Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Tevish Szat

Pages: 1 ... 16 17 [18] 19 20 ... 58
256
DF Gameplay Questions / Re: Pet Nicknames?
« on: February 02, 2013, 09:42:31 pm »
At my latest fort, before the first caravan, I had a honey badger earn a name by killing a dwarf.  A stray dog promptly killed the honey badger and was awarded a name for doing so.

257
or you could arm your guard with bone, feather wood, or adamantine crossbows, or adamantine hammers if you don't care about their combat capabilities: these will make beatings relatively harmless, largely preventing the arrest spiral in the first place.

258
regarding "option 1" It would be nice if the "melt" command was replaced by a standard "Recycle" that would be executed at appropriate workshops: Melt a Metal Item at smelters (returning partial metal, as usual), Unweave a Cloth Item at Looms (Returning only a portion of thread, and even less if the item is worn), Burn a Wooden Item to Ash/Charcoal at the Wood Furnace (partial yield compared to logs), and maybe some "Salvage leather scraps" option at the leatherworks.  Stone items don't seem feasibly "recyclable", but then they don't wear down and aren't mutually exclusive with anything they should logically be converted into.

259
DF Suggestions / Re: Driftwood as fuel
« on: February 02, 2013, 04:53:47 pm »
So, the idea for driftwood would be something like this...
Driftwood: Gathered with a special order (orders, refuse, dwarves gather driftwood: off by default).  Gathered to wood stockpiles that will accept driftwood as an "additional option" (like empty cages/traps are an option for animal stockpiles).  Workshops gain the following reactions: Make Ash (Use Driftwood) and Make Charcoal (Use Driftwood) at the Wood Furnace and Make Driftwood Crafts at the Craftsdwarf's Workshop.  Seeing as they're a bunch of lousy hypocrites who won't even take back what they just traded you, Driftwood is probably not any more elf-kosher than regular wood... though as it doesn't imply tree-felling, perhaps they would accept driftwood crafts?  Of course, they get upset at technicolor underground giant mushrooms as much as their precious trees, so perhaps not.

260
DF Suggestions / Re: Radioactive dust and cancer\
« on: February 02, 2013, 04:42:28 pm »
But you never see a movie where a terrible coal plant accident causes a horrible devastation, do you?

You'd think an exaggerated, potentially supernatural-induced version of Centralia would make a good backdrop for some horror too... abandoned small town, wreathed in acrid smoke, the earth beneath your feet is warm, fissures breathe, and sinkholes open right down to burning coal hell.

261
DF Gameplay Questions / Re: Goblin Vampire Engineer King
« on: February 02, 2013, 01:11:26 pm »
What you need to do is drop him onto a cage trap or such to transport him inside your fortress (you'll have to stun him somehow, or web the cage trap if vampires are nostun.  I've never had one, so I'm not sure).  Uncage him in your monarchal quarters/Arena of Doom and see how he does against captive megabeasts, semimegas, FBs, and sieges.

If he does well, you have an immortal monarch with no earthly needs and no desire to make mandates -- just an unending thirst for blood and no particular care who the donor is.  That should please Armok.

262
DF General Discussion / Re: Favorite... things in the game
« on: February 01, 2013, 08:49:36 pm »
Favorite civilized creature: Dwarf
Favorite outground creature: Giant Raven or Giant Sperm Whale
Favorite subterranean creature: Purring Maggot
Favorite semimegabeast: Procedural Night Creatures/Spouse Converters
Favorite megabeast: Dragon
Favorite rock: Microcline
Favorite ore: It's so hard to choose!  I'll go with Galena, narrowly over Raw Adamantine and Goblinite
Favorite gem: Colored Diamonds
Favorite metal: Steel
Favorite clothing item: Robes
Favorite weapon: Battle Axe
Favorite trap component: Large Serrated Disc
Favorite armor piece: Breastplate
Favorite workshop: Mason's Workshop, the lifeblood of my fortresses
Favorite furniture item: Bed
Favorite food: The humble, noble Plump Helmet
Favorite drink: Sunshine
Favorite misc skill: Appraiser
Favorite working skill: Engraver, because for my purposes skill-less masons are nearly as good as skilled
Favorite military skill: Shield User
Favorite flowing liquid: Magma
Favorite non-flowing liquid: liquid! (As a glitch I once had the humans bring me... "liquid barrel (Cedar)", which contained "liquid[10]", which informed me that "This is a stack of 10 liquid."  I bought it, of course, and have been trying to poke at the thing ever since.  It has a weight of <1 for the whole stack, a base value of 1☼ per, and goes to no stockpile when I have stockpiles for everything but stone, which means nobody knows what it is!  I think it's either cedar sap, or raw material for a Philosopher's Stone.  Sadly, I did not pick the alchemist skill on embark for any dwarves.)

263
Heh... Thank you, I consider that a high compliment.  Fiction-based precognition (Plotcognition?) comes from years of consuming genre media, years of writing, and years as a dungeon master (which is sort of like writing) resulting in having an instinct for how a story goes together.  I'm pretty good at picking out twists and turns in most media by now, but not perfect, especially on details rather than broad strokes.

Also, it's sometimes harder to predict bad works than good ones.  A bad work might be formulaic, but also probably doesn't set up or foreshadow what twists it does have, leaving me without the tools of my divination.

~~~

Left in the brewstery, we've got Brewster himself, the depressed ex-military dwarfette Norede (Ex military?  Means to me she's not on board with the current ruling junta, or she'd be off duty military at worst), the feisty dwarfette Esmar (Assuming we can, as Brewster suggested, catch her on her good side, she's likely to be part of any underground activity if any of the patrons are), Razor (Asleep or nearly so, though) and... Pipe-smoking dwarf?  No mention was made of him having left the scene, but we don't have his name so he might not be tracked.

We've got 20 coins and no perceivable way to earn more... but the cheap drinks are only three coins (assuming Brewster will take the foreign money at that value), and we've got more prospects here than back at the room we claimed.  The fire we set, then fled, might have alerted the authorities to the fact that the room's been used more recently than our map was made, so going back there may get us caught.

I suggest we have another drink, and maybe buy one for each of the two remaining dwarfettes, which happen to be the remaining sociable, conscious patrons as well, before chatting with them. (If we do that, we'll be down 9 coins instead of 3, but possibly cheer up Norede a little and start out on Esmar's good side).  If Pipe-smoking Dwarf is still here, we might want to have our own pipe visible (say, on the table) while we chat with the remaining conscious patrons.  We may not have anything to smoke, but we can still send a signal.

Best case scenario, one or both of the Dwarfettes or a present Pipe-smoking Dwarf knows something about opposition to the junta and is willing to help us by giving us a place to hide/sleep and maybe some sort of working arrangement.  Worst-case scenario, Pipe-smoking Dwarf is gone because he was an informant for the Warden, and he's ratting us out.  In which case we ABSOLUTLEY want the remaining patrons on our side so one or more of them can stick up for us and, as a fortress resident, inform any guards that we're a friend/relative/other known entity.


As a side note, the earring we've got is worth at least 10☼ if it's no-quality junk, or up to 120☼ if it's secretly a masterpiece.  Probably safe to assume the former, but no matter the price, getting it converted to local money might be good, as our foreign copper coins would be a dead tell should we need to engage in economic activity somewhere less friendly than the Brewstery.  It also means that if Brewster doesn't care for the foreign copper, we have enough (indivisible, I might add) value to barter for three drinks.

264
Blessed with an i7 (in a laptop, no less), I don;t often find FPS to be an issue until a fort has entered supreme degeneracy, and I could probably fix a great deal of that if I atomsmashed "junk" wealth and spare stone rather than quantum stockpiling stone and just trading my crafts.  If I took the measures everyone else seems to, I'd probably happily run late end 4x4 forts at 20-30 FPS, which while slow is frankly acceptable.

Decreasing FPS is a bug that happens to be a feature.  if DF ran my 250 dwarves at 100 FPS, I'd barely have control over the mess.  if it ran at 1000 FPS even with the starting seven, I'd either spend 90% of my playtime paused, or lose to lacking twitch reflexes when something bad happened.

265
Do you have a monarch?  If no, can you get one?  If yes to that, do you have rooms prepared?

Zoos (if designated as a room from a built cage) cause the same problem as statue gardens.  If you don't make the cages rooms, though, it should be fine.

How's your stockpile situation?  being right next to the main stairwell, this strikes me as a good place to heap stone if you're not quantum piling it and don't have a stone pile next to your masons yet.  It doesn't make use of the engravings, but then what does?


266
DF Dwarf Mode Discussion / Re: Minecart Airlock
« on: January 30, 2013, 10:57:20 pm »
using "Push" this seems like a tempting way to make a tantrum resistant fortress.  You could use burrows, but where's the fun in that?  Instead, have various sections of fortress quarantined by two methods: an airlock with forbidden doors at both ends and a "point" in the middle, and a minecart airlock.  Goods can pass through the fortress as needed by pushing minecarts, but dwarves can only pass through at the whims of the overseer: conscripted in squads, stationed in the tunnel, and allowed out the other side.  A tantrum spiral would be limited to one "mini fort" since dwarves would not socialize with members of other mini forts.

The real challenge would be sorting your hauler and soldier classes by profession: they need to be in a fortress segment with the right workshop should they mood.  Easy if you're just using it for an "Inner" and "Outer" fort, more difficult if you're segmenting your inner fortress into many.

267
As long as the Pipe Smoking Dwarf isn't an informant of some sort, we'll be fine.  And if he is, there probably won't be trouble unless an underground member speaks up right here and now.

If he speaks up, and manages to get away that is. If he does, we can always gather some dimble cups, blood or other colorfull substances and die our hair. We won't have any trouble hiding our identity ourselves; we simply pick the snot out of our beard.

Edit:
I say we tell a... colored version of our history.  Clearly, we're the only survivor of our old fort, and that's a story worth telling.
Won't that reveal that we're migrants? I mean, we need to stay out of slave labour.
The woman we almost robbed deduced we were a migrant, and seemed to consider being found by the authorities to be a non-issue.  I don't like it, but at least 'round these parts, being a known migrant is more likely to help us than hurt us: individuals will assume we're faction-undecided, should factions exist.

Plus, the way the barman introduced us, all we need to do is clean our beard to be 'disguised' -- which we should get around to doing sooner rather than later anyway.

268
Analysis of the scene: We've been introduced to everyone but the Pipe Smoking Dwarf.

I say we tell a... colored version of our history.  Clearly, we're the only survivor of our old fort, and that's a story worth telling.  Gloss over the fact we survived by locking the door and hiding: luck (getting trapped until the fighting was basically over) is acceptable, introducing ourself with bald-faced cowardice (however justified) is not.

The really interesting part is that the Barman called this place the "Last bastion of hope" -- from what we've seen, we have moved into something of a dystopia, but we don't really know the extent.  If this lot is something of an underground, we want in.

But, of course, one can't be blatant about that.  Ask about the political climate FIRST, then if anyone is doing anything about it.

As long as the Pipe Smoking Dwarf isn't an informant of some sort, we'll be fine.  And if he is, there probably won't be trouble unless an underground member speaks up right here and now.

Our best conversations will be with the barman and MasterBlaster (Onil and Okod), or the Dwarfettes, particularly the two non-depressed ones.

269
So, it would be possible to build a fortress specifically to survive untouched while piping Clowns to the outside?

I think my dwarves may just have to take up a new mission as carnival barkers.

270
DF General Discussion / Re: A more dangerous world, please?
« on: January 30, 2013, 02:43:50 pm »
Advanced world paramaters.

Amp requested evil, drop requested good
Increase minimum savagery and/or set savagery to be weighted towards high.
Increase the number of caves vastly of all kinds
Increase the X and Y variance for all traits (this will gen a patchwork world with many biomes) and request a huge load of titans (you get at most 1/biome)
Increase the number of curses, secrets, night creature types, evil clouds, evil rains and so on

This is important: Stop worldgen in year 2 so megabeasts don't die.
Embark with most or all of your squares covered by an evil biome -- preferably a Terrifying (Savage+Evil) one.  For extra fun, take a glacier, an aquifer, and/or a coast.  A beach embark with no trees and evil land on the banks of a terrifying sea might lead to having to deal with giant sperm whale thralls if you're lucky.
Tap all three cavern layers and the Forgotten Beasts will come, too.

If you're good at modding, you can edit the raws so that dragons have skin made of Slade and semimegas like ettins and cyclopses possess high (possibly even legendary) combat skills innatley.  You could even take some normal creature (perhaps a semimega, but if you like fun, something common and innocuous) and make it stun-proof, feel no pain, have no biological needs or vital organs, fly, possess an intense hatred of all life, avoid traps, destroy buildings, like fighting, enrage frequently in combat, and possess a deadly dust attack that produces instantaneous necrosis of the brain.

Pages: 1 ... 16 17 [18] 19 20 ... 58