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Forum Games and Roleplaying / Re: The Bay12 Space program
« on: August 08, 2012, 08:34:00 am »
I'd vote for Hanslanda...
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So the worst thing would be seizing some items, then deconstructing the depot, then killing most/all of them?I've been offering their merchants wooden trade goods and then killing all but one to go spread the word (my own superstition, probably doesn't do anything), to try and get them to get out here.Interestingly, that's less effective at getting them angry - if you want to get the maximum penalty, you must ensure that either they "were never heard from again" (i.e. kill them all) or that they "suffered great hardships" (i.e. kill/injure some of them) and either "reported a seizure of goods" (seize stuff) or "reported irregularities with their goods" (e.g. deconstruct the depot). Offering them wooden items will actually make them less angry than stealing their goods (though if you do both, they'll only report the theft).
Different historical events have inter-civilization happiness modifiers - a worst-case merchant visit ("never heard from again") gives -12 (a successful visit is +2, hardships reduce that by 7, item loss reduces it by 7 more, and being offended reduces it by 5 BUT only if there was no item loss), and the loss of a diplomat gives -20.
Windows made from rocks? My admiration for the dwarves is becoming greater and greaterGranted, you can do both with gem windows, but you'll need an awful lot of gems for a 60 bedroom complex.Rock cabochons
After every siege I got some caged goblins or trolls, some corpses, many clothes, weapons, shields, helms, breastplates, and body parts. Siege comes every season, before the dwarves collect the items of last siege.d-b-m overrides d-b-d, as items cannot be simultaneously set to be dumped and smelted. So go d-b-d, then d-b-m on the cages, undesignate the cages themselves, and put the dump zone on an atomsmasher. Once all the goblins have been stripped, put the dump zone near your smelters and once again go d-b-d on the cages, then undesignating the cages themselves. Ta-daah!
So I need some advice.
1. How to make sure the prisoners are disarmed?
Is there a way to distinguish the dumped/death-dropped weapons and the wearing ones? They both show an F in the stock screen.
Now I designate a random goblin to be pit into the barrack and keep an eye on the animal stockpile, on the way a dwarf drag it to the barrack, 'v' it and check its inventory. It's boring.
2. How to separate the metal items from the clothes?
I don't need the clothes, so it's better to keep them forbidden. But I want to reclaim the metals and melt them.
Plan a: I designate reclaim, dump, melt on the battle ground. The problem is the metals are remain in the entrance until a furnace operator picks it, which makes melting items unsafe and inefficient.
Plan b: Reclaim and dump all the items near the smelter. The problem is dwarves waste a lot of work hauling the clothes.
Plan c: Reclaim the items, and waiting for dwarves to haul them info the right stockpile. So a dwarf can haul a bin of clothes rather than dump them one by one. But since the items are not forbidden, some poor peasants would claim and wear an ugly loincloth.
Plan d: Magma. I will do this as soon as I have enough silver.
3. Does the dwarve always prefer an above ground garbage dump to an subterranean one?
It's my fought to make the battleground under ground. But the stupid dwarves haul the troll corpses a long way to my backyard, where I make a small above ground garbage dump for rotten kea men and 'trained' goblin parts. I don't want to make a garbage dump outside the front door as it may be very dangerous.
I so want that mod.Name the next dwarf who gets a strange mood "Charlie Sheen" and marvel at him collecting all the coke to his little workshop
Once I was bored and modded in a Charlie Sheen creature in order to teach myself about materials and interactions and such. He's basically a modified human who can sneeze cocaine at people and activate his Adonis DNA to turn into a giant version of himself made mostly out of metal. Oh, also tiger blood, and he has CURIOUSBEAST_GUZZLER.
Self-referential fortress.I wonder if we're ever going to get a tobacco equivalent in the game. Then we can do Cigarette Fortress.Lung Cancer Fortress
/probably a significantly less fun idea
Yellow teeth fortress.
Talkin'-through-a-tube Fortress.
Quote pyramid fortress.
I'm pretty fond of the idea of using plaster (made by burning limestone to create lime) and then combining that with dyes to make fresco paintings. I believe this has been brought up multiple times in the past, though.... giving us a way to improve constructed walls. Very good.
This would go nicely with expanding good/evil regions: Good/evil regions form around good/evil sites, and good/evil sites are generated during history according to the actions of deities or other major events.Arn't we kinda artificially adding game-elements to what is overall a simulation?DF is a High fantasy world generator and those often have sacred sites. (Fountains are only an example).
Is there a reason we have a magical fountain?
)
My fort--the Volcanoes of War--has two *slabs* as its symbol.[Moses, coming down from the mountain holding three slabs]
Texan fortress? Might have to find out whether the goblins are producing some sort of illegal narcoticsI'm not exactly thrilled by the logical conclusion of this- wars in the vicinity of my fortress sending untold numbers of refugee migrants to live with me. But it is realistic.
That's what strong gates, fortified walls and heavily armed marksdwarves are for. Dwarves don't need to be supportive of immigration or sympathetic towards refugees.