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Messages - Splint

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16
DFhack is the obvious answer, I think it's still got a thing that lets you make units part of your fort, but as far as non-hacky solutions that cage trap idea *might* work. Otherwise I don't think there's much in the way of options besides hoping invaders/animals kill them or retiring and hoping they leave or integrate (which has its own set of issues.)

And I'm glad and never assumed you'd abandoned the project, I eagerly await the next update! Those goblins aren't going to crawl back into their miserable homeland themselves after all.


17
I smell vengeful dwarves next year. My portent of the future is some grouchy folk with a bone to pick or ten who scrambled out in the chaos and bloodshed. That bone being with a whole bunch of companies who took things a smidge too far at some shitty little tourist trap/prison a few years back...

18
Ah a dwarf after my own heart in terms of presentation.

I'm actually quite amused that the file I drew got mentioned.  :P

19
So is this mod dead?
As far as I know the person maintaining this mod has been working on the graphics for the steam release
Oof. He was, then he wasn't, see http://www.bay12forums.com/smf/index.php?topic=174112.msg8331428#msg8331428
Curse of fan projects pulling from whatever they find for assets without thinking. Not worth dwelling on at this point, as mikekchar said.

That aside, I don't think he's actually home at the moment to work on much of anything. I think someone mentioned it a month or so ago that he's out and about on a trip and he's usually gone for long stretches when he goes on those. I remember one MW release had to wait like 2 and a half months or something for anything more substantial than an emergency bugfix because of that.

20
My daughter made her first Jack-o-lantern!

Spoiler: true horror (click to show/hide)

It looks like it's in the middle of asking if someone really just let something incredibly stupid fall out of their mouth.

21
CUT_WEAPON doesn't exist, only CUT_ITEM. Also layer linked civs currently just use all metals for their equipment, although the old groups of 5-10 still exist and properly use the right materials, the new cavern invaders don't.

Then evidently I misread some stuff, which is entirely on me. I appreciate the correction. I have to iron out some small issues for a lil baby bugfix release anyways, so I'll reimplement the weapon patch then.

As for the cavern dwellers, all I did was give them more stuff to use for weapons and armor/apparel, I didn't fiddle with available materials, so what they use is what they use on that front. Can just assume they use stuff they've stolen or scavenged from deep dwarf or goblin settlements. If there's some jank with new armor or apparel, then there's some jank.

EDIT: I did double check my tags on the weapon patch, I had indeed used CUT_ITEM so something else went wrong there. I also forgot I added the faux metals, lol. I added them in really early on in the update so I just sorta forgot. if they use'em, great, if not, oh well. I'll find out soon enough.

EDIT II: Seems there's some real jank shit going on that wasn't happening in previous tests/uses of the mod. Not sure what's causing them. Also I need to go through a number of things and make them non-pets, my most recent test for ended up with what amounts to naked tiger beetle man slaves lol.

22
Hey hey people, Splint here (again.)

I have a hell of a new update on this one, changelog to follow. You guys are getting a ton of new stuff, in particular thanks to voliol and brewer bob!

I've also updated the readme to actually be helpful again.

Code: [Select]
NEW IN V10.1

MAJOR BUGFIX
For whatever reason, CUT_WEAPON wouldn't work correctly when replacing vanilla weapons with the ones with the same internal name. This seemed to cause a minor duplication bug that resulted in improper equipment availability, the incorrect weapons being selected at the embark screen and the forge to output incorrect (or no) items.

As a result, the patch has been disabled until I can muster the give-a-damn to look into the issue. Expect a return of less-than-helpful flat slaps and lightsaber whips, and dwarves being unable to use vanilla two-handed weapons (pike, maul, great axe, halberd and two-handed sword.)

For those who still want that patch, it'll require a slight bit of extra set-up, replacing your item_weapons file (found in data/vanilla/vanilla_items) with the one in the SVE Weapon Patch folder.


POSSIBLE BUGFIX
- Changed syntax for primary civ patch. If it wasn't working, it should be now.


BUGFIXES
- Finally stomped that issue with geldables on stayrs and blendecs. Special thanks to Hugo the Dwarf for that one.
- Fixed a duplicate internal mod ID on Generic Fantasy Creatures and Generic Undead Enemies
- Removed leftover [SPEECH:whatever.txt] from generic undead enemies that still had them.
- Fixed missing ARSENICABLE reaction class on Native Copper, Malachite and Tetrahedrite.
- Also fixed those reactions not accepting the correct reagents and just taking whatever.


NEW MOD INCLUSION!
- We now have content from Voliol's Various Vivants v3.4 in the mod. While not everything made it through due to redundancies being cut and my removing the baleen basket reaction stuff, most is in. I've also decided to include the ridiculously gigantic giant blue whale.

As such, I'd like to extend a kind thank you to Voliol.

Included files wholesale consist of the following.
- plant_vvv (Chanterelles removed due to redundancy)
- plant_vvv_grasses
- plant_vvv_trees
- b_detail_plan_vvv
- body_vvv
- c_variation_vvv_gaits
- c_variation_vvv_a_people
- descriptor_pattern_vvv
- tissue_template_vvv
- creature_small_vvv (lemmings and lobsters removed due to redundancy)

Excluded creatures
These were excluded due to redundancy.
- Various lemurs
- Snow Fox
- Dhole
- Marten
- Giant anteater
- Coconut crab
- Zebras

And if you'd like to use the full mod (as I didn't include everything) please visit the thread, found here: http://www.bay12forums.com/smf/index.php?topic=170936.0

It also sports better documentation than what I can provide in the changelog.

NEW MOD INCLUSION!
brewer bob has been kind enough to donate his realworld trees mod to SVE. The following have been removed due to redundancy, and one uses an alternate name.
- Stone Pine renamed to Parasol Pine
- Nutmeg (already included in fine woods)
- Sandalwood (already included in fine woods)

Most of the trees are just there for variety, though some have applications as sources of food or soap-making materials. This one isn't gonna be getting full documentation on my end, but you can peruse the file (plant_new_trees_bb) or download the mod for your own uses here: https://dffd.bay12games.com/file.php?id=16879

As with Voliol, thank you very much to brewer bob!


NEW CREATURES
creature_surface_mammals_ex
- Javelina: A large composite of pigs with dark brown or black fur found in tropical biomes alone or in small groups of 2-3. Inspired by AoE II's huntable creature. Size 100k, giant and man versions also available.

creature_cavern_fish_ex
- Sump Clam: An albino clam found in the caverns. Edible and provides shells when fished.
- Cave Cone: An underground cousin of the limpet. Edible and provides shells when fished.

creature_surface_fish_ex
- Zebra Mussel: A species of mussel Found in temperate rivers and oceans. Edible and provides shells when fished.
- Limpet: A type of aquatic snail with a cone-like shell found in the oceans. Edible and provides shells when fished.


NEW PLANTS
Surface Trees
- Gawkerwood: A bluish tree covered in eye-like growths called Gawker Eyes that can be harvested for food, though not much else. Found in evil biomes. Assuming it works, anyway.
- Rockrib Cacti: A grayish cactus found in savage deserts. Only really useful for wood.
- Royal Sunshade: A shorter-than-usual giant purple mushroom found in good wetlands.

Surface Grasses
- Spawnclaw: Pointy, stiff, clawlike grass found in evil mountains.

Surface Shrubs
- Orchid: Taken from masterwork as a cash crop and could be considered a weird genericized form of many orchids. Cash crop that takes roughly 1/4 of a season to grow and is extracted into orchid perfume. Only grows in spring and summer. For variation's sake it's been made a bright pink color. Credit otherwise goes to Meph, since I assume he made it.
- Pumpkin: Courtesy of delphonso and the spooky season! Can be found in tropical dry broadleaf forests, grasslands and savanna as well as temperate shrubland and broadleaf forests.


Cavern Trees
- Cave Coral: Large spires of strange terrestrial corals. Count as trees. Come in 6 color varieties, two per cavern layer.
-- Pink and Blue, to be nice and inviting in layer 1.
-- Green and Brown, when the caverns start to lose their lustre in layer 2.
-- Red and Violet, befitting the fire and freakshit theme of layer 3.
- Giant Gray Bell: A giant cousin of the smaller cultivated gray bell, found in layer 1.
- Giant Wrinkle Cap: A giant cousin of the smaller cultivated wrinkle cap, found in layer 1.
- Pillar Fungus: A pale blue cousin of the tunnel tube found in all layers. Doesn't grow in or near water. Value 2
- Chimney Fungus: A dark gray cousin of the tunnel tube, found in layer 3 only releasing its spores from its top like a smoking chimney. Doesn't grow in or near water. Value 5

Cavern Grasses
- Floor Eye: An underground cousin of staring eyeballs, found in the depths of layer 3.
- Crimson Spawnclaw: Similar to the spawnclaw grass above, in a shade of red found in layers 2 and 3.
- Silver haizaflower: Just a cave variant of the flower found underground as a kind of grass.

Cavern Shrubs
- Gray Bell: A possible cousin of the plump helmet. Takes a little longer to grow but is otherwise perfectly edible, as well as brewable into Dwarven Gin. Found in layers 1 and 2.
- Wrinkle Cap: A brown mushroom with a wrinkled-looking cap. Brewable into Dwarven Scotch, found in layers 1 and 2. They take slightly longer to grow than Gray bells or Plump helmets, but you should still manage two harvests a season if you plant early.
- Cave Orchid: A white flower that grows in layer 1 and 2. takes a season to grow and us used as a cash crop to extract dwarven perfume, though it can be used in cooking as well. Derived from the surface version. Dwarven perfume is less valuable as it can be grown year round.
- Sting Stalk: A vibrant violet plant found in layers 2 and 3. Can be brewed into red sting. Slightly more valuable than usual at value 3.
- Sour Button: A small red mushroom found in layers and 2 that takes roughly half a season to grow. Inspired by the Sour Bud of Alwa's Dwarven Life Expanded mod on the steam workshop. However unlike original, it isn't processed any further and simply brewed into dwarven sour ale.


NEW INORGANICS
stone
- Jadeite: A green stone found in metamorphic and alluvial layers sometimes as large clusters. Value 4.
- Clunch: Variant of limestone sometimes found in small clusters within limestone and beerstone. Stands in for the real world Clunch, a type of limestone with chalk-like qualities. Value 3.
- Beerstone: Light gray variant of limestone. Taken from the real-life Beer Stone. May sometimes appear as layer stone. Flux-value.
-Ancasterite: Pale brown variety of limestone. May sometimes appear as layer stone. Based on one of the varieties of Ancaster Stone. Flux-value.
-Caenstone: Pale yellow variety of limestone. May sometimes appear as layer stone. Taken from the real-life Caen Stone. Flux-value.
- Dolerite: Dark gray stone. Appears rarely in large clusters in basalt and gabbro (it's much more likely to appear in basalt.) Also contains semi-ornamental value tachylite. Value 2.
- Feldspar: Light gray stone that may sometimes form sedimentary layers. Nothing special about it though, just decided to include a "common feldspar." Value 1.
- Felsite: Functionally identical to Dacite, but with a state color of ash gray instead of silver and a different tile. Now all the stones on the calendar are back in the game!
- Shimmerstone: Fictional teal stone that appears to shimmer like brilliant ore when exposed to light, even when polished and worked. Decorative stone best handled only by your finest masons. Uncommonly found in Igneus Intrusive layers as veins and less commonly in Igneus Extrusive and Metamorphic layers in small clusters. Value 30.

gemstones
- Tachylite: Dark volcanic glass not suitable for use in making blades. Considered a semi-ornamental gemstone, found only in Dolerite clusters. Value 15.
- Prismatic Jadeite: Prismatic crystalline jadeite, found in small clusters only in Jadeite itself. Value 25
- Mirrorstone: Cerulean-colored fictional gemstone found as single clusters in veins of Shimmerstone. Said to be as reflective as a mirror, hence its name. Value 35

metal
- Damascene Steel: High quality steel, the best that can be intentionally manufactured. As a compromise to historical processes, it uses two pig iron, a clay boulder, 1 coal and 1 flux. Due to its low production rate, beauty and effectiveness, it cannot be used to make ammo. Only dwarves may make this metal, obviously.

As a note, alternate names include wootz and seric steel, but I thought Damascene sounded cooler. You can change it to whatever you like on your own, lol It is slate gray and builds as a teal color.


NEW ITEMS
ammo
- Broadhead Bolts/Arrows: Larger contact area than standard bolts and arrows, intended to be used with large numbers of shooters to induce rapid blood loss on targets. Contact 100 and consequently not nearly as good for penetrating armor but not terrible either, available to vanilla civs.

headwear
- Bandana: The ubiquitous face/forehead adornment. Cloth only, 20% coverage. Commonly available to all base game civs (elves, dwarves, goblins, humans, kobolds and cave tribes)
- Coif: A humble cap made of cloth or leather that covers more than a typical cap or hat will. 75% coverage. Commonly available to most base game civs, rarely found among kobolds.
- Pipe Hat: A tall, brimless cylindrical hat resembling a pipe section. 35% coverage. Commonly available to dwarves and goblins, uncommonly to humans and rarely to elves and kobolds. Think of it like an oversized Fez.

armor
- Rattan helm, armor, heavy armor, gauntlets and greaves: Flavor variants of helm, breastplate, gauntlets and greaves available to elves and cave civs. You can imagine them as being made from woven strips of bark or outer layers of cave trees. The Heavy rattan armor covers the upper arms as well. They also don't provide full coverage, due to necessary gaps for articulation.

weapons
- Polehammer: The reason the great hammer got a nerf. Pike skill with hammerhead bashing and spear-tip thrust. Available to goblins, humans, dwarves and elves. While a distinction didn't arise until much later, weapons like it were in use well before 1400.
- Hafted Axe: A two-handed middle ground between the Great Axe and Battle Axe. Available to dwarves, tundra civs, goblins and humans. Basically a Dane Axe, pike skill to prevent shield use.

tools
- bone saw: Just a medical saw for sawing bone.

other
- Ballista Stones: Intended to serve as large, spherical projectiles ala ancient Mediterranean models such as those used by the roman legions. Reasonably deadly against poorly armored targets and able to be made in large numbers easily, making them ideal for use in wood-poor environments or heavy use of ballista-based defenses. !!NOTE!! Due to the way they're handled, without graphics they simply reuse the existing ballista bolt tiles. Nothing I can do about that, sadly.

NEW FILE - item_trap_ex
New trap components! Make your grinders more varied! Note that while three are anachronistic (mantraps and the barbed/razor cables,) the capabilities of DF engineering make them fair game in my book.
- Large ball-and-chain: A large ball on a chain. Swings out to smack the enemy twice with blunt hits.
- Spiked ball-and-chain: A piercing alternative to the ball-and-chain and serrated disc. Two piercing hits.
- Mantrap: The classic trapjaw trap. Single hit with high penetration.
- Giant hammer: A large mallet that swings out and smacks the target extremely hard. Effectively a blunt alternative to the axe blade. Can also be made of wood.
- Snap-bar: An extremely small contact, fast blunt attack. Imagine something like a giant mouse trap hammer. For best RP experience, employ these alone in a trap.
- Snap-spike: A large spike that strikes with tremendous force like a high-speed hammer. Hits once, but has absurdly high penetration. Also wood.
- Spike Plate: Basically a square board or plate covered in spikes. Hits five times but has lower than usual penetration due to the stubby spikes. Also wood.
- Battering Ram: A large blunt ram swinging out for the floor or ceiling. Also wood.
- Barbed Cable: Basically a length of barbed wire that whips out and slaps the victim with a low penetration raking by the barbs.
- Razor Cable: Concertina Wire that corkscrews out, leaving gashes in poorly armored targets. Hits 4 times.

TRIBAL MATERIALS
A new addition for kobolds and cavern civs, but more of an experiment than anything. It's simply a suite of dummy metals and reactions allowing them to bring weapons made of stone and bone weapons and armor. As such you may see the following materials as weapons alongside potentially bone armor. At least if it works, anyways.

They're sourced from Stalhansch's tribal fortress mod. While I would normally seek permission, he hasn't been active since late 2016 so I doubt he'll care.

While silly at a glance, exceptionally skilled knappers have been found through archaeology to be able to replicate metal weapons, so it'll fit fine.
- Obsidian
- Chert
- Limestone
- Granite
- Quartzite
- Rhyolite
- Basalt

NEW ADDON MODULE - Old School Dwarf Nobles
Despite the name, what this mod mainly adds is just a selection of useless nobles who don't really have any particular function beyond helping manage upset workers and flavoring up things, assuming they work anyways. These are drawn from v23a, of Boarmurdered fame with the exception of the Overseer, a position meant for succession games.

You can appoint these positions once you have a baron or higher in your fortress, with the exception of the overseer, whom you can appoint at any time and house èrith, whom you can also appoint once you have a mayor.

All of these nobles will meet with unhappy workers, and the House Anil Representative functions as a second champion with his or her own squad. The House Råsh representative will also lead a smaller half-squad of Mortuary Guards.

They also have near-identical requirements and privileges of a decent (value 500,) office, dining room and bedroom and may make a single demand once in a while, though the house èrith rep, by virtue of their role, will mandate stuff to be produced or withheld from export.

House Råsh and House Anil have additional requirements of a burial chamber and may make a single mandate, but make no demands. For best roleplaying effect, it is best to assign a citzen who likes slabs/coffins and weapons/armor respectively to these positions.

- House Lam: The House of Stone, representing the stoneworker's guilds.
- House Fer: The House of Beasts, representing your hunters, trappers and other animal handlers.
- House Ber: The House of Earth, representing the farming guilds.
- House Kor: The House of the Caverns, representing the miner's guilds.
- House éthes: The Glistening House, representing the gemworker's guilds.
- House Kel: The House of Metal, representing the metalsmith's guilds.
- House Fotthor: The House of the Forest, representing the woodworker's guilds.
- House Anil: The House of Glory, standing in for the weapon cult representatives and soldiery of a fortress.
- House èrith: The House of Labor, representing the various craftsdwarves and clothesmakers.
- House Olon: The House of Gears, representing the engineers and siegecrafters.
- House Råsh: The House of Death, representing the honored dead of the fortress.
- Overseer: Effectively the player's position, for your personal or favorite dwarf you consider calling the shots or to ID the current ruler in succession games.
- Court Advisor: A stand-in for the old Philosopher, this noble does nothing besides make a single demand once in a while. Think of them as your nobility or overseer's right hand man, who sometimes demands weird things in his room.


VANILLA ENTITY EDITS
- Dwarves now have access to flails, morningstars, mauls, great axes and two-handed swords again. I forgot in this set up I had to do that, lol. They might not be able to use the latter three without the weapon patch, but they can still be useful for trade or larger residents.
- Elves and goblins can now generate mercenaries besides beast/monster slayers. Send goblins and elves to kill their kinsmen! Or die in place of your own citizens underground!


OTHER CHANGES
- Two Needed files for the full mod have been moved from additional entities module to items and wild creatures.
- Entity Patch modified to to include black steel and white gold production (for dwarves) and arsenical bronze (humans, dwarves, goblins.) Why these were in fantasy metals' patch I'll never know.
- Great Hammer attack contact area increased to 50 and velocity reduced to 5000
- Messenger Horse has been renamed to hobby horse/hobbies and size brought up to 450k (still smaller than work horses and coursers.)
- War Horse has been renamed to courser horse/coursers.
- Arapaima fish removed and replaced with Voliol's version.
- Moved reactions to make mundane but valuable metals from Fantasy Metals to the regular additions patch file. Not sure why I did that. Also the addons are no longer hard requirements, you can freely ignore fine woods and fantasy metals if so inclined.

The README file contains thank yous to a ton of people.

Get the mod here, and let me know if anything's broken.

23
Mod Releases / Re: Splint's Vanilla Expanded Mod v10 - v50 Debut!
« on: October 20, 2023, 01:34:48 pm »
GOOOOOOOOOOOOOOOOD MORNING BAY TWEEEEEEEELVE!

Well, good evening.

I got some good fuckin' news for you on this mod, SVE is officially available for v50.01+!

GET IT NOW, HELP ME FIX AND IMPROVE IT BY PLAYING IT!

The mod is for 50.09 but the current DF version is 50.11, would this version still work for it or are there any raw changes that may require updating?
I'll give it a try later today and see! Thanks for improving the game.

This mod is all raw changes and is designed to work with the vanilla stuff for the most part, so it should be fine. 50.09 just happened to be the newest version that was out at the time the v50 version was ready for action.

I do have a new update planned which has some fixes and whatnot for some persistent issues and a rather recent problem though.

24
Given the dangers, Splint decided to order the prison sealed.

The prisoners could neither serve their sentence or be productive if they were suffering a sever case being beaten to death by whatever murderous extras DFM had outsourced to, and one of the Grays had reported hearing strange clicking outside.



Some might call it cowardly but the orders were to scare the living shit out of his fellow inmates, not get them killed. Sazir, one of the new planters, barely closed the gate in time to keep more than three Predators from getting in.



The doors were locked immediately, leaving the the bone doctor Geshud as well as several other inmates to his fate while a brawl broke out as a predator decloaked in the Pumpkin tavern. Vram, a monster slayer hired for security and Truuz were the only ones in the room able to respond, while Sazir the macedwarf hefted her sentinel's mace, yelling for a nearby bard, Stukos, to get behind her or get out of the way.



One gray bard was killed in an instant, the Predator cutting the unfortunate alien apart. Stukos charged the predator instead, getting stabbed in the chest for her trouble, while Vram was badly injured after hobbling his foe. Enraged he threw himself at the predator, and while his proton axe cleaved away the intruder's foot, spraying green blood everywhere, he - and Truuz, when he got involved, cutting the Predator's hand open - were both decapitated.



Solon had been the one to kill that particular creature, while Sazir would be found dead across the hall, piled in a heap over a chair with a dagger in her chest while her opponent's left side had been visibly crumpled in quite deeply, their body sprawled out in front of her. A trail of blood led to Mosus' office, where the found a wounded Stukos, a bloody hole in her hide and blood pouring from her face as a result of a bitten off tongue and mangled cheek.





Geshud meanwhile, having tried to flee from the intruder and failing, decided he had a pick and that he was a dwarf. And a damned good miner at that.

"Come on then ya split lip freak!" he bellowed as he charged the apparently-surprised Predator. Geshud roared at the alien and swung his pick, which the foe tried to grab to stop it. Unfortunately for this Predator, he wasn't dealing with a bard or poorly-armored Grays, nor a defenseless scholar despite his purple doctor's scrubs. He was dealing with a stout and strong dwarf, one who was a master in the art of wielding a pick. A slight adjustment moved the handle out of the path of the snatching hand and instead sent the head into the Predator's palm with enough force that it ripped its hand away in a fluorescent green arc.

The fight went very anti-climatically from there, with Geshud being instantly decapitated, much to the unending anger of a god as the world shook very briefly. That Yautja could feel the eyes of a very hate-filled god upon her as the militia appeared.

It was not quick, with Bob being the one to kill it by cutting her torso apart with his axe.

The remainder of the season was spent cleaning up the mess and disposing of the dead, with Splint ordering no outdoor excursions, and the corpses of the predators to be stuffed in a broom closet until the extras topside fucked off. Whenever they did, he fully planned to mount the mangled bodies on a post out front as a warning to others. At least the only news as the month progressed was another bout of harmless madness.





"Where's the other one." Splint demanded when it was presented to him.

"Other one?" Zon replied, visibly confused. "There isn-"

"Then put it in storage and stop bothering me. I need to finish the zoning permits on the staff we hired from the pumpikin, damned layabouts keep sleeping on the floor then have the gall to complain about it."

Before Zon could do anything else, Splint thrust a "department change" notice into his hands. Two of them, in fact, and he was told to go tell 'the gelder' who Zon assumed of was Lorbam, they they were both now part of the work-release program for security.

Not long after there was a report of a child who had helped cart the bodyparts off insisting on standing next to rotting aliens and complaining about it, while drink stocks continued to not exist, as demand far exceeded any available supply. Splint mood wasn't helped by damp rock (indicating water-laden clay or sand) stimied his attempts at orderly cell blocks, with the newly drafted assistant miner telling Johnny he didn't know a dwarf could scream like an angry gorilla before at the news.

It was well into Timber before Splint dared lower the gate, and finding only corpses, some fresher than others, did he fully clear outdoor excursions again. The first thing he did of course was mounting the bones of the dead Yautja outside, and declaring the Helm of Bewitching, the prison libaray, open.



That said, as winter rolled around he ordered the gate sealed again, as no caravan arrived to take any of the prison's output. This had apparently been the right call, as a group of chaotic beings had arrived soon after to put the fortress under siege. Splint didn't care if they were costumed goons or actual monsters, he had no intention of dealing with it. Nor did he care when a child came of age, nor when another made a dysfunctional cup.





He also put in an order to line the main corridor outside with dying Predators, specifically ones being choked and twisted to death.



That sated his frustrations for the remainder of winter, which had a small warehouse, weapon and armor store and so forth seen to. When Granite officially rolled around, the populace even decided to hold an election.



Not that Splint cared, as he once again melded into the crowd again, leaving a heap of papers and orders on the tables in the room across from the pumpkin tavern.





Alright, turn done, I don't know if I can do another one this year.

The predator attack killed five goddamn people, taking two soldiers and three civilians. After four decapitations in a row, I got a tiny bit miffed if it isn't obvious and I made sure the last one wouldn't get anyone else. What did it was Geshud, who had an incredibly lame death consisting of an unavoidable one-shot head removal. Didn't even have any slasher movie value and I wasn't about to put up with any more bullshit.

Dunno why, but being denied a full splatterhouse experience or a struggle for Geshud (especially since his girlfriend, Sazir, got killed putting down another one,) just made me unreasonably angry with the Predators. Felt like I'd been denied my big final duel or something.

The sieges have been constant, and the summer one was only broken when a group of Predators drew the Monster Army forces' attention.

I also hate the damned aquifer in this place, there's damp stone everywhere I wanted to build which is totally ruining the prison block vibes I was trying to make.

There's an emergency burrow (the second one ever, I misplaced the first one over a patch of undiscovered space,) that I had to use to get Delmont and Ineth to bring their retarded asses inside because Delmont decided the river water was better than the well when the winter siege showed up. Ineth was trailing him the whole time wanting to bitch for the twelfth time this year.

To be blunt, speaking of the siege, I'd suggest just not bothering. Most if not all of the population has some kind of spooking or grossing out from the past two years and Bembul is still harassing people.


Also in the future, don't just leave bar/block stockpiles as is, we had bins bogarting all the coke. Also if someone knows how to change the bin counts, that'd be great info to have because I have no clue how to do that in this version. Or rather I've long-since forgotten how I did it before on this version.

Oh and Notphonso is a full citizen now, forgot to get a screenshot of that.

Save's here, good luck.

25
Just hoping someone else is handy to take over when I'm done. I figure I can get through the rest tomorrow if that's alright.

EDIT: Holy shit I hate predator daggers.

26
The strange being had been a menace to be sure. That's what the reports indicate.

Evidently the security guard, Irisp, had been stunned when the creature she called a Malefactor, had actually jumped at her!



However, once the stun was shaken off, she charged the beast, admitting to using the bulk of her head to bowl the creature over, followed by beating the thing unconcious before cracking it's skull like a "biohelm struck by a meteoroid."



She was lauded as a hero by the child Medtob, who had been outside playing and was assaulted by the feral creature.



His parents likewise showered praise on her for saving their boy. However, not all was well, as horns could be heard in the distance. While it sounded like it was just the hired goons DFM had hired based on the noise, something else was amiss.



A siege had come, along with... Something else. Something the Grays confirmed was absolutely not "harmless men and dwarves in suits."



Notphonso was strangely quiet about the matter, simply confirming he had a hunch they might be in the area when he arrived last year when asked. There were also reports of other strange beings, some more normal, such as a man who was clearly held aloft by a gyrocopter hidden with a smoke generator...



And something decidedly outside of DFM's staffing budget.



Security of course couldn't just ignore that, and once again mustered in the main entrance. Mercifully, only one, a so-called Skull Wizard, made an appearance and was promptly slain by Likot, one of the guards.



After a few days though, no sounds nor intrusions came, so the prisoners (at Splint's urging) resumed their work. Obviously this was met with opposition by a pantsless degenerate screaming at Gio for daring to go near the carpentry bench outside to assemble a bedframe.



Sazir, as closest security official, responded as one does by attempting to bludgeon the intruder with a mace. He had his hip dislocated for his trouble, then his knee injured when the nutcase smacked him with a bag.

Ineth had to save the day, slicing open the "clot's" hand at it took a swipe at her. The pair laid into the crature from there and Sazir, despite their wounds, managed to land the killing blow, caving in the creature's head.

And of course, right after, an alarm came in the form of strange lights passing overhead and the sound of what the Grays and Argenta identified as engines. They had even fired a little pod that played a message that one of them translated as saying the prisoners "would be cauterized."







Splint was impressed they could make sense of it, seeing as it was just "ACK" in various pitches and speeds. A brief scouting expedition revealed them to be picking over the remains of the previous attack, though to what end only the invaders knew. Mostly because they had followed some panicked surveyors up the hill to see what they were actually up to, and as that was being done a report came that Rith the ghostly bard had been put to rest. The jury was still out on if they were allowed to put ghostlyinmates to rest though.

The alien troopers descended in short order, engaging the waiting security force and wounding Gio the gray bard by blasting his hand off. The militia charged forth, cutting down the first alien in splashes of blood as sword and axe ripped into the creature's flesh, confirming - to everyone's shock - that they were not in fact just elves in costumes like some had assumed.



Ineth seemed to draw the worst of the fire, with slug after slug pitting her shield and sending (rather visually impressive) sparks flying off it or the stone behind her.

The fight was fast a brutal, though not without injury. Likot brought his axe to bear and chopped the invader's ehads from their shoulders at first opportunity, killing three in short order as his comrades crippled them, while Solon was shot in the chest, the otherworldly metal punching right through her bronze mail. She would avenge herself not long after, taking the head of the alien with her own axe even as blood seeped from her chest.

The Grays and Minkot cornered the last one as Mosus claimed a kill of her own, cleaving the alien's head from his shoulders. Once the last one was dead, security remained on high alert for a week after before they were allowed to go back to their day jobs.

Mid Malachite saw the first delivery of inmates in months, mostly petty criminals, mandate violators and so forth. Weirdly high number of hunters as well, which Splint could only chalk up to poaching. Splint put them, and anyone else with four working limbs and a pulse willing to do it, on plant collection duty - consumption was now far outstripping supply of plants, not helped by people eating the fermentables. Splint also handed the diggers a floorplan for a library, this being patterned after a witch or wizard's hat.



The passage of Galena without incident was welcome, though it was around the 18th Splint noticed something out front. A pedestal (a pillar, really) adorned with the hanging skulls of the Martians from earlier in the season.



He suspected his fellow inmates were starting to let the spooks get to them. Which considering what had heralded the start of the fall season?



Was understandable.





Hooooy, the morale issue is stable, but not great. There's a siege on us now and since I've reloacted most things inside, I'm tempted to just button up and wait for the movie monster people who rocked up to piss off on their own time.

The Chaotic Beings running afoul of Predators was also rather lucky. I'm sure this season could have been far far worse if they hadn't.

Growth is up, somewhat, including a high-master armorer, and I've gotten round about half the population housed as well. Oh and put down the ghostly bard. Seeing as he wasn't one of ours, I considered it fair, plus it's helped stablize the mood issue some, so long as Bembul doesn't park his plump, ghostly ass in the entrance when shit needs to be done.

I may need to hand things off early, I have drawing stuff I gotta do so I can get paid, but I'll try to get the remainder of the year dealt with.

27
DF Modding / Re: How is armor strength determined in the raws?
« on: October 18, 2023, 12:02:51 pm »
Legit the only person who could confirm it at this point for us is Putnam, but it sounds like all he'd do is confirm what's already been figured out.

The point about the uniform generation is indeed interesting, I've only ever really noticed the difference between melee and ranged guys I mentioned before, since I've never seen rangers with breastplates that didn't come from a player fortress but I do see mail armor on them once in a while which I've (apparently possibly erroneously?) conflated with the skill/status of those rangers.

It also explains why bucklers never appear, they're level 1, and only rangers use predominantly level 1 equipment and never spawn with shields.

28
To whom it may concern,

I've been stuck here for two years now, I was promised a one-year sentence!

And now I'm stuck re-assuming tenure as Overseer because for some reason the locals decided a guy in a dumb alien costume would be a great leader. Delmont says the guy looks like his cousin, but that can't be right because that'd mean it's the CEO.

Things are bad, morale is low and that means the prisoners and security staff are liable to come to blows. I'll do my best to keep the prison operational, if only for the sake of getting my damned sentence dealt with.

Anyway, this is my fourth request to have my sentence reviewed so I can depart, and I'll be awaiting the response as I have for over a year now.

- Splint Oaktomes

PS: If it turns out that spindly shit is the CEO I'm going to strangle him.

-

Letter written, Splint decided to take stock of what was around him. He'd tried to ignore the goings on of the fortress, hiding out in the miserable excuse of a forgeworks.

The first things he found were a pair of abandoned books. After the hallway that was a slurry of blood and vomit from one of the costumed goons getting his ass beaten by the guards. Splint was certain the guy was dead. Police brutality'd do that.



He found what seemed to be an unsent letter and an unkindly-written guide on the author's home town. He suspected they didn't like growing up in a hill town or some such.

He also noted the heap of skulls and hooves in front of the depot for whatever reason.



"Why on- You know what, no. Not asking that question," He said as he walked over to the heap. He then turned to the nearest dwarf, a bard named Dastot.

"Get this junk processed, don't need these skulls and whatnot spooking the wagon animals in autumn," he said as he tossed a llama skull to the bard.

"What if they want more decor up?" Dastot asked as he gestured to the pile of hooves.

"Meh, I'll talk to Salmeuk, see about getting some festive skeleton staues put in the entrance."

From there he tracked down Delmont and shoved some work orders in his hands. "Get these doled out. The iron stuff will be fine, but I want a minimum of steel shirts and helmets. And find that alien, the contractor with the glowie blue axe. Have him take Bembul's spot in the militia."

"Planning to run off those louts outside I take it?" Delmont said as he looked over the orders.

"Once we have a baseline of gear, yes," Splint said with a nod. "We'll just have to hope for the best that Security can handle it."

As he began looking over some of the stocks, which showed they had hundreds of iron and steel bars, plus ample platinum to make more souvenir coins, a notice came in of a birth among Zultan's medical staff.





He passed a congratulations along, then focused on other matters. With metal abundant, he had the inmates focus on fuel production and converting all the useless, ugly siltstone into trinkets to sell at the gift shop.

He also decided to inspect some of the local art, seeing how well the inmates and staff were keeping to the prison's enforced spirit.


(For whatever reason there is just a shitload of smooth pebble engravings, but these were interesting.)

He couldn't help but feel that some were prophetic warnings of the underground. With this in mind, he talked to Delmont about updating the militia's war gear to a basic outfit of a helm, shield, mail shirt and whatever weapon they preferred that was sitting around.



He also put a hand to Delmont's shoulder, and told him to turn over his security badge.

"What? Why?" Delmont asked, clearly incredulous.

"Because you just aren't a good fit for soldiering," Splint said, presenting his file. "Says here your mental fortitude has never been the best on your psyche profile, and there's a leatherworker named Ineth who isn't on staff who has basic training already, they'll fill your spot."

"And that aside, lots of folk leaning on you right now. Best not to have you distracted worrying about the fight to come."

With that he also assigned the Devil Barracks to the squad, dubbed The Master of Fear, so they could try to get some basic skills and discipline under their belts. Especially since, unless those clowns outside left before the end of the month, they'd be forced to run them off to get at the wood outside to get production back underway if nothing else.



He'd also decided the cells would need expanding and they would need the cots anyway. The fact this would yield much-needed limestone in light of the steel industry devouring everything they'd produced already was a bonus, and would mean more commemorative mugs would be available for the autumn export. The expansion also seemed to get one of the entertainers' attention, who applied for full citizenship!





Well, full staff privileges anyway. Why not, he'd been here long enough.

Come mid-slate though, with the need for beds to mitigate low morale, the order came.



The gate was lowered and Security mustered. What happened to the inmates as in the gods' hands now.







One of the creatures made vulgar displays and hurled insults, which served little purpose as it took shots at the advancing guards. One, Ral, lost his weapon as they charged hurling insults in kind, being shot in his axe arm, while Rith the hammer recruit caved in the intruder's skull after Ineth had cut away the foe's foot.



Salmeuk then led the pair after the ghost that had attempted to slime him, while Truuz the alien mercenary lead the rest against the other. Truuz in particular seemed to not like the one he dove on.



What possessed him to bite her ear off like Mike Tyson, the world may never know, though he did bellow "YOU DON'T BELONG IN THIS WORLD, HARLOT!" as he stood and began hacking away with his new, fine iron axe.

By the end of it, it was the slime ghost as the last man standing, cut apart by angry dwarves and an alien. When all was said and done, two of the inmates were injured while the intruders all lay slain.

The force the ghost had hurled his slime and slapped at her left Rith crippled on the floor and in need of stitches, while Ral needed the arrows extracted from his limbs. After that, the long-dead bard Rith proceeded to harangue the clean-up crew and several itinerant bards descended on the opened gates. This prompted the order for a tomb to be constructed.

The Hammerdwarf meanwhile seemed contented by the violence, even if the conflict terrified her, citing that "Those bastards took my Bembul, they deserved every second of suffering." Splint considered it a good thing that she wasn't holding Notphonso responsible for the lever incident last year. Now if only they could get his ghost to stop moping around the tavern...

It wasn't long after this that Splint remembered rumblings that the dwellers below had become restless in the past years. This made him feel some sense of folly in his plan to breach the deep and only have a handful of cage traps prepared. More would be needed, to stem the tide if not halt it, before they did that.

Stonefalls would do amid the cages, but discs and spikes would serve better in the corridor beyond the doors.

That was for another time, a turkey had to be slain as a precaution and more blocks made for a surgeon named Minkot, who set about making some kind of object in the clothier's shop below.





It seemed it had a print of a dwarf lord defeating some godless monsters decades ago.

The next few weeks passed more or less quietly, the inmates doing their best to handle various matters. Morale remained exceptionally low though.



It would be the shrieking of a burned woman outside to herald Hematite, however.





The fight went better than expected, the slimer breaking someone's foot notwithstanding. I went in entirely expecting someone to be shot in the head, but no permanent injuries were sustained.

Yeah this place is a mess, just two ghosts single-handedly destroyed morale in this place. It also took hiring a new guy to go and clean that mess in the hall outside the pumpkin tavern, which lingered for months.

Roughly a third of the population is some flavor of pissed off, and I dunno when the riot will break out, but the way things are going it's going to be soon. The inbound flock of assholes is bound to make the situation actively worse and to get the situation under control so the fort doesn't die prematurely, bare minimum I need to get rid of one of the ghosts.

Ideally I'd like to get rid of both, but I'll leave that up to you guys to decide.

EDIT

There is now a pedestal with severed martian heads out front decorating it.

29
Alright, in that case I've grabbed the save. I'll try to do... Something.

EDIT: So far so good, halfway through spring. Morale is in the toilet among the inmate population, in no small part thanks to the ghosts of Bembul and a bard named Rith who got shot outside terrorizing everyone.

30
Bembul nooooooo!

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