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Topics - Nil Eyeglazed

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31


Because I know some of you were curious.  Turns out one map edge is just as good as another!

(ps the weird graphics glitch is from ghosting related to drawmode)

32
DF Gameplay Questions / What temp to melt bridges?
« on: July 21, 2011, 04:06:43 am »
So I've been playing with some nasty critters.  Trying to use bridges and bait to herd them where I want.

I keep running into a problem.  My bridges disintegrate when the critters move over them.  First it was a rock bridge, then an iron bridge.

Temperature's off, but I wouldn't be surprised if there were some shortcuts for when temp's off.  One variety of these nasty critters has a fixed temp of 25000.  Adamantine has a melting point of 25000.  If I make bridges out of adamantine, do you think they will deconstruct too?

What about if I make ramp/retracting bridge setups?  Do you think fixed temp critters will melt bridges above them?

Or is there some other obvious way that the bridges are deconstructing that I'm missing?

33
DF Dwarf Mode Discussion / Civil war in hell!
« on: July 20, 2011, 01:25:46 am »
Intended behavior?

Zombie demons (of all the normal demon types) are spawning in my hell.  Okay, cool, I thought.  Then I saw them fighting with the actual demons.  Hmm.

Actually killing a few of the real demons for me, too, and keeping the populations down in there, since the zombies are acting as the wildlife.

Somebody just punched a demon's head off.  I didn't realize that was possible.

34
DF Suggestions / Ghost Happiness
« on: July 12, 2011, 11:45:17 pm »
So I think ghosts are really cool.  They add a lot of flavor.  One problem is that there's really only two states for any particular ghost: doing whatever it does, or, once you lay a slab, gone for good.  But sometimes, I like ghosts around.

So I'm proposing that ghosts continue to have happiness stats.  Some of the things that make dwarves happy or unhappy wouldn't make any sense: like good meal, etc.  But plenty of other things would.  Things like death of a friend, masterwork destruction, etc.

If ghosts have happiness stats, they can exist along a continuum of ghost types.  So even though your legendary chef didn't die berserk, he might go murderous if enough roasts get eaten by vermin.

Having a slab could act as a major happiness boost for a ghost, rather than doing the full exorcism thing it does now.  That would make slab and room quality important.

Instead of using the slab to get rid of ghosts, you could institute a class like "latent ghost."  So if a ghost is happy enough, it just stops hanging around.  Makes it seem like its been exorcised.  Of course, if it then gets unhappy again later....

I'd also propose an extra category of ghost for the most happy of them: benevolent ghost.  Such a ghost would just hang around and actually engage in social activity with living dwarves.  It would make friends, and dwarves would make friends with it.  This would keep ghost happiness a little more dynamic, because the ghost could continue to make friends even after all of its friends were dead-- and so might turn murderous later on.

Any thoughts?  I don't think it would make too big of a difference to most forts, definitely none that treat their dead carefully, but it would add a lot of flavor, and, I believe, all within the existing framework.

35
DF Community Games & Stories / Project: Most Dragon
« on: July 11, 2011, 06:53:59 pm »
Personal Diary, Vabok Oltaratham, 4 Limestone 295

While earlier casualties were not under strict observation, I would nevertheless like to recount what is already known.

Dazngoru, war tiger: Dropped into the caverns in the hope of destroying Zulban.  Zulban emitted a terrific maelstrom of dust from its mouth, flinging both Dazngoru and Zulban across the cavern.  Zulban then closed with the unwounded but stunned tiger and gored it in the abdomen with one of its horns.  Dazngoru died almost instantly.

Unnamed bilou:  In hopes of gaining further insight into the nature of the caverns and of Zulban, a bilou bought from the elves was dropped into the cavern.  It easily outpaced Zulban, who appears badly wounded from earlier conflicts.  Despite the bilou's agile evasion of the monster, the bilou bled to death in a matter of days, cause unknown.

Basnungtod, war lion: Basnungtod was dropped into the cavern as part of an ill-considered but serendipitous attempt to wound or destroy Zulban the Most Dragon.  A tunnel was carved alongside the cavern wall, and fortifications carved into the wall.  A marksdwarf waited behind these fortifications while Basnungtod was assisted into the cavern.  Outcome was similar to that of Dazngoru: Zulban closed, spewing dust forcefully enough to lift both Zulban and Basnungtod off their feet, following which Zulban mortally wounded the war lion in close combat.

Rovod Keskalastesh, marksdwarf: Mr. Keskalastesh was the marksdwarf dispatched to the fortifications while Zulban fought Basnungtod.  Mr. Keskalastesh fired several shots before Zulban escaped out of view-- thankfully, none of them mortal.  Mr. Keskalastesh was declared missing in action when he failed to return from duty.  He was assumed to have become contaminated, and an isolation trench was dug and filled.  His body was found later by one Ablel Eseshrith, who had just immigrated to Lanterndark.  Mr. Keskalastesh had fallen not two hundred feet from his post.  While tissue decay had already begun, the large stain surrounding his body suggested exsanguination.

Ablel Eseshrith, recuit: Mr. Eseshrith was assigned recovery duty upon his arrival at Lanterndark. He was given boots and gauntlets and assured of his safety.  Mr. Eseshrith recovered the arms, armor and remains of Mr. Keskalastesh.  He reported a thin layer of white dust covered the armor, but that upon travel through the decontamination trench, the layer disappeared.  Mr. Eseshrith was found clean and healthy upon his return and allowed to resume normal labor.  Mr. Eseshrith has suffered no health problems since the recovery operation.

Unnamed war dog:  A war dog had been tied up next to the decontamination trench and was observed to enjoy playing in the water.  Shortly after Mr. Eseshrith's recovery operation, the decontamination trench was discovered to have been contaminated by dog blood, and a dog skeleton lay in the water.  A small amount of white dust had precipitated in the trench and along the trench walls.  It was assumed that the dog had come into contact with this precipitate and bled out in the nature of Mr. Keskalastesh.  Dwarves were instructed to travel only through the portion of the trench lacking this precipitate in the future.  They were informed of the grave risks by Comtessa Kol Itonvudthar in an emergency meeting

Ingish Shetbethbim, miner: Recovery operations complete, with dwarves aware of safe paths, the Comtessa presumed it safe to continue normal operations, and began operations for a trap to slay Zulban on the distal side of the decontamination trench.  Mr. Shetbethbim was instructed to begin digging a corridor in which to lay said traps.  Mr. Shetbethbim never returned.  While it is assumed that he had avoided the contaminated part of the trench, Mr. Shetbethbim's corpse was discovered utterly nude, which Mr. Shetbethbim reportedly preferred.  With Mr. Shetbetbim's death, any access through the decontamination trench was blocked by instruction of the Comtessa, all dwarves were instructed to wear gauntlets, helm, and boots at all times, and mass production of robes was mandated.  The Comtessa informs me she plans to follow this production with socks and gloves, as resources allow.

However, the incident of Mr. Shetbethbim is most unusual.  Previous infectious dust research has suggested that water can act as a large reservoir for pathogens very easily, but it has never previously been demonstrated to act as a direct vector of infection.  If Mr. Shetbethbim avoided the precipitate as instructed, he should have come in no contact with the pathogenic dust.  Nevertheless, his death suggests that the water of the decontamination trench itself is capable of carrying this deadly syndrome.

I have begged the Comtessa for permission to begin research.  The potential for improved treatment is immense.  There is no telling how many needless deaths could be prevented.  The Comtessa has graciously granted permission.

36
DF Gameplay Questions / Ideal decontamination chamber?
« on: July 09, 2011, 06:53:36 pm »
Lotta nasty beasties down there, but I think the time has come...

I'm preparing to build a decontamination chamber for my dwarves, looking for feedback.

It sounds like making them walk through water >1/7 should do the trick?

So I'm planning on just making a one-tile pond, then digging a channel next to it, so that I'd have two 3/7 water tiles underground.  Dwarves will move through 3/7 water, right?

Any other pitfalls I need to be careful to avoid?

37
DF Gameplay Questions / What's eating my bones??
« on: July 07, 2011, 04:57:59 pm »
So my bones are disappearing.  Even forbidden bones.  I figure there must be something in my fortress that's eating them.

Could it be the tame tigerman the elves brought?  (Thinking about getting rid of him anyways-- he's not doing anything interesting.)  Could it be one of the other tame animals: leopards, tigers, dogs?  Could it be fortress vermin?

It's a terrifying, savage jungle, if that makes any difference.

38
I like to hang out in the dining room.  It's between the workshops and the bedrooms, so everybody's always coming through, picking up a bite.  They let the jaguars wander around, and the bear, and of course, all of the dogs and rabbits.

The next floor up is the hospital, and that's depressing.  I don't have a bed, not yet, but I will someday, if I'm good.  But for now, sometimes I have to sleep in the hospital, if there isn't any room in the barracks.  It's kind of creepy up there.  And the floor below the dining room is the depot, and I don't mind the sun, not so much, but below that are the workshops, and you have to walk that hall to get anywhere else in Workpuzzle.  And that hall is really creepy.  Erush says I should respect the dead, but every time I walk down that hallway, there are more coffins, and they're spreading toward the stair like something liquid, and I think someday they're going to reach the stair and keep going and just, like, spread out, and fill the entire Mythical Dimensions, flowing out across the continent until they reach the ocean and then reaching across the ocean floor.

Except everbody is up here in the dining room today, everybody except the soldiers, who Ber has gathered downstairs for something separate, and Minkot, who just put the last stone in the wall.  I guess that's a big deal, so Mosus has all us gathered here for her speech, and she's just begun, shaking hands, and she was sitting on the Duke's throne, which doesn't seem right to me, but I guess we don't have a Duke anymore, and she stands up and says, "Today, The 14th of Felsite, in the year 276, we have begun a new era at Workpuzzle," when the horn blows, and everybody shuts up, and the horn blows again, and I guess the goblins are back, but it's going to be different this time, right?  Because of the wall?  And I squeeze Erush's hand, hard, but of course he doesn't feel it, and he just kind of sucks in his breath.

*     *     *

Erush Swamfloor is probably my weirdest friend.  He just hangs out in the dining room.  He knows everything there is to know about meat.  It all just tastes like quarry bushes to me, but Erush tells me that Workpuzzle has the finest kitchen anywhere, that caravans used to come leagues out of their way for a taste of our roasts, that they'd bring us exotic meats and cheeses in the hopes that when they returned, we'd give them a taste of the dishes we had prepared with what they had brought.  They would show up one year with llama cheese, and Alath, who was still cooking back then, and still alive too, before that goblin's curse came true, would say, "I had an omelette once of llama cheese, turkey hen eggs, and prepared ewe heart, and I swear, it almost made my heart stop," and the next year, the caravan would pull up into the depot with more llama cheese, and with a caged turkey hen, and sheep organs packed in ice, and Alath would give each of them a small bowl of llama cheese stew, and tell them, "I hope it curbs your appetite, it was really something of a failure on my part, a bit of valley herb is what it really needs," and the next year the caravan would be carrying bushels of valley herb.

Erush likes to watch me eat, but I never see him eat.  I don't know how he eats.  His left hand is twisted, atrophied, and he doesn't have a right hand.  His whole body is criss-crossed with scars like a puzzle with all the pieces just mashed together.  I wonder if somebody feeds him?  Does he just bury his face at the table, like livestock at a trough, when no one is looking?

Once I asked Erush what he does.

"I was a butcher, when we had livestock."

"Do you mean the dogs?" I asked.

"No, we don't eat dogs.  After the lifestock, I was a swordsdwarf, and a judge.  It was I who ended the terrifying reign of Stakud Ceilingunions, Tyrant of the Guinea Cocks, and it was I who struck down Mato Systemthieves last year, and Stozu Dungeonearth three years ago.  Didn't you know that, Vucar?"

"I was only 7 then.  What do you do now?  Don't you have a job?  Everybody has to work."

"I'm employed as a trainer of the social skills to the children of Workpuzzle."

But none of the other kids talk to Erush.  Erush barely knows how to talk.  They make fun of him to his face and he doesn't even realize it.

*     *     *

I asked Atir about Erush once.  Atir only has one hand too, and she can't walk without a crutch, but she still works.  She gardens, down in the cavern.  Atir was here when they Struck Earth.  I asked Atir why Erush doesn't have to work once.  Atir said, "Everybody has to work."  That's all she would say.

It was down in the cavern where I asked her.  There are walls there too, but the cavern rises high above the walls, raised in rough stone, and you can smell the underground sea to the north, and the cobwebs collect in every corner.  They built those walls years ago, when the goblins came and stopped stopping, and the caravans started stopping, and the mausoleum begun to reach toward the stair, to coagulate out of the scattered coffins pushed into corners, stone beds owned by people I forgot or never knew, people that died before I was even born.

Erush isn't the only dwarf named Erush.  Erush is named Erush Swamfloor, which is kind of funny, I guess, but there's also the Canyon of Seeds, who is kind of a war hero, and I guess there used to be a bunch more Erushes, and they were all swordsdwarfs, all together in one unit.  Erush Girderscholar, who is the Canyon of Seeds, almost came unscrewed, and the Duke took him out of the squad and put him in the garden, which was supposed to be good for his nerves or something, and the Canyon of Seeds always tells the truth.  He was down there in the garden when I asked Atir about Swamfloor, and I noticed Girderscholar listening.  So I asked him later, when I snuck in early and nabbed a dorm bed next to his before most folks were done with dinner.

"Swamfloor and I were in the same unit, the Spotted Pages.  When the vilers started coming-- really coming in earnest-- there was a good defense at first.  Nice, tight, controlled.  Bridges closed, the Moist Paints took to the towers, the colossus was shown, and Ber's dicers cleaned up after most of the siegers lost heart.  We were in fine shape in those days, plenty of bolts stockpiled, fresh squads of dwarfs that had been training together for years.  But there were a few goblins to the southeast of the keep that never retreated, and the Duke wanted them gone, so he sent the Pages down.  We were green then, and the Duke wanted to see us tested.  Erush Eastspears the Lacy Misery of Sabres earned his name leading us then, and lost it a month later, forgotten to starve, banging on the keep's walls.  Erush Swamfloor earned his name too, in a way.  The vilers were swamp whisky and we were just watered sunshine.  We outnumbered them five to one and it's not by Shesam that any of us lived.  Swamfloor was never the same.  He used to be handsome, did you know that?

"They tried everything after he got out of the hospital.  Duke gave him a desk job for a while.  Couldn't hold a pen.  You know that tower on the south of the keep, with the steep drop?  Tried to get Swamfloor involved on some renovations on it, but Swamfloor was too smart for that.  You ever hear of Ral Distancetown?  The Poet of Bravery?  Finest marksdwarf in Workpuzzle, until some viler's arrow blew through his spine, and stupid Ral, too proud for a crutch, or maybe we just never had the wood for one.  Ral was the last dwarf to attempt renovations in that south tower.  Swamfloor never was much with a sword, but he's smart enough to look after his own skin.  You want to know why Swamfloor doesn't work?  Because he knows that the second he does, there's going to be an accident.  All he is around here is a mouth to feed, and that's just because he's too stubborn to let them sew it shut for him.  Just watch-- bet you bolts to baubles he'll be the only one to ever leave this place."

*     *     *

There was supposed to be a big speech, something big culminating in raising the bridges, but with the horns, there wasn't time.  Somebody ran for the levers, and Mosus tried to act like everything was fine, but you couldn't even hear what she was saying over the grinding of stone against stone.

And then it was only afterward that I really realized.  That was Udib's horn that had blown, the horn of the last real champion of Workpuzzle, a finer shot than even Ral had been, some said, and leader of the Moist Paints.  And we all sat there watching Mosus talk but who even knows what she was saying because all we could hear was the sound of the Paints abandoned out there, wall finished, bridges raised, and everywhere, everywhere beyond the walls, a sea of murder.  Mosus was saying how it was all going to be different now, better, while I heard Udib screaming, and Ast, and Dumed, wooden crossbows splintering against iron shields, and of course that snicker-snatch, snicker-snatch, so quiet you might miss it.  I guess this was what we working toward for so long.  Mosus tried to look proud of herself but didn't do a very good job of it.

39
DF Dwarf Mode Discussion / Frozen extract farm?
« on: July 14, 2010, 03:23:19 am »
Normally, my FBs seem to kill themselves the first time they breathe, but I've got one now that doesn't seem to do that.  It's frozen extract appears to cause paralysis, then bleeding and death.  It's got me wondering...

Would it be possible to set up a poison farm?  Lure the FB into a room with fortifications for walls, the close a bridge above it.  Keep the fortifications blocked with raised drawbridges, then rope a donkey and place a stockpile.  Then drop the bridge, and let the FB do its thing.  Think that would work?

What I really want to see is what happens to all the Elven communities that get a taste of the special spice I use on the plump helmet roasts I sell them....

40
DF Dwarf Mode Discussion / Aquifer? Thank Armok!
« on: July 11, 2010, 07:06:18 pm »
So I was playing this 2x2 on a glacier for a couple of years before I realized a pretty significant problem:

The underground didn't have any connected sources of water.  My water source was just an isolated underground lake.  I was going to eventually run dry.  Then: no more farming.  No more healthcare.  No well, no obsidian trap, no ice trap.  I'd have to rely on trading for all my booze.

And just when I was digging into the blue stuff, my last legendary went fey, wanting shells.  I'd amassed a collection of FBs, but the miner wasn't satisfied with the steam monster's shell, and there clearly weren't any lobsters or mussels around.  Oh well.  Time to train up another miner.  So I went digging into the loam that was just under the ice.

And lo and behold, there was an untouched aquifer!  Hallelujah!  Guess I'll be training that miner up on a plumbing system....


41
DF Modding / Poisoned weapons via creature?
« on: July 02, 2010, 07:26:45 pm »
Can you make creatures with reactions?

I was thinking that this could be a workaround for the inability to poison weapons-- a reaction that turns a flask into a harmless but aggressive creature with poisonous blood.  You send your military in to make the creature, the creature attacks, they counterstrike, viola-- poisoned weapons.

Would that work?

42
DF Gameplay Questions / What's up with my queen?
« on: June 21, 2010, 03:09:58 am »
So I carefully saved the adamantine for my queen's arrival...

And she's doing work.  She's a great Tracker, which shows up in DT as "Great UNKNOWN".

And best of all, she hasn't made a single mandate.

Is this normal?  This is .04 game evolved through to .08.  Like I said, she's not a peasant queen.  It might also be worth noting that my baron went berserk ("No slade items AGAIN?") and was torn to bits by a pack of tame(ish) bears before her arrival, and no other nobles have shown up.

Not that I'm complaining.  I'm going to make her the champion of all champions.  All the adamantine goes to her....

43
DF Gameplay Questions / No dragon leather??
« on: June 18, 2010, 03:50:11 pm »
I like things to be fireproof, so when the dragon died, I built a butcher shop and a tanner's right next to his corpse.

But no hide??  Checking the raws, looks like dragons don't create leather anymore.  Is this correct?  The wiki still has a lot of references to dragon leather.

44
Hey, have been playing since 2d days, just got around to trying out DF2010.  Nice to see the difficulty ramped up from 40d days.

So I have a couple of questions:

1) I see a lot of references to war-bears in the forum.  I can't seem to train bears as war animals.  Is this just a modded thing?

2) Anybody remember what I can do with an animal trap?  Have been building some magma-proof nickel traps-- is there anything worth catching?

3) Arggh I need shells.  Tundra map, so no surface water, and I've been fishing the underground for a while now, but never catching anything.  Never even have seen a turtle down there, although I see a few cave fish.  Is it possible there are no turtles?  Am I stuck?  Is there anything else, short of modding, I can do to get some shell?

45
DF General Discussion / Skill levels from talislanta RPG?
« on: September 04, 2009, 01:56:59 am »
So I recently got bored and, after probably ~1 year vacation, made another dwarf fortress.

But playing DF kind of stirred around a lot of old ideas I had about pen & paper RPGs, ones with lots of flavor, and there's torrents now, right?  So even the old stuff is available, sometimes.

So I found an old torrent of the Talislanta RPG, which was probably one of the most interesting worlds I ever read about, and I'm reading the PDF, just for fun, when I come across this table, summarizing skill levels:

Skill Rating            Description
0                            Novice
3                            Apprentice
5                            Competent
7                            Adept
10                          Professional
15                          Expert
20                          Master
30                          Grandmaster
40                          Legendary

Now, I know, it can just be coincidence, but the specific names and order are kinda interesting :)  Like I said, it was a pretty cool RPG, really indie (can you get street cred from RPGs?) so it'd be cool to hear that it had been an influence :)

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