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Messages - Viking

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166
DF Gameplay Questions / Re: Containing bloody bloated feet syndrome
« on: June 06, 2012, 08:11:51 am »
I see :\ Well... we will see how this goes down at my fort. I just found out you can't force your military to target pets. I REALLY wish you could look at details of pets and animals in the butchery list. I'd certainly butcher all the infected ones.

167
The only reason I could think would be that there were somehow no pants available.

168
Creative Projects / Re: Dwarf Fan Art
« on: June 05, 2012, 09:07:02 am »
Thanks :)
I used good old photoshop. I also have a wacom tablet that I use which helps a lot.  Warband as in mount and blade warband?

169
DF Gameplay Questions / Re: Containing bloody bloated feet syndrome
« on: June 04, 2012, 10:43:59 pm »
Thanks for the responses!
Are some syndromes generally incurable?

170
DF Gameplay Questions / Containing bloody bloated feet syndrome
« on: June 03, 2012, 10:24:06 pm »
I have a situation here and could use some advice... A syndrome seems to be spreading ever so slowly through my fort.
I call it the bloody bloated feet syndrome. Essentially a forgotten beast came by a little while ago, actually years ago, and took a good long nap, or rest, or whatever in a cavern lake and after dispatching a few FBs I saw fit to kill this one too just to be safe. I learned that marksdwarves could shoot it with bolts (I made a thread about it in this forumn in fact) so I carved out some fortifications etc, misjudged some things, and it got in my fort and I had to send the militia after it. I noticed two of them had received injuries and their legs were swelling. Foolishly I didn't think this would spread but I was wrong and I think they may now be dead but their affliction lives on.

Bloody bloated feet syndrome essentially makes the lower extremities swell then rot. Eventually the afflicted creature is immobile and passes out unconscience.
It has affected a few dwarves so far, some kids, including an unfortunate one year old and some random animals, including my prized tame wolf, one cat and a bunch of black bears and dogs.  Luckily some of them are in cages already and I presume they will eventually succumb to the syndrome alas. I assume they fell into traps. My prized sheep and llama herds are untouched. My real concern is the animals running around with the affliction. 

I am not sure what the best way to deal with this may be but I expect to endure casualties.  I'm not really sure how it spreads and if it has an incubation period before showing symptoms. I could kill or isolate everything showing symptoms but if its already spread out further it may just be getting rid of the unfixable cases. My whole fort may already be infected. Speaking of which, I've seen some of these afflicted dwarves released from the hospital with the swelling so I'm doubtful the doctor can cure it.

I'm thinking to wall off the hospital when the doctor isn't there, and wall off all the knocked out dwarves and let them starve :S
As for the animals I think I'll either put them either into separate pens or put them down through application of my military.

Does anyone have any suggestions or similar experiences?

Incidentally, I notice a lot of my bears and dogs have injuries on their paws. Do they get into little scuffs occasionally? Is this normal?

171
DF Dwarf Mode Discussion / Re: Falling damage nerfed?
« on: June 03, 2012, 03:45:46 pm »
well, Its still better then before. If you fell 2 stories IRL, would you require hospitalization? Now apply that to hardened dwarves.
Personally, one story would be very doable. At two stories the risk of a broken ankle or some sort of other injury even requiring hospitalization seems quite possible. This is especially true if I were to hit a rock floor with armour on. Just to be clear, by 2 stories I'm thinking two stories of falling space as in if you step off the third floor. I admit I don't have a lot of experience (or any) falling such heights.

All I can say is I hope this gets fixed.

172
DF Gameplay Questions / Re: Dwarfs kidnapping?
« on: June 03, 2012, 09:58:19 am »
Very interesting!

173
DF Gameplay Questions / Re: Fortress Design
« on: June 02, 2012, 12:06:34 am »
The following are just some practices that I employ. Its just one way and I don't claim its the best.

Surface: Typically, as mentioned, you try to make your fortress entrance defensible and able to be locked down. Having a central entry way for your ramps with with a draw bridge and either surrounded by walls and a roof or into the side of a hill is ideal. Around that you typically want to have an outer wall. How far out is up to you but you want enough distance to allow you some surface activity up there if you need while being protected from the outer world. You could make an outer wall up to the map edge if you really wanted. You want enough room between your entrance and the map so that you can shut the draw bridge if need be as you will need to account the amount of time it will take a dwarf to go from wherever to pull the switch and the time for the bridge to go up as its not instantaneous. Outside the first set of walls surrounding my surface courtyard I create a moat. Maybe 4 or 5 tiles wide and 2 or 3 z levels deep. Deeper is more dramatic although it cuts into your sub surface fortress levels. Technically with a moat you just have to make sure that if it has water in it and it freezes your enemies can't cross it still. I make the moat wide so that my marksdwarves have a good angle on invaders because I like to have them a level or two above ground level and the distance prevents invaders from being able to find shelter right up against the wall.

Entry way: Leave a decent sized entry way to allow for traps or whatever fun you want to grant unwelcome visitors like ballistas and what not or drowning chambers. Again, I try to leave room between the entry way and the first important chamber to allow time for switches to be thrown in case something gets in there, say a flier that bypasses your first wall and sneaks in through the main entry.

The central hub area: At the end of this path I have a large room with the trade depot in it. You could in theory put the depot closer to your workshops in in the midst of your workshops and storerooms to minimize hauling time. That might even be better. If you want to have to option to drown the traders in water or magma you may wish to have it be off to the side somewhere.  Regardless, I recommend having it in the rock layers. The traders have come maybe hundreds of kilometres and a few extra layers of ramps won't kill them. :p

Off the central hub I tend to have the following areas, all of which have a drawbridge to shut them off from the centre hub if need be:

1) The military barracks: You want it near the entrance and near the hub, or at least I do. Try to store all your weapons/armour in this area as well as your training rooms. This area need not be very deep or large although it depends on how large of a military you want I guess.

2) The farming and food production zones: These tend to be near the surface where the soil layers tend to be. Again, even though these areas may be above the central hub, they are only attached through the hub room and also to the dining hall, but with a draw bridge there. Areas closer to the dining hall should have food stores and further away should be farm plots. I try to monopolize the soil/clay layers with the farming layer and try to stick everything else underneath it in the rock layers, ideally. Again, I like being able to shut it down if necessary. You never know with this game. Don't waste that soil space with other crap you could better place in rocky layers. You can also make pastures and underground tree farms in clay/soil layers.

3) The dining hall: Technically I rarely attach this directly to the hub but somewhere between the food supplies and the sleeping quarters. Try to get it into bedrock so you can smooth and carve all the stone in there. I like it to be between the living areas, and the farming/food production areas to minimize travel time. Try to make it a large enough size to accommodate the future size of your fortress. I like to have statues in the walls and everything carved.

4) The switch room: You want a room (and leave room around it for a bit of expansion) for important switches that will be near a heavily trafficked area of your fort (often the dining hall. In this room you'll want to stick all you're super important switches that are time sensitive like your main drawbridges and not switches for mundane uncritical things. For those switches, I try to keep them as close as possible to whatever they activate in part so I remember what they operate. If a huge beast is bearing down on you, you want that drawbridge flipped fast.

5) The workshop area: I make a passage to a shaft where all the workshops and store rooms are. I try to keep this very close to the depot room to minimize hauling. This area has a ramp/stairwell shaft as many layers deep as necessary and tends to be under the farming layer and in rock. This can be one of the larger areas of the fort. It probably will be bigger than the living spaces.

6) Living space: This is where all my dwarves' rooms go. I try to create a cistern with wells for a water source with wells nearby so dwarves can clean themselves and drink. I like having them in the rock layers. With living spaces you want to think vertically as well.

7) Shafts to the nether regions: I like having these off a hallway from the hub or a hall way off the workshops. Its important to me that if something nasty invades from below that it have a long way to go and be able to be shut off without allowing it to run through the living quarters or the workshop areas so I keep it separated. The entrance way to each cavern also must be able to be shut down with a drawbridge in case of emergencies.

Other stuff:
-A hospital, often near the water source as doctors need water to clean wounds along with the all important soap.
-An execution shaft, as I've illustrated here: http://pietert.blogspot.ca/2012/05/dwarven-execution-shaft.html Basically, a big deep shaft which lets gravity kill your caged prisoners in. Ask if you have more questions.
-You'll need a prison eventually, preferably in a rock layer near the food stores if possible so its easier to keep the food in the prison stocked and you can carve and decorate the prison. Yes, its supposed to be a prison I know but just trust me.
-Other fun stuff like magma forges.
-The cistern as mentioned, its just useful to have one. Make sure you can drain it and refill it if necessary so if something falls in you can retrieve it. How you get the water in can be a fun engineering challenge.

In general, you want to be able to shut down certain areas of the fort down. You got something you can't handle romping around in the workshops? Close it off till you can deal with it. In my fortresses and most vulnerable areas tending to be the living areas and food production areas. Remember doors are more useful for controlling where your own dwarves go and (draw)bridges for when you want nothing to pass through. You want your fortress to have a bunch of choke points as that is way more easy to defend.

Edit: I forgot one thing. Every fortress needs a crypt/catacomb. With necromancers running around in the newer releases these chambers should be possibly entered through the main fort somewhere and also be able to be locked down in case of emergencies. Defending them with a few traps may be wise too.

174
That's a good point. I call that "creeper syndrome" in mine craft. Where your landscape is slowly and permanently disfigured by creepers blowing themselves up all the time. Over a long period of time it can ruin the look of a place.

175
So weird. It doesn't work for liquids, at least in 31.25. At least in my game. At least with a water cistern with channeled drains with a single floodgate keeping stuff back on the z level beneath.

176
Yea, I guess mods can always fix or exclude things like how invasions are optional.

I am not sure I like the idea of rock tunneling enemies but I would have to play with it first to decide. I would like the idea of enemies being able to dig in through soil and clay and soft stuff. That could be interesting.

I'd be open to having to worry about sewage myself, more so than buttons lol. Starting with a primitive privy to a more elaborate sewer of some sort. Imagine drowning your enemies in sewage for instance. Maybe if you can dry it out and use it as fertilizer. Then again I don't know if it wouldn't be more a pain than fun having your dwarves needing to run off to relieve themselves on top of running off to eat and sleep.

I've thought about needing to vent the combustion gases from the kilns and furnaces as in real life they can be rather toxic. It'd be kind of neat to need shafts to let out smoke to the surface that would allow for another mode of entry for invaders. It wouldn't be all too hard to block them off but still, another consideration for !fun! Suffocating invaders or your own dwarves with toxic smoke would also open up as an option.

 I'm not sure how it would work mechanically. Perhaps like a more deadly miasma that flows like water up to the sky instead of down but unlike liquids smoke eventually would cool and or settle. It could suck up a lot of fps but I think would be rather neat. If you wanted to be more realistic you could set up an air intake to get a draft going through the furnace and smithy area but that may be impractical too as then you'd pretty much need to treat all air like a liquid and as I keep reading it liquid calculations take a lot of computation power. All that without even considering the temperature of the air. You could possibly get fans going to create the air flow too. Now I'm just dreaming maybe. It'd be awesome if Toady could cheat it in somehow efficiently. (This is what I get for studying power engineering)

177
Breached HFS in an old 40d fort.

That wasn't the quick failure - my dwarves fought on valiently for some time (and then died slowly when everyone who wasn't dead was hospitalized and no-one could feed or water them).

The rapid  'all good' to 'armok save us' was when I reclaimed, with a company of 80+ dwarves.

Sir!  We've killed the demon, Sir!  But... Urist didn't make it.  Nor did Sarvesh.
Urist dead?  Sarvesh dead?  NOOO!!!!!!!
*Tantrum spiral*

You were able to reclaim with 80+ dwarves?

178
Creative Projects / Re: Dwarf Fan Art
« on: May 31, 2012, 08:04:41 pm »
Damn skilled drawing. Very atmospheric, captures the feeling of Dwarf Fortress well.

Thanks :) Yes, dwarf fortress is not a game meant to be played with bright florescent, cheery, colours, unless ironically perhaps.

179
DF Gameplay Questions / Re: Throne Inheritance?
« on: May 30, 2012, 12:55:57 pm »
Becoming a barony is even questionable I think.

180
Wow Niyazov, that's really interesting stuff!

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