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Topics - NonconsensualSurgery

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DF Adventure Mode Discussion / Where's the custom slab?
« on: November 21, 2013, 09:03:32 pm »
In 1, Hiņer Dotrhyming became the sacred law of the Cathedral of Webs of the Gleeful Faith in the town of Foldchanneled. After being attacked by a minotaur, she became obsessed with her own mortality and was gifted with a legendary obsidian slab from the gods known as the First Noble of Menacing in 27.

This was no ordinary slab, not something authored by a necromancer. It contained a custom secret to transform readers into powerful living weapons for the destruction of undead. There are only one or two of these slabs per world, and those few who read them become paladins.

In 27, the First Noble of Menacing was stored in Foldchanneled. As far as the legends indicate, it has not moved since then.

History marched on. Dotrhyming herself was forced into retirement after the people became suspicious at her lack of aging. The Cathedral of Webs was profaned multiple times (the deity involved ironically turned all who did so into vampires), and was finally razed in 175 by the aptly-named Coalition of Attacking.

In late fall of 244, the dwarven archaeologist/swordmaster Uvad Guildanguished the Soapy Guise of Decency arrived in Foldedchannels and began searching for the lost slab in the ruins of the Cathedral of Webs. The upper temple is gone but the basement is still present, albeit home to multiple mummies from Dotrhyming's era and a severe kobold infestation. After some difficulties and savescumming, the place seems pacified.

There are no signs of the slab in the cathedral.

Could it have been destroyed forever when the upper temple was razed by the Coalition of Attacking? Or would it be in a long-abandoned house somewhere in the sprawling city of Foldchanneled? I am unsure.


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DF Gameplay Questions / Migrants bugging out
« on: April 10, 2012, 02:13:26 pm »


Help! Some of my migrants think they're traders!

Most of my migrants are fine. They arrive as normal, obedient dwarves and run towards my entrance.

Some migrants arrive with "trader" as their profession. These have an @ symbol and sit on the very edge of the map with a dropped baby AI until they are killed or a dwarven caravan arrives. If they do survive until a caravan arrives, they will all run to the trade depot and act like normal traders and then leave when it does.

This is a serious problem because migrant waves always stop after the first dwarf with the trader profession. The next dwarf will not appear until they move, and if they never move that's it until next season.

I *did* mod the entity file; worldgen dwarves now live in caves instead of fortresses, goblins build outdoor fortifications etc. What I can't figure out is how any of these changes would cause any migrant with the trader profession to not be considered a member of my fortress. Has anyone else ever triggered this bug?

My broker has high trading skills yet functions normally for a dwarf. Only migrants with trading bug out.

3
DF Gameplay Questions / Dead FB starts fire in garbage dump
« on: April 06, 2012, 03:39:41 am »
Hi. My name is NonconsensualSurgery, and I am a pyromaniac.

I let a firebreathing FB loose on a siege. The results were about what I expected; the siege became crispy and the FB died, and my militia was able to mop up the rest.

Well after the battle, I was very surprised to see smoke coming from my garbage dump. Not everything burned, just the FB corpse and possibly a few other items, and then the fire went out. How is this possible? And how can I weaponize it?

Several dwarves would have pathed over the are where it fought the siegers for me and none of them ignited. The hauler who carried the FB to the atomsmasher's dump pile did not ignite. I'm at a loss to explain those few puffs of smoke, but I'm also terribly intrigued.

4
General Discussion / Extreme carp domination
« on: March 25, 2012, 02:43:44 pm »
Mortals fish with rod and reel. Gods fish with swords, tridents and hook-covered metal groin protectors.

http://www.youtube.com/watch?v=Yhfd9dIkXEk

Are you man or god?

5
Well, I assume it's coming out as urine. I got an evil mist that causes dwarves to bleed from the kidneys - they only appear in one tiny corner of the map and I think a hunter brought the syndrome inside. In practice, it manifests as "a spattering of Urist McKidneystone's blood" on a kidney and a constant blood trail wherever they walk.

The kidney infection is rapidly lethal to infants if they get any of the blood on them, but the bleed is weak enough that 99% of dwarven adults can carry out their daily routine at full speed while constantly leaking snail-trails of blood. This is... hilarious, yet disgusting, to visualize. The perpetual carpet of bloody secretions in the meeting halls and the mines are starting to hurt my FPS, so something must be done.

How do you control a nonlethal bleed syndrome like this? Do I just need running water all over the place to constantly wash them clean until the pandemic burns out?

6
DF Modding / Creature: Snails
« on: January 19, 2012, 05:14:39 pm »
As a student of ecology, there was one thing bugging me in the back of my mind every time I'd explore a cavern layer.

They weren't completely stuffed full of snails.

Constant temperature, high humidity, large supplies of magical lichen, it would be snailtopia. They'd go wild, breed, conquer the cavern layer...

Okay, I worry about weird things. But, hey, I made snails for you guys. They're also fairly anatomically accurate except for things that make them worse, owing to having their own custom bodyplan. Expect to be bruised by chitinous radulae!

Omnivore:

It's not fast compared to most predators but once it gets ahold of you death is more or less inevitable. You will be stung and mauled by the venom-soaked chainsaw coming out of its face, bent by the grasping eyestalks, and stabbed in the forehead with some kind of bony piercing scythe attached to its rear foot that loops back around to the front. They also show unusual intelligence for something with a really small brain to bodysize ratio.

The venom is very interesting stuff. Many lab animals stopped breathing during clinical trials from the paralysis, but those strong enough to survive a dose of snail venom become permanently numb. This animal opens up exciting new frontiers in dwarven anesthesia.

Spoiler (click to show/hide)

This one won't rip your face off. It's just a snail blown up to fantasy size, with a more normal (non-head-stabbing) operculum to armor the rear foot and a handy shell. Dwarves have also discovered a recipe for cheese that uses snail secretions.

Spoiler (click to show/hide)

And finally, a glow-in-the-dark grazing vermin snail.

Spoiler (click to show/hide)

You'll need the custom snail body detail plan and tissue layers to make this work.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Please reuse, modify and copy this for the glory of Armok. It's the first creature I've designed from the ground up so it might need some cleaning up.

7
DF Modding / Wamblers that stumble -FWOOM- bumble
« on: January 09, 2012, 12:04:29 am »
Drop THIS (minus glowcode) into their raws of the fluffy wambler and watch the fun.

Spoiler (click to show/hide)

The result is a normal and potentially harmless creature that deflagrates if it stumble-bumbles into Mean Mr. Goblin.

See, wamblers are forgetful creatures - they forget that their blood needs to be a gas when it's inside them, but remember when they see any of it and then they helpfully heat it with wambler power until it becomes a gas at many times the temperature of the photosphere of the sun. Dwarf Fortress does not currently support sound but if it did the sound this reaction makes would most definitely be FWOOM.

Typical results are a few rapid bursts of superhot blood followed by almost immediately bleeding to death from the wound and the burns caused by the exploding wambler blood - not a detonation, merely a very rapid cuddly-wuddly smoke-producing deflagration.

If Old Mr. Colossus sees this happen near him then he must stop and think for a minute because he finds it so odd. This works because SYN_AFFECTED_CREATURE pierces their normal immunity to paralysis. You can also make them rot and blister all over despite being made of metal, but these seem to have no ill effect on a monster that does not normally bleed or develop infections. Paralyzation and partial melting are the best I can do without sacrificing desirable properties such as throwability and causing no long-term contamination.

Other people have done similar things, but by defining an (absurdly high) boiling point rather than a boiling point of NONE it avoids some buggy behavior and by using local blood it simplifies things.

The finished product has been optimized for arena testing by removing the brackets from vermin-related tags (which keep critters from being used in the arena) and modifying the name to always be alphabetically first: put the brackets back on and remove the superfluous As for playtesting. It should be somewhat balanced in that they're sometimes duds, somewhat hard to find in adventure mode and little pudgy balls of searing-hot fun in fortress mode.

Spoiler (click to show/hide)

This exploding blood trick... also works absurdly well on cats. But don't do that. The cats have been through enough.

8
DF Gameplay Questions / Dragonocalpyse
« on: January 04, 2012, 04:40:57 am »
So I caught a dragon. It had the [PET] tag so I went for it and tried to tame it.

I queue up dragon training at the kennel, and when it showed as tamed on the units screen I attempted to pasture my tame dragon.

Dragons seem to resent being pastured.

It immediately went wild in the middle of my animal stockpile seemingly as soon as it left the cage, melting cages and citizens and releasing flaming prisoners. One of the things it let loose happened to be an ettin, who threw the dragon into a wall and beat it to death.

I did not think to check the combat logs, but it was released at the same time as a gibbon it might have looked at from a distance while on its way to the cage trap.

Okay. I fail dragon handling 101. Is there some kind of trick to this?


9
I can't help but notice that they get a leather shield and leather everything else by default.

To me, it seems like this leaves them rather squishy. I'm thinking about creating Dwarven Immortals by giving them copper crossbows, copper shields and layered steel. Do they suffer a penalty to hit when weighed down like that?

10
DF Gameplay Questions / The Immortal Queen
« on: November 16, 2011, 03:09:44 am »
An ant queen just destroyed my entire military.

I knew there were bad things in the cavern layers. However, I expected the antmen to be relatively pissant enemies. Three squads went in to destroy a small group of antmen. It looked like they'd won; all that survived the first two seconds was a single ant queen with every bodypart showing broken, cut open or smashed.

I figured it would bleed to death eventually. I was wrong. I thought it was a different ant when it came back a second later to gnaw on a soldier with a broken foot because now none of it's limbs were broken. A single hammerdwarf decided to break most of them again, but I ordered all three squads back down the stairs to look for any anthills that were producing these things.

I was wrong. It was the same ant queen I'd let go before, not a new ant. A swarm of dwarves chased her around the caverns, breaking and cutting open bodypart after bodypart - but all the damage just healed up. Her description showed as an unusually long and rapidly expanding list of scars and healed injuries on her black chitin.

Most of my military hit Elite status before dying or becoming too tired to continue fighting. However, they reached their limits eventually and with the regenerated Queen below and a goblin siege at my gates I decided that the fortress was lost.

.... excuse me, but what the heck was this? The wiki doesn't mention that they regenerate so fast that 30 dwarves (mostly silver warhammers and steel spears, plus an axe and some crossbows) pounding on them at once for a few minutes won't do them any lasting harm. Did I experience a weird bug (pun intended), or are all queens this incredibly resilient? If they are all invincible I am going to go back and have fun inventing ways to abuse this property as a training aid and goblin torture technique.

11
DF Gameplay Questions / Water source - acting weird
« on: November 04, 2011, 02:17:09 am »
Not sure if this is a bug or not, but my dwarves just won't fill a bucket from a pool dug out over an aquifer.

I read that they don't like to take from ramps, so I built a floor partway out over a large pool. No effect.

I read that the water source area has to include adjacent tiles. So, I made it bigger. I went down and tried it on the level below too. No effect.

Can't use well. No stone, no mechanisms, on top of aquifer.

You know... I think this worked before. Really I did. Have I missed something?

12
DF Gameplay Questions / Confused about the minimap and the UI
« on: October 23, 2011, 09:21:28 pm »
I accidentally closed the minimap and the main command blurb that were initially on the right side of the screen of my Fortress Mode game. Despite dilligently going through the keybindings and the wiki, I can't figure out how I did this or how to reopen either of them.

Forgive me.

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