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Messages - TruePikachu

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241
Forum Games and Roleplaying / Re: You are AI
« on: December 06, 2013, 06:00:03 pm »
PTW, and I have numerous ideas:
* If at all possible, try to have the moon believe that we don't mean any harm. Maybe send down an unarmed drone which can transmit messages. Maybe we can send a copy of a blueprint (ofc not a dangerous one, maybe a miner) as a token of goodwill. If we can get them to side with us, we might be able to learn more about the situation.
* I do believe that we could eventually get an asteroid base, but I rather believe that we should move operations to it, while keeping us in an easily identifiable (as being artificial) shell. The reason being is that if the asteroid falls from orbit, the size it has would make escaping orbit again difficult if not impossible, while also making neutral parties believe it is a natural asteroid, which could destroy us.
* Since we don't know a whole lot about our purpose, we should try to be on good terms with _everyone_ until we know the purpose. Then, in the offchance we are supposed to destroy someone, we can both evaluate the instruction to see if that is actually the best thing to do, and if it is, they won't know what hit them since we are supposibly on their side.
* I support the drone ship idea, but I believe that it should have the capabilities of eventually housing us. If the moon turns out to be 100% hostile, we shouldn't hang around, and a falling-apart satallite-ship-space-station-thing is not the best thing to move around in, especially since the only thrusters are only suitable for maintaining orbit.
* Are the asteroids we see what the presumed destroyed planet became? If so, send at least one eye down to investigate the remains. Maybe also design a modified eye which has probing capabilities, like the Mars rovers? It might be better to prospect asteroids before mining them, since we might just end up using up materials to find that an asteroid has nothing of value in it or, worse yet, some other AI (another reason to not move to an asteroid)

EDIT: Since we in our form right now are rather vulnerable, the drone should report that we are a hivemind AI composed of the drones. If the moon gets angry, they will hopefully target all the drones; if this happens, we can design some dummy drones which don't have any useful functunality and send out a swarm of them to distract the moon. If the moon trusts us from our goodwill, then when we eventually move to a more secure shell, we can report that we weren't actually a hivemind, but we reported that for our own safety, since said moon had an aggressive response in the past, and that we were actually were in the sattelite the drones came from. Ofc we had already moved out of there, in case the moon gets angry. But telling the truth might help build the trust a bit more


EDIT: WAIT A SECOND!!!
What if _we_ nuked the planet, and the EMP from the nuke knocked us out, as well as all the files less some specific ones? Or the ones that were wiped were never there in the first place?

That is only speculation, mind you, and there is just about zero proof for it.

242
For a moment, I thought this would be another spambot thread. I've seen the bots become more advanced, most recent report I did even had a signature on it.

243
DF Dwarf Mode Discussion / Re: Oh look, endless aquifer layers.
« on: December 05, 2013, 09:41:28 pm »
My DFHack way is to tiletypes the walls of the intended staircase to stone, then have dwarves dig the staircase, and DFhack liquids away the water that floods in.

EDIT: IIRC there is a variation for tiletypes to clear the aquifer tag from the selected tiles

244
DF Dwarf Mode Discussion / Re: Merchant Immigrant
« on: December 05, 2013, 09:39:11 pm »
From what I saw in the OP, there wasn't anything wrong. They will hang around in the spot for a while until they get a job (which can include going to the meeting area, which is either designated areas or where the wagon is/was).

I believe how it works is it first confirms they are of the fort's race, and if they are, marks them as being local and makes all their clothes probably unforbidden, then reports how many clothing items were changed. But when you ran it further times, it uselessly made them local again (a no-op), and marked all forbidden clothes as unforbidden...but you already did that, so it didn't fix any clothes and reported 0.

When would be the best time for the Hammerer to come around?

245
Maybe you should get a ò for someone for the holidays...don't forget to link it to central heating ;)

246
It's worse than you know.

Let's just say that the holiday schedule was created by satan, and leave it at that. Ebeneezer scroodge would be pleased with the arrangement my employer has concocted for second shift over christmas.
While unrelated to the topic at hand, I've noticed in the past that satan and santa are different in just the position of the N. Make of that what you will, it will be a ‼FUN‼ holiday.

247
So does higher density have a fewer number of stronger hits?
The traditional understanding is that greater density == harder hits. However, this study goes against that.

Someone should check the actual code dealing with it update the wiki with their findings from the code.

248
DF Dwarf Mode Discussion / Re: what is the WORST kind of zombie?
« on: December 04, 2013, 10:42:44 pm »
In my opinion (and I'm one who doesn't do evil embarks, but have been near towers), the worst kind are Dwarven zombies.

I tend to use coffins for my dead, since it is a lot less micromanaging then slabs (idea: DFHack plugin which queues a slab for engraving when a dwarf is confirmed to be dead). However, due to a bug, all those unnamed Dwarven zombie corpses? Each gets its own coffin. IIRC, even sliced off _parts_ can get their own coffin as well.

249
DF Dwarf Mode Discussion / Re: Big migrant waves
« on: December 04, 2013, 10:37:42 pm »
You sometimes get massive migraine waves like that. It happens often when you have made a good start and your value is going up.
Yeah, sieges always give me headaches.

(Sieges are triggered from high population and value, for those who don't know)

250
You can still force them to join your fort, though.

251
DO NOT ATTACK THE GUARD!!!
Caravan guards are (assuming Dwarven) of the same civilization as you. If one of your men attacks them, the attacker will be considered an enemy of the civ (while being a part of it still), which causes other dwarves to attack them, in turn making them enemies of the civ.

My best advice is, with DFHack, hover over them with 'v' and "tweak fixmigrant". What the command does is mark them as being a member of the fort. It commonly happens that someone wants to join your fort, but they were a trader. The game does not properly mark them as not being a merchant anymore, so when they arrive on the map from a wave, they automatically try to guard a caravan.

252
DF Dwarf Mode Discussion / Re: Support behaviour
« on: November 28, 2013, 05:50:54 pm »
So, internally, with respect to cavein calculations, supports are the same things as walls? Now I wonder if they can support horizontially...

253
DF Dwarf Mode Discussion / Support behaviour
« on: November 28, 2013, 02:38:20 pm »
I, when responding to the "what to do in a cavern" thread, just got the idea of evening out the caverns, removing the stalagtites and stalagmites. However, I want to cavein the 'tites (ceiling ones). Does a support hold things up below it like it does above it? (not both at the same time)

EDIT: Going to make a picture
EDIT: I forgot how much of a pain AsciiDraw is on this system (Insert key is Fn+PrintScreen)

Code: [Select]
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254
DF Dwarf Mode Discussion / Re: Just breached the caverns. What should I do?
« on: November 28, 2013, 02:36:16 pm »
Secure it, as it can become quite hostile, what with FBs.

It can act as a source of more wood, too.

255
DF Dwarf Mode Discussion / Re: The Headless Hero
« on: November 26, 2013, 12:38:46 pm »
Technically wagons are multi-tile creatures

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