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Messages - alagon

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1
Sounds amazing, but I have to say my first thought was 'how did they have light?'. Only obvious answer is fire, but then you have to worry about smoke building up. And if the smoke just went out of the ventilation shaft, then you just gave away its position. Maybe they didn't use light and just felt their way around? Or used the absolute bare minimum, like just one candle per room or something like that?

You sir, are a dwarf expert of defense!!

Yes, I did ask the same question to our tourguide, more about how did they cook underground. (Yes, I always think about eating first). So it was very simple. they were only allowed to make fire in the night (dark ones), while the smoke could easily hidden away under the nightfall. At the same time, the surface opening of a ventilation shaft was very difficult to spot, because of the special terran feature around that region.
Like this:
http://en.wikipedia.org/wiki/File:Cappadocia_Chimneys_Wikimedia_Commons.jpg

And funny thing was, it was only a few days after full moon during my stay in Cappdocia, but in the night it was dark as hell. It was not even cloudy, but few stars and moon light could be seen. Maybe again because of the special terran feature in Cappadocia. You always find youself under the shade of nearby cliffs or rock formations.
Like this:
http://en.wikipedia.org/wiki/File:Cappadocia_Aktepe_Panorama.JPG
http://en.wikipedia.org/wiki/File:View_of_Cappadocia_edit.jpg

In this case, I think it will be very difficult to spot any smoke in the night.

As for light, I forget to mention. When we walked down the tunnel, we can find a small hole (in a shape of a single chain) on the rock column or sidewall from time to time. The hole was used to hang (or hold) a lantern (or candle). As you said, these will not generate smoke, so can also be used even during daytime. Again, cooking is the major issue of making smoke underground. Remember, people love to eat kebab and grilled meat over there since ancient time. I don't think they can survive underground without meat (just like me).

I think it is best I put some pictures up. (I am not a crazy photo taking kind of person, so I won't have a lot to show!!). Anyway, will put some up later!!

2
Dear all,

Just finished my crazy but wonderful trip in Turkey, and very eager to share one of my super special experience in Cappadocia.

I accidently (sort of planned) visited a ancient underground city, called "Derinkuyu", and I felt so much like walking in a real dwarf fortress there!!
First of all, here is the almighty wiki link:
http://en.wikipedia.org/wiki/Derinkuyu_Underground_City

The intial underground city could date back in late Hittite period around 8 B.C. (Imaging digging up such a huge tunnel system in Bronze era!!) Later was used through many different period by different group of people, mostly as a refuge city for local population against Barbarians, Romans, Persians, and last Seljuks Turks. Most notable period was dwelled by Christian refuges, who have left numerious secret churches and wall painting throughout Cappadocia during Roman and Byzantine periods. If you guys will be interested, here is more wikiiii!!
http://en.wikipedia.org/wiki/Cappadocia

The tunnel and underground cities were abandoned soon after Turkish occupation around 10 A.D., and was found again by accident in early 20th Century.

Enough of my history mumbling, let me tell you my experience there!!

After left my tour bus, all I saw was a normal small town ahead of us. Suddenly, after passing through the parking area, I found the cave entrance by the tollbooth. (Also a well disguised main ventilation shaft by the side). We quickly started to walk down through the first tunnel. Not a long walk, and sometimes you have to bent down a bit like if you are a dwarf. On the side during my walk, I saw more tunnels. According to my tourguide, most of these tunnels lead back to the surface houses.

So here is the deal, when invader comes, people live in the surface will open the hidden patch door within their house which led to these tunnels. Then they will holed up in the underground city until their enemies moved away. If the enemies found the entrance and entered the tunnels, the local people would get even deeper in the underground city and fought them in the tunnels or behind a sealed stone door with defence I will mention later. Exactly like what we did in our dwarf fortress against goblins and such.

Some of these tunnels are still functional (with some collapsed already after all these years of course), so you can still run up surface into some random local residence by accident. Still, I do not encourage you to do so, because once you get lost in one of these tunnels, without light and such, you know what is going to happen, LOL!!

So far the underground cities has counted for 13 floors beneath the ground (still counting). As a tourist you can only visit the major area in the center down to 8th level, through the main tunnel of course.

Besides all the tunnels leading to various directions, I started to see some storage rooms, workshops, winery, and plus more ventilation shafts of different shape. Later, I reached a rather big room which functions as kind of center junction room to all the tunnels around. Here my tour guide told us how people communcated in the underground city. They shouted through the ventilation shafts, or gently knocked walls and floors to get others' attention underneath them. Right next to me in the junction room was a huge ventilation shaft, which led up to the entrance area (yes, the one I saw earlier by the tollbooth). So, this is not only the main ventilation, also services as kind of goods tranfering shaft.

Now, after passing the junction room it was getting more interesting. We walked through a small passage further down (while the other tunnels leading up). After a quick turning point, I saw a small room which serviced as a trap room. (ya, shooting deadly stuff) After another turning and even further down the way, the tour guide told us to look back. Then you see this!!
http://en.wikipedia.org/wiki/File:Puerta_derinkuyu.jpg
A stone door just came out of nowhere!! If those refuges sealed the door from inside, it will be very difficult to see from outside. (yes, the picture looks to bright, so you have to image youself walking in the tunnels under dim light). None of us will notice this door without hearing our tourguide's reminder. After seeing this door, everybody was screaming with excitement like "Wow, just like walking in an Indiana Jones movies!!". At that moments I was so wanted to cry out loud: "You elf loving amateurs!! THIS IS DWARF FORTRESS!!".

You can spot a hole on the stone door, which functioned as a weapon shoot out point. Once got sieged from outside, refuges would make a stand here, shooting spears or arrows through this hole to their enemies. After keep walking down the long tunnels (with this stone door built in the middle), passing another trap area, we ventured into a much larger room, which serviced as commanding center. Again, I saw the main ventalition shaft on the side, which lead up to the junction room right above us. Amazing!!

Not far away, you see a even bigger room, in cross shape. So yes, this is the church area. On the side, I saw another long tunnels leading to the temporay grave yard. Here by the church was the 8th level already. We were not allowed to go further down. I could see many rooms like living quarters and such, and of course more tunnels ahead. According to our tour guide, some tunnels can reach serveral KMs away, so very very impressive!!

It was like 30 mins already in the cave, and I started to feel the tension in the dense air. Excitement!! However, the bad thing with a tour was you have to follow the time schdule. So we quickly walked back the same way up (yes, all the tourists could only walk in and out throught the same tunnels, another reason why we cannot stayed for long). Walking down was easy, but walking up in kind of crawling stance is very very tiresome!! After junction room, we took another tunnel up. After seeing more tunnels and storage rooms, we finally walked into serveral fine rooms. These, according to our tourguide, was made for VIPs of the undergound cities. I could see clear shape here with living room, bedroom, and even a Jacuzzi (LOL, I guessed by the shape).

After walking a bit more up, we stopped at a huge room designed for live stocks like cow, sheeps, and even horses. On the side of wall, I saw a special trench which used for animal feeding. From the side, another big ventalition shaft, and I could see the sun light coming in already. So, yes, this was the end of my trip in the amazing undergound cities!!

So, here I am, sharing this unique experience with my fellow Urists!! I believe if you were there like me, you will feel exactly the same excitement (like seeing your fortress alive, or having new ideas for your fortress)!! If any of you will ever travel to Turkey, make plans for Cappadocia (espeicall the undergound city!!) There are actually a lot of things to do over there, such as hot ballons, special volcano landscape, scenes of Star Wars (where they shot Tatooine I believe), and etc. Of course, if Toady will ever need some holidays (or say, new inspiration), maybe it is a good reason for him to book a trip to Turkey!! LOL!!

3
Meph,

I abandoned my 1.61 fort, now engaging in 1.71 with a new one.

So far, I notice two things today.

First, the crayfish shell was considered as leather?? I found my tanner grabbed the fish shells, and tanned them into leather. Don't know if this was considered similar as chintin plate stuff. 

Also, I thought you solved the problem in 1.61 era. However, I still notice while using load only ore option, my dwarf still load my mining cart with mixed ore and economic stone at the same time.

And, I just been sieged by a bunch beak wolves, and with a camel ride by the side of the siege force. (And a beak wolf hunter seemed to ride it into battle, lol). Don't know if it was intended though.

Other than that, everything ran smoothly in 1.71 in my opinion! New creature spirites worked as charm!!

4
Ah Meph,

I am still playing v1.6, but am reading the new changes and the complete building guide (GREAT JOB btw) in v1.7. You must understand it was like playing it blind without this building guide, lol.

Anyway, at least it may solve the problem I had with brewery for a long time. I thought the reason why I could not always produced seasonal stuff, was that I didn't have enough suger. Now, seems to be not having enough *specific* drinks in a barrel. But how many do I need in a barrel?? Like 25 *specific* wine in a barrel??

Also, the only thing I could make is Royal Dwarven Ale [25], but nothing else. Funny thing is after I check in the brewery, the Royal Dwarven Ale [25] was not even stored in a barrel like the other alchol drinks. So maybe that is the reason why I never saw any of my dwarf drink them. Don't know if I did something wrong in the process?? And they have to be in the same barrel right?? That could explain why even I had 76 strawberry wine here and there, but not able to make any seasonal strawberry wine out of it.

One last thing, is kobold the only creature that drops Bag of Loot?? In my old 1.6 fort, most of the thief type I encountered were minotaurs, even Minotaur Master Thief. I notice that minotaur thieves did drop bag as well (while not carrying any weapon or armor with them sounds silly to me.), but those bags did not really act as Bag of Loot in my experience. Occasionally, I killed some kobold theives here and there, and I did witness my creature reserach lab was working on it automatically. While it did not work on the minotaur bags. Even tried to do it via manager screen, but won't work. Got a bit confused here.

Anyway, enjoy your trip Meph!! Hope the sun shines your way through!!

5
@shin majin and Meph: I did observe many poison injecting events in my fort so far (purple colored in combat log). Those damn serpeant man/woman were the cause!! They even manage to kill one of my elite spear dwarf with one bite. After that, I seldom sent my melee dwarfs squad to engage them in close combat.

6
Hey Meap,

I remember seeing other people talking about dwarf not wearing leather padded legging or greaves in version 1.5 period, and I experienced the same thing also.

It took me awhile to notice this problem, because my fort did not produce enough metal and I had to rely on melting all the loot I gathered after sieges. Recently however, my supposed to be well-armed boys were still mostly injured on their legs after a major minotaur siege. As I looked into the problem, I found none of them wearing greaves, even though I managed to made enough for each one of em.

So, I looked into the squad equip menu, on View/Customize, and yes, they wore both leggings and greaves. Then, I looked into Pri/Assignment part, and yes again they were wearing both as well. But when I looked into real inventory, I can only find leather padded leggings.

Thus, I tried to do it in the micromanage hard way, which was to put the armor on one after another. First I tried put legging first and greaves after. They refused to wear greaves. Then I tried putting greaves before legging. They just removed the greaves and put the leggings on instead. However, in the meantime, no problems with padded hood, shirt, and mittens coexisting with metal helm, breastplate, and gauntlets. So after trying for some hours, I could not but abandon my nicely made leggings in the stockpile.


Another thing I noticed was that the timberyard seemed to be always in *CLT* status, because my dwarfs were lazy about hauling finished-wood out of it. Specifically speaking, smooth wood logs, ironbarks logs, and fungi logs seemed to stay in the yard forever even when I have a fully empty stockpile nearby. Funny thing is they did haul scrap wood logs to dedicated stockpile, and rough wood of any kind also went to any empty ones as they normally do.

I just broke into the 2nd cavern (cause there were too many sieges and skirmish above ground and 1st cavern to deal with.), and am trying to play with crystal wood at the moment. WIll broke in to 3rd cavern soon, and I will see what netherwood will do.

btw, I am still running 1.6. Just notice you turned 1.7.

7
Now, it is the 7th year in my fort under 1.6. Some findings and thoughts, hope not spoiler anything.

First of all, speaking about game breaking issues like crashes, I only experienced a huge one so far. It happened during a massive giants siege, with more than just one Eldjotun playing fire. So it just crashed in the peak of the siege. I did not want to abandon the fort, and tried to see if disable some options will make the game work. There it was, the temperature switch. By switching off the temperature, my game ran again. For that, I believe it must have something to do with the hellfire unleashed by those crazy ass giants (which burned through everything on my map!!). I switch it on a few moment later(after I dealt with those giants, felt a bit cheated the game), and the game did not crash on me anymore. I still keep the game save just in case if you will interest to have a look into later.

Now, let’s talk about the new features. Well, I had found a huge amount of gold, and some very little mithril and wolfgram here and there. In this case, iron tree farm and transmutation chamber did keep me fort survive with little metal to start with. Other than that, I had to rely heavily on rock-tip bolts to fend off siegers. Of course, some earlier rock-made spears and axes helps a lot in the very beginning. For me, it does add a lot of flavours and convenience in the game, and it does not spoil the fun at all.

Other funny things I notice, like I captured the war leader of the darkstrangler by accident. So, I made a arena, and hope to see it fights against other creatures I will throw in merely for *fun*. Unfortunately, it did not work. I later threw a mummy and a normal darkstrangler in as a test, but they just be friend forever there. So I summoned the executioner squad to give them a quick death. (Actually, the mummy was spitting rot files and it disturbed my dorfs). The mummy died after 5 bolts, but it took 10 pages of combat log (I assumed more that 100 bolts) to kill that normal strangler, lol. Now, I still have a bronze statue, a mummy, and of course the war leader there sit in the zoo. I don’t know how shall I deal with them for fun now. Can bronze statue be tamed by dugeonmaster?? I will have a try later.

Oh, I also encountered the infamous blood beast in the middle of the giants siege. The first time, it caused a great chaos in my fort. I was so focus on the siege, that I did not notice one of them crazy dwarf babies turned into the beast right in the dinning hall. Killing the beast left a great deal of blood in the dinning area, and as you know the dwarf wore nothing in this mod. So the blood curse quickly spread-out, as everyone had rooting feet. I was like WTF in the middle of the siege, when my hospital quickly occupied with non-combat patience. Luckily, the crash I mentioned earlier save my fort, because I had to play the whole siege overagain.

Now, on the second run, I pretended I don’t know about the blood beast, and this time it turned in the noble quarter. I also got the chance to observe the whole event this time. So, the baby in the arms of a random famer suddenly changed into a blood beast. The farmer cannot shake the baby away, and were fighting it while holding it in arms at the same time, LOL. Then a pass-by sword dwarf came, who collided with the fighting party. The beast was then killed right in the arms of its’ former mother. FUNNNNNN!!!

Another thing worth mentioning is the steady fps I got all the time. A bit fps drop during major siege, but it all went out fine. A outstanding feature of this mod for sure. Now, marching forward to my 8th year!!

8
Finally, I made it through the fifth year under masterwork mod. :D

So far, I experienced several dark stranglers sieges, turned out to quite easy to handle after several attempts with masterwork mod already.

Got someone turned into zombie in the middle of the summer, however I was kind of prepared for it. I mean, I felt something strange about seeing him was always hungrily looked at the other dwarfs. So, he turned as expected, unfortunately bite one of my dwarf before his death. Before the zombie spiral hit the road, the victim bled to death, so I was unable to test anything yet.

However, something weird did happen though. After some months passed, I found in the public burial ground that someone was holding the victim's bone right outside his coffin with "place item in tomb" on tag. (The coffin was claim by his corpse already). I tried to remove the coffin, and re-build it again. Still, some people kept taking turns holding his bone standing next to his coffin, mostly his relatives after I checked his relationship menu. So, a vanilla bug, or something went wrong?? I personally found this amazing, like someone was guarding his grave for eternity, tears :'(.

Oh, I remembered I saw his ghost once, because I forgot to engrave his slab. I quickly put him back to rest of course, and this holding bone thing came out all a sudden. Don't know if it was related.

And I must say again I have a wonderful time with this mod since I started a few weeks back. Just got sieged by a group of ettins, cyclops, rime (frost) giants, and great ogres. Hidden among them was one she-giant called Eldjotun (Some kind of Jotun from Norse myth)?? Man this girl is crazy, shooting flame ball of apocalypse and burning my beautiful wood land into living hell!! Hot damn!! Now, time to put my military dwarfs into some real tests, see if they are born giant slayers as we learned from the books!!

Thank you again Meph, for the great work!!

9
Hey Meph,

I might find a minor bug.

The burning skull's tooth is considered as raw skin. It not only piled up in my "fresh raw hide" under refuse stockpile, but also it went into tanner shop and turned into leather afterward.

I have a lot of tooth piled up, but it did not work when I try to decorate with ivory/tooth option. So I think it might be problem.

best regards~~

10
Thanks man!!

Both issues solved

11
Found two issues might cause some problems.

First, every now and then, it will auto generate "weave thread into cloth" in the Loom.

Second, also every now and then, it will auto queue "burn bone armor" in the Crematorium.

Don't know if these were intended feature, but I found it quite a disturb to manullly cancel this order. If I don't keep a watchful eyes, my threads and bone armor will just gone, lol.

12
Oh man, I really love this mod.

One of my miner dwarf just hit some minor warp stone, and she was immediatelly got dizzy, fevered, and vomiting her way up to the surface layer. The epic part was, during her struggle climbing up, she gave birth to a healthy baby girl. She vomit so hard, that she had to leave her baby deep in the mining area. Cannot wait to see what happen next!

13
Hey Meph and guys,

After another hour of trying, I finally figure out how to make my markdwarf equip rock-tip bolts. The system works fine but it is really a bit confusing in the first place.

It is true that we just need to tick the rocktip bolts (foreign) on the ammo menu. However, there are many rocktip bolts in different submenus, and that was where I went wrong in the first place.

For example
1. My initial reaction was to go directly to create "bolts" first, then changed material specifically into "rocktip" in the submenu.
2. After option 1. not worked, I again create "bolts (foreign)", then changed material into "rocktip".
Then I just stuck in the loop between 1. and 2.
3. It was after a few hours, I finally realized there is another option just 1 page down under the create bolts menu (no need to change material), which is to create "foreign rocktip bolts" directly.

It went like a charm afterward. Everyone is using the new bolts as intended, even the hunters. (Now I knew why my hunter is not hunting). I was like huge *face-palm* when I found this out, and almost murdered myself with me keyboard.

It is definitely not a bug, but really confusing for a N00b like me. A bit tweak to make it more direct and simple?? Like removing the unnecessary rock-tip bolts from material sub menu??

14
Hey Meph,

I also encountered the crossbowdorf not equiping rock-tip bolts problem like someone earlier in this thread.

I was besieged by 28 dark stargelers in the late winter of the 1st year. Luckily my simple moat and bridge were up, and also they were just sit outside and wait. So i try to make some quick copper and iron weapon and armor, and decided to strike them once the core team is ready. In the second month of the next year, I assmebled a markdorf squad of 3, a heavy melee squad of 2, and a sucidal miner squad of 5. However, when the time comes, I found none of my markdorf were bring ammo with em.

1. I tried to let them equip specific ammo, namely rocktip blunt bolts under both "bolts" and "foreign bolts" category. Not working.
2. I tried to give different order, moving em around and disbanding them. After awhile, re-actived them to see if they would equip ammo. However, they did not.
3. I tried to move the ammo from and to different stockpile, and to see if option 1 and 2 will work. Again failed. My squad would just stand next to the stockpile full of bolts but did nothing.

After trying for the last 2 hours, I cannot but give up trying. I still have the last save before I assembling the squads to break siege. I will post the save file up, and see if you want to have a try.

http://dl.dropbox.com/u/7708225/region1-sum-252.rar

All the ammo is currently on the big stockpile of 1st fort floor. All the military team were set up already, you only need to change the ammo type in the military screen to see if you can make any difference.

I will try a bit more after I went back home later!

Btw, I am using v1.51 of the mod, plus the quick "object" update from yesterday!

15
Becasue I really like the idea of minig cart, I spent quite some time into make it work.

I just notice several things might be a bit of problem (not game breaking though).

First of all, there is no difference between Load Stone/Ore and Load only Ore options at the loading station. I mean they did exactly the same thing, by loading both metal stone (ore?) and economic stone altogether. Guess they are both stone in the first place, so there is no difference for dwarves to tell. My work around is to forbid the economic stone around the loading station, and make sure my dwarves carry only metal containing stone in the cart.

Second, a Kea just stole my logging cart. LoL, I mean, it must be a gigantic Kea. Might because the cart is so light (weight 2* only), so the Kea can fly away with it at ease. Funny yet not game breaking though in my opinion.

Last is that I found the dwarves are surely stubborn animals. To load a logging/mining cart full, they sometimes went deep in the inner fort, so to bring the wood up to the loading station on the surface. After that he will move the cart back into the the depth again. Kind of stupid, eh? LoL. So far cannot find any workaround for this. Again, funny yet a bit annoying.

Other than that, the mining cart work like a charm. It did take some times to understand and use to the system well. 

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