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Messages - orius

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106
DF Dwarf Mode Discussion / Re: Returning to DF
« on: December 22, 2020, 10:43:51 pm »
I don't really play with a lot of mods.  DT just makes managing labor a lot easier especially when the fort gets big.  Soundsense helps keep me aware of alerts.  And there's DFHack, but I usually don't use that for outright cheats, just the enhancements to smooth things out.  I haven't used full blown mod in a while.

I was around when the first werebeasts were added to the game:

http://www.bay12forums.com/smf/index.php?topic=113800

Yeah.  Anyway, back then they were pretty much "Now you will know why you fear the night!" and then maybe after getting in 2 or 3 hits, they'd transform into a naked person and run away because of how fast time moved in fortress mode.  They were a total joke even without the game making things sound mildly pornographic, but they were supposed to be pretty tough in adventure mode.

Anyway, these two werepandas infected the fort's scholar and a girl that had just grown up.  The scholar wasn't too hard to deal with, burrowing didn't work, so I put him into a squad, stationed him in the murder room, and walled him in.  The marksdwarves put him down with a headshot.

  The girl was another matter, because some weird stuff was going on there.  She grew up not long before getting bit, and was still playing when she got attacked.  I've noticed that kids don't stop playing when they hit 12, I've had a few new peasants that had "Play" under their labors in the unit screen.  She suffered some pretty major injuries and ended up in the hospital, but instead of saying "Rest", the screen still said "Play" while she was on the hospital bed.  Then when I put her in a military unit to try to station her in the murder room too, my dwarves reacted to her as hostile and the soldiers started attacking her when she tried going to the murder room, and it then started a nasty general brawl.  In the end, I just used DFHack to teleport her into the magma when she transformed again because I was getting frustrated with the situation.  I think there was some really weird bug going on from her getting infected right after growing up, but I'm not sure.  I'm waiting for her to rise a ghost so I can slab her and finish it all off.

There's some weird bugs going on that just might be the result of transferring a 43.03 game to 44.12 instead of just doing a fresh 44.12 embark.  I had the elf caravan arrived but they never appeared on my screen.  The elf diplomat arrived and delivered his usual insults that get trees chopped down though.  There's also two visitors on the southwest corner of my map that aren't doing anything.  They're just standing there not moving.  Come to think of it, I should see if they show up on the unit screen. 


107
DF Dwarf Mode Discussion / Re: Returning to DF
« on: December 22, 2020, 01:04:34 pm »
Good news is that 44.12 will run on my computer.  Bad news is that I've been having problems with some of the add-ons that were updated for 64-bit DF.  I can't get TWBT to fully run but that's minor.  Worse is that DT isn't running for me.  I relied on that a lot and I have to adjust to not using it.  I imported my 43.03 save into 44.12 and it's running okay.  I can't built display cases for the useless artifacts in the fort, but some buggy behavior like scribes not writing books cleared up and the world map is working.

I also found out the hard way that Toady made werecurses contagious somewhere along the line.  Crap.  I had a werepanda ambush my fort, and unfortunately it infected two of my dorfs giving me a very !!FUN!! surprise.  After I figure out how many dorfs got killed from that, I'm going to have to see how many more were infected this time.  First, I deactivated the hospital, I don't need dorfs resting about there only to go were on me and cause more havok, I can afford to have them bleed out more than I can deal with the werecurse spreading.  Then I'm going to have to wall up every dorf that got injured from the werepanda surprise and see which ones transform next new moon.  Then they'll be burrowed in the murder room and shot next time they transform after that.  If the dorfs get hungry or thirsty before that, they might be okay.

Good news is that one of the werepandas was injured and refused to go to the hospital and annoyed me with all sorts of cancellation spam.  He won't be spamming anymore.

108
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 21, 2020, 09:09:01 pm »
And if my cave adapted dorfs barfing all over everything wasn't bad enough, THIS shows up:

Quote
The Forgotten Beast Rithesa Sofipucethutha Rafoviisa has come!  A great quadruped composed of vomit.  It has a pair of squat antennae and it squirms and fidgets.  Beware its poisonous vapors!

Probably squirmed its way into the first cavern hoping to make its way into my fort to feels at home with all the puke all over.

109
DF Dwarf Mode Discussion / Re: Returning to DF
« on: December 18, 2020, 02:00:50 pm »
The dragon ended up being far less trouble than I thought it would be.  My marksdwarves were able to shoot it dead from behind their fortifications.  That was actually kind of disappointing, and I used a backup save to capture it.  At first it decided to murderize some wildlife on my map, so it went around killing a rattlesnake, a pangolin and some wild pigs, burning stuff up the whole time.  But it got captured pretty easily:



I've been playing around with specifying engravings as well, and I've got some special images for my mayor and duke if they annoy me with an an annoying mandate:



I'll have one of these images engraved in their private chambers every time they give me a mandate I don't like.

My fort is supposedly under siege, but there's no goblins anywhere.  Everything's peaceful outside.  I'm not sure what's going on.  I think the goblins are attacking one of the nearby settlements (I thought they were humans because they were on the rivers but a closer look in Legends Viewer said they were elves -- yuck!) and the game's confused or something.

This fort's been going for about 4 or 5 years ow, which isn't bad, but I should probably see if I can run 44.12 too.  I'm not looking forward to some of the stress issues I've been reading about, but the ability to raid conquer other sites does sound fun.

110
DF Dwarf Mode Discussion / Re: Pure Irony
« on: December 17, 2020, 09:00:57 pm »
Exactly.

111
DF Dwarf Mode Discussion / Re: Returning to DF
« on: December 17, 2020, 01:07:00 pm »
Mercenaries are better though, since I can put them in the army.  I have them in a squad called the "Dorf Foreign Legion" under the command of one of my better fighters.  Biggest downside is that the humans need bigger sized armor, and they just show up with a weapon and a shield.  They're not even wearing goose leather!  So I bought human sized armor and clothes from the caravan that just showed up so they'll have gear, and the human citizens will eventually need fresh stuff to wear too.

Your workshops should have the ability to give detailed instructions for tasks once they've been added to the queue (but before they're assigned a worker). One of those details you can add is sizing, allowing you to craft clothing and armor for your nonhuman residents and warriors right alongside the orders for your dwarf citizens.

I'm going to have to take another look at that.  I thought I had to learn from the humans how to make stuff that fit them or something. 

Bins and barrel are proving to be a huge pain in the ass messing up production chains and the like.  They only seem to work well for long term storage.  The problem with the glass discs isn't a big one; I'd set up the stockpile settings so that there'd be a weapon stockpile that had only weapons and a separate one for trap parts so they don't mix.  As for noble pissiness, just cull the mandates.   I've never bothered with a sheriff or hammerer in my forts anyway, so the nobles just sulk around that their shit doesn't get made if I don't get around to it.  That might have to change once I try out the most recent version though.

112
DF Dwarf Mode Discussion / Re: Pure Irony
« on: December 17, 2020, 12:59:42 pm »
Family is just his euphemism for the zombies he likes to raise up.

113
DF Dwarf Mode Discussion / Re: Returning to DF
« on: December 17, 2020, 03:28:58 am »
Besides goblins, there's been a few hostile incidents at the fort.

First was the werepanda.  I think he might have been a guard or merchant in one of the human caravans, because I don't remember a warning, just a combat report he was mauling one of my dogs.  He killed the dog but then the fortress carpenter/woodcutter walked by and nonchalantly chopped his head off with an axe.  Didn't seem to faze the humans, but it freaked out the migrants that had just arrived.  For the annoyance, it had the dishonor of being the first thing dropped into the magma.

I think one of the human mercenaries started a bar brawl.  She got into an argument with a young dwarf, and punched her hard a few times.  Then the whole fort seemed to dogpile her.  In the combat logs, she started screaming for help, but since she started it, I had no sympathy.  The dorfs punched her to death, and since she was a fort resident, she's now wasting grave space.  I would have thrown her in the magma instead like she deserves, but then I'd probably have to waste a slab on her anyway.

Then there was the werechameleon that jumped my best marksdwarf and killed him.  It then slunk into my fortress and I closed the front gate behind it, and sicced my military squads on it.  It didn't last very long as my sworddwarves chopped off its arms and legs before someone got in the killing blow.  One more lousy corpse into the magma.

And just as I was finishing off my game earlier, a dragon enters my map.  I quickly made a backup just in case before saving and exiting.  I'm going to have to deal with it tomorrow.  I don't know if this will destroy my fort, or if I can get a nice kill in.  There's likely to be a good deal of !!FUN!! here.  The wiki says dragons can be caught in cage traps, but since all my cages are wood, I'm quite skeptical.  Can my army kill it?  We'll see.  There's also that voice in my head saying: "Capture it.  Train it.  Unleash it on the goblins."  That's likely to be insanely dangerous, which is the only proper way to play this game.

114
DF Dwarf Mode Discussion / Re: Returning to DF
« on: December 16, 2020, 12:30:59 pm »
Temple requests I think are the current version, and I'm running a 43.03 game ATM.  So in this game, temples really aren't doing much except providing a place for the dorfs to pray.  In later forts, I'll probably start off with a single interfaith shrine and diversify later.  It depends on which version of the game I end up sticking with.  At the very least though, I'll stick with 43.03 if I have problems with the more recent releases since it runs reliably, it runs more efficiently than 40.12 was, and it's got some pretty good features.


115
DF Dwarf Mode Discussion / Re: Returning to DF
« on: December 15, 2020, 01:54:53 am »
More experimentation.

Well my old dining hall layout needed to be tweaked a bit, setting it up like the image I posted above didn't give enough dancing space for a tavern once I put all the tables and chairs in.  I knocked out the two side walls and widened it, which is giving me enough space it seems.  My basic idea was sound though, I've got a big enough dining hall to easily be legendary, a mist generator, statues, and nearby food and drink stockpiles.  I haven't bothered with a tavern keeper, and it doesn't seem necessary anyway.

 The tavern attracts a good number of visitors, mostly humans and dwarves, but some random cougar woman has been hanging around down there for a while too.  I let two human performers join my fort as long term residents early on, but that was a waste because I can't assign them as performers to the tavern.  Even after they were granted citizenship, I still couldn't assign them, so I'm denying all long term residence to performers since they just take up space.  At least they're doing grunt work as citizens.  Mercenaries are better though, since I can put them in the army.  I have them in a squad called the "Dorf Foreign Legion" under the command of one of my better fighters.  Biggest downside is that the humans need bigger sized armor, and they just show up with a weapon and a shield.  They're not even wearing goose leather!  So I bought human sized armor and clothes from the caravan that just showed up so they'll have gear, and the human citizens will eventually need fresh stuff to wear too.

Temples don't seem to have much to them yet.  All I seem to need for them right now is a 5x5 space plus storage room if I want the dwarves to play music in them.  It looks like the temple features don't show up until 47.x.  Anyway the dwarf civilization I'm playing has 7 different gods, so they each have a small shrine area for worship.  One of the gods is concerned with war, victory, and fortresses, so I put his shrine down with the barracks and weapons and armor storage.  There's a god of trade, so I'm going to put some statues of him near the trade depot.  Then there's the male god of rainbows and pregnancy who has a small number of very enthusiastic female worshippers...  :o

I have a library up and running, and so far I've gotten some visiting scholars who dropped in and wrote some medical texts for us.  And a book about beakers.  But there was a bastard dorf scholar who stole one of the books I bought from the dwarf caravan!  Luckily it was a copy, and I have at least another one, but this is apparently common behavior for visiting scholars, so I may have to restrict library access.  My scribes haven't made much effort in actually copying texts, but I think I might have to adjust stuff in the location screen from what I've been reading.  There are enough blank quires on hand, so that's not the problem. 


116
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 13, 2020, 12:25:05 pm »
Good point, I'd forgotten about that.

117
DF Dwarf Mode Discussion / Re: Pure Irony
« on: December 12, 2020, 09:05:56 pm »
That looks like the Phoebus tileset, and it looks like there's some cyan troll blood splashed around in the second image.

118
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 12, 2020, 07:59:13 pm »
Mebbe I should just build everything in olivine to hide the puke.

119
DF Dwarf Mode Discussion / Re: Returning to DF
« on: December 12, 2020, 03:16:38 pm »
That's why I have them stuck behind fortifications 1 z level up where they can't path to the enemy.  It didn't work too badly, they managed to kill 3 goblins in the next siege from behind the fortifications and wounded a number of others.  The siege broke and ran after about 2 weeks game time.

120
DF Gameplay Questions / Re: No flux stone
« on: December 11, 2020, 08:43:58 pm »
Gold might mean you have an igneous biome, especially if you have veins of gold like I run into all the time I embark on an igneous map.  Steel ingredients are typically found in sedimentary layers but igneous layers occasionally have hematite.  Dig deep enough and you might get some marble, and since that is metamorphic, you might find it under the igneous layers.

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