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Topics - Jackboot

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DF Suggestions / Dwarven Mail
« on: December 09, 2023, 08:10:50 pm »
It seems to be that some of the hardest to meet needs are socialization needs, because the right Dwarves need to be physically near one another. This can be impossible for Dwarves who have no/few family and friends.

Meeting these needs could be made far easier, even for isolated dwarves, by having a mail system similar to Prison Architect's.

https://prison-architect.fandom.com/wiki/Mail_Room

For friends and family outside the fort, the mail could arrive with the caravans to be delivered or picked up by Dwarves which satisfies their socialization need. Dwarves within the fort could write letters to one another, to be delivered to the rooms. Potentially it could even allow plotting with one another? Sparking romance? Pen pals could be communicating from across the continent, which as well as being beneficial for needs, would also be very endearing.

I searched "mail" and "letters" and found no results, so I don't think this has been suggested before.

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Spoiler (click to show/hide)
Spoiler (click to show/hide)
Welcome to Anomshokmug, Agedcheeses! This fort is 10 years old, and encircles a volcano. The land brought the Mountainhomes unimagined wealth, as this embark carries with it silver, gold, copper, and aluminium! After years spent flooding the market with ridiculously expensive aluminium flasks, building a palace for the monarch that never arrived, and giving every decent rooms and pet crundles, I decided to go deeper.

I had already made cautious attempts in adamantium mining (mostly because out of the 4 spires I found 3 were completely submerged in the magma sea) and decked out my best military dwarves in the stuff with armour and weapons. The royal palace even got an adamantium blast door for a monarch who wanted to be very sure that he wouldn't be disturbed. (But apparently not even that was enough to please his Highness, who still hasn't shown up. Who's supposed to live in this palace, now? The crundles?)

But that wasn't enough. I had 98 dwarves, a thriving economy, and four full squads despite not ever having any invaders. I needed more.

So I sent down a lucky miner to breach one of the spires and unleash the demons - the miner actually stood there and tried to slug the first demon to pop up right in the face before the thing pushed him so hard his entire face exploded into gore. God bless that dwarf, he died like he lived: punching shit.

I decided to see how my Silver Guard would fare against them - 4 macelords, an axelord, and 5 grand master soldiers. They got sent down into the tight corridor to face the demons - heroically giving the single farmer still in the cavern time to get stuck in more webs and fall into a lake. They got slaughtered pretty fast - but managed to take out two of the demons, causing no more than a small hiccup. Undeterred but filled with rage at the resistance, the demons stormed through the rest of the tunnels and... Turned away from the stairs that lead to the containment area to apparently have a spa day in one of the magma lakes.
Spoiler (click to show/hide)
Now, I was a bit perplexed and irritated - my containment area had the staircase surrounded by fortifications with the entire Fort Guard stationed there with steel bolts - the Captain of the Guard even had an artifact adamantium crossbow with the same material for bolts! It would be a killing field if the stupid demons would stop taking a vacation for like 5 seconds. Every single demon was either in the lake or lounging around the cavern.

So I built a steel drawbridge behind the containment area that lead to the fort proper, then when that blast door was shut I opened the bridge to the containment area itself. The demons' all simultaneously sensed dwarf beards, and properly made their bee-lines towards the staircase. Once i thought they were close enough, I had the lever flipped again to get the blast door closed - allowing everyone to open fire from the safety of the fortifications.

Unfortunately one of the demons was closer than I thought, and popped up in the containment area just as the switch was flipped. What happened next I can barely find words for:

Every single marksdwarf bolted towards the demon and started to bash at him with their crossbows, standing over the bridge that was about to shut. The siege engineers left the siege engines to run towards the demon, abandoning their giant ballistas and going fisticuffs with the giant demon from Hell.

During the confusion and in the midst of extract, the drawbridge shut and instantly killed half the squad who was on the 3 tile bridge - including the Captain of the Guard and his adamantium artifact and full quiver of adamantium ammo. All the siege engineers also perished, and apparently the last surviving militiaman is only so because he got caught in one of our own cage traps that was meant for crundles.

it doesn't look like much, but this is the scene of one of the most embarrassing failures in my DF military history.
Spoiler (click to show/hide)

And these are the stupid idiots poor victims.
Spoiler (click to show/hide)

I was already dealing with the fact I had inadvertently made the palace look like a giant phallus, I didn't need this too!

After this incident, no one even wants to enter the room at all. There's about 12 dwarves standing in the hall staring into the area at the demons. I put the seige weapons too close, so I can't even shoot at them with those - all I have left are my Adamantium Guard - which were meant to protect the monarch - and the Copper Guard, who are just random idlers that I conscript to give more use to the tonnes and tonnes of copper weapons and armour I have laying around.

I'm debating on punishing the dwarves for their poor life choices by releasing the demons into the fort proper, but the sheer luck of having all these high value materials and previous plans to grow the fort are making me want to just wall up this travesty and build a memorial over it. Maybe that statue of burning crundles on top of a giant facepalm. It can be a megaproject.

3
I'm playing 40.10 and have been experencing a very annoying bug with the military. A handful of military dwarves end up stuck in a job while active, but don't move no matter what I do.

Spoiler (click to show/hide)

The jobs they are stuck trying to do are: Get provisions, individual combat drill, store item in bin, store owned item, and sleep.

Using DFhack to turn on 'fastdwarf 0 1' to let them teleport to their destination does bring a fix, but that carries with it the huge danger of a dwarf teleporting into an unrevealed area for a job then getting stuck there and spamming so many job cancellations that the game crawls to 4 or 1 fps as it deals with the sheer amount of cancellations.

I've observed that they will remain in this spot - tantruming rarely breaks them out of this spell, but otherwise I've had isolated cases of dwarves stuck in this situation simply starving to death. The only current cure that I've found is the teleportation allowance - cancelling their job doesn't work, kicking them out of the military doesn't work... Anyone else have this problem, and if so how have you fixed it?

4
DF Suggestions / Adventure Mode: Notebook in our log
« on: July 09, 2014, 06:33:09 pm »
With the latest update it seems that we've become entrenched in a tsunami of information; it's often hard to tell "at a glance" what I'm supposed to be doing or recall who I'm looking for and where without writing it down outside the game for the quick reminder. It would be excellent if we could have an "Adventure Journal" or somesuch where we could jot down notes, either in character or out of character depending on preferences.

5
DF Dwarf Mode Discussion / Opulence or functionality?
« on: September 21, 2013, 02:51:48 pm »
I've recently struck a very large amount of gold in my fort Confined Halls, and have now been immediately switching priorities from chugging out clay crafts studded with chicken bones to clay crafts studded with gold. I've created an elaborate maze filled with traps and a barracks filled with legendary axedwarves that leads to a vault filled with golden statues, gold coffers, and large amounts of minted gold coins. There's a pressure plate inside that closes the steel vault door behind a potential thief and fills the room with lava, which is pumped through golden "pipes".

I'm also working on making golden royal bedrooms for all the original 7, which golden furniture, floors, and walls. The fort itself has a golden road leading to it lined with golden statues of the broker to the golden depot where people can buy golden crafts.

Basically, this entire fortress is revolving around showing off how excessively rich Dwarven civilization is. Eventually I hope to give all my dwarves candy clothes just to piss off jealous humans even more.

What do you guys do with your fort when you find valuable ores? Do you focus on making your entire fort as fancy as possible, or just spare it for a few nobles and continue forcing your dwarves to live in squalor while all the gold is turned into trade goods to buy more Prepared Bumblebee Brains?

6
DF Gameplay Questions / What happens to your trade goods?
« on: September 12, 2013, 02:14:22 am »
Currently in my fort Renownedhalls I'm pumping out candy weapons and armour and dumping them onto the merchants, in the mindset that I'm slowly arming the entire dwarven civilization.

So the question becomes, do the things I sell to merchants become available to the wider civilization/world, or do they disappear/exist in a parallel universe?

7
DF Dwarf Mode Discussion / When did you realize you were no longer a newb?
« on: September 11, 2013, 10:57:50 pm »
Like the title says. When (if there was one) the moment when you had an epiphany that you were no longer a newb at dwarf fortress? Was it when you established a new fort and neatly and efficiently had an entire fort design down, twenty layers of ore dug out, three megaprojects completed, four forests cut down, and thousands of cats slaughtered before the first elf merchants could saunter up and complain about your lumber industry?

Disclaimer though: By 'not a newb anymore' this isn't a 'haw haw expert dwarf fortress player elite platinum edition' but rather 'I know enough to not flood my fortress probably and when I talk about the game to non DF players their eyes gloss over'

For me, I realized that I was no longer a newb when I was gushing boasting about a complicated pump/drainage/random luck system I set up to get passed a magma sea and greedily dig up the delicious candy to make candy socks for my King.

8
Hello! I'm playing with my fort Elbeliton "Renownedhalls". It has 156 dwarves, but FPS has dropped to about 26 FPS. This is really odd, because usually my forts chug along at a speedy pace until I hit about 200.

So I decided to take the usual steps to fix FPS: I sold off all the junk, did the traffic pathing, and put 124 cats (pets and stray alike) onto a bridge with an endless amount of refuse and corpses. There's a lever attached that drops these tons and tons of garbage straight into a lava pit where they sink and disappear, but I haven't seen any notable changes in my FPS.

I'm not very into computers or optimization so I hope I don't sound like an idiot when asking this but: Does all this stuff disappear and is no longer considered by the game, or do they remain junk data?

I really don't want to abandon this fort because I've found a treasuretrove of safe candy underneath the lava sea and it will take in game years to refine and sell it all.

9
DF Gameplay Questions / Consistent items?
« on: August 13, 2013, 10:38:31 pm »
Currently my fort wherein I export candy weapons and amour (as well as turning imported ores into the same) is experiencing slow FPS death. Dumping all the cats and xXleather thongXx goods into a pit of lava has worked a bit, but I feel it'll have to be abandoned eventually. I'm holding out because I want immigrants to my other forts to have their candy items.

But the bigger question is, when I export stuff to my civilization, do those items sort of go into a pool where other migrants can possibly end up with them, or do they just disappear once the wagon leaves and you get what you get?

10
DF Dwarf Mode Discussion / Candy for everyone!
« on: August 08, 2013, 10:07:07 pm »
Been building up Elbeliton "Renowned Halls" for quite some time. It was chugging along exporting pots to elves and everything else to the humans and mountainhomes. The only attacks I've experienced were goblin ambushes that were quickly dispatched by my squad of legendary axedwarves.

So I decided to dig down towards the candy, and long story short there's apparently a candy addiction going on through my dwarves. Every strange mood so far has made candy furniture, such as this bed.

Spoiler (click to show/hide)

This single bed makes a royal bedroom, so I've put it in the bedroom I've prepared for the King that should shortly arrive. (And hopefully not drop dead as soon as he spawns on the map.)

Is it common for dwarves to make furniture out of nonstandard items? Before this I assumed beds could only be wooden. Now with all these candy artifacts my forts value has quadrupled and I have less to make weapons and armour with. (Then again, this vein has been solid for 20 Z levels now...)

Spoiler (click to show/hide)

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