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Messages - Lielac

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121
DF Dwarf Mode Discussion / Re: Morale and badassery
« on: July 12, 2014, 11:45:06 pm »
Perhaps dwarves could be exposed to a terrifying enemy that can't pursue them, like a giant sponge aquarium in the barracks or something.

I'm pretty sure being horrified by corpses and death trains discipline too, so... kitten fountain. You were going to make one anyway, right? :D

122
DF Dwarf Mode Discussion / Re: .40.01: It was inevitable.
« on: July 09, 2014, 10:01:23 am »
So, why are you travelling?
I don't know where that is, and I don't even know anyone who could tell you.

123
DF Dwarf Mode Discussion / Re: First Impressions .40.01
« on: July 07, 2014, 09:24:19 pm »
1. MY DEFAULT (33X33) WORLDS GEN FRIGHTENINGLY QUICKLY
2. dWARF RUINS ARE AMAZING
3. MY FIRST SAVE WON'T WORK NOW, I THINK IT'S BECAUSE I BLANKETED GROUND LEVEL WITH "CHOP ALL THE THINGS" AND LET MY WOODCUTTER GO TO TOWN
4. there. are. blueberries. and lettuce. and grapes and oghjflshdfjlashdjkaaaaaaaaaaaaaaaaaaaaaaa i'll be in the raws if you need me
5. i should check out my dwarves' thinky thoughts, i haven't done that yet

124
DF Dwarf Mode Discussion / Re: So like, hypothetically...
« on: May 18, 2014, 06:19:11 pm »
wait what? Is this actually possible (to survive it long term)?

YUP!

125
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 09, 2014, 01:08:06 pm »
-cracks knuckles- All right. New fortress time, usual 2x2, and this one's going to last until the next release. And then I'm going to kill it gloriously. (Maybe I'll go GCS-hunting, make an FB collection, and set them all loose in the dining hall when the time is right.)

SO! SAVAGEWIRES AWAITS!

Outpost Savagewires, 1st Granite 201; 7 dwarves

40 z's for a HFDP (which is more like an "instant splatter" pit, he he he), white sand for my first soil layer and sandy clay (:D!) for my third, nothing metallic more useful than friggin' tetrahedrite, but hey I have bituminous coal and lignite ~woohoo~.

Spoiler: HFS! (click to show/hide)

Gonna do designations an' report back.

126
DF Dwarf Mode Discussion / Re: Baby is Killing my Fort
« on: April 09, 2014, 08:55:23 am »
I'm very doubtful about that last part. I'll have to watch more closely.

I had a fort that, before I DFHacked magma all over it out of boredom, had plenty of miserable dwarves who'd created artifacts. Not one of them went insane, and they were definitely miserable for prolonged periods of time. I had a lot of non-artifact-maker dwarves go around the twist, though.

127
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 09, 2014, 06:55:14 am »
The normal order of things went much too slowly, so i sped things up by changing dwarfs to CHILD:2. Question was if dwarfs will marry distant relatives (cousins in this case, but aunt/nephew and uncle/niece should be the same as long as both parties are unmarried and of compatible age - remember that thanks to the practically endless fertility, an uncle the same age as or younger than his niece is quite common). They will. Cousins can be friends or lovers of each other, shown by "made a friend/talked to a friend" and "is romantically involved with" thoughts. They'll keep listing each other as "cousin", however. Probably because "cousin" comes first and apparently supersedes other relations. Once they marry, status will change to "husband/wife" (which happens to be the highest-priority relation a dwarf can have). I stopped the run after the first couple married.
Result: ^_^science :3 says you only need two married couples to repopulate the entire dwarven race.

Yeah, Laborfords got at least one aunt/nephew relationship and cousin/cousin relationship before I set it on fire. I think more, but I only noticed a few.

Next time I'm going to do a much more clinical naming structure. W1D1 Abyssink MW1D2 for first dwarf in first wave, surname "Abyssink", who marries second dwarf in first wave, for instance. And matrilineal surnames. And for native-borns I think it might be, like, B23W1D1 Abyssink MB19W3D17 or something. If that even fits, which it should, because Twinklingdiamond Matriarchs... but no, that'd get unwieldy... what was that one eugenics project that nicknamed its dwarves according to wave number?

Edit: Found it! Ok, so. Not wave number. Generation number. Hmmm. I need a serial number pattern that doesn't get clunky and indicates parentage... matrilineal naming... what's the nickname character limit?

128
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 08, 2014, 08:39:41 am »
Pfft... The Geneva Convention only applies to HUMANS!
A rookie mistake, really... But even the best of us make them X3

-snicker- I think it would apply to any sentient beings. ... Although. Dwarves. Sentience. ~Questionable~.

(Did I say briefly? I mean it's that again.)

129
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 08, 2014, 08:36:03 am »
Wow, you can pinpoint the exact moment where Lielac snapped.
Not hard, but still... It's quite concerning, the minds of people on these forums. I'm just glad I fit right in.

>:D What minds? We left our minds and sanity at the door!

(There's a reason my custom title was briefly "Violating the Geneva Convention since 2010".)

130
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 08, 2014, 07:58:27 am »
I set my fort on fire is what went on.

Cracking open Laborfords again, and kind of wanting to cause an unfortunate accident for the whole fort so I can get on with another one... but no. This fort will die of natural causes, not because I get bored of it!

... Yes, a tantrum spiral is "natural causes". This is Dwarf Fortress, of course a tantrum spiral is natural causes.

City Laborfords, 1st Granite 241 - 19th Slate 241; 115 to 0 beards, several total berserker(s); No Longer Under Siege Because I Set Them On Fire

First: The beginning-of-the-year progress images are in the second set of spoilered images in my last post.

Second: Oooooh, right, I get to see what Likot Holeportals makes and who she makes it with! >:D

Unpausing, aaaaaaand...



Here's the map image.

131
DF Dwarf Mode Discussion / Re: Can Ghosts become Ghosts of Ghosts?
« on: April 07, 2014, 10:03:48 am »
The only ghosts I keep around for any significant length of time are unslabbable forlorn/restless merchant guards, and while dwarves in a fell mood can murder those (which is damn useful for thinning the herd), they do not make things out of them. I've got a fell mooder right now who's loitering around looking for a victim, and Likot's already grabbed a victim. But it was a ghostly merchant guard.

132
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 05, 2014, 01:05:58 pm »
Why won't my miners dig out the obsidian?
I have temperature on, so it shouldn't be an issue.

Do they have a path to the designations? Triple-check! (No, seriously, triple-check. I was the victim of running around like a fool for 12 minutes over a simple "is it fREAKING PLUGGED IN" issue in meatspace; don't repeat my mistakes in a different format. Check for picks, check for pathing issues, check for labors actually being active, check for dwarves being far too busy.)

133
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 04, 2014, 07:24:33 am »
I've started construction of a labyrinth, which I intend to toss captives into, filled with traps and eventually some deadly creatures. Since there isn't really a random element to the pathfinding I'll instead add a bunch of pressure plates so the correct path out changes around a lot based on how many captives have been through it and how far they got (the exit will be by the map edge, so if they make it that far they're free to go).

You can build creature-operated one-way passages: e.g. a hatch over open space and a door, both linked to the same pressure plate: the creature calculates path across the hatch, steps on the plate which opens the hatch (breaking path) and the door (opening another path); 100 steps after the creature leaves the plate, both buildings will close again, pathing back through the door is not possible.

To change the path for the next creature, you'd have to "hold" signals or state changes, because pressure plate systems alone just re-set. You could do this with memory cells (branching into full-out computing), but Lielac's comment on building destroyers gives another option:

Building destroyers can reconfigure your labyrinth paths. A locked or mechanism-operated door is not passable by goblins, but once a troll went through, the path will be open (and if you use a locked door, kobolds can do the same). An ogress demolishing a hatch cover will permanently destroy path across it for later visitors. If you go three-dimensional, you can even use her to "switch" paths: use a locked hatch over a downward ramp. As long as it holds, it can be passed on the same level, but not up/down; once it's broken, vertical passage becomes possible (and some horizontal paths may break, depending on ramp layout).

Ah, I thought pressure plates worked more like levers. I want it to be self-sufficient without needing dwarven intervention for resetting. Maybe I can use water to hold the state; So the creatures step on plates, making the water move around, triggering the pressure plate that controls the path.

Latching pressure plates! I mean, wowie you now have a lot more space you need to use, but-- no, wait, it requires a reset lever. Oh wait yes, you can just make the reset "lever" another pressure plate in the maze!

134
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 04, 2014, 06:41:56 am »
City Laborfords, 4th Obsidian 240 - 1st Granite 241; 133 132 131 127 126 124 121 119 117 115 beards, 0 1 0 1 0 1 0 berserker(s); Under Siege

Oh man. I haven't cracked this open in a month. All right, let's see how things are...
... (awesomeness edited out for brevity)

That's a cool fort and Fun situation you have there. Do you have a thread/post somewhere telling more about the fort. I'd also be interested in learning how you did you naming scheme with matriarchs etc. And did you have any tricks for getting all the name, married status, genealogy etc. out of the game, or did you just do it by manually going through the citizen list? Just in case I'd do something similar some day...

Everything about my fort is in this topic, except the Laborfords map series which is on the DFMA. And I just manually pulled it from the game.

As for naming scheme:

0. I have [NICKNAME_DWARF:REPLACE_ALL] in d_init.
1. I replace dwarves' names with their first name and the English translation of their last name...
1b. BUT. If someone has a mother whose surname I've translated, they get her surname instead. If the child is a female dwarf, any children they have will also acquire that surname as well, because the game-given surname is effectively nonexistent for my purposes.
1c. If there are two dwarves with the name, say, Aban Abyssink, the elder becomes known as Aban Abyssink I and the younger Aban Abyssink II. And so on and so forth, III and IV and V and VI...
2. The eldest living sane female dwarf with a given surname is labeled Matriarch. If this dwarf dies, she has I appended to her name and the next eligible dwarf is labeled Matriarch II. Then Matriarch III, Matriarch IV...
3. Nobody changes their name upon marriage. If Aban Abyssink I is a male dwarf and he marries Mistem Twinklingdiamond III, he retains his name; his children are simply Twinklingdiamond like their mother.

135
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 04, 2014, 03:39:53 am »
I've started construction of a labyrinth, which I intend to toss captives into, filled with traps and eventually some deadly creatures. Since there isn't really a random element to the pathfinding I'll instead add a bunch of pressure plates so the correct path out changes around a lot based on how many captives have been through it and how far they got (the exit will be by the map edge, so if they make it that far they're free to go).

Ooooooo. That should be deeply entertaining and fun (or FUN) to designate. Floodgates get attacked by building destroyers so you can't really use those, so do hatches, but bridges have a delay and don't work if something big enough is standing on them...

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