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Messages - rtg593

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256
DF Dwarf Mode Discussion / Re: magma smelting
« on: May 01, 2012, 11:55:43 pm »
Lol. I use the same room in every fort. 4 smelters, 4 forges. All furnaces, including smelters, impassable tile is top center. Forge is center left and right. So I dig a circle around the perimeter under the room, fill it, and when I channel the impassable locations, there's the magma waiting.

257
DF Dwarf Mode Discussion / Re: Lack of caravan/liason/migrants
« on: May 01, 2012, 03:26:18 am »
Long historys have a tennacy to let civilisations die out. If you embarked on an isle or something where caravans don't normally come then that might be it. Of corse dorfs do like expensive booze and fantasticly made adamantine serrated disk traps. I think fortress value has an effect on migration.

Smaller region, in the plains not far from the mountainhomes :p Again, I chose the civ with the highest pop. Also cuz they've been at war with the gobbo's for 900 years:p

EDIT: WOOT! 16 migrants just showed up. Alrighty. So then I guess if the caravan/liaison doesn't come the first year, neither do the migrants. Well, at least I know I can run a decent fort with a dozen+ dwarves:p

258
DF Dwarf Mode Discussion / Lack of caravan/liason/migrants
« on: May 01, 2012, 03:18:42 am »
K, so I purposefully chose the dwarven civ with the highest pop, and embarked pretty close to where they are. First year I get the 2 hardcoded migrants, and that's it. No caravan shows up, no liaison shows up. Keep getting "failed to attract migrants this season" message. Elves come and go. End of autumn fort year 2, caravan and liaison show up. Trading with them now, waiting for the meeting to start so I can request stuff, but question:

Can I reasonably expect migrants now that the caravan/liaison showed? I've read they effect migration.

Also, good grief, I never realized how much I depend on that first caravan, lol. Been a rough year, me and my 18 16 dwarves. :p

Oh, and I build the Depot in spring, so it's not like there wasn't one available for them.

259
DF Dwarf Mode Discussion / Re: Easiest method of child removal?
« on: May 01, 2012, 01:39:44 am »
As far as hardening dwarves, killing their kids is kind of a sucky way to do it;-) I just got a migrant with no compassion, "Not affected by the suffering of others." Wish I could mod that into all my migrants:p
Actually that's fairly easy to do. Just add [PERSONALITY:SYMPATHY:0:0:0] to the end of the dwarven entry and all of your future dwarves (whether migrants or born) will have that.

*disturbing laughter*

260
DF Dwarf Mode Discussion / Re: So, picking war animals here.
« on: May 01, 2012, 01:31:26 am »
Giant war hamsters. Not the most effective war creature but worth it for the shock value, and the potential that your enemies might either laugh or squee themselves to death at the site of Fluffy, War Hamster of the Apocalypse.

lololololol...

lol, yup, still laughing. :p

lolololol....

261
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: May 01, 2012, 01:26:02 am »
First one: Temporary dirt fort, just finished the stone fort 60z lower, between the 2 cavern layers. I delete my meeting zone, add a meeting hall in my new legendary dining room. The moment everyone gets down there...

THE DEAD WALK.

The facepalm? I hadn't moved the lever yet. 60z to climb, and twice as far to walk to get around the cavern to the lever to lock up the fort. They made it in.

Second one: No military yet, only a dozen dwarves. THE DEAD WALK. Lock down the fort, start pumping out traps and whatnot to try and create a hall to kill them all off and reclaim the surface before the caravan arrives. After a minute, I realize, no FPS drop. Check the u-menu...

5 zombies. Total. <<Enemy facepalm.

I send out my 6 miners. They kill 2 one at a time. Then the other 3 mob mine one at a time. <<My facepalm.

262
DF Dwarf Mode Discussion / Re: Easiest method of child removal?
« on: April 30, 2012, 11:10:57 pm »
Heh. I tried dumping a buncha kids in a volcano. I think one dodged when the bridge retracted, because I got several "found dead" messages.

Off-topic, I also just got a found dead message from a dog that dodged into the volcano...Message re-centered me to the SMR...

As far as hardening dwarves, killing their kids is kind of a sucky way to do it;-) I just got a migrant with no compassion, "Not affected by the suffering of others." Wish I could mod that into all my migrants:p

Most on-topic part: Change your child-cap settings. Default 100/1000 allows up to 100 kids at a time, regardless of your pop cap. Mine's 10/25. Still goes over occasionally, child migrant or multiple pregnancies just shy of the cap, but it usually stays pretty close, no more than 17 or 18. (popcap 40 to keep total pop under 100)

263
Lol, just tried a few of deathworks tips... Genned a world, went all the way to year 1050 in Age of Myth. Took a look, 4 wars have been waging for over 900 years. This might be fun :p

Heh. Well alrighty. Gunna embark with the civ that has the Vampire as a founder... the one that was it's fist king... and the one that's still alive ;)

Not the queen still, unfortunately. Lol, 1050 years may be a bit suspicious:p

264
Eh. Guess it's all a moot point, now. 100 zombies seiged me, as a dwarven caravan arrived, as a goblin ambush struck.

Dwarves started getting angry over the dwarves it seemed, which delayed them getting to the levers, which caused the fort to seal up... after 2 zombies got in. The military dwarves were too far away to save the gemcutter, who apparently was Mister Popular. 67 dwarves, with his death I had 53 tantrums.

Then a couple dozen beserks.

Then I was down to 45 dwarves, all going beserk...

Well, almost all. I had the last sane dwarf pull the lever...

And 20 berserk dwarves slaughtered all the zombies :-D

Down to 26 now, only 1 sane dwarf. They've killed most of my animals, the other dwarves, the undead, the goblins, the animals... Death toll is over 200, now.

23.22.18.6.0.

My strength has been broken.

EDIT: Heh, guess I could narrate it. Fitting, the doing the beginning and the end:p

265
“Did you hear the rumors?”

“W-What?” Deep in thought, the question startled me. We’d been travelling in silence for days, the land becoming more and more flat. This was nothing like the Mountainhall in which I grew up. Not even close. Of the 29 fortresses our mighty Dwarven civilization held... All were within our mountains. In fact, we had to pass our two brother civilizations to even get out here! I don’t know why we’re even here...

When the Royal Guard showed up at my door, declaring the great honor that had been bestowed upon me, all I could feel was dread. When they handed me the slab, declaring I had been ‘hand-picked for this assignment,’ and that ‘this is what I had been trained and prepared for my entire life,’ that sealed it. There had been no training, no preparing. I was nothing but a peasant.

“Well? Have you heard them?”

Had I heard them? Of course I had. How could I not? But rumors are just that; rumors. Nothing to be trusted. The plains beside the mountain range we encompass hold 130 known goblin Dark Fortresses, from 6 separate goblin civilizations; rumors of danger and bloodshed are nothing new. Dwarven Steel has always prevailed in the past, and it will continue to prevail!

Except, we’re about as far from home as is physically possible, and they didn’t send a bit of steel with us...

Seeing my companion was about to ask again, I quickly spoke: “Yes. Yes, I’ve heard them.”

“Well,” he said, “do you think there’s any truth to them? You know, if we’ll see... Them?”

“I certainly hope not,” I replied.

Some time back, one of our caravans journeyed to our farthest brother clan, and brought back rumors of creatures... Unspeakable creatures... Creatures... Long dead, yet living.

“Zombies,” I said softly.

Climbing a slight rise, our Expedition Leader brought the wagon to a stop. Surveying the land around us, comparing it to his map, he cautiously declared, “Alright, I think we’re here.”

Here? Here? We’re on top of a slight hill, no mountains in sight! Even worse, the ground around the hill was soft, damp even. We’re supposed to survive here? Flat land as far as the eye can see, nothing but rolling hills and trees! This is elven land, not fit for a dwarf! Nothing taller than a tree, except for that odd, black, flat-topped... thing, on the other side of the forest.

Looking at it, a sense of urgency and dread returned, stronger than ever.

The Expedition Leader spoke again, saying, “Alright, well, let’s make the best of it. Grab your picks, let’s delve some secure lodgings. I hear winters can be harsh down here, might very well entomb us until spring, and those giant dingoes are looking a mite hungry. Strike the earth!”



Hey everyone! So I'm trying to tap my creative side, long since dormant. I figured, the easiest way to do it is through writing. And since my current obsession is Dwarf Fortress, what would be more natural? :p

So honest opinions, what do you think? What about the style, the perspective, any other artsy word concepts of which I'm not aware? :p

And most importantly, does this seem like anything anyone would want to read? Honest feedback, please. :-)

266
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: April 29, 2012, 09:36:04 pm »
looks like no more burrowing dwarf and workshops when we want obsidian floodgates and mechanisms.

Or when we want something specific for an artifact:p make artifact stockpile, get the alert, set the shop type to draw from that pile only. Bam. Adamantine artifact great axe, decorated with adamantine and menacing with spikes of adamantine.

267
DF Dwarf Mode Discussion / Re: How do I deal with excess stone?
« on: April 29, 2012, 09:32:06 pm »
Well, I tend to use the quantum-dump trick remove the stone from the places I don't want it cluttering, but then choose a particular stone-type to build all my aboveground walls with (and I usually make a lot of them) and then set up a specialised masonic workshop for this (and other specialised masonic workshops for other stone types) in order to turn it into blocks to make the walls(/floors/fortifications/bridges/roads/whatever) that I'm wanting.

But I usually end up doing something like deciding to turn the obviously copious limestone deposits into the aboveground fortress structure, plan the huge complex, start it, and then find that 90% of the limestone layer is aquifer-ridden.  Meanwhile, I've got a few-hundred-thousand stones of another variety being quantum-dumped out of the latest workings. ;)


In short, hiding is easy.  Dump it, and if you never use it ever again, you can just forget about it.  And/or actually set it to be hidden (which you can do in its original locale, as well, but does mean that invisible rocks might need pushing around when you're setting up an industry in the invisible-rock-ridden cavern).


I think the challenge is what to do with them.  And spending ages trying to get (say) five dozen stone mechanisms of exactly the same quality (and stone-type) takes up some of my stock (but produces a lot of stone mechanisms of a different quality, and occasionally stone-type when I've not managed to restrict the mechanics-maker to the right stockpiles).  I can often eat up specific-type blocks much more quickly than I can produce them in making my above-ground structures.  Add to that what Poindexterity has just mentioned, and homogeneous furniture (often with a similar 'identical quality-level' OCDing on my part) and that's basically my sink for these.

The latest dev-log just solved your problem; workshops can be set to draw from a specific stockpile, set stockpile to certain stone, bam.

*drools a little*

268
DF Dwarf Mode Discussion / Re: Most valuable mechanism ever?
« on: April 29, 2012, 09:27:39 pm »
Ya, check the building with q. If all he's crying for is stone or whatever addy is classified as, then releasing the burrow with make him start working. Otherwise releasing it will probably free him to grab whatever he's missing.
Do post a screen showing its value, won't you? ;)
Well assuming the adamantine is added as decorations,
300 mat value * 10 base value * 120 artifact quality = 360,000 per decoration * 15 = 5.4 million so far.

Raw adamantine is worth 250 rather than the 300 wafers are worth. So it's 4.5 million for the decorations and another 900K for the artifact mechanism itself.

And if addy is the building material? Remember, p-bug. It may have only wanted one stone to make it out of, but with the bug, he keeps going. If he uses all 15 as a building material instead of decorations, how we looking?

Edit: your math-fu is greater than... Well, my phones browsers ability to find stuff on the wiki :p

269
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: April 29, 2012, 09:20:42 pm »
*drool*

Is it sad I have the release rss feed linked to my phone, so dwarf fortress music starts playing the moment he puts out 0.34.08? 

270
Hmmm... Adding it to humans was the first thing i thought of, as well :p

Is there a way to make permawar without baby snatched? Seems... Out of character for them to do that.

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