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Messages - LMeire

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901
Masterwork DF / Re: [HUMANS] - Post your ideas - NEW POLL!
« on: April 16, 2014, 05:47:13 pm »
I don't see why the different human cultures have to be separate. Orcs have just as much variety in their designs, and they seem pretty unified. (Going by the presence of early-game Aztec weapons, mid-game Arabic Caravanserai, late-game Japanese weapons, and the overall theme resembling pre-Charlemagne Europe.)

902
Masterwork DF / Re: [HUMANS] - Post your ideas - Added poll
« on: April 15, 2014, 09:31:50 pm »
Military idea: Make military captains (and commanders) into moderately demanding nobles that refuse to work, simulating the old-world arrangement of peasantry supporting land-owners with labor and land-owners supporting the royal family with their martial prowess. It would make the squad-size decision based on a player's ability to provide luxuries for their nobles, rather than just hard-coded training quirks.
That sounds good but that will be more on the Europe side of things, well western would be like you can be a noble if you are a priest or high military already.
...

I'm not sure what you mean by "more on the Europe side", the Japanese had samurai clans, the Aztecs had the 'Jaguar' and 'Eagle' warrior societies, lots of empires just left everything up to nepotism.

903
Masterwork DF / Re: [HUMANS] - Post your ideas - Added poll
« on: April 15, 2014, 05:55:18 pm »
Military idea: Make military captains (and commanders) into moderately demanding nobles that refuse to work, simulating the old-world arrangement of peasantry supporting land-owners with labor and land-owners supporting the royal family with their martial prowess. It would make the squad-size decision based on a player's ability to provide luxuries for their nobles, rather than just hard-coded training quirks.

904
DF Gameplay Questions / Re: Finding an Aquifer
« on: April 15, 2014, 09:45:08 am »
well digging down in the area you suspect to have a aquifer using up-/down-stairways (designate one at a time) is pretty safe since it exposes the layer underneath and you can check with "k" if the stone/soil is damp.
If it is you found the aquifer and u can dig out a 5x5 area (or bigger) on the layer above the damp one. in the middle of that u can channel safely (whatever that means with dwarfs ;) ) 3 3x1 rows (again one row at a time) so that u get a 3x3 hole into the aquifer with no ramp in the middle. It is important that the miners always have a tile to stand on when channeling down in dangerous terrain.
Now build floor over the remaining ramps and a well in the middle tile as many level above as u like.

(not sure if you could get a well to work on a ramped tile i never tried it just assumed it wouldn't work, but this way you ll have a working well for sure)

Ramps don't block well-use, they just ensure there's a floor that might get mud in the bucket and make it useless for hospitals.

905
I once had a fort that killed things after around 5 minutes of exposure; it wasn't with advanced world-gen though, just a forest/ocean that happened to be in the right spot for eternal winter that for the life of me I haven't been able to replicate without freezing the entire world. At the time I was a new player and I assumed dying in the cold/heat was common, this persuaded me to stick around after I had already figured out food/drinks/digging the well to avoid flooding. The whole "challenge inspiring theme, theme inspiring culture, culture inspiring attachment, attachment + FUN inspiring drama" thing was what really got me hooked on this game.

906
Masterwork DF / Re: [HUMANS] - Post your ideas - Added poll
« on: April 15, 2014, 02:13:32 am »
Small idea here: since humans wouldn't be living underground, they'll probably miss out on the room-value-boosting engravings that make nobles somewhat tolerable for every other race. So I suggest replacing wall and floor engravings with "paintings", a 1x1 decorative building that has to be placed adjacent to a wall, and "rugs" a building that can be placed anywhere. Idea is that rugs and paintings are decorated with history, nature, and themes in a similar manner to engravings and artifacts, they'd be made at a craftsman's workshop with cloth and dye and constructed to enhance the value of aboveground rooms.

907
Masterwork DF / Re: A vanilla vampire in a MDF fortress. What to do?
« on: April 15, 2014, 01:55:34 am »
I like to burrow mine into some restricted, unused corner (I call them "slums"); when a non-vampire dwarf starts to piss me off, I assign them to the same burrow and wait for sweet justice. You can also use the build-up of "unsolved" murders to send trouble makers to the hammerer if for whatever reason, they won't go to the slum-burrow.

908
In order:

It always crashed somewhere between the siege clean-up operations and the next caravan. My framerate issues might be a hardware problem, as I've been needing to disassemble my PC to clean but haven't had the time. There's enough dust on the outside alone to build at least 3 bunnies.

Thank you.

I dislike having more than one non-trapped entrance without rigging them all to the same lever for easy lockdown, I've way too many doomsdays take hold simply because nobody could be bothered to pull more than one lever at the same time. I suppose I could've added a "total lockdown" lever myself, but I'd much rather the mechanics busy themselves with reloading the cage traps and by the time they finished that, the wyvern showed up.

I don't use most utilities beyond the automatic functions anyway. DT's enough for me.

Eh, if it get's too hard future oversees can just turtle up. They'd lose trade for a bit, but a decent economy can power through that no problem.

I'll run Malwarebytes and give that site a look for now, thanks for the info.




909
The wyvern decided to land on our side of the walls, where he was promptly dispatched by tuskoxen. Basically, they somehow knocked him over and gored him until he bled to death. only 3 dwarves died in the attack, none of them appear to have been particularly important. Unfortunately, every time I try to continue the game past this point, it crashes; (I'd say it was fps, but I've been hovering at 40-30, so I dunno.) so my alternate universe's probably done. Shame, I really wanted to dig into the chemistry and biology labs.

In other, previous news that I forgot to mention due to the dragon attack: the elephant "civilization" isn't actually at war with anyone (except for the humans), so I've been selling their cages to drow and dwarves in exchange for golems, turrets and various weapons both animated and not. Since they're not at war and technically qualify as wild animals, the merchant guards don't try to kill them like they do caged goblins. (Either that, or the elephants are so big that they don't die before I can sell them. Either way, it's still a quick way to turn them into money.) I bought three golems and a changeling breeder for just two invaders. Only downside is that the damn things are so heavy they risk making the wagon too heavy to leave, so selling off invaders takes a little extra balancing beyond the price negotiating.

http://dffd.wimbli.com/file.php?id=8525

910
Masterwork DF / Re: [HUMANS] - Post your ideas - Added poll
« on: April 12, 2014, 09:00:19 pm »
Is it possible for one race to value a particular type of item more than others? 'Cause I figure that those of a race with as much focus on wealth and agriculture simply wouldn't tolerate having to eat fresh greens, roots, and berries all the time if specialty breads, seasoned cheeses, and cured meats were available. So how about some intermediate-late game food preparation buildings for making more decadent ingredients to prepare meals with?

First of all, humans would need some method of procuring salt. I figure the easiest ways would be either grinding rocksalt at a mill or evaporating sea-water somehow.

Second, an extension of the vanilla butchery: the "Smokehouse". The most basic function of a smokehouse would be to take a bag of salt and a stack of meat and combine them into an empty bag and a higher value "cured meat" stack. Further functions would take this cured meat and a log to produce an even higher valued "smoked meat" stack and maybe some ash, there could be a different "flavor" of meat for every type of log burned in the reaction.

Third, an "Artisans' Cheesemaker" the whole concept would be taking a barrel of milk, an over-ground spicy plant of some sort, and a bag of "yeast" made by either grinding an underground plant or a boulder of cavefungus at the mill, and turning it into a few wheels of high valued artisan-cheese.

Fourth, a "Bakery" that would take flour, yeast, eggs, fuel, and milk to produce loaves of bread in bulk. In addition, the bakery could have additional recipes that require sugar and a berry plant to produce high value pastries.

Last, have the higher-tier foods give sort sort of temporary happiness buff when they're eaten. Like, maybe increase their resistance to tantruming/insanity or something, or maybe a small boost in speed to simulate how much healthier they are now that they're actually cooking their food instead of just eating it raw.

911
Ah, that would explain the sudden lack of available logs; I'll correct it when I can.

--Storytime--

My name is LMeire Shack, and I'm an animal dissector. I've always loved peeling the skin off of creatures and seeing how they tick, how their muscles interlock and work with their bones. I also love to to illustrate and detail my findings for both pleasure and scientific inquiry. I do not love mussels.

When I first heard of this place, it was described as a luxurious safe-haven for entrepreneurs and scholars alike. A mountain of untold riches where gold and silver flowed like wine and all were welcome to the wealth so long as they could earn it themselves. I had heard that any with an interest to do so was free to join any guild of their choosing, free of charge; and I knew then, this place was the home of my destiny, I would travel to (Forgot ingame name) and become a professional surgeon of the Healer's Guild. It was the perfect excuse to cut people open for fun way to use my skills without going to the hammerer for the people! Plus, nobody here knows who I am so it's unlikely that they'll see me as the lunatic that framed Dagger McAlwaysfriendlytoeveryone like they did back in Murderkilldeathtown it's like a fresh start free from the stigmas of my "useless" hobby. New home, new job, new name, new wife. (If you'd've met her you'd understand why she I had to go.)





My first experience of the fortress was being informed that I was a stoneworker now. No "hello"s, no "how do you do"s, just "here's a pile of bricks, there's where we're putting the wall, get to work!". It wasn't hard, of course, I am a dwarf, afterall; but the vision of (name) that I had in my head and the reality of the grueling workcamps to which I had been assigned just didn't match up. Eventually, I worked up the courage to address my concerns with the manager/bookkeeper/overseer that seemed to run things despite the presence of a mayor; I guess it sort of worked, 'cause he immediately assigned me to stone detailing after hearing that I like to make art. I still had to stack bricks though.

One day I didn't have to stack bricks anymore. I was wandering around while on break when I guess I wandered into the right room as the Jimboo was there, leaning on a barrel of the good stuff while bemoaning the responsibilities that came with holding 3 different clerical positions to the mayor and liaison, who were also there. The manager/bookkeeper/overseer was so distraught that he declared that the first person he saw other than them would have to take some of the load off of him. They had noticed me by this point and started to warn against this but the moment he glanced at me from the corner of his eye it was an official succession with both a fortress official and the King's emissary to witness it. So I'm overseer now.

The first thing I did as overseer was to take myself off of the hauling and masonry duties, while assigning myself to butchery, bone carving, animal dissection, and fish dissection. The manager/bookkeeper looked at me rather strangely at that order so I explained that fish and small animals were so wholly different that taking them apart required different jobs, he didn't look too convinced for some reason.

The second thing I did was order some 90 or so cages to be completed, as the screams of "CANNOT LOAD EMPTY CAGE TRAP!!!" from the mechanics was starting to give me a headache.



My third order was to wall off some of the gates, as I couldn't think of a reason we would need to pull seven different levers each time we were attacked, especially if we were going to be attacked by elephants on a regular basis.

I was about to order a fourth when there was a commotion outside, other than the mechanics, who still had no cages. Thieves! Oh just glorious, it had been a while since I'd been able to cut open a kobold; the moleweasel kits were a close second but was just something about the skulkers that really delighted the senses, cutting up a kobold was almost as fascinating as cutting up a real person!. I had gotten outside just in time to see him drown in one of the courtyard pools- these were no kobolds.



His surviving cohort, a worldender, snuck out through a gap in our wall that everyone in the masonry work crew thought I was going to do. Whoops. They were pursued by a pair of guards and later caught in a cage trap, so it was fine. We'll have to drain that pool some time though, bifrost is a terrible thing to waste.



After that excitement, I took a stroll to abuse my privileged as overseer to examine some of our fort's most valuable treasures, among the usual treasures was this newer addition:





Fascinating.

Suddenly there was a cry from one of our sentries: "What in Oblivion is that?!?"



Oh for the love of...
I briefly considered closing the gates, until the monster swooped up a dozen z-levels and began flying circles around the northern edge of our forests. Obviously, closing the gates wouldn't affect much.

I was in the middle of saying my prayers and wondering how far I'd be able to run from this gold-baited death-trap if I ordered everyone to distract it, when the same sentry informed me that the dragon had bloodily dismembered several of our civilians too dumb to stay out of sight. My curiosity piqued in a wish to decipher the beast's behavior and get it to leave peacefully, I asked the sentry which ones had died and how. He didn't want to answer at first but eventually I gleaned that the following had occurred:





The unobservant fool traumatized hero failed to properly describe how the tissues appeared after being doused in acid save the child, but I'm sure after we weather this assault that there will be plenty of research material patients for my new practice.

--

I've never actually gotten a dragon before, do they eventually go away? Or am I gonna have to move everything underground until I've got a decent military to kill/trap it with?

912
Masterwork DF / Re: [HUMANS] - Post your ideas
« on: April 09, 2014, 01:14:37 am »
For human religion and clergy, how about you make them do nothing? Like, not that they have no purpose, but rather they reduce the effects of good, evil, and elemental magic around them with the sort of anti-superstition rhetoric that Christian priests used to convict suspected heretics and convert pagan villages. The lower levels of clergy could all have a special skill that temporarily removes all "magical" reactions like fireballs and necromancy from an opponent; while the high priests could possibly deny the existence of titans and FBs while in combat with the things, proving (transforming) that the monsters are in fact ordinary animals like wolves or alligators and making them that much easier to kill. But at the same time, having a powerful church presence would mean that a fortress loses access to beneficial livestock such as unicorns, faedogs, and fire birds.

913
I'm downloading Jimboo's save now, I'll probably get started sometime this evening.

914
Okay wait, does this multiverse thing make the turn list invalid? Should I just like start now?

915
Masterwork DF / Re: [HUMANS] - Post your ideas
« on: April 08, 2014, 04:14:07 pm »
...

lmeires assassins/thieves: I wouldnt even know where to begin to write something like this. AI modding cant be done.

Ah well, I guess I got too excited.

To add to your agricultural buildings, how about Eel ponds for farming high-quality fish meat? IRL, eels were farmed all over Europe as a delicacy for feast-times, so I figure it's at least thematic. They could require an eel egg-sac to build and produce raw freshwater eels of a random gender for the fishery. Egg-sacs could have a low chance of being produced with every female eel caught.


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