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Topics - MAurelius

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***This post has been examined by the Dwarven Ministry of Information and all sensitive materials have been removed***

Hello all,

While some might already be aware of this, I have been managing a fortress known as Anvilquested in a reasonably popular Youtube series for nearly a year now, in what I believe to be one of the longest-running and largest Dwarf Fortress series on Youtube set in one specific world.

The main focus of my series has been the world-building, and after a few episodes in of planning and initial set-up, we spend the beginning of every episode profiling a dwarf (named after viewers), their feelings and interests and what's been going on in their life. I also use tools such as Isoworld, Legends Viewer, and Stonesense to help flesh out the world.

The dwarves of Anvilquested have faced it all, from goblin attacks, were-beasts, megabeasts, and forgotten beasts of all varieties. They have built an arena, a four-story underground tree-garden with balcony cafe, numerous quantum stockpiles, the minecart-powered spike-trap apparatus found here in the forums, and they have even completed a secret project to [redacted] their way down into [redacted] and built a bastion in the lowest depths of the world against the [redacted] of [redacted]. The dwarves of Anvilquested are hardy and iron-willed, and so do not suffer from the emotional weakness the dwarves of other forts succumb to.

The Youtube playlist can be found here: https://www.youtube.com/playlist?list=PLM7yEwbhGUoqk1o5eR482hxcDPKbwqYiJ

The fortress was retired recently but the series continues on as the human hero Aurelius Steelballs explores the world of Namnitom and travels to Anvilquested to pick up a unique sword and shield made out of [redacted]. I consider this mini-series epilogue to be the cherry on top of the Anvilquested sundae so have gone all-out with music, sound effects, custom artwork by Dwarf Comic, and wacky text effects. This epilogue is still in progress and I heartily encourage you to join in: https://www.youtube.com/watch?v=G-t67XzwMkY

I hope you enjoy the saga of Anvilquested, what I consider, at least, the most complete DF series on Youtube. Death is all around us...this is truly horrifying.

-Marcus

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Title says it all. You can see their English translated name while alive by zooming to them or viewing them, but once they die only their dwarven name is shown on the coffin, any slabs, and in the dead units list. Is there any way I can see the translated name?

Thanks!

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DF Dwarf Mode Discussion / Ok, I feel a little bit bad now...
« on: January 21, 2013, 11:18:59 pm »
So I made short work of a rampaging giantess, and like all the semi/mega/FB's that I kill I memorialized her, and this is what I saw:

This is an exceptional gabbro memorial to Daze Norbok.
The slab reads: In Memory of Daze Norbok / bled to death, slain by the dwarf "Huntress" Swallowgilds The Anger of Culmination with a bismuth bronze bolt from a steel crossbow in the rampage of the giantess Daze Judgevigor in Archwhisper in the year 507 / Slayer of the elf Amala Slidgrowths / Loving mother.

Awwwwww, I killed a loving mother! A homicidal, rampaging one but a mother nonetheless. Will her child come after us seeking revenge?

By the way, The Anger of Culmination is a great title. Usually they are a bit silly, but this one's nice and menacing. Good thing, because she's my militia captain.

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Hello folks.

Ok, so I have my Armory up near the surface with my barracks, and my smelters down at the magma sea. I have all my metalworkers and furnace operators in a burrow so they never stray too far from the sea (two floors basically, one workshops/smelters/stockpiles, the other living/dining).

I am trying to melt down some non-steel weaponry and armor.

The first fail was that the smelters couldn't get up to the armory to pick up the stuff. Then I tried creating a dump near the forges and dumping all the weapons there. However, the smelters wouldn't take forbidden items. I read on the wiki that items set for melting would be "left alone" but the moment I reclaim them guys come down with bins to take them back up to the surface. I don't want to put a weapons/armor stockpile down at the sea because then good weapons may be stored there.

Is there any way around this?

Thanks!

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DF Dwarf Mode Discussion / Families?
« on: November 10, 2012, 03:43:57 pm »
I have noticed with the new version that families seem to migrate to the fort. I was just checking out my military and I found that two of them (that I put into the same squad!) were actually brothers and they also shared a number of nieces, nephews and cousins in the fort (though their younger brother, the father of the nieces and nephews for some reason didn't migrate with them). Would be cool if there were a "family tree" mode to see it all fleshed out so I wouldn't have to put it together myself for example which of the missing brothers is the father of the nieces and nephews.

As for the brothers, in random serendipity I had already named one of them "Batman" and the other...you guessed it..."Robin".

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DF Gameplay Questions / Good Forests? and Has Falling Been Changed?
« on: October 27, 2012, 03:20:35 pm »
Hello,

Had two completely unrelated questions and didn't want to spam the board with multiple topics. These are both referring to the latest version of DF.

Firstly, I am trying to create a world that is a bit more good than usual. Specifically, I want to embark in a good forest biome. However, messing with advanced world gen I doubled the minimum good squares in small, medium, and large subregions, increased subregions to max, and also reduced evil subregions by a small amount. What I have noticed is that pretty much every hill, plain, desert, swamp, and mountain range on the map comes up good, but no forests. Inexplicably, while mostly neutral, there are many evil patches of forest all over the place. Can forests not be "good" aligned? If not, what am I doing wrong here? I tried messing with savagery but it just returned a string of rejected maps.

Secondly, have there been changes to the distance an enemy must fall to splat? The consensus before used to be 10 z levels but I built a 10 z-level dodge me trap passage in my latest fort with the newest version and nearly every goblin survived the fall (they had broken this and that, but were able to move around). Now, it may be worth noting that they were all riding something (voracious cave crawlers, jabberers, and something that looked like an evil black-furred lemur). If they are riding something are they immune to falls? Has anyone created a working dodge me trap in the new version and if so, how deep was it? I have yet to see a necromancer, but would a long fall also kill undead? Could they be resurrected all the way down at the bottom of the pit if the necromancer is standing on the top?

Thanks!

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DF Gameplay Questions / Question About Military Happiness
« on: October 22, 2012, 08:23:30 pm »
So I have been reading about the two bugs where an elite military dwarf will lose elite status when they are off duty, and have to strike something (or shoot something) to get it back. I also heard about the bug where soldiers don't get good feelings from being on a break so if they say "are upset at long deployment" and you let them off for a year, when you reactivate them they will be "enraged", etc.

So dealing with the reality here, what's the best way to have a "stable" military? In older versions I would create squads of 10 and let three do whatever all the time, but now it seems best to keep them active all the time so they quickly become elite and then NEVER inactivate them so they don't lose the elite status. However, then it becomes a questions of can they reach elite before they become enraged (and murder some fools). It almost seems like a danger room is necessary to get them to elite fast enough.

Or are these two bugs fixed in the current version? I know for a fact my elite marksdwarves became un-elite when they took their break, and I had to have them shoot a bit to regain it, but I haven't myself tested the happiness bug (most of my guys are content, the yellow-whiteish one on Therapist), but this is early yet.

Just looking for ideas (really, they can come from anywhere, though I'm not yet good enough to create a waterfall in the middle of the barracks to give them that particular happy thought) on how to keep my boys happy while they become elite machines of death.

Thanks!

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Hello!

I was creating a cistern and mistakenly channeled it out without a way for my miners to escape. No problem, I thought, because I had an up/down stair dug into the z-level above, so I designated an up stair be built on the open space below it. The game let me make that build order.

However, nothing is happening. The job is listed as inactive and my miners have long since died. I could have sworn I was able to build stairs "down" (like from the cavern ceiling to keep my main shaft straight) underneath dug stairs. But nothing is happening. What did I do wrong?

X_______              X= up/down stair.  __ = floor
________

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DF Dwarf Mode Discussion / Shopkeepers' Housing
« on: April 23, 2012, 04:58:24 pm »
Quick question: I know that workshops currently don't create noise, so I was thinking of (just like in real life) creating the
"home" of any dwarf that has a workshop right above the workshop (like a 2nd story). I'm going to hollow out two z levels basically and in doing create multi story condos and such.

They still will need to go to dining hall for food and recreation, but having their home above the shop should make them more efficient, right? Also, noise wouldn't be a problem anyway I just considered because if they are sleeping they ain't working.

Anyone tried this?


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DF Gameplay Questions / Ore Variety
« on: January 20, 2012, 06:03:47 pm »
As I become a more and more advanced player of DF, I have done my best to look "under the hood" so to speak, and have used the dfhack tools to do things like create a huge embark not to play but just to see how the game sets stone layers, ore veins, gems, caverns, etc.

What I have noticed first of all is stone isn't random at all. You usually get a big oval of one specific type of stone in every embark "square". They never mix or cross over "square" boundaries. That kind of bums me out.

Back on topic, another thing I have found is even if I finely pick a site that has "deep metals and shallow metals"  (note the S's) odds are I will get a whole ton of one kind of crappy ore (galena, etc.) a little bit more of another one, and that is it.

I would prefer an embark to have a little bit of everything, rather than enough of one thing to cover the whole world in.

In game: Is there a particluar biome/site location that helps with variety? Would embarking at a site with as many biomes as possible help?

Out of game: Are there world settings (aside from scarcity, which I reduce to next to nothing to get ores everywhere) that can increase ore variety?

Thanks!

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DF Gameplay Questions / Kitchen Stockpile Help
« on: January 16, 2012, 12:36:12 pm »
Hello!

I'm trying to implement "intelligent" food stockpiles in my fort, which takes some time but I think it going to streamline things. I have a special seed only stockpile around my farm, and a special prepared food stockpile and a booze stockpile near my dining hall. Which leaves the intermediates. I have some questions about this.

The easy part is plants. The wiki is pretty clear on which plants can be eaten cooked and brewed, and I can easily create stockpiles for them near my stills and kitchens. however, there is no equally comprehensive set of info on non-plant food. For example, meat and all the offal, is that already cooked or is meat used as an input for prepared meals? How about fish, since there are two categories, fish and unprepared fish. Should unprepared fish go to kitchen and fish to dining hall, or can prepared fish still be cooked?

Basically I want anything ready to eat and drink down and fully processed down by the dining hall, and anything that (might also be ready to eat but) can be improved by further processing to stay in the kitchen/still area.

Thanks!

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DF General Discussion / Let's Plays
« on: January 13, 2012, 10:29:06 pm »
Over the years I have installed and reinstalled DF many times. (The first time I deleted it after about five minutes wondering what the heck people were seeing that was good there. I just didn't get it). More recently, Mayday's graphics pack (and eventually the LNP that spawned from the graphics pack ideas) made it much more user friendly for me and I've been pretty much hooked ever since.

Anyway, recently though I have had my immersion in the game go up in a huge way, and the reason why is Let's Plays on Youtube. Sure, I first saw the Boatmurdered story and the Tim Denee (I hope that's right) artwork, and they were awesome, but nothing really beat watching other people play the game to learn the intricacies and fully understand the depth of this game.

On a technical note, I do not watch the videos on youtube, but burn them on DVDs and watch them on a HDTV (which is honestly the way they should be viewed, if that's a possibility for you).

DJRodW, Riothouse, and Psy-Syndicate taught me advanced concepts. Revocane got me into Genesis (and the concept of building your fortress in the caverns, rather than the first few surface layers), CapnDuck is pretty funny to watch and when he embarked on a coastline it was the first time I realized that DF even modeled the tides. You know how you see all those internet meme jokes about "seeing something" hidden in a photo and "shitting bricks", well, this was the video version of that. Lately, I've been watching TheZemalf's videos which are completely different in that they are a slooooooow paced almost academic rumination on the game, which is great in its own way as well. I'm sure there are tons more that I may have not personally seen but are just as good as the ones I cited. The great thing about this community is it has spawned WAY more Let's Plays then even commercial AAA games. Go on Youtube and look any of these guys up and you'll have a great experience.

So, the purposes of this thread is 1) to thank these great Let's Players for basically expanding my love of DF and quite possibly introducing a lot of folks into the game and making it understandable for them. Seriously, I think these guys are the "mavens" of DF (in the New York Times writer Malcolm Gladwell sense, the people who popularize and spread a trend). 2) To encourage others with different points of view and expertise in the game to make their own Let's Plays. 3) To expose these videos to anyone here on the boards who hasn't seen them.

If you or anyone you know has a good sense of humor, good speaking skills, and an expertise in the game, the one area I think is under-explored in Let's Plays is the late game. Most LPers tend to get tired or have FUN after only a couple in game years, so there is relatively little on mass military actions, cavern conquest (especially below the first layer) and the of course HFS. I could be wrong (I have seen a LOT of these things, hundred hours at least) but I don't think I've seen a King or really anything higher than the first level noble (Baron?) and I'd love to see someone successfully satisfy their needs (since I seem to not be able to!).

Thanks guys!

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DF Gameplay Questions / Build Order
« on: January 06, 2012, 09:54:01 pm »
In competitive games such as Starcraft the expert players have what's called a build order - that is, they maybe produce x amount of peasants, then x amount of farms, etc. with the goal being to more efficiently set up yourself to combat your enemy.

I noticed that I have a build order problem when it comes to DF. I routinely have massive multi story walls guarding the whole embark before my dwarves even had bedrooms (however lacking a closeable gate...sigh). My last fort, which was such a beautiful embark I though it was *the one* had nearly 100 dwarves before I even began the great hall and bedrooms. I had a wall of siltstone around the entire 4X5 embark, which went up and down z levels as the mountain did. However, since I hadn't found magma or done anything with metal, and all the wild animals and animal-men filled up my cage traps, the first goblin ambush pretty much wiped me out.

Considering before the game even starts I spend tons of time planning out the entire fort (strategically blocking off hallways to keep my miners focused, barely, on more pressing things) every time I lose in a stupid way like that is a blow. I literally spend half an hour staring at my embark just to choose where would be the best place to put the main entrance.

Soooo.... I need help. What do y'all do to get settled? What's your "build order"? Do you build bedrooms right away or wait til you hit stone? Do you wait til all the loose stone is dumped before you furnish? (You can't build on loose stone, right?) Is one farmer enough or do you bring two? 2 miners enough or is 3 better? I never bring any experienced miners because they learn on the job and that way I can spend the points on leadership skills and broker skills which are far harder to train.

I'm gonna start playing Genesis, which I know is much more difficult, so I need to up my game, so to speak. I'd appreciate any response from something as simple as a top 10 list (in order) of what you do first to, if you're so inclined, a more detailed explanation of your play strategy and set up. You see, I'm very experienced, but not very *good*.

Thanks!

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Subject says it all. I created a 9 z level drop mass pit and put some pandamen down it and they got pretty wrecked but were still alive and able to move. The ground was cluttered with 9 levels of mined stone.

I dropped fully armed gobbos down a 10z and they splattered all over the place so I assume the stones are somehow breaking the fall of the pandamen? Or do animals just require a longer drop than goblins to splat?

Also, if I create a succession of forts in the same world, will my newer forts engrave and make items referencing the older forts or only if they are the same civ?

Also, I usually get like 10 dwarven civs on embark, but only a few of them have blinking blue statues denoting where their area of influence is. Does that mean all the other civs are dead? And if so, why can I choose them?

As for worldgen, I mentioned this in a previous post but it was tangential to my main question so no one directly answered it. I created a custom world where I didn't change anything except 1) made caverns more open and less dense (open stat changed from 50-100 to 75-100 and density stat changes from 0-50 to 0-25).2) Increased levels of stone between surface and 1st cavern (10) and between each cavern (5). I did not change distance from last cavern to magma sea or ms to HFS.

Sooo when I played this world the caverns were certainly more open and I was happy with their shape, but they had muddy marble for the most part and no plants or trees were growing. SOME parts had the multicolored moss floor and growing things but for the most part it didn't. Every "standard" world I have made was all growing, there was never any exposed cavern floor that was just muddy stone with no flora. Did something I do cause this, because I liked my custom caves, but I want them to be growing stuff to be used for pasture. Is there some limit to z levels? What I mean is if I ask for more z levels between caves does that "smash" the caves so they take up less vertical space (this is actually desirable for me) or does it lead to bugs and errors (my fear with this world). Also, what is the numerical equivalent in advanced world gen to the "everywhere" mineral setting in the standard world gen. I lowered mineral rarity substantially from the default, but there were still hardly any ores anywhere.

Thank you!

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Hello!

I used advanced worldgen for the first time and I didn't play with too much but I did increase the openness of the caverns (I changed it from default - 50-100 I think - to 75-100) and I changed the density (25-50 from default of 50-100) with the goal being to have less "mazey" caverns with one tile wide paths through stone wall/column mazes. In real life, from my knowledge, caverns are basically open chambers with narrow passages between them. The way caverns are generated in DF isn't like this tho. First they create the wide open cavern but depending on density they may fill it up with the maze-like constructions I mentioned above, so you get narrow passageways INSIDE the large open caverns, but not BETWEEN them). From my research of this forum and the wiki, there is no way around that (there were pictures of all settings in increments of 25 and you either got wide open or mazey, no middle ground).

Anyway, that's not my question. My question is every cavern I have seen up to this point has various plant life growing on the ground (mushroom trees, moss, lichen) but the cavern in my first embark in this world has parts with that but also a large section where the ground was brown and said "muddy marble" when I "K"d it. Now, shouldn't stuff begin growing on it because it's muddy? It's literally connected to a normal chamber with all plant life, the delineation is seriously a straight line between the two chambers. Is this a bug, or is it sometimes like this and I never see it?

Also, I tend to like embarks with 50% mountain and 50% something else (with hopefully a spring in the mountains creating a kind of U shaped canyon) and I found one but I need to consider a new defensive strategy because I got rid of all the slopes so no one could get IN, but whoops, that didn't stop the goblins from parking on the edge and shooting arrows/bolts at all my livestock. I guess I need to build a wall along the edge of the next z level up, or go a z level up but then channel down a z level one square from the edge to create a natural wall that doesn't need to be built. Any more clever ideas? I really like the canyon setting because it creates a nice enclosed area for pasturage and outside farming but hello, all military strategy is to take the high ground, and I'm going for the low ground. :)

Thanks!

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