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Messages - Splint

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31
Anybody up for a 'World of Masterwork' enviromental and creature mod by reconstructing bits of info from 1.3 and the readily readable DFwiki masterwork documents as a clean-slate mod concept? It's probably easier to put together in a collection with other bits, like boltgun's succubi or mix in with other content.

The only real obstacle I can in the way of the concept is navigating permissions of the mod authors for parts that have been piecemealed or received alternate interpretations post .50

I'd be willing to help as best I could or put up stuff from my mods to go into that. Not the best modder, but I loved 34.11 MW and would love to see it make a comeback in some capacity.

Though permissions aside, it honestly seems the biggest headache would just be making sure all the DFhack stuff plays nice since the mod is so reliant on it. And graphics, since the layering stuff was... Not done in a way that makes it easy, and MW adds a lot of items.

32
DF General Discussion / Re: Boatmurdered save file?
« on: October 12, 2023, 07:41:25 pm »
You'd have to get in contact with the originals from Something Awful (if they're around/alive still) and hope they kept a hard drive around for that long. Seems like a long shot, especially because the fortress gained popularity more as it was already done.

Flipping through those threads, seems the original saves are likely lost media now. Any links people found are deader than dead.

The Master might have had a save of it at some point and I happen to have a line to him so I can ask, but chances are as I said - lost media.

EDIT: I also checked some found archives of the threads of the fort itself, but they're paywalled so even if one or more saves might be salvageable someone would need to buy in to go looking.

33
Soo...

*opens new DF, tries to find anything*
*time passes*
*grumble, grumble*
*more time passes*
*haven't figured anything*
*quits new DF*
*old man yells at clouds*


This Steam interface requires waaaay more time to get anything simple done than I'm willing to spend time on currently.

Skip my turn. Sorry 'bout this.

Here's again the link to Splint's save.

Just different enough to not be able to fumble around eh? I feel you. Took be a bit to remember how to do shit I learned back during release and I still haven't figured out the keyboard cursor (mainly so I can use digv) even though I know I figured it out before.

There's enough cool stuff in there for the game overall to consider it genuinely improved, the UI's just a side-grade that need to be worked around. We're just in a position of the truly old guard of not having any proper documentation going in in the days of yore pre-2010.

My positioned softened some thanks to this fort if it isn't obvious, lol.


Right on. Sal, I can likely play tomorrow, so if you pick it up first, give me a shout. Otherwise I'll take it and likewise post.

Also if we need another backfill I can also step up for another go around after you guys.

34
I'd wager it's intended to be the oldest child, but monarchs in DF are often childless or don't have any kids old enough to assume the throne when they kick the bucket, for one reason or another (unmarried, eldest children have died from unnatural causes or were otherwise removed from the population, whatever.)

Would be interesting if it prefers to pull on related histfigs, such as cousins, aunts/uncles or siblings if there isn't a suitable replacement available from a monarch's own immediate family.

Usually with lower nobles, the only time you end up with ones besides your own appointees are if some migrant happened to have family who are nobles who croak off-map. Once had a pair of barons end up in my fort because their title-bearing parents bit it off map in a huge war that was going on. Unfortunately both also happened to be important members of my militia, which made retiring very unappealing because I didn't want them to leave the fort to go fight in the battles around the capitol.

35
Mod Releases / Community Monsters Pack, v1
« on: October 11, 2023, 04:42:03 pm »
==The Community Monsters Pack==
version 1

Welcome welcome!

This here little mod is just an itty bitty pack containing a couple creatures from some well-known (at least at thier time,) Succession Forts in Dwarf Fortress's bygone ages. This isn't really some major de facto overhaul like say, Teh LOLmod or huge sweeping addons like ZM5's output. Instead, these creatures often served as a major gimmick to their forts and often appeared in otherwise only very lightly to moderately modded games.

The current contents are compatible with v47.05 and v50.xx, but lack graphics support. If there's a volunteer out there willing to make them (or teach me how graphics work,) they may be added at a later time.

Currently the pack has modules featuring the following. Documentation will follow, which can also be found in their readme files included with the modules.
  • Spawn of Holistic of 40d's Syrupleaf and 34.11's Spearbreakers fame, and includes weapons and variants that were meant for the sequel-that-never-was.
  • The Nothings of 31.25's Nomekast, along with an alternate version referred to as Pulsates instead.

Spoiler: Spawn Documentation (click to show/hide)

Spoiler: Nothing Documentation (click to show/hide)

Please let me know if everything's working! While I have playtested these creatures in the past and run basic arena tests, it's entirely possible there's a typo or a missed entity tag or something in there somewhere that got overlooked.

You can download the mod here.





=FUTURE PLANS=

Currently I have one additional race in mind to include, a group of "evil" dwarves I plan to call the Sankites, after Sankis the Mad of Boatmurdered.

I may also add the Mountain Barbarians of Spearbreakers, though that'd be more of an afterthought.

Beyond that if there's anyone who has a creature they'd like to have added to the pack, you can post here, I'd be happy to include your little oddities in the pack.





-=SPECIAL THANKS=-

I'd like to extend a very special thanks to a handful of people, those being Mr Frog and Nakeen (who kept the spawn up to date over time, even if they're seemingly long-gone,) Hugo the Dwarf for helping with troubleshooting bugs, and ZM5 for the same as well as updating the nothings to work with the present popular releases of v47.05 and v50.xx.

36
So, downloaded, but uh, where is the actual save?

All I see in the zip are the following folders under 'Splint's Year' (plus the readme file):
HORROR_PACK_ZM5 (1000)
vanilla_languages

So it looks like it's only the modded stuff without the actual save? Installed everything else fine, tho (I think).

Shit, my bad. Give me just a few minutes. I thought I put the save in there too, but I checked on my end and forgot about it.

EDIT: File listing updated. Just redownload it and the save should be there. I don't know how that slipped my mind.

37
The UI takes some getting used to. Main thing is the hotkeys being all jumbled around now personally, but if I can do it so can you! (And I fucking hate the WASD screen movement.)

Spookyfort needs YOU! whoever you might be, lol.

Also I hope the update was decent.

38
"Alright, so here's the plan," Splint said to the assembled residents. "We're going to crack the caves back open to see if we can't find some silk. Souvenir shirts seem like a great way to boost our profitability - and shorten your sentences - but I have strict orders to not get any inmates killed if I can avoid."

"The last time we did that Delmont got mauled by a cave monkey," Mosus said, gesturing to her pantsless boyfriend.

"Yep, and his current status as fashionably challenged is also why we're going down there." Splint in turn gestured in the direction of the prison garden. "It'll take a ages for fiber crops to grow, so this is a faster way to remedy the matter."

"Does anyone know anything about engineering?" He asked the assemblage.

No hands were raised.

"Ooookay, does anyone know very vaguely how mechanisms and cage traps work?" A few hands raised at that. "Good enough, that'll have to do. Might as well install a zoo with scary critters while we're at it."

With that, yet more orders were doled out. By Galena, the first bedrooms were ready, complete with bars to hold the prisoners! Though sadly the west wing of rooms had to be greatly truncated due to the presence of water-laden clay making up more than half of it. A masonry had to be built on the level to supply blocks quickly to plug the results of construction.



While it was discusses to leave a few leaks to add a dank atmosphere to the place and improve the spook levels, it was eventually agreed that it might lead to poor reviews among visitors and staff in the future.

Limestone arrived as the work was nearing completion, when Brit ran in screaming about "CRIMINALS! CRIMINALS ARE HERE!"

"Wait, so a prison wagon showed up?" Splint asked as he looked up from the manual about how to handle room assignments in a prison.

"No," Brit said rolling his eyes. "I mean ones that aren't supposed to be here!"



"Well what'd they look like? I'm sure Delmont and Salmeuk can handle them if it's nothing serious."



"I'm sorry, they're what now?"

"You heard me, a damned swamp man, a ghost and a skeleton!"

"Well, they could just be some of the goons the company hires to harass guests-"

"I COULD SEE THROUGH THE GHOST, SPLINT. AND THE SKELETON."

Splint closed the manual at that. "Hrm. This might be a problem then."

"You fuckin' think??"

With that, Splint fetched Salmeuk and sent him out, with him running out flailing his axe around over his head and doing a bad cave bear impression apparently being enough to see the ruffians off.

While other plans had yet to be followed up on by the 9th of Limestone, a supply caravan had arrived minus new convicts. A perfect opportunity to sell off tons of commemorative coins and mugs! And in kind, Splint placed an order for extra fuel, pearlash, leather and seeds for next year, while the caravan master informed him that prepared rations would likely be in demand the following year at nearly double the price they'd normally sell for.

Dozens of mugs bought extra weaponry for the security team and clothes for Delmont, both of which were greatly appreciated by the interested parties. It was truly impressive what simply mass producing souvenir mugs had managed, while platinum coins were used mainly to buy sugar from the prison suppliers and various sundries from an argenta caravan that had decided to accompany them.

Several weeks passed since, with work continuing apace for the reopening of the cavern attraction that had drawn a number of monster slayers to the prison to work as freelance security, when on the 1st of Timber a prison wagon showed up and disgorged 8 dwarves, among them a mystery tactician and an armorer.

The arrival of two master craftsmen, convicted of work violations and sent here for an indeterminate sentence, seemed to push Brit over the edge mentally, as not long after talking to them he took over the mug station and started working on... Something.



A pedestal and a prepared location to store the soon-to-be-resultant valuable were subsequently ordered, with the item being finished just before a pedestal was ready to hold it.





Once it was secured, Splint looked over the maps and nodded in approval. Things were going well, with supplies now aplenty, Delmont in pants and the prison now being deemed worth depositing petty criminals in. However one report caught his eye.

"Thieves" had been spotted by Delmont and Mosus, who both swore up and down they were only at the river to get a drink.

And considering the last one they saw hadn't been a hired goon in a suit (in fact he had great difficulty talking to anyone due to the shape of his mouth,) he felt the need to press Solon and the new armorer about making sure the security team at least had weapons on hand.



He suspected they'd be needed, especially after a "slaughtuar" tried to break in, whereupon it was subsequently killed by the monster slayers making good on their employment contracts.


(The monster slayers jumped his ass and flattened him before I even got a description.)

Other creatures spotted included a so-called "Lagoon dweller" the monster slayers ran off without getting a detailed look at the thing (though the amount of obscentities suggested it was a company employee for once,) leaving at least one prisoner positively terrified!



There was also the sighting of an "Ophidian" in the main entrance, which the monster slayers again engaged without a moment's thought, likely assuming the creature had been there to spring the prisoners.



There was even an honest to gods vampire sighting! Specifically a man who claimed the prisoners would never catch "the great and terrible Susie." Those not startled by his appearance and subsequent retreat were left confused or mildly amused. There was also a rumor that one of Zultan's former coworkers was among the apparent horde of various riffraff and dudes in suits.





All these scares though did make one thing very clear: The prison security team needed to be trained and armored if there were going to be violent louts in the hills and whatever else along with the company goons. Especially after there was a horrible scream heard outside, with Bembul running in absolutely terrified screaming about a possessed corpse.

Splint dared to peek out, and spied one of the Argenta guards battleing the monster, the creature looking like a human but so very, very wrong.



After a long duel, the Argenta slew the monster, his morningstar leaving the abomination's head crushed into shredded, bony slop. However, Splint also spied two strange beings observing from across the river.



One of them attempted to approach the dead creature, but another Argenta security guard, Olarta, charged it pike first. She chased the intruder to the edge of the property, combing back with a pike and armor slicked with bright green blood following the creature's dying cry of "Ack! Ack ack! AAAAAAAAAAAAAAAAAAAAAAAAAGHCK!" in the distance. This seemed to prompt a visiting Argenta lasher, Aglargus, to petition to join the prison security force, citing the clearly-abundant potential to prove their strength here.

Not long after, a Gray even arrived, looking to serve as a soldier in the security force, rather than a mere monster exterminator, who also informed Splint that one of the doctors was acting strangely.



Things went quietly from there for the remainder of winter, the inmate finishing his work on the 22nd with Splint watching the labors go by with bated breath, his year as overseer nearing completion.






It's done! Shit got a little... Worrying, and I'm not ashamed to admit I had to take steps to ensure we wouldn't be fucking slaughtered in the space of 30 seconds when some necromorphs showed up.

They might need to be tuned a bit so they don't attack so quickly, because even heavily armored Argenta would frequently get flattened by them when I tried to let things run as is. So y'know. if you see any necromorphs, pull everyone in and lock the doors, whoever has their ire is probably best left to die. Would have honestly also been really lame to get TPK'd by 4 necromorphs in year 2.

We have one merc ready to be filed into a second squad should the desire be there, and I've prepped a storage vault for artifacts so we don't have to deal with dickheads trying to steal them all. When one gets finished, toss it on a pedestal and put up some bars to keep the sticky-fingered louts out.

That said, I have most of the stuff done I wanted done.
- I built a well
- Got artifact storage built
- Prepared a corridor for the caverns
- Got the militia armed, I guess.
- Got most of the populace housed.
- Got a bridge hooked up to a lever in the pumpkin tavern's stem.
- Fort is now littered with depictions of pumpkins.

I would strongly advise the next overseer prioritize preparing the militia for battle, necromorphs do NOT fuck around and will mop the floor with us as is. It was a struggle for a well-armed and armored Argenta (who are bigger than dorfs) to 1v1 a single one in plain clothes with a knife.

So list for next overseers.
- Get the milita armored and training. We literally can't ignore that now and the inmates can't be spooked if they're dead.
- Need more housing.
- Maybe make some extra preparations before reopening the caverns, because the monster slayers have been our only real defense so far and they're bound to get killed down there.

Here's the save, please read the text file marked "IMPORTANT" to avoid headaches with installation.

39
DF Modding / Re: How is armor strength determined in the raws?
« on: October 10, 2023, 11:00:17 pm »
Most tests for weapons and such unless specifically testing materials default to iron for both weapons and armor. Steel is better than iron, and spears are piercing weapons due to how the game models contact areas, and chain armor doesn't offer great protection against stabs in gameplay terms in general.

In this case you basically gave the test subjects ideal weapons for punching through the chain armor used. It's part of why whips are so dangerous even against heavily armored dwarves (in vanilla they have a contact area of 1, which means they can basically go through anything, though this might have changed in v50.)

That said I don't know what else to say on it. Could try downgrading the spears to iron, see if that has any effect.

Apart from that though, I can't really fault the attempt, and I did say I'd done "a monkey see monkey do" kind of deal. Guess whatever effects it has is negligible when all else is equal, encumberance aside (and that by itself can be a trade off to consider.)

For player gear, material costs can also be fiddled with to make some armors more attractive than others for certain roles (cheap light junk with sub-100 coverage for instance if you need to outfit lots of dudes quickly, while more expensive, all-encompassing gear needs more metal to make.) Obviously there's little we can do to keep world-gen guys from generating unintended combinations of stuff though.

40
Splint, these were so good!

I'm gonna sketch up what those commemorative mugs say...

Best make it something funny, because they bought us a ton of supplies this year!

Also Jesus, it went from 0 to 100 real quick this coming update. Nobody dead, but many residents spooked by a horde of thieves. Good thing I've hired every monster slayer who rocked up looking for a job, because they killed a couple of them in the main entrance.

I think I'm gonna plow through to the end of the year tonight. Update might come in a few hours, but if not it'll be up tomorrow.

41
DF Modding / Re: How is armor strength determined in the raws?
« on: October 09, 2023, 09:30:19 pm »
It might have a factor, might not. All I can really offer is what I've observed, I have no idea what actually influences the gear. And you can always have gambesons as a possible alternative to the chain armor if you're inclined, just gotta make sure its layer size will play nice with other armor. It'll almost certainly have some kind of effect.

I've never tried shuffling around the armor like that though, just went with what was there or winged it.

42
DF Modding / Re: How is armor strength determined in the raws?
« on: October 09, 2023, 08:17:40 pm »
Yeah, there'd be a chance for the cloth armors, and you could change their layer to under, but that would likely have it compete with chair armor since worldgen troops don't use the same meta armor layering of mountains of cloaks, multiple shirts and so forth.

I'd personally gone with shaped because a gamebson or other cloth armor thick enough to offer protection on its own would likely be too thick to reasonably layer more extensive armor over.

As to availability I don't actually know. The way metals are generated for a civ right now seems to require either the [METAL_PREF] entity token (going by Kobolds,) the furnace operator job and metal-bearing stone in their environment, or reactions to make a metal, which poof them into being.

43
Construction began in early-mid Granite, with quarters marked out in short order. It didn't matter much to SPlint what got done first so long as it was done.



He also placed orders for festive decor, as per his sentencing, with Salmeuk, seeing as he was sort of the de facto head of the prison stoneworkers due to his status on the work-release security team making him a company employee rather than a mere prisoner.

Images of jack-o-lanterns screaming and laughingm, to be carved from fine limestone.



Not long after work began, another strange almond-eyed creature apparently met with Delmont, seeking permission to reside in The Overlook as part of the staff. Of course not long later, an even scarier notice had come: Bob had apparently been allowed to use the still unsupervised, and had run out of fermentables.



Splint made a point to go down to the still and slap a sticky note on it forbidding the use of wood in the still and all future stills. Delmont had approved the creature's petition while he was out of the office to putt hat note on the still.

Come mid-Slate, it had become very apparent that despite the discoveries of rock crystal, malachite, cassiterite and hematite on location and abundant valuable stone, nobody had seen fit to truck in more labor.



Not that it mattered, as Solon and her back-alley quack of a husband brought a new little dwarf into the world! In front of everyone in the pumpkin tavern. The Grays seemed downright confused by this, explaining that they normally used extracted gametes placed in development pods. Nobody knew what that meant besides Zultan, who seemed to at least know what "gametes" meant.



Apparently wanting to protect the "strange new beard creature," Irisp decided to stay, which Delmont approved. After which another strange being arrived, which the Grays called a "Predator."



Splint simply ignored it, ordering for deposits of native platinum to be exploited while souvenir limestone mugs were ordered in large numbers. After consulting Delmont on the matter, it was agreed a combination of commemorative coins and mugs would make ideal means of making the prison profitable. By late spring, the inmates had gotten a smelter up and running in a temporary location, the magnetite mine on sublevel 5.

It would be two weeks into Hematite before any rooms neared readiness, but mugs and platinum were now being produced, which was what mattered to Splint, even as people complained about dwindling supplies and Delmont flashing them every day. He went so far as to tell Johnny and Brit they;'d be splitting the workload of making the coins and any other commercial metalwork. Solon meanwhile would handle military metalworks, since she had a fondness for gauntlets that was assumed might lead to higher quality output.

The month ended with coins piled up and waiting for lucky new owners, while Solon prepared the forge to make an iron axe and shield for Salmeuk. It wouldn't be long though before Splint would reopen the caverns, seeking to put the newly hired band of monster slayers to the test (and, if possible, perhaps spook a few of the other locals too.)

Oh who was he kidding. It was so they could try to harvest silk to address Delmont's pants situation.



And we're well along into summer! It's first of Malachite and we now have a bunch of new monster slayers (some argenta and grays,) a new bard, a new dwarf and things to sell! Nice, lightweight things to sell.

There's a slight issue of supplies, but I'm sending whoever out to gather plants and I intend to crack the caverns after I get enough weapons to go around for the militia. Delmont desperately needs pants. I'm also going to have to fight with a probably aquifer dampening the layer I was putting the bedrooms in, which is gonna be fun.

And I've got some nice festive statue images prepped for whoever needs them! There's going to be a bunch of screaming and laughing jack-o-lanterns around now.

Time seems to move slightly faster in this version for whatever reason, so I dunno if I'll have the time to get everything done I wanna get done in a year, but I can try.

44
DF Modding / Re: How is armor strength determined in the raws?
« on: October 09, 2023, 05:38:33 pm »
I have yet to run things long enough or pay close enough attention, but the way I set them up there should be a chance (emphasis on chance) for worldgen troops to spawn with them as long as they have some kind of armor level above 0 and they're in the entity to use it. However with that in mind, it's only a chance and any soldier has a chance to roll up all kinds of combinations if there's more than the standard stuff.

It's also worth noting world-gen ranged troops will never bring shields, regardless of armor level. The armor level of bucklers being 1 is why worldgen melee troops never bring them.

Armor made of standard cloth or leather though'll generally wear out extremely quickly and likely need frequent replacement. On the other hand it will be very light and something as simple as a leather helmet or cloth armor can be the difference between minor and major injuries and with a strong fabric industry or good trade and animal husbandry, sourcing replacements is far less of an issue than it might be for replacing metal arms or armor.

45
DF Suggestions / Re: Non-lethal beatings
« on: October 09, 2023, 04:49:06 pm »
I'll +1 choosing the hammerer (or other executioner's) tool for the job.

More than once I've used mods or gotten lucky with artifacts to have something real fancy or made of platinum or what have you and set it aside hoping he'd use it for executions, only for the hammerer to go and get a spare hammer lifted from a goblin's carcass to use instead.

Also most hammerings are already fatal, it's usually only very tough or lucky convicts who survive them. Assuming the hammerer isn't especially weak, anyway. At least I've never seen someone survive the full sentence that wasn't an unusually tough unit (undead or not.)

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