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Topics - joeclark77

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1
DF Dwarf Mode Discussion / Mass pitting in v.50?
« on: April 23, 2024, 11:23:01 am »
Hi, just coming back to the game after several years.  I like the new interface, mostly, and am figuring out how I like to run my fortresses again.  One thing I haven't figured out yet is what to do with my caged prisoners without massive tedium.  I used to use "mass pitting" where you empty all the cages through hatch covers into a room below.  (In my case I'd strip them first, then pit them into a room a couple z-levels below where my archers could practice on them.)  Now it seems like the goblins get loose as soon as someone shows up to "pit" them.  I know I can open cages with levers, but when we're talking about dozens of cages, that's lots and lots of key presses and mouse clicks for me.

So: is there a solution?  A way to make mass pitting work in the new version?  Or some other way to safely get enemies out of cages without losing control of them?  The lever thing is so tedious I'll probably just turn to dumping them in magma or leaving them in cages forever, rather than bothering to recycle the cages.  It seems such a waste, though.  For example I have lots of captured beak dogs that could become food and leather if I could mass-pit them.

2
DF Dwarf Mode Discussion / mass pitting... can't find gobbos in the list
« on: December 22, 2015, 05:18:38 pm »
Hi y'all, another question from a rusty returning player.  I've built a mass pitting system and am trying to dump some goblins into it, but cannot find them in the list of creatures to "Assign" to the pit.  Here's what I do: hit "i" for zones, move the cursor over the pit zone, Shift-P for "set Pit/Pond information", then there's a list of my domesticated animals I can choose to pit, but no list of goblins.  I have the goblins in cages and have stripped them of their valuables.  What am I forgetting?

3
DF Dwarf Mode Discussion / getting military dwarves to don armor
« on: December 22, 2015, 02:50:03 pm »
Just coming back to the game after playing DF2012 a few years ago.  In the new version, is there something different about how to get dwarves to put on their armor?  I remember always having trouble with it, but in my current game I've had a uniform assigned for *years* and dwarves still haven't picked up *any* of their armor.  They all grabbed their weapons, backpacks, bottles, and quivers with no delay though.  I'm not sure on shields.  What's the trick?

4
DF Dwarf Mode Discussion / dwarves won't haul werebeast corpse
« on: December 14, 2015, 02:19:50 pm »
My dwarves killed a weremonitor in the trade depot, and won't haul its body (or any of its teeth, etc) either to the refuse pile or the graveyard (I have no idea if it was a dwarf or what).  This is indoors and I've used d-b-c to (c)laim the corpse, even though it wasn't forbidden.  What gives?

Some of my wounded dwarves themselves became weremonitors and were subsequently killed, and their fellows had no problem moving them to the graveyard, so I know there's no general prohibition on hauling werecorpses.

5
DF Community Games & Stories / Oslamkekath: Fortress of the Dammed
« on: May 09, 2014, 04:32:47 pm »
Diary of Reg F. Parchedmachines, Spring, 182:

We were assigned to journey south to found a new settlement, "Windtundra", for the glory of our native land, "The Pillar of Joy", when we arrived here.  Far from the tundra, the cliff proved too steep to portage our boats up the waterfall.  Climbing upon the height of the land, we numbered our supplies and took a look at the surroundings.  Here, a nameless tributary cascades down five z-levels off a red sand cliff into the stream our map names "The Regal Pantomime".  The valley below is dry and barren, but two spurs of the cliff jut out above the plain.  Obok notes that, if only they came out a little farther and meet in the middle, a vast reservoir of water would be captured here.  And wouldn't that be interesting.

And that's how I decided that we would found our new settlement here.  The goal: to dam the tributary, form a reservoir, and engineer a mighty hydropower project in the midst of this desert.  There are no trees or plants on the surface, but the wildlife seems abundant enough, there's water, and Udib says that the earth smells of tetrahedrite.  (Anyway, who wants to walk all the way to the tundra carrying a few dozen boulders and 40 logs on their backs?)

Due to inability to agree, we kept on calling the new fort Oslamkekath, "Windtundra", and that's how it got its odd name.



We have begun to unload supplies on the promontory sketched here.  Here we will ultimately construct the visitor center, gift shop, control tower, and hydropower transmission shaft.  The dam will extend west and then south to meet the spur seen on the larger map.



OOC: Let me know if you can see these images!

Udib is forging picks for the miners and swords for Obok and Rakust, who will form our militia. Asen will be our farmer, and Risen and Ast will be our diggers.  I'm acting as an all around handydwarf (as are Obok and Rakust), until we have enough hands for specialized workers.

6
DF Gameplay Questions / baron no-hands and peasants in a cage
« on: June 01, 2013, 05:29:54 pm »
Two questions for situations I've never encountered before:

(1) My second militia commander (the first died with his War Giant Cheetah in an unfortunate drawbridge accident) tried to solo fight a Giant Dingo and it bit both of his hands off.  I decided to make him my Baron since I couldn't think of anything else for a no-handed dwarf to do.  So far he's doing fine.  Are there any other jobs I could have given him instead?  The only things I can think of are broker or manager.

(2) Two of my peasants walked over a webbed cage trap and got caged.  Is there any way to get them out, short of building the cage somewhere, installing a lever, and opening it mechanically?  Will other dwarves feed and water them while they wait for the mechanics to do their thing?

7
DF Gameplay Questions / gathering plants in evil biome?
« on: May 14, 2013, 02:52:56 pm »
I'd like to try cultivating sliver barbs, but each time I've tried to embark on an evil biome, the plants have all been dead to begin with, and "gather plants" is futile.  Is this the case with all evil biomes, or have I just been unlucky? (I only tried 2-3 evil embarks.)  If this is ordinary, then what's the trick?  How does one cultivate sliver barbs or find a renewable source of glumprong wood?

8
DF Community Games & Stories / ideas for a "dam" succession fort?
« on: May 10, 2013, 02:19:02 pm »
Hi all, I was thinking about the idea of doing a succession fort based on the idea of a Hoover Dam type megaproject, but I haven't really fleshed out the idea yet.  Anyone have any suggestions?  My basic idea is that we'd need a map with a very tall non-freezing waterfall and a deep, wide canyon carved by the lower river.  By developing the ability to drain and fill the reservoir, we could build underwater structures or perhaps even submerge the fortress entrance as a defense.  The dam could generate power using water wheels, but what would we use the power for?  And how should the main fort be architected?  Certainly some industries could be built inside the dam, milling being the obvious choice.

Your suggestions would be very welcome... or if you have a good map for it, let us know.

9
DF Modding / modding wildlife and climate after embark?
« on: May 08, 2013, 03:10:17 pm »
Newbie to modding here.
Is it possible to take a saved game that I have already embarked on, except it's too cold and too "calm", and modify (a) the temperature to be warmer and (b) the wildlife to be more savage?

10
DF Community Games & Stories / Port Rooterquake: A Salty Enterprise
« on: May 03, 2013, 03:45:40 pm »
It was the 78th year of the new age of the world, and I was a fisherdwarf of the dwarven civilization The Mountainous Arches.  But there aren't that many fish in the mountains, so I had a radical idea: bring dwarven civilization to where the fish are.  Now fisherdwarves don't have much clout in dwarf society, that's just a fact, so my idea of building a fortress on the seashore wasn't going very far.  I did what anyone would do: cram my proposal full of lots of needless attention-getting stuff to make it exciting, and then show them the money.  I would construct a fabulous port complex, the first in the world to systematically harvest the riches of the ocean -- whale soap, shark leather, fish roasts, you name it -- and make it available to trade with the awestruck humans.  I would build a gleaming offshore platform, seafloor magma pipes, and a five-star dwarf hotel.  Who's prone to great ambition, now, by my beard!

Well, I only managed to convince six others, and we couldn't even get authorization to take a single pick or weapon, but we all agreed that the plan was worth the risk of stealing an anvil and some copper and tin ores. 


By mutual consent, we dubbed our new group The Sack of Sport, and set out for the ocean.  Our group:

Ducim "Dreamer" M, fisherdwarf and expedition leader.  Your narrator.
Melbil Urdimlar, lady miner. Very cheerful, loves ducks.
Libash M, armorer/weaponsmith. An optimist. He likes steel and unicorn horn.
Kogan A, lady farmer. Not affected by the sufferings of others. Uh.
Dr. Ral V, physician. Lady physician. Mighty physician.
Mistem D, swordsdwarf. He's just incredibly fat, but promises to work on it.
Stukos A, hammerdwarf. Impervious to the effects of stress.

1 Granite, year 79:
We drove the wagon right up to the ocean before disembarking. (Nobody ever told me about the tides!)
Somebody suggested the name "Rooterquake" and it just stuck with us.  Behold the beginnings of Port Rooterquake.

A giant osprey soared over the deep ocean as we began to chop trees and forge picks.  We're dealing with flat earth, here (at least for now), so we're going to have to dig down instead of sideways.

11
DF Gameplay Questions / disposal of caged undead?
« on: April 30, 2013, 10:18:16 am »
I got all ready to use the mass pitting method described on the wiki, and then found that you can't assign zombies or necromancers to a (p)it like you can assign goblins or wild animals.  Is there any solution, other than (b)uilding each cage and linking them all up to levers, if I want to dump my undead captives into a target-practice area?  Is atom-smashing or magma the only way I can dispose of the living dead?

12
DF Dwarf Mode Discussion / spore-less caverns possible?
« on: April 13, 2013, 11:42:38 pm »
I've embarked in a rocky wasteland with absolutely zero plants or trees on the surface.  Much to my surprise, when I breached the first cavern, I found it totally devoid of plant life, too.  No spores growing on the ground, no subterranean trees.  And no spores appeared on my soil layer.  I dug down, way down, and breached Cavern 3 (somehow totally missed Cavern 2), and it has normal plant growth.  After breaching Cavern 3, I finally have spores growing on my soil layer.  Is this normal?  I thought caverns always had plant life.

13
DF Dwarf Mode Discussion / how to cage-trap FBs?
« on: April 12, 2013, 01:26:45 am »
Anybody have a good design for a trap that will cage-trap a forgotten beast?  I tried to build my own setup that would use a cave-in to knock the FB into a cage trap but it didn't work.

14
DF Gameplay Questions / assigning pets?
« on: April 11, 2013, 04:37:23 pm »
It's possible to assign an animal as a pet to someone, isn't it? How do you do that?  I went through the "animals" interface to try and assign a war dog (brought on embark) to somebody.  Do I need to give that person the "animal trainer" skill?  Does this mean that no one can have an animal that they didn't train by themselves?

15
DF Dwarf Mode Discussion / if you want to make an omelet...
« on: April 09, 2013, 09:59:58 pm »
I'm in an untimed wilds map that has a lot of visits from giant birds and bird-men, and I got thinking I'd like to have some of them nesting in my kitchen for exotic egg roasts.  Unfortunately my strategy of building bridges across the river and covering them with cage traps (which works fantastically for catching land animals) wasn't going to work very well at catching these birds alive.

So I remembered Sphalerite's famous forum thread on catching sea monsters and how he discovered that the best way was to place cage traps along the shore.  It works because of monster pathfinding, particularly if you have a convex corner, like so:

Code: [Select]
.........C.........
.........#.........
........###........
.......#####.......
A....D#######E....B

Imagine a beast traveling from point A to point B.  You don't have to know the internals of the game's pathfinding mechanism to know that the shortest path around the obstacle is going to involve moving "east" and "northeast" and "southeast".  The path may not go through D (you could go "northeast" first before going east) or E, but every shortest path will pass through point C, so a cage trap there will be your best bet for a capture.

Well, I figured that the same principle would hold in 3D, where the "#" symbols in the diagram represent a vertical slice of a hill or mountain on your map.  I happen to have a rather tall volcano and I figured a lot of birds would path over the heights. (Point C isn't necessarily the peak, just the peak of whatever "slice" of the volcano is between points A and B.)

So I placed cage traps all around the top level of my volcano (top 2 levels, actually, but the peak is only a single tile).  So far I've trapped a family of giant wrens (domesticated them for eggs), giant magpies (fried in a longland flour batter with a special blend of 11 herbs and quarry bush leaves), a giant tiercel peregrine, and a giant insect or two.  I want to get some giant peach-faced lovebirds and see how they cook.
 
Anybody else have experience trapping bird life?  Are there other effective ways of doing it?

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