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Messages - Xen0n

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391
DF Dwarf Mode Discussion / Re: The changes that will break you
« on: September 21, 2011, 06:42:07 am »
I'm expecting someone to mod in a crematorium immediately, which takes your common un-butherables like goblins and elves, and destroys the corpse
The whole reason sentients aren't butcherable is ethics, but watch any zombie apocalypse and you'll realize that the ethics of dealing with the dead adapt to the new reality.  Oh, your best buddy got scratched by a zombie?  The old ethics were that you looked for a bandage.  The new ethics are that you look for an axe.  What was once unthinkable, becomes routine necessity.

When necromancers roam the land, maybe you still won't eat goblins after killing them, but you'll sure as hell mince them (or otherwise destroy the corpse without having to resort to a mod).  If you can't, I'd call that a bug.

Oh, and if metal equipment takes more bars to create, then goblinite will yield more bars, no? Mining that first batch of goblinite will be harder, but after a certain point you'll have plenty of metal.  Or if you don't, it's because the goblin's economy will have crashed due to their dwarfite mining project failing, so they'll be coming after you armed only with pointed sticks and bone armor.

I have no idea how Toady will make it work when / if he puts forging back to the 'multiple bars' method, but I can say that with the current 'workaround' I'm using, objects seem to yield the same amount of metal when melted.  The 'workaround' essentially corrects what appears to be a 'typo' in the raws to make weapons and armour take multiple bars again, so if correcting that 'typo' is all Toady does, goblinite reserves may not increase.  Which is fine, since we dwarves are spoiled.  Guess we'll just have to kill more goblins then!  :P

Hm.  Is a magma moat a fire risk for any nearby plants?  Or a melting risk for dirt and clay?

Not sure how close magma needs to be to ignite plants, but I can say that at least floors/walls/constructions made from dirt, clay, wood, or any other material will not be harmed by magma.  Buildings, on the other hand, generally should be made of magma safe materials (except for closed doors, raised bridges etc.)

392
DF Dwarf Mode Discussion / Re: The changes that will break you
« on: September 20, 2011, 07:36:36 pm »
The other problem with necromancers is raising all the carp / badgers / gorlaks that naturally die over the map without your knowledge.

Spoiler: Derail (click to show/hide)

Song of Ice and Fire?

You know nothing it, elf-fondling human!

393
Okay, second cavern is a no-go.  A giant underground lake-- Just not enough ground for me to walk on for exploring purposes.  And lots of cave alligators to pull my unfortunate dwarves into the water... 

Maybe I can drain it somehow?  Though i'd have to do it very, very carefully.

Screenshot:
Spoiler (click to show/hide)

I might come back to it later.  For now, walling it off with a 2x1 bridge and moving on.

As far as draining it goes, explore it some more first.  If any of the water tiles are at a map edge, water will keep pouring in there infinitely.  Not sure if you'd be able to pump/drain it away off the map edge at a faster rate, but it'd be constantly trying to refill itself in that case.

394
DF Dwarf Mode Discussion / Re: I think I need to take a break because...
« on: September 20, 2011, 04:35:55 pm »
I think I saw an episode or something of that anime on scifi channel or something.  I think I caught the ending where something happens and a tidal wave washes over like the whole planet.  Or something.

Yeah that was the exception to the rule for scarcity in that series. 


EDIT:
Fixed timeframe.

395
DF Dwarf Mode Discussion / Re: The changes that will break you
« on: September 20, 2011, 04:26:37 pm »
Hm.  I hope indeed that smooth walls can hold back tunneling invaders.  Or at least a water magma moat.

Even better, move your fortress to the bottom of the magma sea. Lets see the invaders tunnel through that.

A Goblin Bucket Brigade!  Curse them!

Spoiler (click to show/hide)

This is a better siege tactic then "wait around to be magmad"

Especially if in the scenario of bringing buckets of water to obsidianise your magma moat, they drop it when you pull the Omega Lever, thus spilling the water and forming an obsidian wall protecting them from WEAPON.  Water-carrying gobbos could force us to be more creative with our application of magma.

396
DF Dwarf Mode Discussion / Re: I think I need to take a break because...
« on: September 20, 2011, 04:23:47 pm »
That scenario sounds absolutely delicious.  The logical extreme of self-imposed challenges and combatting overly plentiful resources.
Yeah, the idea is that "This isn't when the oil reserves have run dry.  This isn't when a religious event shakes the world.  This isn't when capitalism crumbles and Mad Max style anarchy rules.  This isn't even when an asteroid wipes out half the life on the planet.  This is 1,000,000 years after that when the atmosphere is thin and the sun is burning larger and hotter.  It's not the end of the civilized world, it's the end of the entire world."

Most of the creatures would be metal/magical, like golems, which could survive on significantly fewer resources, or hardened like an evolved rhino, or become poisonous/flammable/explosive as a defense mechanism.  Most of your armor will be cloth or leather, painstakingly picked out from scraps, but that's alright because only the biggest enemies can afford to use weapons, much less metal weapons!  Eons of atom smashing and poorly done melting of goblinite has reduce the world to useless slag.  Morality is out the window, bones are considered edible by most surviving species and blood is a frequent meal idea.  If it's usable, you'd better use it, or else someone will kill you and use it, and use you.

In a nutshell, Scarcity to the furthest extreme.

Can you mod in madness?
No.

It's beautiful.  It's like Now and Then, Here and There, the videogame. 
Xen0n cancels Finish Post: Interrupted by Single Tear.



You can't mod in moods as it stands.

Can you mod in madness?

Spoiler: I am so, so sorry. (click to show/hide)

397
DF Gameplay Questions / Re: Tree Farming
« on: September 20, 2011, 04:02:52 pm »
So that means that if i channel my whole "surface" z-level and then build a floor all over it, the mud/dirt below will grow surface plants/crops? fi this is true i will !!SCIENCE!! the hell out of it.

Yup.  My first fort had a big 10x10 space channeled down 5 levels to be right next to my underground farm, so I could have both types of crops side by side. 

In previous versions, mud was significantly better than soil, but the changes to subterranean tree growth in 0.31.19 may have changed some of that.

Have only used 31.25, and never used muddied stone, but I can say that my 5-level fort that was mostly in soil layers ended up having so many trees growing everywhere that it was all I could do to continually designate entire floors for clearcutting to try and get them out of the way.  I had more trees than I could deal with, with no tree farms areas set up, just trees growing in the dining rooms, blocking the bedrooms, around the jails, etc.  Never harnessed magma yet, and powering all my barrel/bin production, soap, glass, and metal industries just from the coal from trees that I'm only chopping to get them out of the way.  Made me never want to set up fort rooms in soil again :P

398
DF Dwarf Mode Discussion / Re: I think I need to take a break because...
« on: September 20, 2011, 03:54:51 pm »
I have been thinking about a daycare/cotton candy machine (sacrificial altar) where you drop your kids off and they give you cotton candy.

Only once you start you can't stop. It will double the chance of getting strange moods, but half of the strange moods you receive results in dwarves going to the altar instead. If you deconstruct/block the altar effect remains so the dwarves go mad and you will have nothing to show for it.

I like this idea for no other reason than the euphemism, "Oh, I'm just dropping the kids off at the vending machine to pick up some cotton candy."  And it's not even a poop joke!

Spoiler (click to show/hide)
Quote from: Peter Griffin
Oh, I thought you wanted to kill the kids and sell their organs for beer money.

"Welcome, welcome!  The fair folk are always a good sight here at AzmolCerol.  Now, down to trading.  How many barrels of Sunshine will you give for these ≡Prepared Dwarven Child Kidneys≡ ?"

399
DF Dwarf Mode Discussion / Re: Be a Urist Holmes- Mysterious death log
« on: September 20, 2011, 03:50:03 pm »
In my first fort, I have dwarves still periodically coming down with a syndrome a dozen years after the Forgotten Beast has been killed.  It's very possible that there is a pool of extract or blood somewhere that occasionally dwarves walk through, then begin bleeding / melting.  Other possibilities include a weapon or piece of clothing that has the extract/blood on it infecting whoever claims it, or a barrel or chair or some item in a stockpile has a coating of blood/extract etc.  Syndromes are the bane of my existence. 

400
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 20, 2011, 03:43:29 pm »
Spoiler: Quote quote quote (click to show/hide)
I am running DF with the LNP under Windows. How am I supposed to use the "clearowned" command? I am sorry for this stupid question

Not a stupid question, took me a few days and asking a bunch of people in the DFHack thread to figure out  :P


Or you could install the new DFHack and it'd probably be way easier.  I just haven't bothered updating.

Thank you for your reply :) Actually the reason why I was asking is that there are no  such *.bat file in the DFhack directory. Only dfXvdig.bat. There are also no dfcleanowned.exe.... I will try to find them elsewhere

Hmm what version of Dwarf Fortress / Lazy Newb Pack are you running?  For me, with running LazyNewbPack[0.31.25][V9.2] off a USB drive, I find it at F:\df\LazyNewbPack[0.31.25][V9.2]\LNP\Utilities\C-Hacks\DFhack 0.5.15\dfconfiscate.bat .  Seems like you're in the right folder...  Do you have "Hidden Files" visible in File Explorer?  Try unzipping/ installing the Utilities folder again?

401
DF Dwarf Mode Discussion / Re: I think I need to take a break because...
« on: September 20, 2011, 03:36:51 pm »
I attempted it in .18 and it was buggy, but I know a bit more now so I may retry this...  I've been thinking about this "end of the world" mod of mine, had the idea months ago but been mulling over the specifics.  Really wanna wait until the next release, for necromancers and edible syndromes and curses, because that opens up a lot.  The idea behind the mod is "The world ended 50 years ago, there are no more resources and scarcely any soil.  Wood is precious and food is impossible.  Now build a fort."

Spoiler (click to show/hide)

That scenario sounds absolutely delicious.  The logical extreme of self-imposed challenges and combatting overly plentiful resources.

I have been thinking about a daycare/cotton candy machine (sacrificial altar) where you drop your kids off and they give you cotton candy.

Only once you start you can't stop. It will double the chance of getting strange moods, but half of the strange moods you receive results in dwarves going to the altar instead. If you deconstruct/block the altar effect remains so the dwarves go mad and you will have nothing to show for it.

I like this idea for no other reason than the euphemism, "Oh, I'm just dropping the kids off at the vending machine to pick up some cotton candy."  And it's not even a poop joke!

Spoiler (click to show/hide)

402
DF Dwarf Mode Discussion / Re: The changes that will break you
« on: September 20, 2011, 03:29:12 pm »
Either way, I plan to make a zombie moat.  Magma moats are expensive, and cost lives.  Zombie moats are cheap, and cost MORE likves!

A proper zombie moat would have multiple rings.
  • A dry moat full of zombie badgers, giant badgers, badger men and badger women
  • A wet moat full of zombie carp
  • A magma moat full of magma crabs
Magma crabs don't need magma, and may even harm zombie magma crabs. A wet moat of carp AND badgers may be more effective, if they can't climb out.

In fact, just have a dry moat of carp and badgers!

...Suggested removing magma from a design...

ಠ_ಠ

Who ARE you?!

403
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 20, 2011, 03:22:33 pm »
Spoiler: Quote quote quote (click to show/hide)
I am running DF with the LNP under Windows. How am I supposed to use the "clearowned" command? I am sorry for this stupid question

Not a stupid question, took me a few days and asking a bunch of people in the DFHack thread to figure out  :P


Or you could install the new DFHack and it'd probably be way easier.  I just haven't bothered updating.

404
DF Dwarf Mode Discussion / Re: I think I need to take a break because...
« on: September 20, 2011, 02:40:19 pm »
Paraphrased: This next experiment involves trace amounts of time travel.  If you see someone who looks like you, don't look them in the eye.  Seriously, the lab boys say it could destroy time.  Forever.  Forwards and back.  So if you see yourself running through the course, just let that handsome devil go on his way.

Girlinhat, with spot-on quotes like that, you're only adding fuel magma to the you=Cave fire. ಠ_ಠ

405
DF Dwarf Mode Discussion / Re: I think I need to take a break because...
« on: September 20, 2011, 02:33:13 pm »
True science, mad science, ended in the later 50's.
Yeah...

But then Aperture started in the 60's, which is the only exception. Lobotomies? HELL YEAH

ALL HAIL ‼SCIENCE‼

Ah, but see, you're forgetting that due to trace amounts of time travel involved in some of their testing, much of Aperture's research during the 60's actually occured in the 50's.
Wait, if they researched time travel too, then what's the point of researching portals?

or are you making this up? I didn't finish the game  :'(

Right, but remember, which takes longer?  To design, model, and build a working portal gun, OR design, model, and build a time machine to transport you into the future when you've already built the portal gun and then take it back?  I don't want to be a part of spoiling any of the sweet, sweet, writing of Portal, so, as to that,


Paraphrased: This next experiment involves trace amounts of time travel.  If you see someone who looks like you, don't look them in the eye.  Seriously, the lab boys say it could destroy time.  Forever.  Forwards and back.  So if you see yourself running through the course, just let that handsome devil go on his way.

Also:
Spoiler: Portal2 Screenshot (click to show/hide)

EDIT: Added screenshot

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