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Topics - bennerman

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1
DF Dwarf Mode Discussion / Vampire Fort?
« on: February 24, 2016, 09:58:28 am »
So, my adventurer has a bag of vampire blood. I want to use it to convert the fort I am going to make into a vampire fort.

What I want to do is back-up my save, retire, and then find a good site for my fort. Then I want to go to that site as my adventurer, and drop the bag of blood, then retire on that safe. If I do that, will the bag still be there? If so, can I then dig a little well, dump the blood in there (dfhack autodump, maybe?), and then fill it with water to infect my fort?

Also, is there any way to increase the chances of my adventurer migrating to my new fort? The problem is, he claimed a site in a human civ a bit far away, and has started unretiring there, even when I retire in a mountainhome. Is there any way to cancel my claim on that site so he returns to his home civ? Alternatively, could I claim a site in the dwarven area to override that? Would he still migrate if he was a lord of a site?

Thanks

2
DF Gameplay Questions / Dwarves die in worldgen
« on: May 25, 2015, 03:24:13 pm »
Anyone know why all of my civs are dying during worldgen? usually dwarves first, then human, and later the elves IF I gen longer than 10,000 years (but goblins have lasted up to 100,000 years in worldgen or more)

Any way I can give the non-gob civs a leg-up in worldgen, either through parameters or raws editing?

3


I have no words.

Has anyone else done messed up stuff using cheat engine?

4
Masterwork DF / Multi level viewing?
« on: August 10, 2014, 08:18:27 pm »
How do I set it to vanilla default? If I set it too high it's too confusing, but if I set it to one, it shows empty space as black instead of the vanilla blue. thoughts?

5
DF General Discussion / July Update?
« on: June 23, 2014, 03:15:50 pm »
While I've been here off and on since about two major updates ago, I've never actually happened to be present this close to an update, so forgive me if I'm missing something stupidly obvious. Is there anywhere where I can find specifically what is being released this update in a concise and simple manner, without having to sort through a crap-load of posts in the Future of the Fortress thread, or scroll down the development page and piece together what feature is which colour, etc?

Thanks

6
Failed the last two "Let's plays". But, with an infinite number of minions, and an infinite source of obsidian, I should have no problem thriving here. I won't give up on this one until I die. And if I do, this'll be the last LP I do, as I am clogging up the Dwarf Mode forum XD.

________________________________________________________

The Book of Srafetn, God of Death1
20th of Malachite, 55, Mid Summer, First Year.

The Power of Ghamed Helmhewd, Drinker of Blood, Consumer of Flesh, Keeper of The Mist2 guide us.

We came to the peak of this "volcano" 4 months ago. I say "volcano" because, contrary to what Jdar told us, it is little more than a crater with some molten rock hundreds of meters down3. Not that he can regret his mistake now; he lost his skin and free will as punishment for his idiocy. Just another brainless minion to serve me and my lover,  Shemyezaz Alheznalual, Goddess of Sin, Mistress and Steward of Ghamedalmeyaha. 4

I have ordered the husks to strip the mountain around us down to the level of mouth of the volcano. I have a plan to bend the land to our whims, but I can't go into detail now. I am needed to oversee the project.

Undeath upon our Enemies,
Srafetn

_______________________________________________________

1 Obviously they are just normal warlocks, but power over life and death can kind of go to your head. Maybe if they succeed, their visions of godhood will become reality?
_______________________________________________________

2


God of mist is boring. I figured it would be more interesting if "The Mist" is like the afterlife, where all souls go after death (or atleast, what Ghamed's followers believe to be the afterlife). Fits both a Hades and Grim Reaper type niche. For those who haven't played Warlock Tower, ghouls are fast moving, blood drinking butchers (yes, natural butcher skill) whose bite turns enemies into zombies after a while.
______________________________________________________
3 Pretty crappy volcano. If you know anything about utilizing volcanoes, can you reply to my post here?

http://www.bay12forums.com/smf/index.php?topic=15096.msg5147563#msg5147563
______________________________________________________
4 Just picked a random skeleton's name for "Jdar". I may give individual skeletons, ghouls, and zombies their own stories. We'll see.

7
Got bored of doing a science fort, stopped playing for 6 months.

Gunna try a glacier embark on Masterwork.

May continue sciencing, depending on mood.

______________________________________________________________

Journal of Suthmam Cerolshadust,
Expedition Leader of Legon Migrur, "The Wanderers of the Oceans"

1st Granite, 73, Early Spring,
6 Days since the Crash:

Damnit.

We were sent from the old world to seek new territories for the Dwarvan Empire. That was 6 months ago.



Now we've "arrived" in this inhospitable frozen hell. Of the 7 ships of the fleet, only those 4 with ice-breakers made it a respectable distance through the impenetrable ice sheets. Even that was not enough, as eventually our hulls could not hold. 5 ships sank outright into the sea, one turned tail and made way from where we came (hopefully they will send word that we need supplies), and then there is us:



When the ice blade finally broke, we halted with such force, that most of the crewmen on the top deck flew off from the momentum, splattering on the ice far below. Only myself, 6 other dwarves, and 8 "indentured" Plump Helmet Men oarsman remain, as well as a few samples of livestock we were supposed to "seed".

Regardless, we must soldier on. Our task still stands:

-Explore the region.
-Build a colony.
-Find and harvest the natural resources.
-Capture local fauna to send to the old world for study.

Additionally, we should rebuild the Icebreaker ship as soon as possible.

Nisgaknitig *Frostbite*, Strike the earth!

Suthmam Cerolshadust,
Expedition Leader

8
Please forgive me if I any of these have already been suggested. Except for the dragon breeding, I can't think of any search terms that'd fit these suggestions:

Dragon Breeding:
This one is easy. Let dragons breed. The eggs should take a long time to hatch, obviously, and should be a small clutch size.

Livestock Generations:
The View Creature page on all bred animals should have "generations" in them. For example, on a giant Sparrow:

"She is a First Generation Soapyboar Giant Sparrow, born in Late Spring of 553. Daughter of [Insert name if it is a named sparrow] a Male Giant Sparrow who arrived in Soapyboar in 552 on an Elven Caravan. Daughter of a Female Giants Sparrow, who was captured and tamed in Soapyboar in 549."

Then her child would say:
"He is a Second Generation Soapyboar Giant Sparrow, Born in Mid Winter of 556. Son of a Male Giant Sparrow, who arrived in Soapyboar in 552 on an Elven Caravan. Son of a Female Giant Sparrow, A First Generation Giant Sparrow who was born in Soapyboar in Late Spring of 553."

I figure inbreeding is less offensive if they are birds. Anyways, Generational tracking would take the HIGHEST generation of the two breeding partners, and add 1. For example, if a 2nd and 2nd generation animal bred, it would create a 3rd generation child. If a 1st and 2nd generation animal bred, it would also create a 3rd generation animal. In the first quote, two non-native (0th generation) sparrows bred to create a 1st generation sparrow. In the second quote, a non-native animal bred with a 1st generation animal to create a 2nd generation animal.

Note that this is not actually numbering litters, it is numbering lineage. So if the first example bred again, the children would still only be 1st generation, not second generation. I think this would be a fun way to track livestock and tame animals. Imagine creating an aviary in a fort, and then abandoning it, being sacked, or (in the case of the next update), peacefully retiring it. A few years later in your new fortress, you happen upon a feral Giant Sparrow, or one on a Caravan, only to examine it and realise that you bred it!

I think this opens up more player challenges, such as "Bring 20 Species to the 10th Generation".


Allying with Titans, Forgotten Beasts, and Other Megabeasts:

So, by hook or by crook, you've caught a Titan/FB/MB (Any ones that have the ability to talk, or at least understand what dwarves are saying). What are you going to do with it? Feed it captives? Practice Archery on it? You want a more practical use!

Now, Titans are not Dralthas. You can't tame it any more than you could tame another Dwarf. You need to make it an offer. To do so, you need one skilled animal trainer, and a Count, OR Duke, OR Monarch. In the animals screen, you hit a button, as you would to train or tame an animal. Then the selected noble and animal trainer simultaneously perform the "Conduct Meeting" labour at the cage (Or, if one is busy, the other one will wait at the cage until the other is available).

Then a dialogue pops up, like the one used to select your Baron, Count, or Duke:

"Fell beast! You sought to bring destruction on our heads, and only managed to bring shame upon your own. But now you have a chance to regain your lost glory! Join us, then, [Titan/Beast/Name], and:
a) you will be a God among all things that walk the earth!
b) we will give you unyielding power and prowess in slaughter!
c) we will give you untold riches!
d) we will slaughter many beasts in your name!


Option a):
        -Promotes the beast to deity status in your civlization.
        -All migrants, new born children, and possibly existing dwarves have a high chance to have                him as one of their deities.
        -ALL dwarves will get a small happiness boost, labelled as "Was in the presence of a deity recently", and those who actively worship it will receive a much larger boost, labelled as "Was in the presence of [his/her] deity recently.
        -Beast has a much higher chance of appearing on statues and engravings.
         Cost: 10 metal statues and 10 stone statues will be added automatically to their respective workshop cues, like rendering tallow is in the kitchen, or they will be consumed if already existing. The creature will also have a GIANT room requirement, like a noble, involving perhaps a sculpture garden, windows, and a TEMPLE, created around an altar, or a specific slab of some kind, as well as a number of seats. This temple will also have the option of being a meeting hall.

Option b):
        -Plates the beast in steel and adamantine, giving it a huge armour and melee attack boost.
        -Makes your dwarves and livestock immune to its webs/syndrome.
        -All dwarves who see it will gain the "Felt very secure in the presence of a plated [titan/beast]."
        -Gives it very high buffs in biting, wrestling, dodging, etc., as well as strength, agility, etc.
        -Increases the range of its syndrome, if it has a ranged syndrome.
        -Increases the chance of it appearing on artifacts and masterwork decorations of items, especially weapons and armour.
         -Gives "Was encouraged by a plated [titan/beast] recently" buff to SOLDIERS, which increases their fighting ability in some way. I'll let you decide how.
        Cost: 15 Adamantine wafers and 20 steel bars.

Option c):
        -Vastly increases fortress wealth.
        -Gives "Was inspired by [Titan/Beast] Recently" buff, which increases produced item quality by that dwarf for a short while.
        -Gives "Felt somewhat secure in the presence of a [titan/beast] recently" happiness buff. Not as strong as the one for a plated beast, but it is still a powerful titan watching over them.
        -Higher chance to appear on artifacts, especially those involving gems or wealth in some way.
        -Much higher chance to appear on coins.
       Cost: 3000 gold coins (Or equivalent value in Copper, Silver, and Platinum coins, or a combination of all 4). 5 Large cut diamonds (Or equivalent value in large or small precious and semiprecious gems).

Option d)
        -The generic and easiest alliance option, only gives the "Felt somewhat secure in the presence of a [titan/beast] recently" buff.
        Cost: 5-10 cows slaughtered, or the equivalent average size of 5-10 cows in other livestock. The fortress does not gain any of the organs, bones, skulls, or meat.





It will create a page like the (l) artifact one for beasts. They will all wander the fort making people happy. When enemies come, they can all be commanded as squads are, and can ALL fight, though the plated warbeast will have the best chance, and all EXCEPT the plated warbeast can still harm friendly units with their syndromes.


Thoughts?

9
Soapyboar, 3rd Felsite, 553, Late Spring.

Two Years ago, Vampire Queen Erib Momuzem Thalalkizest Ottan mandated the use of Prisoners of War and Lesser Species in scientific testing. This Journal will document these tests.

Today, we began what we call "drop testing". This will tell us the odds of broken bones from various heights. Test one involved 8 goblin babies, from a height of 11 Dwarf Measures.

Results follow:

Spoiler (click to show/hide)


Promising Results so far. Our incinerator, a dragon, will not seem to target these test subjects. We hope this will change in the future.

Together, we will usher in a new age of Scientific Discovery.

Doren Degelken, Manager and Head Researcher,
Soapyboar

Raw data: Results from a single test, not properly processed. A show of concept, but not proof.
Final data is the results of multiple tests averaged together. Better proof of concept than raw data.

Practical Information Gained:
Raw Data
-From an 11 Z-level, there is a 100% chance of broken bones.
-There is 25% chance of dying on impact, and a 63% chance of dying overall.
-The amount of broken bones ranges from 2 to 9 with an average of 4.625 (5) bones broken.
-Of the breaks, almost all were "shattered" (as opposed to chipped or fractured), and the rest were "jammed through" muscles, and, in the case of the two who died on impact, the heart and brain.

-Blood splatter did not appear to be discriminate, ranging anywhere from 1 (directly at the point of impact) to 3 tiles away in any direction

-Of note, my captured tame dragon incinerator will not target the remaining babies. I believe this is because I used dfusion to impregnate captured goblins, and thus they were born in the fort. This DID work with a test run of a troglidyte. They will be incinerated following test number two, where a video will be given.

Insufficient Data to State final findings.

10
DF Modding / Elf and Dwarf cities?
« on: February 24, 2012, 05:52:59 pm »
Hey, so I was wondering where in the raws I can find the tag that makes humans have hamlets, towns, forts, etc. I was hoping to have elves and dwarves have them as well.

11
DF Suggestions / IRC/Chat?
« on: January 20, 2012, 07:56:41 pm »
So I was thinking that we should get an IRC or website chat so we can talk about DF in real time? Just a thought (if there already is one, can someone direct me to it and a mod close this thread?)

12
DF Dwarf Mode Discussion / Dwarf not moving
« on: July 21, 2011, 10:26:01 am »
my top metalsmith hasn't left this bucket for a month. he has the thirsty tag to him, and I have given him work to do that no one else is allowed to. nothing is working. what do I do?

13
DF Adventure Mode Discussion / Stair
« on: July 19, 2011, 08:07:52 am »
Hi, I was sent to kill a minotaur, and when I got to his laur, there were stairs. I stepped on the stairs, and nothing happened. what do I do?

14
DF Gameplay Questions / Aging the world
« on: July 16, 2011, 03:54:20 am »
Is it possible to age the world further after world completion? (via ingame, editing the raws, third party programs). I want the people and events to still occur as well (as they do during worldgen). just an aesthetic change won't cut it.

15
DF Dwarf Mode Discussion / Help with above ground fort
« on: June 04, 2011, 09:06:08 pm »
Hi, I can't build beds because it registers my above ground rooms as outdoors. I also can't build stairs to build a floor above it for a roof. what do I do?

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