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Topics - 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
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)?

3
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.

4
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.

5
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?

6
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.

7
Building a pump stack, can't seem to figure out how to make so that I can choose the mechanisms for the linking. It shows me which ones will be used, but clicking on that just seems to cancel things up.

8
DF Gameplay Questions / (Steam) Forcing uniforms while off-duty?
« on: December 14, 2022, 02:00:44 pm »
Been trying to make a military squad, can't seem to figure out how to force them to always be in uniform, even while off duty. Anyone knows how to deal with that?

9
DF Dwarf Mode Discussion / (Steam) Trade Wagons
« on: December 12, 2022, 01:58:28 pm »
Been playing with the Steam version, haven't gotten any caravan with a wagon yet. I think my Depot is Wagon accessible, but either I can't check on this version or I haven't figured how to do so yet. It does have a 3 wide route, no stairs or anything else in the way, and the map is sparse enough with trees that they shouldn't block it either.

Do caravans just don't bring wagons in this version? Am I just getting unlucky and getting small caravans? Something else?

10
DF Dwarf Mode Discussion / Flask Weights
« on: February 04, 2022, 06:21:53 pm »
So, been outfitting my military and decided to be a bit ostentatious and give them silver flasks instead of simpler waterskins. Except that when I go check the empty silver flasks, I notice that they weight about 10 urists, which seem excessive, given that a steel breastplate is about 16 and a silver mace 8.

So, gotta ask: Do I have a bug/typo in my raws? Are they supposed to weight 2/3 of a breastplate? Really, how thick are my dwarves making those flasks? Because that's more like a solid brick than a mostly hollow vessel.  :o

11
Masterwork DF / Disabling Warpstone: Not possible anymore?
« on: June 14, 2017, 09:02:15 pm »
Looking around the near current 1.27 version for the toggle to disable warpstone, or at least it's syndromes, but can't seem to find it. Is it not possible to disable it without directly editing the raws?

12
Masterwork DF / Golems: How to?
« on: February 17, 2017, 12:10:46 pm »
So, I've finally got the Volcanic Golem Foundry and the raw materials for a golem, but upon completing the job, either the golem doesn't appear, or it appear at the 0, 0, 0 location as a friendly (but not as part of the fort), but nonetheless stuck below hell.

Am I doing something wrong? Do I need to change something for it to work?

13
So, the tanner can mold horns and hoofs into large daggers. The problem comes into being that, once it gets made, it just sits there forever, no matter if you have every possible stockpile enabled. Even if you deconstruct the tanner, it just on the ground. So far, the only way I've found to actually "store" them is to mark them for dumping, and having it on the dump zone.

Any way around it? Or do they just really not count?

14
Playing Dwarf Mode in 1.23, and shearing Shaggy Badgerdogs, Drakes and Leatherwing Bats seem to be producing unusable refuse* instead things I can actually use. Only other thing I think that might be changing the animals' raws would be that I also have All Creatures Trainable activated, but otherwise I believe I haven't changed anything that could affect this.

* Badgerdog Fur, Drake Scales, etc. but no reaction to use them.

15
Because I went 5 pages down the forum and couldn't find a thread for it, and well, there are silly questions that don't quite merit a whole thread for themselves.

Speaking of which, lemme start:

I've been trying to find a cliche/trope/quote that came to mind that goes something like: "I only had my own wits to rely on.", I think mostly commonly used in rather Noir works, and, I do believe, is occasionally parodied by adding something that makes their troubles far less problematic, something like: "I only had my own wits and unlimited cosmic power to rely on.".

Anyone knows what I'm talking about? It's gnawing on my brain but I've not been able to find neither the original one nor the parodies.

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