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DF Bug Reports / [40d11] Can claim friendly's worn equipment
« on: June 06, 2009, 03:39:22 pm »Dwarves are currently in the process of apparently stripping the goblins where they stand and stuffing their junk in bins. Traders are going to be happy, at least.
DF Modding / Re: Butchering enemies
« on: June 06, 2009, 02:26:08 pm »It's something, at least.
DF Dwarf Mode Discussion / Re: So this is what happens when you give Troglodytes the [PET] tag.
« on: June 04, 2009, 12:17:21 pm »Holy CRAP, those trogs are hardcore! Makes you wonder what you could do with war snakemen, doesn't it (what with paralyzing venom and all).
Well, I mod my dwarves to have paralyzing venom fairly often, so I can tell you that when you've got an army running around injecting things, well, everything else dies. Bonus points if they can spit webbing too, if only for the regular source of silk.
Giant War Spiders, anyone?
DF Modding / Re: Requests Thread
« on: November 17, 2007, 07:03:00 pm »1. Platypi.
2. Platypimen, preferably playable.
3. Giant Platypi, which are either trainable and/or cattle equivilents.
4. Miniture Platypi -- probably a cat equivilent, so folks can make them pets.
5. Platypus Demon. A firebreathing Giant Platypus, probably with exaggerated poison spurs or something.
6. Flying Platypi. Platypi with wings. Possibly a giant variaty akin to Giant Eagles, just poisonous or something.
Thanks in advance for any/all designed.
DF Dwarf Mode Discussion / Re: A minor tale of fiery tragedy
« on: November 06, 2007, 01:56:00 am »DF Dwarf Mode Discussion / A minor tale of fiery tragedy
« on: November 06, 2007, 01:41:00 am »[The setup]
Wanted to play with fiah, so I hunted up some volcano seeds, and chose one described as a "Steel Glacier" on the wiki. It does, indeed, have the makings for steel and a decently deep magma vent buried a few levels under the surface, so all was good.
[The beginning]
I play with uberdwarves, terribly modded critters of vast and ridiculous power, so things proceded quite quickly -- I burrowed my way down about six levels, set up a meeting area to get my muskox outta' the snow, set up some basic workshops and storage areas, and got to work cautiously mining and channeling my way into the obsidian, in search of joyous fire.
[The end]
Well, I found it, when my two miners channeled out the ground its friend (or perhaps bitter enemy, considering...) was standing on, more or less at the same time. They were the first to die, drowning (well, broiling, I guess...) under about seven levels of lava.
Killcount: 2. Double kill!
I ellipsis'd momentarily, then shrugged -- I had brought the anvil along, and there was exposed fire, so hey... I could make more picks, and viola; more miners. I plopped the magma forge on top of the exposed lava/magma, not really understanding that (as far as I know) the exposed stuff needs to be, well, directly in the center of the forge... I figured that anywhere under the green would do, and, well... my metalsmith suffered shortly. As he trundled up to build the forge, he promptly jumped right into the open channel while aiming to clear the site of rocks, following his brethren to a fiery death.
Killcount: 3.
But all was not finished. I figured it was a fluke, ordered some walls to be built around part of the exposed magma in hope of getting the idiots to stop jumping right into the open hellpit, and switched my trader over to metalsmithing.
Guess what? Didn't work. The trader promptly tossed itself into the flaming doom-drop, along with the farmer, who had apparently gone to help move stuff outta' the way... or something.
Killcount: 5. Double kill! You're on a roll!
So now I'm left with a mason and a carpenter, some muskox, and a camel (Two-humped.). I could probably still manage from this point, though -- I've got excess wood, and there was some coal etc. dug up while the miners were still alive, so I could get myself another pick. If it wasn't for the fact the fellows didn't have to eat, though... well, they'd probably be dead. As it is, I'm probably abandoning and regenerating the map, so I can try again, heh... after I build a few ice sculptures, at least.
The most amusing thing about the whole thing, to me? My uberdwarves are immune to fire. Hohoho.
Moral of the story? Well, when you're looking for lava, never dig two-wide channels, and, if you can avoid it, make sure that you've only got one miner active, as they like to ignore if people are sitting on the land they're about to drop into the earth's flaming embrace.
DF Dwarf Mode Discussion / Re: Working on my first mod for the new version
« on: November 06, 2007, 01:50:00 am »Also, anything that can spit webs can, indeed, make their own silk products (Dwarf silk clothes, anyone?), but they don't generate the webs like, say, those vermin cave spiders. They only produce webs when spitting it during combat, so hunters (at the least) are excellent sources of webbing.
[ November 06, 2007: Message edited by: Frumple ]
DF Dwarf Mode Discussion / Re: Enramul wants You!!
« on: November 08, 2007, 06:24:00 pm »CCCCCC
Name: Frumple (random last name)
Nickname: Slickwalls
Preferred Job: Engraver/Architect/Swimmer (Secondly, general gopher (Thirdly, speardwarf.).)
Bioblurb__
Sure, it's more or less impossible (in the current version), but Frumple doesn't care: He wants to carve masterpieces in the bottom of lakes, and to hell with the laws of physics and fluid dynamics. His mother always said he'd die young, but his father swore he'd manage to build himself a nice bridge, first. Strike the Carp!
EEEEEE
Enjoying the story thus far. Keep it up, yeh?
DF Dwarf Mode Discussion / Re: The Story of Wavebane
« on: November 08, 2007, 11:30:00 am »Other neat stuff may include:
Cliff dwellings, ala' ancient folk thingies (All/most rooms must be exposed to air. Cliff need not be entirely natural, hehe.)
A giant dwarf icon, designed along the z-axis. Also -- snap-shots of the opening movie, again done along the z-axis.
A map-sized lake, with tunnels running hamster-pipe style through the water (Bonus points for glass!)
Strip mines, alternatly, sky-scrapers, dwarf-style. (You've got the metal, you've got the glass! Can you stand the carpel? bCw,bCf,bCw,bCf...)
Find a map of the mines of Moria, wit' those huge (obviously multiple z-level tall) pillars. Replicate.
Famous real-world monuments (Great Wall of China, various historical buildings, etc.)
R'lyeh. Bonus points for tamed octopi.
DF Dwarf Mode Discussion / Re: The Story of Wavebane
« on: November 05, 2007, 06:08:00 pm »quote:
Originally posted by Hellzon:
<STRONG>Challenge: Find a way to give the tunnel a glass roof.</STRONG>
This actually wouldn't be too bad, I don't think... just put the tunnel two/three levels below the water, channel off its roof, then floor the level above with glass and flood the place. Of course, getting the glass would be the challenge, I suppose...
[ November 05, 2007: Message edited by: Frumple ]
DF Dwarf Mode Discussion / The World Lake
« on: November 01, 2007, 09:38:00 pm »And then the questions:
How would one go about getting the needed water? Aquifer flood? Ocean map? Super-high mountain river coming from off the maps' edge?
Can it be done with baseline dwarves, or would something more specialized (Carp-men! Thinking manta-ray? Octo-dwarves...) be needed?
Finally, outside of massive amounts of wood/stone (for the walls), what would be needed, material wise, to actually live on top of this newly created uberlake?
I've got a few ideas, but some input from folks more familier with the fortress building process would be wonderful!
DF Dwarf Mode Discussion / Re: Guide to rock colors?
« on: November 01, 2007, 09:03:00 pm »DF Dwarf Mode Discussion / Guide to rock colors?
« on: November 01, 2007, 08:52:00 pm »----
For those of you who might be interested in why I'm asking, well, I had an idea for something wonderfully terrible. Basically, I was mucking around with a trade depot's road (Yeah, they don't need one. I wanted a gold-colored road, anyway (The actual gold can come later, hehe).) when I was struck with a thought -- Rainbow Road! From Mario Kart 64!
If the colors are there, and with canny use of supports and ramps, I imagine one can set themselves up a replica track, starting six or seven levels into the air. Even better (though terribly unefficient), you can put your trade depot at the "end" (By using a wall where the track loops into itself, yeah.), and thus actually have something wheeled traveling the thing! Of course, using elaborate tower-type constructions to get those mid-air stars and mushrooms and so forth (Building along the Z-axis, of course -- they have to be standing up!) along the side of the course would be for extra pointage.
But yeah... once I know which (if they're all there, o'course) materials will let me duplicate the road's pattern, well... it's buildin' time!
DF Dwarf Mode Discussion / Re: Well, my dwarves aren't going to be complaining about b
« on: November 01, 2007, 02:04:00 am »On the flip side, the resulting flood would probably clean the place up right nicely, eh?
</STRONG>