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Author Topic: Real life strange mood  (Read 3811 times)

luisedgm

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Real life strange mood
« on: March 12, 2012, 12:40:54 pm »

Ok im in strange mood right now, i got some awesome ideas for a dungeon fortress to be explored in adventurer mode, but im at work right now and can't make certain tests, so i need some information, please help before i go insane, i need to know:

-If you open the circus will there be clowns scattered all over the fort when an adventurer appear? will them chill there or go out and attack civilizations?

-Do pressure plates/Levers work? can the adventurer interact with them?

-Do weapon traps work?

-Can weapon traps be connected to pressure plates and shot with ranged weapons in specific directions?

-Can i order my dwarves to store specific itens in specific containers? Will they stay there after the fortress is abandoned?

-What happens to the civilization the king arrives at your fortress and he dies or you abandon the fortress?

-If i make a tomb for the king and he suffer an "unfortunate accident" will his mummy rise from the steel sarcophagus and attack adventurers?

-If i lock a forgotten beast in the final boss room (only entrance/exit is a bridge that rises when a lever if pulled outside the room) it will stay there?

Can anyone explain exactly what happens to your fort if you lose/leave? i have never done it before (always remade the world instead of going back)
« Last Edit: March 12, 2012, 01:50:31 pm by luisedgm »
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Girlinhat

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Re: Real life strange mood
« Reply #1 on: March 12, 2012, 12:49:58 pm »

1: Unknown, but if you open HFS with an adventurer (ie, pull a sword) no clowns appear.
2: Yes, though you must have [ADVENTURE_TRAPS:YES] in the init to trigger pressure plates.  Levers can be done via the "u" menu, I think that's the key.
3: Yes, and extremely well.  Can easily kill an adventurer, better not to use them, or equip them poorly.
4: No, not at all.  No modding either, we've already tried this.
5: Not specific, but they will remain.  Heavy containers are more likely to stay put, like lead bins.  Items left in workshops, on weapons racks, or in chests will remain there.  DFHack also has tools for this.
6: In the new version, unknown.  However, all dwarves instantly flee the map on abandon, so there will be no dwarves unless you DFHack.
7: I doubt it, tombs are likely hardcoded specific structures that are allowed to raise.  User-created tombs probably don't work at all.
8: No, it will wander the fort unless you use some DFHack.

luisedgm

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Re: Real life strange mood
« Reply #2 on: March 12, 2012, 12:59:29 pm »

1: Unknown, but if you open HFS with an adventurer (ie, pull a sword) no clowns appear.
2: Yes, though you must have [ADVENTURE_TRAPS:YES] in the init to trigger pressure plates.  Levers can be done via the "u" menu, I think that's the key.
3: Yes, and extremely well.  Can easily kill an adventurer, better not to use them, or equip them poorly.
4: No, not at all.  No modding either, we've already tried this.
5: Not specific, but they will remain.  Heavy containers are more likely to stay put, like lead bins.  Items left in workshops, on weapons racks, or in chests will remain there.  DFHack also has tools for this.
6: In the new version, unknown.  However, all dwarves instantly flee the map on abandon, so there will be no dwarves unless you DFHack.
7: I doubt it, tombs are likely hardcoded specific structures that are allowed to raise.  User-created tombs probably don't work at all.
8: No, it will wander the fort unless you use some DFHack.

Thanks for the info, anyone else want to add more info? i must plan the puzzles before going home!
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slothen

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Re: Real life strange mood
« Reply #3 on: March 12, 2012, 01:29:55 pm »

Urist McHuman has claimed a workstation!
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Girlinhat

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Re: Real life strange mood
« Reply #4 on: March 12, 2012, 01:39:05 pm »

Urist McHuman has claimed a PC!
Urist McHuman has drawn a picture of a dwarf...
Urist McHuman has drawn a picture of a mountain...

MikaTheCrazy

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Re: Real life strange mood
« Reply #5 on: March 12, 2012, 01:39:23 pm »

Hope you get this done before going insane, I would like to see this.
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luisedgm

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Re: Real life strange mood
« Reply #6 on: March 12, 2012, 01:44:47 pm »

...need... more info...
...need... more ideas...
...yes...fun...
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robertheinrich

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Re: Real life strange mood
« Reply #7 on: March 12, 2012, 02:47:57 pm »

Quote
Can anyone explain exactly what happens to your fort if you lose/leave?

If you abandon your fortress your efforts there will be undone. I *think* the game just saves how the map looked like at that spot initially before you started doing something there.

If you lose the game because all your dwarves die during a siege or tantrum spiral or famine or some other fun thing and you liked that place you can reclaim that spot. Basically you send a new group or dwarves who will arrive there after 1 year ingame has passed and find most of the architecture like you left it. Bins (and content) are stolen and barrels/pots are smashed (meaning you donīt get the advantage of starting with 2k+ food and booze), but almost everything else you had is scattered among the map and tagged as forbidden.

Some invaders from the last siege will be left sitting somewhere waiting to ambush you. Having some random goblins lurking on your map when you embark is not that much of a problem... but getting rid of ghosts from your last fortress(es) can be quite a task with the current interface.

More info:
http://dwarffortresswiki.org/index.php/DF2012:Reclaim_fortress_mode
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Frogwarrior

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Re: Real life strange mood
« Reply #8 on: March 12, 2012, 03:01:33 pm »

What if you have a CAGED forgotten beast in the boss room, and the entrance to the boss room is a pressure plate that opens the cage?
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http://www.bay12forums.com/smf/index.php?topic=104354.0

Loud Whispers

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Re: Real life strange mood
« Reply #9 on: March 12, 2012, 03:22:35 pm »

Quote
Can anyone explain exactly what happens to your fort if you lose/leave?

If you abandon your fortress your efforts there will be undone. I *think* the game just saves how the map looked like at that spot initially before you started doing something there.

If you lose the game because all your dwarves die during a siege or tantrum spiral or famine or some other fun thing and you liked that place you can reclaim that spot. Basically you send a new group or dwarves who will arrive there after 1 year ingame has passed and find most of the architecture like you left it. Bins (and content) are stolen and barrels/pots are smashed (meaning you donīt get the advantage of starting with 2k+ food and booze), but almost everything else you had is scattered among the map and tagged as forbidden.

Some invaders from the last siege will be left sitting somewhere waiting to ambush you. Having some random goblins lurking on your map when you embark is not that much of a problem... but getting rid of ghosts from your last fortress(es) can be quite a task with the current interface.

More info:
http://dwarffortresswiki.org/index.php/DF2012:Reclaim_fortress_mode

1. The game offloads your entire fortress. It stays there, even in adventure mode.
2. You can reclaim your fort even if you abandoned it using the menu.
3. All of your items remain, bar artifacts not stored in buildings (and possibly bins - I can't vouch for bins though). You have to stockpile them first though for them to be of much use.
4. Siegers and the like become friendly. However, things that were in parts of your fort that ended with it being shadowed/part of the cavern, they will lie in ambush.

Girlinhat

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Re: Real life strange mood
« Reply #10 on: March 12, 2012, 03:40:54 pm »

ALL non-rotting items remain on the map, but are scattered.  If you abandon, are killed, or abandon during a siege, all items will remain, but they are moved to the surface and scattered anywhere on the surface.  Items will resist scattering if they are heavy.  A sock will end up anywhere, a platinum statue won't budge an inch.  Constructed things will remain, like statues and workshops, but loose items will scatter, like unconstructed statues and bricks.  Loose items will respect their container as well, so if you put 20 socks into a lead bin and abandon, that lead bin will remain in place with 20 socks in it.  If you put 2 socks in a wooden bin, you might reclaim to find the wooden bin outside, but it will still contain socks.  Any item located in a construction (you can see it from the 't' menu) will remain in place.  This includes items left in workshops, clothing stored in cabinets, soap in the hospital, and armor on armor stands.

Additionally, all water, magma, mud, and blood/bodily fluids will disappear.  Curiously, if a farm is built on soil, it will retain its orientation.  I reclaimed a young fort to find my farmer instantly going to work on the old farm and plant some plump helmets!

Pipeweeeeed

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Re: Real life strange mood
« Reply #11 on: March 12, 2012, 04:18:21 pm »

*redacted*
« Last Edit: January 14, 2015, 06:12:56 pm by Pipeweeeeed »
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saltmummy626

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Re: Real life strange mood
« Reply #12 on: March 12, 2012, 04:20:14 pm »

I know about the first question, the one to do with demons and forts. when you abandon or lose with demons in your fort, some of the demons stay, and some go. they mostly stick around toppling structures and causing trouble for any adventurers and dwarven reclamation parties that happen by. they stick around for quite a long time too. some demons do seem to wander off after the fortress falls though, the one time I had opportunity to test this, my fort was attacked by 99 demons. (I counted them before the whole place went south) one was killed during the demons invasion by a caravan guard, and when I returned with my adventurer, I counted 21 slain by myself and between 20 or 30 packed into a large room I had set aside for stone storage (I like stone stockpiles) and another 7 in a large "library" room I had built. these last 7 were counted as I fled screaming away from those in the stone stockpiles. their may have been more, but I only saw those I mentioned, and it was a fair pain to count them with the fireballs and water demon extract flying around. so make of it what you will.
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NonconsensualSurgery

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Re: Real life strange mood
« Reply #13 on: March 12, 2012, 05:29:06 pm »

I visited an abandoned fortress in 34.04 and was very surprised to see about half my dwarves still alive and present on the map despite not having embarked near any kind of lair or cave. They were recruitable as followers like peasants but didn't say anything quest-related other than "ask me once I've returned home" like they were supposed to be in the act of fleeing.

The other half were just stone dead. I found the body of a legendary armorsmith who was definitely still alive when the fortress was abandoned out on the surface, no explanation or pile of equipment like he'd died post-abandon.

I'd also set up a minotaur, a troll and a cyclops in lever-linked cages so I could fight them as an adventurer. Those had escaped and were rampaging through the fortress, along with two of the FBs - one of which had been locked in a room by a drawbridge that was still raised so they must teleport out. It was quite a sight to see a minotaur come bursting into the dining room while I was picking it over for equipment. The scattered militiadwarves cleaned up the rest. Most of the stuff in nonbuilt cages just starved where it was.

Most of the contents of the armory were still there. Wooden bins full of ammo, bars and metal armor were nearly untouched, often residing in the same exact square they'd been in before. I also found some untouched bins full of gold crafts by the trade depot right where they'd been stockpiled. Bins of lighter things like cloth, leather and leather armor seemed to move much more.

Levers still worked. Cave-in physics still worked to my moderate surprise; I was able to blow up a bridge with a cave-in by pulling a lever linked to a support. Water still flowed. Screw pumps couldn't be manually operated though. Crops were visibly still growing, but could not be picked.

I also picked up artifact golden pants twice with two different adventurers (the first one had an accident while learning about adventure-mode fluid behavior in the pumpworks). It's like they walked back to their home bin after their newest owner died. They were made by the randomly dead legendary armorer I'd found on the surface. My fortress has haunted autonomous solid gold pants.

Each time I visited the fortress everything would load a little slower until I was seeing loading circles every time I tried to take a step, like it was getting more corrupt each time... or the ghosts didn't want me to return. It crashed on the final attempted visit.
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luisedgm

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Re: Real life strange mood
« Reply #14 on: March 12, 2012, 09:16:48 pm »

I visited an abandoned fortress in 34.04 and was very surprised to see about half my dwarves still alive and present on the map despite not having embarked near any kind of lair or cave. They were recruitable as followers like peasants but didn't say anything quest-related other than "ask me once I've returned home" like they were supposed to be in the act of fleeing.

The other half were just stone dead. I found the body of a legendary armorsmith who was definitely still alive when the fortress was abandoned out on the surface, no explanation or pile of equipment like he'd died post-abandon.

I'd also set up a minotaur, a troll and a cyclops in lever-linked cages so I could fight them as an adventurer. Those had escaped and were rampaging through the fortress, along with two of the FBs - one of which had been locked in a room by a drawbridge that was still raised so they must teleport out. It was quite a sight to see a minotaur come bursting into the dining room while I was picking it over for equipment. The scattered militiadwarves cleaned up the rest. Most of the stuff in nonbuilt cages just starved where it was.

Most of the contents of the armory were still there. Wooden bins full of ammo, bars and metal armor were nearly untouched, often residing in the same exact square they'd been in before. I also found some untouched bins full of gold crafts by the trade depot right where they'd been stockpiled. Bins of lighter things like cloth, leather and leather armor seemed to move much more.

Levers still worked. Cave-in physics still worked to my moderate surprise; I was able to blow up a bridge with a cave-in by pulling a lever linked to a support. Water still flowed. Screw pumps couldn't be manually operated though. Crops were visibly still growing, but could not be picked.

I also picked up artifact golden pants twice with two different adventurers (the first one had an accident while learning about adventure-mode fluid behavior in the pumpworks). It's like they walked back to their home bin after their newest owner died. They were made by the randomly dead legendary armorer I'd found on the surface. My fortress has haunted autonomous solid gold pants.

Each time I visited the fortress everything would load a little slower until I was seeing loading circles every time I tried to take a step, like it was getting more corrupt each time... or the ghosts didn't want me to return. It crashed on the final attempted visit.

Thats a great deal of info, exactly what i wanted, now i know i can place caged minotaurs in a labyrinth

I got two more questions:

You guys said that fluids will dissapear, but what if i have water being taken from a river? will the water flow from it and fill the reservoirs of my water traps?

And what happen to goblin repeaters or infinite water generators?
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