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Topics - Immortal-D

Pages: [1] 2 3 ... 11
1
DF Dwarf Mode Discussion / Water is re-salted when changing zeds?
« on: January 21, 2024, 06:43:32 pm »
This one has me perplexed.  The water is pumped and comes out clean, but changes back into salt water the moment it falls through the floor.  I removed the Wells (buckets may have been contaminated) and paved over the mud floors, to no avail.  I did remove all aquifers, possible the water is still registering an aquifer layer?  I never had this issue in Classic, or even heard of it, so I'm fully out of ideas right now.

2
I'm getting back into world crafting in Premium, learning the odds and ends of the new menus.  I'm testing an ocean embark; the ocean itself is Terrifying and the immediate landmass is Joyous.  There is a stretch of sand which I believe counts as part of the ocean biome.  I'm nearly a month in, watching the Dwarves mill about on the surface and fight off the occasional zombie albatross, but there has not been any rain or cloud.  Is it possible for evil weather to spawn only rarely?  Like a couple times per year, or even not at all.  I have never known evil weather to take this long to make an appearance in Classic.  Any insight is appreciated.

3
I've tried to make the new version work, I really have, but it's just so very slow by comparison.  The loss of macros has also been hard for me.  Used to be I could order digging of 28 bedrooms in just a few seconds.  Now designing a large bedroom floor (and really all other digging) is a cumbersome chore.  I recently had the urge to Dwarf again and stopped after half a year.  I'd spent as much real time playing a few months as I would have playing 2 years in the old version.

Any input is appreciated, though I don't think there's any help for my situation at present.  Keyboard cursor might never come back, or will be a very long time if it does.  I can get used to the new menus and make sufficient hotkeys, but anything that requires painting (dig, zone) is impossibly slow, not to mention the strain on my wrist from using the mouse in that fashion for a prolonged time.

4
DF General Discussion / The Hall of Legends needs your help
« on: April 20, 2023, 05:21:33 pm »
Hi everyone.  I am currently managing our beloved Hall of Legends.  Since this relates to both Adventure Mode & Fortress Mode, I thought that DF General is the best place.  It has recently come to my attention that Imgur is set for a server-wide cleanup on May 15, removing anything deemed inactive or explicit.  The pictures captured for Dwarf Fortress tend to be both old and violent.

I am calling on anyone who has time to help parse the Hall; saving pictures with a reference to a given post/legend, or if you have the hdd space, saving the webpage as a full html download with local pictures (no links).  I'll be doing what I can, but as example, some of the first Succession games are like 90 pages long.  Other Legends are hosted on personal websites or outdated forums that could go poof at a moment's notice.  Thank you for your help, lemme know if you have any questions.

5
DF Suggestions / Modding - stockpile accepted materials update
« on: March 22, 2023, 06:08:41 pm »
This is admittedly a small inconsistency.  Right now, furniture & tools made from non-standard materials (cheese, gems, etc.) can be stockpiled like any normal item.  However, blocks can not.  Blocks made of non-standard material are limited by the current categories of a bar/block stockpile, and so will remain in the workshop until used.  I realize that needing hundreds of 'water buffalo bone blocks' is an edge case, but consistency with other stockpile items would be nice.

6
Ore walls are vibrant and detailed, awesome.  However, as soon as you smooth a natural ore wall, it changes to something resembling peanut butter.  Burnt peanut butter even.  I suggest that smoothed ore walls retain the look style of rough stone ore walls.


7
I have tried to make the mouse work, I really have.  It's just so slow, and the lack of macros makes mass-designations actually painful with all the clicking.  The Feb. FotF said that keyboard interface is tentatively coming with the QoL focus.  All that got me thinking; a final sendoff for pre-mouse Classic.

There will be no particular theme, because I want to see everything in a single Fortress.  All the world's books in a grand library, striking back at the goblins with raiding, mega projects for both water and magma.  I have a special WorldGen that will create every feature imaginable.  I'm also thinking of adding a few mods for spice.  Specifically, crafting and hostile civs.  Maybe bring back the original Giant Desert Scorpion (though that would require a desert biome obviously).

Drop a line if you expect to have time over the next few months. (Also biome/feature requests)

8
I am increasingly experiencing a lot of issues that I can't help but feel should have been caught with even the most basic of testing prior to release.  Yes bugs are to be expected, but there are gameplay design decisions that are just baffling.  Off the top of my head;

Spoiler (click to show/hide)

The list goes on.  I feel a lot of these are simply a result of not having feedback about the actual gameplay portion.  My thoughts here were spurned by the announcement of Arena Mode coming in the next patch.  Yes that's neat, but not even close to a priority.  At some point in the life of Dwarf Fortress, there has to be consideration of "Does increasing the simulation come at the cost of playing without hassle"?  There are countless Dorfs here who would happily test a patch prior to release.  All of the aforementioned issues were caught by players within the first few days.  My biggest concern is that development will continue as it always has, with function taking a backseat to form.

9
DF Dwarf Mode Discussion / Premium - invasion of the everything
« on: January 09, 2023, 09:23:11 pm »
On the surface, wildlife agitation still seems fairly imbalanced.  A savage biome quickly becomes tower-defense, as critters are actually spawning in waves.  Within a day of one herd being neutralized, a new group appears.  The caverns are no better.  Troglodytes, ogres, rat folk, draltha.  Just endless waves, to the point that critter bits cover more of the tiles than cave moss.  I'm all for some healthy danger in a given biome, but this is just silly, to say nothing of the fps drain.

10
I feel that this is almost certainly a bug.  The sheer volume of performers arriving completely bare-ass is rather silly, albeit amusing.

11
DF Dwarf Mode Discussion / Do rooms share wall value now?
« on: December 27, 2022, 12:08:16 pm »
I've read mixed reports about this, and am having trouble testing.  I know that in prior versions of Classic, overlapping Zones would share the value of whatever is inside them, but overlapping Designations (bedroom, office, tomb) would not.  I actually rewrote my bedroom macros based on that, so now I'm curious if I can go back to single-thick bedroom walls.

12
https://www.bay12games.com/dwarves/index.html#2022-09-26

Reducing the micro for scaffolding & walls is exciting beyond words.  It reminds me of the first time I had an apartment with a walk-in closet; it's a feature I didn't even know I needed until the first time I had it.

13
DF Dwarf Mode Discussion / Logistics of a deep-mining operation
« on: November 04, 2021, 02:44:13 pm »
Hey all.  My current Fortress has a depth greater than anything I have played before; ~90 zeds from surface to top of the first cavern.  I am actually using minecarts for mining (I know, weird).  I have been given to understand that when a Dwarf has claimed an individual bedroom, they will not use a dormitory that is closer when need to sleep triggers, opting instead to trudge back to the bedroom, unhappy thoughts all the way.  They seem to be ok with using a satellite dining hall for provisions, but the time spent traveling for sleep makes this only a minor efficiency boost.  Is there anything I can do to encourage (force) use of a satellite bedroom, short of condemning them to permanently live in the depths 30-80 zeds below the main Fortress?

14
Following up on my previous inquiry, this is a caverns-only Fortress.  Note; the game is also slightly modded.  Nothing outrageous (I don't think so anyways), but enough variety to add a challenge for those players capable of pumping out steel battle axes in the first year.  I have packaged a LNP, ready to go; Click Me!  Population limits can be changed to suit the relative potato value of your computer.  The world size is Small at 152 years, so if we're vigilant about atom-smashing (or magma-ing) old clothing and occasional running 'clean all', FPS should remain stable.  Current settings are; 100 pop, 125 strict pop, 30 visitor, 80 invader, 40 monster.

Mods

A note on the Steel rework: Using the full version of Sver not only rebalances all the values of weapons & armor, it also makes producing steel a multi-industry effort.  I promise it's actually not that complicated, but is definitely more involved than the simple 2-step process of vanilla.  Here is the change list and flow chart

Packaged LNP ready to go: Click Me! (redux)

Rules are simple:
1. You can mine freely, but all building (including construction & zone) must be within the Cavern z-levels.
1a. Minecarts & tracks are the exception
2. Drawbridges are fine, but we should make an active effort to fight anything that threatens us.
3. Harvesting anything from the surface should be a last resort.  The Caverns will provide.
3a. If surface plants are needed for alcohol variety, digging a hole for sunlight is ok.

The Founders
Dig Master (and Mechanic) - King Zultan
Dig Master (and Mechanic)- some Dorf
Stone Master - recon1o6
Wood Master - Maloy
Shiny Things Master - Immortal-D
Pointy end facing the enemy - some Dorf
Keeping us all drunk & fed Master - Maximum Spin

Library

Turn 1: Immortal-D (A Cavern Fortress created) Chapter 1, Chapter 2
Turn 2: Delphonso (A buffet expanded) Chapter 3, Chapter 4
Turn 3: Maloy (Infrastructure begun) Chapter 5, Chapter 6
Turn 4: Some Dorf

En Memorandum

recon1o6, shredded by a fungus monster in 152.
delphonso, eaten by an anklyosaur in 154.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
It is the year of Armok 152, on this spec of dirt we call 'The Momentous Planes'.  The Dwarves of 'The Rack of Adventure' have prospered, largely by keeping to themselves, leaving the other races to recklessly expand.

Click to expand

Indeed, even the great evils of this world are not immune to its' savagery.  The two central Necromancer Towers have been completely destroyed.

Note the Towers are not in the Civ list

Our rulers have wisely decided that having a backup plan would be a good idea, and an expedition was sent far to the South.



And thus was ordered the mighty Cavern Fortress of Tholkokeb, 'Deep Dwellers'.  Founded at the base of a mountain ravine, this river+mountain combination would afford us protection while we establish our domination over the Caverns.




While haggling for supplies, our Liaison questioned the practicality of bringing a single egg and scoop of sand, noting that per Dwarven protocol, each must have a separate container.  He claimed this was against the spirit of expansion, and that we were quote "Gaming the system".  I told him this new Fortress was challenging enough, and he could shove it.  However, we do have something to prove here.  On that note, I purchased a breeding pair of Water Buffalo, known to be voracious grazers.  And to help us blend in, our usual compliment of War Dogs has been replaced by War Velociraptors.  Still dog-sized, but trading cuteness for brutality.  Not to be confused with Alpaca-sized 'Utahraptors', which are most famous for learning how to open doors.



A short trek later, and we arrived at the designated location.  I could immediately tell something was wrong.  I climbed a tree with my pocket map and surveyed the landscape.  Where the hells is our mountain?!

Son of a Carp.  I'm guessing the mountain biome extends into the underground, but nobody bothered to check the actual elevation.  So much for our menacing entrance.  On the plus side, the first group of locals to greet us seemed uninterested, which suits me just fine.


Since building is restricted to the Caverns, we strike the Earth with gusto.  Time will tell just how hard the Earth strikes back.

15
Edit: Modding has become somewhat of a focal point of the discussion, so I want to clarify.  I'd love to use a few, but I understand that too much complexity in the crafting is a turn-off.  Right now, the most complicated crafting additions being considered are the full versions of Sver's Combat Reworked and Splint's Vanilla Expanded.  The primary goal here remains a simple Cavern-only challenge.  The modding additions ran away from that.

Of late I have enjoyed reading about specialty Forts, like the violently absurd Smallhands, or revisiting old favorites like Constructivory & Breadbowl.  Several times in the past few months, I've seen players here and on Reddit asking for similar ideas to add a little spice.  So, I'm wondering if anyone would be interested in a succession game of my personal favorite challenge; the Cavern Fortress.  Rules are simple; you can only build within the Cavern zeds, and drawbridges should be left open whenever possible.  Mining tunnels are fine, but everything else must be in the Cavern.  I'm also a fan of the Dark Ages IV mod because it adds new invaders, gear, and workshops, but without feeling overwhelming.  That might be a tough sell though, so for now we'll go on the premise of vanilla cavern challenge.  Any takers?

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