. In his quarters, drained of blood. They said it was crundles. Now I'm not so sure...

1189
DF Dwarf Mode Discussion / Re: Diagnose Patient...
« on: March 10, 2012, 07:38:19 pm »
Patient has run off after receiving a crutch. She refuses to go back to her isolated barracks with her commander, who is a bit of an odd bird herself. Says she needs to visit an old friend, which is odd, as she claimed not to know anyone when she arrived here, if I recall from the elaborate interviews the expedition leader had me conduct with all incoming migrants.

Hmm, she ran straight to Urvad Iliralath's room. He's married, I wonder what's going on? An affair, perhaps? Urvad looks like he's sleeping, but it could be a ruse of some kind. Well, their eldest child is hanging around the porch with the door open, so maybe she's just going to wait around for him to wake up...

1190
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?

1191
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 09, 2012, 01:24:07 pm »
Got a moody dwarf requesting cloth, but I have some, oh he wants silk... Okay, breach the caverns! Got some webs, haha troglodyte you were two ticks too slow, got my silk and finished building a wall seconds before he shows. That's when I notice the FB cancel spam. Uh oh, did I forget to build up stairs over those up/down stairs breaching the bottom cavern? Guess so. Oops, him a flyer. I'd just created my first two squads of five each, and somehow, without archery targets, in a month of watching demonstrations, my one very skilled ranger goes elite. FB tears one hammerdwarf in half before my now elite marksdwarf headshots him with a bone bolt. We're eating pterosaur steak tonight, lads!

1192
DF Gameplay Questions / Re: Clean water
« on: March 09, 2012, 12:11:15 pm »
Tried a 2 z=level reservoir on two new forts now, got stagnant water in buckets. Yes it was 2 z-levels full of water. This does not work.

1193
DF Gameplay Questions / Re: Auto-claiming of bedrooms?
« on: March 08, 2012, 06:47:37 pm »
One problem with auto assigned bedrooms: they do not get unassigned when you assign a dwarf a new bedroom. So your nobles can still get that "traumatized by a lesser's pretentious sleeping arrangements" even after you assign them a fancy room, if they still have an old crappy room that they selected themselves. If you let your dwarves pick their own rooms, you need to free their old rooms when you manually assign them fancier ones.

1194
DF Gameplay Questions / Re: Any way to get the old embark screen back?
« on: March 08, 2012, 06:41:52 pm »
Later versions of DFHaqck let you prospect from the embark screen. Place cursor over tile, type 'prospect' and it will show you what all the layers are. Another way to leverage the finder is to copy your world, remove all [AQUIFER] tags, and then set the [AQUIFER] tag only on the mineral or minerals you are looking for. Then load that copy, and search for aquifers.

1195
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!

1196
DF Dwarf Mode Discussion / Re: Are fortifications just terrible?
« on: March 08, 2012, 12:53:09 pm »
According to the wiki, accomplished or better bowmen can shoot through fortifications from a distance. Adding a z-level just helps increase distance, crucial if you don't have a moat. Sounds like you got hit with an elite bowman. They'll shoot you through the eyeslits of your helm, fortifications are nothing to them. Literally: it's all or nothing. Either they can't shoot through fortifications, or they totally ignore them.

1197
DF Dwarf Mode Discussion / Re: Are fortifications just terrible?
« on: March 08, 2012, 12:29:55 pm »
Skill determines how far away from the fortifications enemies can be and still shoot through them. Anyone can shoot through fortifications if they can walk right up to them. Are your fortifications on the ground level, or are they at least one z-level up? Do you have a moat surrounding your fort to keep enemies at a distance from your walls?

1198
DF Dwarf Mode Discussion / Re: Beware the Giant Sponge
« on: March 07, 2012, 06:49:53 pm »
It's winter now and the two echidna people are still curled up in terror right next to the giant sponge. So, as well as all the other badassery they are capable of, they make great echidna traps...

1199
DF Dwarf Mode Discussion / Re: Beware the Giant Sponge
« on: March 07, 2012, 03:58:36 pm »
Just embarked on an untamed wilds area and quickly saw the red C pop up, checking the combat reports I saw a report from an echidna man and woman. The reports said they both had just curled up into a ball. "Well they're more scared of my dwarfs than my dwarfs are of them!" I thought, "And they're on the other side of a stream, so no worries." Well, they are still right there a season later. So I looked in the stream and, sure enough, they are right next to a giant sponge. Did the sponge scare them? Since it won't ever move, will they stay curled up in little balls forever?

1200
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...

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