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Messages - Vehudur

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226
DF Dwarf Mode Discussion / Re: Haunting Smoke
« on: February 28, 2012, 04:09:13 pm »
Avoid the fog at all costs.

It might cause minor bruising of the liver, but it might also cause anything it touches to be instantly turned into a life hating thrall that it is, quite literally, impossible to kill without full on decapitation.
A kitten thrall is still dangerous if you don't have any way to put the damn thing down.

Clouds are like inverse Russian roulette, five of the six cylinders will kill you.
what do the last one do? make everything pain?
Nothing, or unconsciousness, dizziness, mild pain, numbness... Huh.
The rest are some variation of "Itchy...  Scratchy...   brains."

227
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 28, 2012, 04:06:45 pm »
Keas. So much. How does a kea carry a sandstone wardrobe? Or steel axe? Or anything?
And then I lost seventy odd dwarves to ambushes. It's horrible.

Keas are big and can carry stuff.  Not a wardrobe, but a dwarf-sized axe is semi-plausible.

228
DF Dwarf Mode Discussion / Re: Long Embark
« on: February 28, 2012, 04:04:21 pm »
This bug allowed things that would otherwise spawn on the map edge, like traders, wild animals, and most dangerously ambush squads, to spawn in the middle of the map where the edge would be if it was square.

Goblins in your base...

Oh I had this happen once. 

I had a long east-west oriented map once and the fort was likewise enlongated.  The dining hall was partly built on the surface on the east end, just left of the center of the map.

Code: [Select]
M = mountain
V = volcano
F = forest
R = river (minor river 8 tiles wide IIRC)
X = center of map

MMFFFFFRF
MVMMXFMRR
MMFFFFMMR

Total embark tiles: 27
Only slightly higher than my norm of 25 in a 5x5 map.

Coal and flux were under the forest with deep silver and gold and the mountains had iron and deep galena.

The majority of the fort was built into and on the spur between the volcano and center of the map.  Main access was over a bridge between that spur and the mountain near the river.

For eight years sieges (x7) and ambushes(like 100 of them) only appeared from the north and south sides of the map, so there were no problems.

*A vile force of darkness has arrived!*

"What the hell?  They just spawned IN my dining hall."

90 goblins + 40 trolls.  Most of the squads and a few of the trolls spawned in the dining hall.

170 civvies were in this room or the rooms on the 3z-levels below.  The only entrance to those rooms was through the dining hall.

*order all military active and stationed at the entrance to dining hall*

*unpause*

Epic carnage of a scale beyond what you can possibly imagine ensued. 

In the end I had lost 192 of 260 dwarves (167 civvies, 25 military), had 30 dwarves severely injured and all my doctors were dead and the remaining 38 functional dwarves immediately imploded in a tantrum spiral and vast clouds of FPS-killing miasma.  Also, a troll smashed a magma forge and a bunch of fire imps got into my wood and food stockpiles with predictable results.

It was totally worth it.   I'd do it again in an instant.

229
DF Dwarf Mode Discussion / Re: The military system needs shouty NCOs!
« on: February 28, 2012, 02:59:08 pm »
With some nifty modding an organised military structure would be possible...

Must.  Do.  This.

What's the best way to go about this?  I've had a hard time modding entity castes.  It's a headache.

230
DF Dwarf Mode Discussion / Re: Long Embark
« on: February 28, 2012, 02:57:34 pm »
Sometimes, but it can be a pain if elevation variance across it is excessive.

231
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 28, 2012, 01:56:47 pm »
This killed 10 migrants.  They were all worthless, so nothing of value was lost.

Spoiler (click to show/hide)

232
DF Dwarf Mode Discussion / Re: The military system needs shouty NCOs!
« on: February 28, 2012, 01:43:27 pm »
Isn't this what an appointed position of Champion is for?

Quote
The champion is a noble position appointed by the Baron (that is, you can appoint it, but you can't do so without a baron or greater noble being present). A champion has no special room requirements, but may make a single demand eventually. As the title of champion is now bestowed by appointment rather than merit, you may want to have your best teacher be the champion and conduct weapon demonstrations to boost the morale of training soldiers while your toughest killers go out and fight goblins.

It doesn't spring the happy thought "Was shouted by a DI latelly".

Happy thought?  What're you smoking?  But yeah, there would need to be associated thoughts too.

233
DF Dwarf Mode Discussion / Re: The military system needs shouty NCOs!
« on: February 28, 2012, 04:59:47 am »
(top of voice) "Stop hanging around and grab your gear! You! What's that! Give me that ale, you can drink later! Weapons up and attem boys! Urist! I catch you napping during sparring practise one more time and I'm gonna kick you inna fork so hard you piss through your mouth! What was it you said! Louder!"

Bomrek McDrillsargeant

It's missing every other to every third word being some vulgarity.  Otherwise, pretty close.

234
DF Dwarf Mode Discussion / Re: I am suck at this games.
« on: February 28, 2012, 04:37:20 am »
You can get pack animals but they have a much more limited carrying capacity.   If you provide a 3 wide pathway for them you can get a wagon that can bring you (and leave with!) a far greater number of goods.

235
DF Dwarf Mode Discussion / Re: Oh Armok, it has begun!
« on: February 28, 2012, 04:35:16 am »
Alright, there are a stupid number of misconceptions regarding nuclear power in this thread.

Quote
Indeed the modern designs are much safer, but it is still dangerous because of the radiation during the process and the radioactive waste afterwards. And you cannot terminally rule out an accident which leads to coolant loss.

Actually, in the event of a coolant failure a "nuclear poison" is injected automatically before the coolant even begins to boil away, this nuclear poison absorbs all the excess neutrons without shedding any itself and limits heat produced to decay of the products of the main fission reactions.  This amount of heat is readily dissipated by modern reactor designs just by radiant heat and basic air convection around it.   So in a modern reactor, even if you cut the coolant to it you're still not going to have a meltdown.

Also, we can reprocess waste and have low-level waste* and new nuclear fuel.
*Low level nuclear waste is very easy to dispose of.  In fact, it's not even really that dangerous.  You still wouldn't want to bathe in the stuff, but just being near it isn't dangerous.

Quote
There is a lot of solar, wind, and water energy still untapped, so this part is way underrepresented. The Europeans plan large solar power installations in the northern African desert. The US could plaster a good part of Nevada in similar ways.

The sun doesn't always shine, the wind doesn't always blow, tidal power is really impractical and just about every place where we could build a hydroelectric dam is either protected or already has one.  In northern Africa they're going to have serious problems with dust accumulation on the panels.  Not to mention the difficulties of extreme long range power transmission are going to make it extremely expensive.

On top of that,

Quote
What I'm currently keeping a close eye on is LENR (Low Energy Nuclear Reaction). An engineer by the name of Andrea Rossi claims to have harnessed a Ni+H=Cu nuclear fusion reaction, and showed some results that at least are worth to observe. He is said to build a factory to build those e-cat devices as water heaters somewhere in the US. There are critics who claim it is a scam, but so far this would be a big, expensive and rather pointless scam. If he really delivers, though, his invention will be THE NEXT BIG THING (a 10kW water heater/central heating element for your home for $600-$800, and $100 of fuel/year to keep it going). As this device is designed to run continuously, excess heat could pe turned into locally generated electrical power.

Yours, Christian
No.  There are a hundred problems with it, and the fact that it just flat out doesn't work like he claims is the biggest of them.

Spoiler (click to show/hide)

For modern reactor designs there is zero risk of a meltdown.  Human incompetence and acts of "god" can only cause problems if there is a weakness in the design to begin with.  A reactor is basically a big ball of metal, even if the fault line was literally directly under it the most you'd do is shear it away from its base.   Waste reprocessing pretty much negates waste storage and only requires a small amount of "fresh" material.  Everything gives you cancer, you're being paranoid.  Did you know there is radioactive material naturally in your body?  Mostly carbon and phosphorus.

Transport and storage problems?  Have you SEEN the containers they store this shit in?  You can have a train slam into them at full speed and you will only mildly inconvenience it.  And the designs are getting better and better.  No, really: http://www.youtube.com/watch?v=1mHtOW-OBO4

Modern containment buildings for modern nuclear reactors are built with terrorism in mind.  In fact, one of the proof tests after it's built and before anything is put into it is to fly a remote controlled 747 into it.  All that does is create minor spalling on the concrete.  Sure, you could probably nuke it, but it'd have to be a big bomb (100kt+) and after a ground-burst nuke of that size the additional contamination from the nuclear reactor is going to be minor compared to that from the bomb.

It isn't renewable, sure, but there's so much of it** and so little of it is actually needed that we'll have evolved into an entirely new species before we run out.  Even if the entire world was powered by nuclear power.

**Uranium is very common, and thorium is even more common and safer when those designs are mastered.

And before you say fukushima, that reactor was built in the 60's and designed in the late 50's.  It's about the oldest design you could get that hadn't been shut down.  Chernobyl was a molten sodium cooled reactor with graphite control rods, which we now realize was really really fucking stupid. Three mile island was grossly blown out of proportion by the media, and it doesn't even really count as a meltdown because the reactor vessel wasn't breached.

Quote
Or next to people.
  You don't want it built next to you?  Despite the fact that "conventional" power plants release more radioactivity (due to isotopes contained in the fuels the burn) then a nuclear plant (which have very strict regulations)?  Ok, fine, but I'd rather live next to a nuclear plant because it is, quite bluntly, far safer.

Spoiler (click to show/hide)
  Because it's really really impractical and the "more dangerous alternative" (that is actually the safest power generation out there) is comparatively simple and cheap per unit of power.

I'm not against nuclear power... I'm just against it...being built...next to people.

I'd actually like to live next to a NPP.

You're better off there then next to a coal fired plant.  Or a wind farm, for that matter.

236
DF Dwarf Mode Discussion / Re: Dwarven Military Doctrine (Tutorial)
« on: February 28, 2012, 02:42:09 am »
...so you're not actually adding anything productive to the discussion?

Not yet.  I was gonna let you finish and then see if I had anything to add.

Thanks, girlinhat, looking forward to the one on Archery :)

This, too, because I'm sure you have a better way to do it.

237
DF Dwarf Mode Discussion / Re: Oh Armok, it has begun!
« on: February 28, 2012, 02:41:02 am »
The carp solution:

Eat them.  In vast numbers.  Yes, I know they taste terrible.  Sell them as discount food.

It works for the Chinese.

238
Quote
C} Concern: The main map and caverns as a whole never really change and seem to be missing the majority of natural disasters.
Idea: Add hurricanes, tornados, earthquakes, tsunami's, meteor showers, and other natural disasters which can add a new shock to the game.  Players will want to be inside the fortress during hurricanes and tornados, but will want dwarves to be outside on the grass during an earthquake.
Reason: This will add a new challenges for the player which can't be solved by the skills and strength of a dwarf, but solved by clever thinking.

I'm going to address these all specifically:

Hurricanes:
Flooding is the biggest danger of a hurricane, especially along the coastline.  Wind is a decent threat, but if you're using metal and stone it's pretty easy to build something that can handle these winds.  Hurricanes have some warning, and this could be an interesting gameplay challenge.


Tornadoes:
You have no idea how big of a can of worms this is.  Without advanced technology (weather radar) and advanced weather knowledge tornadoes strike quickly and with little warning, and may leave minor to incredible damage.  Most tornadoes are small and weak, so this would not be a problem most of the time but if your fortress gets hit by an EF5 it doesn't matter how you tried to plan for it, everything you built above ground is going to be gone.  This would have to be implemented after the army arc by nessecity, due to a lot of the damage in a tornado being not from the wind, but what the wind is blowing.  A boulder flying through the air at 200mph would even destroy strong constructed walls, producing more boulders, and so on.   Also, oh god my FPS hurts just thinking about it.  I'm not sure this would be fun, because if you have not seen extreme tornado damage personally (pray you never do) you cannot possibly fathom the damage they cause.  That 5 tile thick constructed wall making up the outside of your constructed fortress?  Yeah, that doesn't stand a chance.


Earthquakes:
Have already been thoroughly discussed but I'd like to add one thing:  The size of the room that may collapse should be related to the magnitude.  Larger earthquakes may collapse smaller rooms.  Building your fortress out of brittle materials, like stone, would be a liability in this case because it will fail easier.  Building it of strong metal would be, while difficult, much better because the metal will have to bend significantly before it breaks.  This would require the player figure determine the inconvenience of small rooms vs the likelyhood a given room is destroyed with the highest reasonably expectable magnitude earthquake and decide how big of rooms they're willing to risk.


Tsunamis:
Should be coupled with earthquakes or island volcanoes erupting.  The size depends on the size of those.  Also, my FPS hurts just thinking about all the flowing water.  Pressure would need to be redesigned for multiple z-level tsunamis.


Meteor showers:
Sure, random meteors should fall and smash things on rare occasions.  But they are REALLY RARE, and it would be expectable to not see one for the entire life of a fortress, and just a FUN surprise when it happens.


Another three:

Volcanoes:
We need variations in the types of volcanoes first.  But when we have that, we can have fissures open into the caverns // lava flood in caverns, or to the surface if it can make it without breaching the caverns // lava flood on the surface.  Alternatively, lava just bubbles up and pours out of the existing craters.  Explosive eruptions would be FPS death and shouldn't be seriously considered.


Hail storms:
Most common on drier but not desert temperate / warm biomes, these could damage or destroy wooden structures and generate an unhappy thought / minor injuries for dwarves caught in it.  In extreme cases, "The falling hailstone strikes the woodcutter in the head, jamming the skull through the brain and tearing the brain!"  "Urist McUnlucky, woodcutter has been struck down."  But this would be bad if dwarves were set to gather items from outside.


Wind storms:
Two types - thunderstorms, in which a thunderstorm produces a brief but intense wind event that may knock trees and weak structures over and storm systems that come with rain or snow and wind and produce weak to strong wind.  My FPS hurts just thiking about the calculations that would be required, though.

239
DF Dwarf Mode Discussion / Re: Dwarven Military Doctrine (Tutorial)
« on: February 28, 2012, 12:57:29 am »
Girlinhat left out a main command, once uniforms/weapons/equipment has been assigned, a move order under Squad menu will cause the captain of that squad to proceed to curse at the squad, so they will equip in a timely manner.(Think of a rabid drill sergeant, in a bad mood). Be sure to removes move order(Same as station)
Wait, what? This for real?

Which part?   I can confirm an angry drill sergeant / CO will get you moving very rapidly and I can completely understand why it would work for dwarves too.

240
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 28, 2012, 12:55:43 am »
New embark:

Adamantine spire. Pokes out 4 z-levels above ground. Was open all the way up, so I used tubefill to save myself from hell. FPS is holding steady at 100. YES!

Do want.  How thick is the world?

139 z levels from the top of the spire and a nearby hilltop to the bottom. I embarked on a rather good spot, as well: major river, sedimentary layer with a ton of dolomite, heavy tree and brush cover, warm climate, etc. Pretty much the only thing it doesn't have is a volcano.

One thing is, I'm playing with skill degradation turned off, and with a couple of homebrewed metals added in. Here's a few highlights from the prospect take:
5.9k adamantine
10k magnetite
5.8k hematite
3.4k limonite
25k native gold
78k tetrahedrite
5k mythril (added; between steel and adamantite in terms of usefulness)
88 deepsilver (added; very high-density, found only in small clusters)
38 starmetal (added; roughly twice as effective as adamantite, light enough that irl it would probably float, found only in small clusters)

((If anyone wants it, remind me of how to find the seed, because for the life of me I can't remember.  :-X))

Those custom metals sound really cool.  You should package them and the relevant reactions into a small mod for people, I know I'd add it at least :P

To get the seed:
Open your map up and hit ESC and go to "export local image" and then choose a Z-level or ten to export images of.  Included with the images will be a text file, containing world gen information.  The seeds are in there.


Ah, thanks.

Spoiler: Seed and params (click to show/hide)

Spoiler: Embark location (click to show/hide)

I honestly don't think the metals are large/big enough to deserve a post; you only need 2 entries per metal (in inorganic_metal and inorganic_stone_mineral) and it was maybe ~1 hour of work, and most of that was testing and looking up information to find out what I did wrong with the colors.

Well, I think it'd be worth a post.  Besides, it may lead to an interesting discussion and you may get more ideas.

Copying world parameters and that image and I'll give it a shot and see if the spire is there when I get the chance.

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