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Messages - Atomic Chicken

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481
Put me on the list again, will you Bralbaard? I'd love another turn.
I killed your vampire by the way. Sorry.
Hehe, no problem; your adventure's epic finale compensates for it. I probably would have created a new character anyway. Besides, I assume that the new version will have been released by the time my turn arrives.

482
Put me on the list again, will you Bralbaard? I'd love another turn.

483
If I may ask, how was the teleporting into hell carried out?

484
Nice adventure Kesperan; your literature is amazing!

The character table is a lovely addition to The Museum; maybe Bralbaard can post/link it in the OP? However, I have noticed a small error: you appear to have written down TehSapper's character and forum names twice, the second time being where the next player's should be (that is, the one with the title "the Lavender Flag").

Also, has anyone tried to become a vampire using the blood I donated to the museum during my turn several months ago? I tested it in my own save and it appears to work fine after being mixed with water.

485

Looks like the fluffy wambler has some new competition...


486
Aww, so the populations in civilizations stop doing stuff like marrying and reproducing once the world gen is over?
Unfortunately, the answer to this right now is "yes". However, this is to change in the upcoming version.

487
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: September 15, 2013, 05:34:52 am »
A dwarf threw a tantrum and punched someone to death. I convicted him and he received 201 days of jail, the problem is the officer charged with dragging him to his cell is in coma(forgotten beast related).

So this murderous half naked dwarf is walking around instead of rotting in a cell

wat do

Assign someone else as the officer? You should be able to.

How would I go about that, in the justice screen?

Nobles.  Sheriff or Captain of the Guard.

The guy in the coma is not the captain, just a member of his squad. Maybe if I remove him from the squad?
Yes, that would probably work.

488
DF Community Games & Stories / Re: The Hall of Legends
« on: September 15, 2013, 02:21:02 am »
+1 Museum
+1 Wirejade

489
DF Adventure Mode Discussion / Re: Demon Fortress Adventure
« on: September 08, 2013, 10:14:11 am »
Yep, the demon rats and cursed clouds are definitely symptoms of being in an evil biome. However, this raises the question: what is a fortress doing in an evil biome when humans, the only race which builds fortresses, never build anything in evil biomes? Is your game modded?

490
DF General Discussion / Re: Future of the Fortress
« on: September 02, 2013, 02:49:57 am »
How will fluid motion affect climbing? For instance, if you attempt to climb up a wall while a stream of water is falling on you, are you likely to be pushed off?

491
Wow. I must admit, I this was a hoax unil I realised that I'd never tested DFHack's mode set command in arena mode and curiosity overtook me. A quick test proves this to be true; upon reloading the map you will find yourself in a flat hill biome with a couple of murky pools and flashing ' and ` tiles (reminiscent of grass on fire) which seem to cycle between all the different materials defined in the raws. However I would like to point out that some of the materials mentioned, along with their respective syndromes, are most likely due to mods-for example, I seem to remember Masterwork including the "flash of blinding light" material to make reactions more lively. Also interesting is the fact that the whole map is made up of only 2 z-levels; the ground's level and the one under it, without any above.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

492
DF Adventure Mode Discussion / Re: changing raws causes loyalty cascade?
« on: August 22, 2013, 04:06:27 pm »
For future reference, when you have problems caused as a result of modifying the raws, you should ask at the Modding subsection of the forums. Most of the people with the knowledge to help you usually hang around there. :)

493
DF Dwarf Mode Discussion / Re: [CHALLENGE]Dwarven Combination Locks
« on: August 13, 2013, 08:06:31 am »
Spoiler (click to show/hide)

Treasure Vault (full of artifacts) with nice engraved gold vein leading up to it
Treasure level:
Spoiler (click to show/hide)
Z+1
Spoiler (click to show/hide)

Summary of machine:
- 8 Levers but could use any number
- Must be pulled in correct order to open door.
- Once you have chosen your order you step onto the bridge and pull the MASTER lever. At this point the vault will open and you will be admitted OR you get melted instantly by delicious hot magma.
- Fully re settable, with a delay set on how quickly you can try again (I guess only relevant for fortress mode)
- Vault does not stay open for long. Only long enough to allow entry.
- Exit switch is currently controlled by lever in queens room, but could easily be moved into the vault itself.

How it works:
Spoiler (click to show/hide)
Diagram 1 shows the logic gate for each lever. You need one of these per lever you want in your lock.
A - Gear powering closed loop. This is what you connect to the lever
B - Gear powering reset circuit, This is connected to D from OTHER circuits
C - This roller pushes the minecart back into a closed loop when it gets power from B
D - This pressure plate controls what order the levers should be pulled in. Detailed explanation below
E - This pressure plate connects to one of the mechanisms at K (Diagram 3). You need one of these for each lever.
F (diag 1) - When powered by A this roller keeps minecart going in a circuit and constantly triggering E, this keeps the gear assembly in K permanently set to OFF.

Spoiler (click to show/hide)
Diagram 2 shows the master switch control.
F (diag 2) - This gear is turned on/off by the master switch (marked P). In both cases it causes the minecart at H to move over G, either because it's rolling back off a ramp or because it's being pushed forward by rollers.
G - This Pressure switch toggles the bars at J (diagram 3) which will start the unlocking mechanism running

Spoiler (click to show/hide)
Diagram 3 shows my unlocking mechanism.
I - This gear assembly is permanently on to power the rollers for this circuit
J - These are the bars preventing the minecart from continuously going round.
K - These are the gears being kept off by the pressure plates E. When all levers are correctly pulled they will be ON and the roller L will be active.
L - This roller sends the minecart down the correct path, toggling M
N - This pressure plate is triggered if not all the gear assemblies at K were ON. It is connected to the bridge circled in white, marked S. This will drop magma into the corridor between the treasure room and my fortress.
M - This pressure plate is connected to Q and opens the treasure vault... long enough to run inside!

Spoiler (click to show/hide)
Diagram 4 shows the particulars of the treasure vault.
O - This is the entrance switch which you must pull to get into the gem window lined corridor leading to the treasure room. It simply toggles the bridge P. Pulling this during system reset can cause a very small amount of magma to wash over your dwarf body bringing a warming glow. (Only possible in fortress mode, this is impossible in adventure mode I think)
P - This is the master lever which toggles Gear assembly F (Diag 2). It will either result in a minecart passing over N or M (diag 3) and opening the vault... or dumping magma on your head. It ALSO raises the bridge behind you sealing you from escape (and preventing magma leakage). Because of Diag 2 pulling this repeatedly in short succession will NOT save you as the mechanisms are attached to pressure plate G not to the lever itself.
Q - This adamantine bridge lowers to allow entrance. It also atom smashes the magma left over from failed attempts (along with O)
R- The levers for pulling
S - Magma bridge.


Logic explanation:
Basically I have 8 Diag 1 machines. I assign them an order 1,2,3,4,5,6,7,8.
Machine 1 has it's D pressure switch connected to gear B on ALL other machines.
Machine 2 has it's D pressure switch connected to gear B on ALL machines with a greater order number
etc, etc.

The end result is that you cannot ever open the vault without pulling the switches in the correct order, as pulling a lower number switch after a higher number one will turn off ALL switches of a higher number than itself. Ideally your logic should look like this in the end (for a four lock)
1111
0111
0011
0001


Possible improvements:
The levers are setup so that you are expected to pull each one once. You can pull each as many as you want but you will quickly end up finding it VERY difficult to get the vault open, even in fortress mode. It also ends up a bit ugly looking if you have a mix of pulled and unpulled levers THEN reset the trap... I don't see any way round this with my setup. Once the trap is reset the state of the levers does not matter, lock will function as expected.

I also need to make two adjustments for adventure mode:
1) Minecarts all need a starting position and an initial, turn the machine on switch (would simply pulse B for each minecart)
2) Exit switch needs to be in treasure vault so you can leave again. (Hooked up to a copy of diagram 2 so it closes behind you)

Reset explanation:
The trap resets after a failed attempt, or if you pull the reset switch in the mechanism room.
Resetting does the following actions:
- All minecarts are put back into closed loops through toggling of B gears
- Vault bridge and bridge O are lowered and raised to atom smash magma, leaving a single 7/7 pool in the middle. This spreads out nicely covering the corridor for a period of time and preventing anyone running through while the bridges are down (I don't actually know if you could go that fast, but I didn't want to leave it to chance).


FINALLY now I've finished my design I can look at everyone else's design and see how I size up against the competition =D[/spoiler]
Congratulations is due for this spectacular design! Added you to the OP, and I must say, you sized up very nicely against the competition. :P

494
Hi all...been playing dwarf fortress for about 5 years now, but have now started playing adventure mode and wondered if someone could help me...I'm in the middle of an underground cavern and have come across something in the wall....its described as a rough-hewn old chest cluster...????? unfortunately i cant seem to do anything with it, have i unearthed a world altering treasure trove or is it simply a piece of the scenery? Cheers in advance....RED
Sounds like something out of a mod. Are you playing Masterwork? I believe it included chests (treated as gems by the game) that could be mined out and used in reactions. They won't affect your adventurer in any way, unless you use Advfort.

495
Awesome indeed.

So I think we should allow use of adv-fort..

However, if you're using it:
1.Please have a recent backup of your save game (this is good advice even without adv-fort)
2.Don't use dfhack for cheating
3.If you build sites, and want them marked on the world map tell me the names, so I can find them. (I can find abandoned sites using reclaim, but these new sites are difficult
4. Do not build any sites within 3 embark squares of the museum as certain sites are known to cause fps issues after repeated loading, we do not want those to affect the museum.
Please keep in mind that the vanilla bug of sites still remains. The one that makes sites unplayable laggy after reclaim or in our case in multiple reloads of the said site. If it was not for that bug i would be playing the heck out of advmode (also would have made more improvements to adv-fort script). For all my test i been using type 2 sites these type 6 might be exempt from this annoying bug but testing is needed.

Edit: preliminary testing looks bad: they are still multiplying. Afaik this will be fixed in next df version but if anyone finds a way to fix it before that my brewery would be very thankful.
Do type 2 sites retain constructions? All of my tests so far seem to show the contrary. Also, about that bug, was it caused by the multiplication of animals in the caverns every time the site is reloaded? I'll test the other sites to see if they are also affected by this issue.
Edit:the few sites that I tested all seemed affected, but here's an idea:using "liquids" command in DFHack, seal off the caverns with obsidian and then fill them with magma.

So basically, the engine requires a would-be architect to spend a couple days "surveying the area" (sleep and then sleep again) before building something, then "cleaning the site up" (sleep once more) before constructions will stick around.  Do you realize that you've just discovered the "magical ritual" that will allow adventurers to finally contribute new structures to old worlds?

(Awesome.)
Actually, I thought that Bralbaard had already discovered how to make permanent constructions when he built the shrine to Teshil. Also, we can deduce that you only need to sleep (ie.reload the site) once; the second reload was simply a test to see if the constructions remained built.

To be honest, I did not know this when I ran the first tests on other sites so I decided to re-test a number of them:

Site#5 (town)-was surprised to find that 3 empty houses had suddenly appeared out of nowhere upon reloading. Not only that, they showed up on the fast travel mode screen, along with the sort of zoomed in map that you get around towns. However, not one of the five tests that followed generate any buildings, implying that there are geographical restrictions as to where they can be placed.

Site#7-despite the results of my original experiments, when I tested site#7 again, a mound lair was generated instead of a burrow-lair, which is confusing. Maybe #non-numeric and #7 generate a lair, but the type is decided randomly/according to the geographical location? Note:as far as I know, shrines and labyrinths are also considered lairs, so maybe they can be generated by this site type.

Site#8 (fortress)-no building formed, however it seems that sometimes a slice of the surrounding landscape was removed to make way for the fortress site. Constructions do not remain built.

Site#9 (camp)-constructions remain built

Site#10 (tomb)-no tomb generated, constructions do not remain built.

Sorry for derailing your thread Bralbaard. :P

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