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Messages - Urist Da Vinci

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2281
I wasn't sure if there was a specific bug/feature in .19 or .20 that would be required for his idea of this fort.

With the implementation of grazing animals, and no cavern products, dwarves would have to farm on the surface. Theoretically you could survive on dog or cat meat and aquifer water, but that would be very hillbilly and dull.

For people that hate "elfy" forts, my suggestion would still allow stone and metal usage (i.e. embark on surface iron in flux stone), but controlling a large area of the surface for woodcutting, farming, and grazing would be essential. The exile backstory sort of explains the dwarves being banned from the caverns and the dwarf Priest (or name it Oracle) could be the player's avatar, a voice for the will of the gods.

2282
What do people think about a Dwarf succession fort where:

- Caverns and below are disabled, so no underground plants, creatures, magma, or HFS.
- Mining is allowed, but the above limitations mean that surface farms and surface grazing animals become very important for survival.
- Due to the reduced z-levels, the fort's map area is 6x6 with decent FPS.
- The embark should be in a forest, because tree harvesting will drive the fort's economy, especially metalworking, unless you get coal.
- Ideally this would be a 31.20 fort.
- The overall fort goal could be the construction of a surface city with castle. The theme could be that the Dwarves are exiles from the mountainhomes. This is not an elfy fort, because you are defacing the surface landscape.

-[optional] Elves modded to be perma-hostile rather than traders. They would be rather angry about the dwarves harvesting their forest for the forges.
-[optional] A new noble position, Priest, can be assigned. This position replaces the "meet/console workers" function of the mayor or expedition leader. This dwarf should also require an office "temple".

2283
DF Dwarf Mode Discussion / Re: Challenge: Armok BRB
« on: March 03, 2011, 12:25:05 am »
Replace/clone the auto-fat-rendering of the kitchen in the reaction_other.txt file with an auto-booze reaction.

Build one of those pressure plate auto-breeder/butcher machines to breed and process wild captured animals like clockwork.

Collect silk from a safe part of the caverns and auto-process it into thread, then cloth?

2284
DF Dwarf Mode Discussion / Re: Cult of the Aquifer
« on: March 03, 2011, 12:15:56 am »
Sometimes at the boundary between biomes, you can sneak under an aquifer layer using non-cheaty normal mining. This often happens because there are different soil types in the biomes, and the aquifers in each layer don't line up.

On the z-level below an aquifer layer, water will leak from the ceiling unless the wall above is channeled out. The paper-thin floor tiles of an aquifer don't spawn water.

2285
DF Dwarf Mode Discussion / Re: Hello there. I'm new here, i guess.
« on: March 02, 2011, 01:19:35 pm »
Hey there, dwarf overseers. I am new to these forums and Dwarf Fortress overall. I started playing about a week and a half ago, and got a little addicted :/

Unfortunately, non of my fortresses managed to survive longer than 3-4 years. Please don't judge me! D:

Anyway, I hope to stay in your community here. From what I've seen, it's a very nice one and not full of mentally challenged little kids :D

Suggested reading material:

http://df.magmawiki.com/index.php/Boatmurdered
http://lparchive.org/Dwarf-Fortress-Boatmurdered/Introduction/
It's from an older, 2D version of the game. A lot of things have changed since then.

This thread describes a more recent succession fort:
http://www.bay12forums.com/smf/index.php?topic=64258.0

2287
DF Modding / Re: Creature Size Limit?
« on: March 01, 2011, 10:41:32 pm »
Is it massive enough to collapse into itself and create a hole in space and time?
18,446,744,073,709,551,616 centimeters = 19.4986403 light years, So bigger then the distances to all the star listed http://en.wikipedia.org/wiki/List_of_nearest_stars there......holy crap but yeah it make a black hole.

Creature size is in cm^3, so a 18,446,744,073,709,551,616 cm^3 block would be a cube 26.4 km (16.4 miles) long/wide/tall.

Such an object, if compressed to fit onto a single tile, would still not be dense enough to be a black hole.

2288
DF Dwarf Mode Discussion / Re: Tamed forgotten beast citizen? Bug?
« on: March 01, 2011, 06:09:09 pm »
The world.sav is
http://dl.dropbox.com/u/21996638/world.sav

World.sav by itself is completely useless - we need the entire regionX folder.

To inspect the raw files he used, yes. You can replace the world.sav in a generated pocket world with the .sav that he provided, in order to load his game. This may cause unexpected results somewhere.

2289
DF Dwarf Mode Discussion / Re: On 'Dodge This' Traps
« on: March 01, 2011, 06:00:26 pm »
Knockback seems to be affected by the relative sizes or weights of attackers and defenders, or the attacker's weapon. I don't know how this works, but you could drop wild rabbits on weapon traps since they weigh the least of all trappable creatures in the game.

2290
DF Modding / Re: Creature Size Limit?
« on: March 01, 2011, 05:54:40 pm »
At some point, creatures that huge really need to take up multiple tiles. That's a little silly.

A creature over size 6750000000, taking up one tile, has a density (mass/approx. tile size) large enough for nuclear fusion to occur.

2291
DF Modding / Re: Creature Size Limit?
« on: March 01, 2011, 12:33:30 pm »
There is a interesting way to test this. DF is made in C++, and from memmory the biggest primitive data type you would want to use for this would be the unsigned long long, and those go up to 18446744073709551615, so make a creature of that size, plus one, and see what happens. There could be a chance toady is using a different data type or structure, maybe he's own even, that can go larger.
At 18446744073709551616 it work in arena but when I butcher it just disappeared

Edit: nvm the other one worked

3747 meat
2200 bones


That is the same butchering result that you get from a size 184467441 creature, so the game is only reading the first several numbers, or something else is going on.

2292
DF Dwarf Mode Discussion / Re: Proper Use of Ballistae
« on: March 01, 2011, 12:16:07 pm »
Tested ballistas and catapults on flat ground:

Ballista range:  200 tiles
Catapult range: 210-220 tiles

Shots fall evenly within a 20 degree cone (10 degrees each side). This is roughly equivalent to 5 tiles forward, 1 tile sideways. At max range, the cone is +/- 38 tiles from the center (76 tiles wide). So having several ballistas side-by-side increases the chance of a hit in the center if all are shot at the same time.

Operator skill shortens reloading time. I don't know how accuracy is affected yet.

Marksdwarves open fire at the same range that siege operators get scared (20 tiles).
The minimum catapult range is 30 tiles.

I'd build a battery of catapults, and have a lot of dwarves trained to use them, so I could unleash a shotgun-like stone rain at a goblin siege group.

Catapult stones fly over trees. Ballista bolts smash trees and keep going.

If you force a ballista operator to walk over a pressure plate to get to the ammo or to leave the room, you could wire a door to open in front of the ballista bolt. This may allow bolts to be fired at close range without the operator getting scared, but I haven't worked out the timing yet.

2293
DF Dwarf Mode Discussion / Re: Tamed forgotten beast citizen? Bug?
« on: February 27, 2011, 11:10:24 pm »
I cannot reproduce this bug on a vanilla 31.19 game fort that was reclaimed. All migrants are still dwarves. Vulkanis, can you check your entity_default.txt raw file to see what creatures the dwarf civ contains?

2294
DF Dwarf Mode Discussion / Re: Caves and YOU!
« on: February 27, 2011, 11:01:13 pm »
What about lairs?  Anyone discovered a reliable way to find lairs?
Start an adventurer, spam-talk to locals about the surroundings.

2295
DF Dwarf Mode Discussion / Re: Caves and YOU!
« on: February 27, 2011, 10:55:59 pm »
Caves that lead down to the caverns seem to be very rare now. How did you find it?

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