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Rip_Van_Winkle posted:New Crobuzon? I want to be able to build a city inside the remains of a dead, giant monster. I need this.
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# ? Feb 4, 2015 12:57 |
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# ? May 23, 2024 22:08 |
"You have struck false ribs...?!"
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# ? Feb 4, 2015 13:19 |
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Could you possibly do an advanced tutorial on how to thrive in various evil regions?
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# ? Feb 4, 2015 15:34 |
I did not know Captain Duck was registered here. Huh.
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# ? Feb 4, 2015 16:51 |
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GreyPowerVan posted:I did not know Captain Duck was registered here. Huh. I started my LP career right here on SA, way back in 2007, a couple of months after Slowbeef thought us the way of the VLP. The old LP's are even on the LParchive
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# ? Feb 4, 2015 17:06 |
Captain_duck posted:I started my LP career right here on SA, way back in 2007, a couple of months after Slowbeef thought us the way of the VLP. The old LP's are even on the LParchive Wow, that's cool. I learned to play from DFVIVTUTS 2012 (I think it was 2012?) Thanks for the content, without that I wouldn't be wasting literal days of my life on dwarf fortress now.
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# ? Feb 4, 2015 17:13 |
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TildeATH posted:They might be claimed by the hospital. Wouldn't they get moved to the hospital then? I have plenty of thread being stored in there already, and my adamantine thread stockpile is purposefully far away from the hospital.
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# ? Feb 4, 2015 17:28 |
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Hospitals have been known to claim cloth and thread from merchants the instant they spawn on the map. Hospitals are weird.
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# ? Feb 4, 2015 18:48 |
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Captain_duck posted:I started my LP career right here on SA, way back in 2007, a couple of months after Slowbeef thought us the way of the VLP. The old LP's are even on the LParchive Hey, what's a good way to send you a private message? I've pledged $1/mo to you through that website, but I don't want to be dwarfed by my real name in future videos!
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# ? Feb 4, 2015 19:10 |
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I remember there being some interest in a Masterwork LP, I've been considering doing a Warlock LP. Would anyone care if I use a randomly genned world over the presets that Masterwork comes with?
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# ? Feb 4, 2015 22:26 |
The standard world generator doesn't let you turn off things like the stock vampires, werecreatures and other evil poo poo. If MW has replaced any of those with its own versions, you'll be in a fix.
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# ? Feb 4, 2015 23:01 |
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Is there a dfhack or other trick to make the site finder filter on "has at least this much tree"?
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# ? Feb 4, 2015 23:11 |
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Masterwork runs fine on worlds you gen vs the pregen worlds it comes with. It doesn't replace the stock curses it just adds new ones afaik.scamtank posted:The standard world generator doesn't let you turn off things like the stock vampires, werecreatures and other evil poo poo. If MW has replaced any of those with its own versions, you'll be in a fix. What happens if you set the Vampire Curse Types and Werewolf Curse Types to 0 in advanced parameters? I know you can eliminate bogeymen by changing their types to 0. Moridin920 fucked around with this message at 23:42 on Feb 4, 2015 |
# ? Feb 4, 2015 23:40 |
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Moridin920 posted:What happens if you set the Vampire Curse Types and Werewolf Curse Types to 0 in advanced parameters? I know you can eliminate bogeymen by changing their types to 0. No vampires or werewolves.
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# ? Feb 4, 2015 23:57 |
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necrotic posted:Hey, what's a good way to send you a private message? I've pledged $1/mo to you through that website, but I don't want to be dwarfed by my real name in future videos! Check out my Patreon Activity Page. If your logged in you should see the link to a google form where you can sign up for dwarfing. And otherwise i got twitter, facebook, twitch links on my patreon page.
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# ? Feb 5, 2015 01:51 |
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Captain_duck posted:Check out my Patreon Activity Page. If your logged in you should see the link to a google form where you can sign up for dwarfing. And otherwise i got twitter, facebook, twitch links on my patreon page. Oh, sweet! I completely missed that part of the page.
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# ? Feb 5, 2015 07:54 |
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Is it just me or are enemies smarter now? I have noticed that goblins no longer merrily march through a corridor full of weapon traps; instead, after the first one or two has been killed by traps they just stop and stand outside the corridor. Is anyone else noticing this, and if so then is there a workaround?
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# ? Feb 5, 2015 08:53 |
Maybe they're getting horrified at the gore and splatter and corpses in the trap corridor? Give it a cleansing rinse every so often?
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# ? Feb 5, 2015 08:57 |
Arrath posted:Maybe they're getting horrified at the gore and splatter and corpses in the trap corridor? Give it a cleansing rinse every so often? This'd be my guess. If you could but hear them, they'd probably be all "Death is all around us. Begone fear!"
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# ? Feb 5, 2015 08:58 |
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In my most recent two fortresses, this has occurred even with the first siege. I thought it was a pathing issue at first, so I widened the corridor. Even at 5 tiles wide, I will only get one goblin per trap in the first line of traps (so 5 goblins in the second fort) before the rest of them just decide to stand around doing nothing. Sending a single sacrificial militia dwarf into their line of sight gets them moving again, but I would prefer to not have to do that. I am presently working on making their approach a firing range for siege engines in the hope that being impaled by ballista arrows will motivate them to move (or die), but nothing like the trap corridor in Fogwall (or previous 1-tile wide designs I have used in the past) works for me. To be fair, I, too, would be horrified if I was running along and all of a sudden the guy in front of me got ripped apart by a
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# ? Feb 5, 2015 09:04 |
I wish you could make traps that fire serrated discs in a direction. So instead of just having the goblins march through weapon traps, you have them march down a narrow corridor until one of them steps on the pressure plate and a barrage of *green glass large, serrated disc*s down the hallway, cutting through goblins and shattering to kill other goblins.
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# ? Feb 5, 2015 09:13 |
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you left out the part where a random beekeeper gets their head lopped off by a stray glass shard
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# ? Feb 5, 2015 09:20 |
That's why you do it in an enclosed area obviously.
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# ? Feb 5, 2015 09:29 |
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i forget, has toady implemented realistic ricochet physics yet if not, why not
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# ? Feb 5, 2015 09:35 |
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Agent Kool-Aid posted:i forget, has toady implemented realistic ricochet physics yet I am not sure how realistic they are, but objects bouncing around are how the Coinstar variant of Danger Rooms works to train Armor User and Dodge.
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# ? Feb 5, 2015 09:58 |
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Nietzschean posted:Is it just me or are enemies smarter now? I have noticed that goblins no longer merrily march through a corridor full of weapon traps; instead, after the first one or two has been killed by traps they just stop and stand outside the corridor. Is anyone else noticing this, and if so then is there a workaround? They've been doing this to me ever since I started playing, way back in 40d Did they not do this to everyone else?
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# ? Feb 5, 2015 10:03 |
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Maybe it's me that's the oddity then? In the past, goblins have always just merrily marched through trapped hallways to be captured or killed with no regard to the guys in front of them.
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# ? Feb 5, 2015 10:58 |
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ninjewtsu posted:They've been doing this to me ever since I started playing, way back in 40d I'm not sure about as far back as 40d, but I definitely remember that they did this in the 0.34 versions, and possibly even back in 0.31. I recall from discussion at the time that it was because goblins now make note of where traps are, and aren't willing to knowingly walk headlong to their death/incarceration any more. Effectively, after they've seen a trap go off on a tile, they treat that tile as non-pathable. This means that it is still possible to trap enemies if the traps don't totally block the way into your fort, as the random wandering of individual members of a squad will cause them to deviate from the safe path.
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# ? Feb 5, 2015 11:10 |
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I guess either there was something that by default disabled that in the version of the DF2012 LNP that I used to play, or that I just had some bugs in my favour. Oh well! So a hallway with a zigzag path of trap-free tiles ought to get goblins to inadvertently trigger the majority of the traps through pathing variation?
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# ? Feb 5, 2015 11:58 |
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For me invaders have always stopped after seeing a few of the ones in front get slaughtered by traps. I always figured it was due to the 'invaders stop moving or doing anything after the squad leader dies' bug, since the squad leader is out in front. Would be cool to know that they do in fact take traps into account after seeing others get killed. If it is the only accessible way in, eventually they'll charge the traps though (in my experience).
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# ? Feb 5, 2015 12:07 |
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quote:Enemies vs Traps Yes I'm pretty sure the behaviour is consistent with goblins becoming 'aware' of traps they see activated, and no longer pathing through that square as a means to get into the fort. It's probably more complex than that - after all an activated cage trap is no longer a threat, but maybe it makes thm aware of traps on adjacent tiles too? Or maybe they just refuse to path over their caged buddy fearing there's some smaller cage waiting to jump out at them. In any case, they don't seem to communicate this information to friendlies who didn't see it happen, as during my turn running Fogwall the goblins that made it in through other routes happily marched one by one back out of the fort via the trap hallway, getting caged one after the other. Zereth posted:I wish you could make traps that fire serrated discs in a direction. So instead of just having the goblins march through weapon traps, you have them march down a narrow corridor until one of them steps on the pressure plate and a barrage of *green glass large, serrated disc*s down the hallway, cutting through goblins and shattering to kill other goblins. It would be (relatively) trivial to set up a simplified Shotgun Trap Consisting of a single minecart, roller, and exploit-y ramp accelerator barrel one Z-level below your hallway, with the roller hooked up to a pressure plate at the start of the kill-zone. Shotguns are a lot of fun even if it requires the head-explodeyness of learning minecart tracks and the like. You can even fire Goblin POWs at their comrades, which while not as effective as being shredded by glass disks or steel spikes, is absolutely hilarious.
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# ? Feb 5, 2015 13:50 |
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Moridin920 posted:I always figured it was due to the 'invaders stop moving or doing anything after the squad leader dies' bug, since the squad leader is out in front. This is my understanding.
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# ? Feb 5, 2015 14:28 |
Can you stick AMMO: tags on trap components? I can't think of any reason you couldn't. Then, all you need is an appropriate launcher.
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# ? Feb 5, 2015 14:51 |
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Moridin920 posted:I always figured it was due to the 'invaders stop moving or doing anything after the squad leader dies' bug, since the squad leader is out in front. Oh, yeah, that makes a lot of sense. Maybe I was just misinformed/misremembering then. It was only a vague half-memory from years ago. On the other hand, I definitely remember that in 40d if you pissed off the humans, their siegers would never storm your fort if the entrance was totally blocked by traps, as their earlier caravans informed them of the location of the traps. But they would still be unaware of any traps that you had built since the last human caravan.
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# ? Feb 5, 2015 14:51 |
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Zereth posted:I wish you could make traps that fire serrated discs in a direction. So instead of just having the goblins march through weapon traps, you have them march down a narrow corridor until one of them steps on the pressure plate and a barrage of *green glass large, serrated disc*s down the hallway, cutting through goblins and shattering to kill other goblins. You can do this with upright spear traps. Have 100 of the things all linked to one pressure plate or lever. Pressure plates are better for getting the timing perfect, but levers let you trigger the trap every few seconds. You can make menacing spikes out of glass, just like serrated discs.
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# ? Feb 5, 2015 14:58 |
Quantum Milkman posted:On the other hand, I definitely remember that in 40d if you pissed off the humans, their siegers would never storm your fort if the entrance was totally blocked by traps, as their earlier caravans informed them of the location of the traps. But they would still be unaware of any traps that you had built since the last human caravan. Traps still totally have the "observed_by_civs" table. I can see a few in Fogwall that have been indeed spotted by entity 228, a human civilization. I couldn't tell you what makes humans specifically have that reputation, though, or if others do that at all. If anyone has a save with goblins shying away from traps, I could easily check.
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# ? Feb 5, 2015 15:13 |
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Can you make trapdoors that open when enemy units step on them yet? Or cover a hole with twigs? I always wanted to use holes with spikes as regular traps and not lever activated poo poo but I could never make it work. I want to drop goblins into an underground horror zoo filled with monsters and their impaled kin.
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# ? Feb 5, 2015 15:17 |
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I finally broke down and made my first quantum stockpile today. Holy poo poo! This changes everything about fortress design.
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# ? Feb 5, 2015 15:26 |
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Demiurge4 posted:Can you make trapdoors that open when enemy units step on them yet? Or cover a hole with twigs? I always wanted to use holes with spikes as regular traps and not lever activated poo poo but I could never make it work. I want to drop goblins into an underground horror zoo filled with monsters and their impaled kin. Only thing I can think of that's close is a platform held up by a single support linked to a pressure plate on the platform itself, the platform being accessible diagonally (creatures will path on to it but it will not be supported by diagonally adjacent tiles)from the surface. The falling earth would destroy any spikes at the bottom I think, but cave-ins are usually fatal enough anyway, and the spikes or whatever will get thrown around the dust cloud like a blender.
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# ? Feb 5, 2015 15:39 |
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# ? May 23, 2024 22:08 |
I wonder if you could script a trap to teleport a guy one Z-level down. Position coordinates are pretty easily accessed.
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# ? Feb 5, 2015 15:41 |