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Messages - Felius

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1
So, relatively recently, there have been this: https://www.youtube.com/watch?v=tgolX750KoA

Which is to say, Gimli's actor have done a version of Durin's Song (or the Song of Durin). It inspired me to ask, what exactly would be an appropriate challenge fort to "replicate" what's described in Durin's song? For reference:
Quote
The world was young, the mountains green,
No stain yet on the Moon was seen,
No words were laid on stream or stone
When Durin woke and walked alone.
He named the nameless hills and dells;
He drank from yet untasted wells;
He stooped and looked in Mirrormere,
And saw a crown of stars appear,
As gems upon a silver thread,
Above the shadow of his head.

The world was fair, the mountains tall,
In Elder Days before the fall
Of mighty kings in Nargothrond
And Gondolin, who now beyond
The Western Seas have passed away:
The world was fair in Durin's Day.

A king he was on carven throne
In many-pillared halls of stone
With golden roof and silver floor,
And runes of power upon the door.
The light of sun and star and moon
In shining lamps of crystal hewn
Undimmed by cloud or shade of night
There shone for ever fair and bright.

There hammer on the anvil smote,
There chisel clove, and graver wrote;
There forged was blade, and bound was hilt;
The delver mined, the mason built.
There beryl, pearl, and opal pale,
And metal wrought like fishes' mail,
Buckler and corslet, axe and sword,
And shining spears were laid in hoard.

Unwearied then were Durin's folk;
Beneath the mountains music woke:
The harpers harped, the minstrels sang,
And at the gates the trumpets rang.

The world is grey, the mountains old,
The forge's fire is ashen-cold;
No harp is wrung, no hammer falls:
The darkness dwells in Durin's halls;
The shadow lies upon his tomb
In Moria, in Khazad-dûm.
But still the sunken stars appear
In dark and windless Mirrormere;
There lies his crown in water deep,
Till Durin wakes again from sleep.

So, how would be an appropriate fortress be, to be fair as in Durin's day, with "Golden roof and silver floor", with a "King on carved throne in many pillared halls of stone", including the "runes of power on the door", and "The light of sun and star and moon in shining lamps of crystal hewn undimmed by cloud or shade of night"?  Not to forget too all the industry described in the following verses, because you'll not get "shining spears laid in hoard" just with a fancy throne room.

So, opinions? What would be a hard but doable challenge fortress based on the song?

2
I had noticed that, but only really took notice of it with elves, and just assumed it was a new elven thing. Guess it's a bug then instead?

3
Other Games / Re: What are you currently playing?
« on: January 05, 2023, 10:56:51 pm »
Doing a mix of FFXIV, Dragon's Dogma and Shadow Empire, swapping to avoid getting burnt out on any of those.  :P

4
I feel that at the moment, the best option is to just disable all secrets types (aka, removing necromancers) from the game in world generation, given a fight involving them tends to instantly kill all fps.

5
Utilities and 3rd Party Applications / Re: DFHack 0.47.05-r8
« on: December 24, 2022, 08:02:23 pm »
You can track which tools have been validated in the steam release here: https://docs.google.com/spreadsheets/d/1hiDlo8M_bB_1jE-5HRs2RrrA_VZ4cRu9VXaTctX_nwk/edit?usp=drivesdk

Check the Tools sheet. We're validating them in "waves". Right now we're in wave 2.
Is there some particular install instructions to install it in the Steam version, even if only to get the already validated tools? Tried to just override, but then DF refuses to work because of the SQL override.

6
I'm fairly sure that the traders will refuse to trade if they aren't actually making a profit without the rounding. Or rather, a few early caravans that listed the trader making the profit had them refuse to complete the trade with the justification that they had to make at least some profit.

7
DF Dwarf Mode Discussion / Disabling Monarch coming?
« on: December 24, 2022, 03:03:49 pm »
The monarch arriving is just kind of a pain: The outpost liason moves in so no more requesting specific items from dwarven caravans, not to mention the legion of visiting nobles that end staying in your fortress just taking up space and fps.

Someone figures a way to disable it? I'm thinking that the "land holder population trigger" and similar fields in the difficulty menu might be able to handle it, but it's rather undocumented at the moment, so I'm not sure. Anyone messed with it already and know if changing those might allow me to make it effectively impossible for the king to come (at least without discovering HFS)?

8
DF Suggestions / Re: Steam: Stocks screen badly need improvement
« on: December 21, 2022, 08:59:57 pm »
The ability to increase and decrease granularity of groupings would be really appreciated to be honest. Specially with barrels: I don't much care what type of wood it's made of, or even if it's wood or not, I just want to get barrels of prepared meals to the trade depot. Same thing for bins of finished goods. Sure, sometimes I might want to separate which are which, but it's not standard.

9
I just miss (dfhack's I think) ability to say "this particular work order is only to be done by dwarves of at least [skill level]" in work orders.

But yeah, current system means that if you want to make the dwarves work well, you end having to create over twenty extra "work details" each for extra profession, and end essentially end at "basically DF Therapist, but not quite as good".

10
So, now weapons can decay with use and combat. For metal weapons, it's ultimately just a matter of melting them up and reusing the metal, sure. But it also includes weapon traps. And it's not equal among all weapons in a weapon trap. This is specially visible with glass trap components, as a weapon trap with 10 glass serrated discs will in very short order be destroyed and leave the non-destroyed components heavily damaged. Even aside of that, there's obsidian short swords and elven wooden weapons, even though both of those aren't really all that commonly used by players.

Either way, it does mean that there's a number of sources of non-meltable weapons that can get damaged. Right now they don't seem to decay further, which means permanent clutter unless you take the time to manually atom smash it up or go through the trouble of getting a caravan to take it as (low value, as their value has been massively reduced from previous versions, to a far more reasonable one) "trade goods".

Instead I'd propose that weapons kept on refuse stockpiles should just run the same decay routine as clothing and armor, and quickly cease to be, reducing clutter by quite a lot in some forts.

11
DF Suggestions / Reduced Necromantic Reanimation
« on: December 20, 2022, 05:06:48 pm »
While in theory dwarven necromancers are great, they present a pretty major problem in that if they ever get involved in a big armed fight, they also generally mean a nearly instant fps (or rather, spf, seconds per frame) death when they suddenly get reanimating every single little piece of the enemy that ends flying around. It makes them pretty impracticable, specially in the military.

Instead, I'd propose one or all of the following, to keep their flavor, but help making them work:
  • Reanimation takes more time and/or have a cooldown. Have them start at the largest thing in range, and then a noticeable wait before next thing (maybe 500-1k frames? Should make an reanimation per around 10-30 seconds). This alone should take care of most of the lag.
  • Minimum weight to reanimate: Not only there's relatively little combat point in reanimating a very small left hand or something, having every piece getting reanimated means the game lags something fierce when a heavy battles means body pieces are flying around.
  • It's a bit more of an accessory suggestion, not something that'd solve the problem on its own, but having undead decay and die on their own (at least on non-evil biomes and/or non-intelligent undead). They don't seem stay hostile against the next enemy attack anyway, so all they are doing there is eating the fps. Having them eventually die off automatically should help reduce the accumulation entities in the fortress zone. I'm thinking maybe a season or two, giving plenty of time, but still dying off in good time. Maybe have dependent on environment, with them dying off faster in good biomes? I know, dfhack already has a script for this too, but the software is not yet available for .50, plus, if I recall correctly, it also affects the intelligent undead visitors you occasionally can get.

12
Using Steam version, I was trying to send a few raiders and tribute demand missions out, but it doesn't seem to work.

Specifically, I send the mission out, they spend a bit of time away, then I get the (non-major) announcement that they have returned, but nothing else, doesn't seem to bring any loot, or really do anything at all.

Am I missing something? New version is bugged? Something on my end?

There are mission reports in the World/Civ info screen, you can check if there was a report.
Ah, found it. Now if only it could just let me scroll through the whole thing instead of doing a line by the line animated thingy.

13
Using Steam version, I was trying to send a few raiders and tribute demand missions out, but it doesn't seem to work.

Specifically, I send the mission out, they spend a bit of time away, then I get the (non-major) announcement that they have returned, but nothing else, doesn't seem to bring any loot, or really do anything at all.

Am I missing something? New version is bugged? Something on my end?

14
It doesn't seem to count prepared meals though, or at least it's likely that doesn't (not quite sure because can't actually check what the roasts in large clay pots are made of on the trade screen). 

15
So, been trying to do some trading with the elves, and trying to offer bone crafts to them. Apparently they don't accept those anymore? They are reacting to it as if I was offering them wood items.

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