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Rocko Bonaparte posted:I see that nobody responded because they had the foresight to know that a werejackal epidemic would break out in my fort, kill 70 dwarves, and leave me with 3 adults and 5 children. Regarding aquifers and pumps. Really the best way to learn is to watch YouTube videos since explaining in text is rather difficult. Judging by your description of the location of the aquifer I would suggest using the plug method since you appear to have plenty of z-levels above the aquifer. Regarding were-critter defense, this no longer applies because you've already got the problem. But here are two suggestions for defending against the initial attack. First, bring along some dogs. Train them to be war dogs and pen them outside of your fort. Keep training any offspring into war dogs until you have about 10 of them. The war dogs should slow down the were beast long enough for it to turn back, at which point if any war dogs survive they'll rip it to shreds. Second, use two tile wide moats and/or two z-level high walls (smooth any non-constructed walls) to direct invader traffic into choke points and locked doors that will slow them down. Or bridges that you can raise of course. The moat is faster and just as effective as the wall against were-critters, so get that done first.
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# ? Aug 1, 2019 16:51 |
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# ? Jun 9, 2024 22:05 |
Zesty posted:Start a fort. Play very intensely for a couple days. Come back to it in a year. Stop spying on me.
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# ? Aug 1, 2019 17:16 |
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I could use a hand from the resident raw-editing wizards. I modified Giant Cave Spiders to lay eggs and have a childhood so they can eventually be domesticated (and so that their reproductive cycle behaves a bit more like regular spiders.) However, I am an amateur at creature design, most of my experience is in just tweaking a few values here and there and I seem to have messed up. DF's error logs produce this result every time I boot the game: quote:*** Error(s) finalizing the creature SPIDER_CAVE_GIANT And here's a pastebin with the relevant raw in full: https://pastebin.com/7nk0qysc What do I need to add to fix this? e: oh I think I managed to sort it out. I missed a single line [BODY_DETAIL_PLAN:EGG_MATERIALS] that has to go in their definitions somewhere, that seems to have done the trick. I think all it does is assign them the default values that the game was giving them anyways but at least it isn't spamming the error log any more. Tuxedo Catfish fucked around with this message at 18:22 on Aug 1, 2019 |
# ? Aug 1, 2019 18:07 |
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Hm. I am pretty sure that means it doesn't know what "LOCAL_CREATURE_MAT" is - Oh just saw your edit. Yeah you got it.
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# ? Aug 1, 2019 18:29 |
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TheCIASentMe posted:Regarding aquifers and pumps. Really the best way to learn is to watch YouTube videos since explaining in text is rather difficult. Judging by your description of the location of the aquifer I would suggest using the plug method since you appear to have plenty of z-levels above the aquifer. What I'm going to try to do first is make a 1x1 hole through the aquifer using a 3x3 walled area. I'll just see how horrible what was. If it's bad, I'll just see what the caverns look like and consider using that to drain the aquifer while I try to create the larger hole. quote:Regarding were-critter defense, this no longer applies because you've already got the problem. But here are two suggestions for defending against the initial attack. I had some war dogs but I hadn't made more yet. There were two war dogs that got turned into paste right at the beginning. The werejackal was spotted something like 12 tiles from the mouth of the fort, and everybody in the tavern just couldn't be bothered to pull the lever in time. For the spotting problem, I've since been able to put some war dogs in a pasture further up the sides of the fort. I've also finally reached a point where I can poke out a tower around the critical part of the fort, but I haven't reached a point of getting people to hang out up there. Ideally, some marksdwarves would keep watch up there, but previous experience was that they're fussy as all hell. So I'm thinking that maybe I need the observation deck be a museum to all my artifacts or something. Also, is 2-high the real trick to keep out climbers or something? I have been capping my walls with a lip of fortified floor poking off the wall underneath but I haven't seen how climbers react to that yet. I should have done something like a moat, but I'm stretching my brain on how I'd set it up since I basically dug into the side of a gorge. Now, that river might be protecting me from all kinds of poo poo. I don't know what happens on the other side of it. Also, most of the civilizations on the continent are on the other side of that. Would I possibly get new visitors if created a path to my fort under the river? This fort only gets an annual visit from the mountainhomes but I hoped to do more trading.
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# ? Aug 1, 2019 19:59 |
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Ugh, the new stress mechanics are still miserable. It looks like .11 and .12 slowed the process down a little bit but eventually all your haulers just become completely useless from all the times they've seen dead bodies.
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# ? Aug 1, 2019 21:29 |
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quote:
This game.
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# ? Aug 2, 2019 00:33 |
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quote:Finally, certain necromancers and certain demons can also magically experiment on or otherwise corruptly transform the citizens and livestock of cities that they capture. This leads to a variety of humanoids and quadrupeds and others (like little failed experiment winged blobs), some of which can escape into the wilderness and perhaps even rarely reintegrate into society (and thereby possibly become playable in adv mode and available as fort travelers and migrants.) Yes please!
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# ? Aug 2, 2019 01:14 |
I really like the the mental image of failed experiment winged blobs reintegrating into society.
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# ? Aug 2, 2019 01:19 |
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Zesty posted:This game. Dwarf Fortress 2019: A relatively safe step in terms of exposition and potential confusion.
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# ? Aug 2, 2019 01:46 |
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Melt down a defeated flesh colossus into brand new citizens.
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# ? Aug 2, 2019 01:51 |
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Holy poo poo I can't wait to play a sociopathic goblin necromancer or something. ...is there any way to play as a demon in adventure mode?
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# ? Aug 2, 2019 02:23 |
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I hope it's possible for flesh giants to be failed experiments, escape, and reintegrate into society. I want to see towering necromantic nightmare horrors beatboxing along while a visiting elf adventurer sings a song about dandelions.
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# ? Aug 2, 2019 02:35 |
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Rocko Bonaparte posted:Also, is 2-high the real trick to keep out climbers or something? I have been capping my walls with a lip of fortified floor poking off the wall underneath but I haven't seen how climbers react to that yet. I do 2 high and then cap a lip with walls and carve the fortifications in so there's a roof. I think the lip is fine even on 1 high but they can also climb trees and jump over so watch for that. quote:Finally, certain necromancers and certain demons can also magically experiment on or otherwise corruptly transform the citizens and livestock of cities that they capture. This leads to a variety of humanoids and quadrupeds and others (like little failed experiment winged blobs), some of which can escape into the wilderness and perhaps even rarely reintegrate into society (and thereby possibly become playable in adv mode and available as fort travelers and migrants.) Collections of citizens can also be amalgamated into monstrous giants.
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# ? Aug 2, 2019 05:01 |
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Angry Diplomat posted:I hope it's possible for flesh giants to be failed experiments, escape, and reintegrate into society. I want to see towering necromantic nightmare horrors beatboxing along while a visiting elf adventurer sings a song about dandelions. It'd be hilarious hearing actual conversations between people who accepted some horrible abomination and people visiting. "Yeah, Fleshy there is pretty huge and gross but, you know, he helps out around town and doesn't cause problems. We had to make the common house bigger of course but that turns out to be pretty easy when you have a 40 foot tall mountain of flesh that can pull trees right out of the ground on your side."
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# ? Aug 2, 2019 05:10 |
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ToxicSlurpee posted:It'd be hilarious hearing actual conversations between people who accepted some horrible abomination and people visiting. It was inevitable.
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# ? Aug 2, 2019 05:19 |
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perfect... now i can recreate the creature from Oats Studio's Zygote.
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# ? Aug 2, 2019 05:44 |
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Is this going to pose problems if you have a necromancer fortress? "Aaaaaa the corpse stockpile is moving again!"
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# ? Aug 2, 2019 05:50 |
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Pumping update: I started pumping out three squares of what would eventually be a 3x3 starter. I managed to hook up the water wheels and a series of pumps to convey the water out and barf it into the river. There's a bridge over the whole mess in case a caravan decides to come from an atypical direction. Good news: Got those three walls installed like a champ and punched right through to keep going! It's not done yet, but the whole thing did work out. Bad news: The aquifer is actually two blocks deep. Good news: The layer right right underneath that second aquifer layer is caverns so I am thinking I can just let the risk of the aquifer dump down while I fix it up.
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# ? Aug 2, 2019 08:40 |
Since the amalgamation creatures apparently will have their description based on what they were formed from, I wonder if dwarves will get sad thoughts if they recognize a relative as a part of an amalgamation?
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# ? Aug 2, 2019 09:03 |
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Ukath was overjoyed to see a family member.
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# ? Aug 2, 2019 09:15 |
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Tuxedo Catfish posted:Ugh, the new stress mechanics are still miserable. It looks like .11 and .12 slowed the process down a little bit but eventually all your haulers just become completely useless from all the times they've seen dead bodies. Hempuli posted:Since the amalgamation creatures apparently will have their description based on what they were formed from, I wonder if dwarves will get sad thoughts if they recognize a relative as a part of an amalgamation? I sense a solution brewing.
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# ? Aug 2, 2019 12:21 |
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Rocko Bonaparte posted:Also, is 2-high the real trick to keep out climbers or something? I have been capping my walls with a lip of fortified floor poking off the wall underneath but I haven't seen how climbers react to that yet. The two high wall in combination with a 2 wide moat keeps most climbers out because they have to both jump and climb. If they fail the jump, they most likely drown, if they succeed at the jump but fail the climb to hold on to the wall, they drown, if they succeed on both they still have to climb another level or fall and drown. Most invaders are not actually THAT good at climbing it's just when they fail there's no real danger for them. 1 level high walls have no chance of failure I believe. If you want to stop the invaders from even trying to path through it, then make it a 3 tile wide moat (they won't even try to path through there unless they can breathe water) or put the floor overhang trick. If you post a screen cap of your fort, it will be easier to see where or how things could be changed. (Or not changed, some maps are just awful for defense.) The river shouldn't be keeping out any traders/visitors to my knowledge. TheCIASentMe fucked around with this message at 21:02 on Aug 2, 2019 |
# ? Aug 2, 2019 20:59 |
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Also I'm pretty sure smoothed stone and walls made from blocks are un-climbable, tho I still do a few z-levels worth of wall just to deter jumping.
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# ? Aug 2, 2019 21:06 |
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Isn't the obvious solution to werebeasts to just have an entire fort of werebeasts? Though that might make trade/diplomacy a tad difficult.
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# ? Aug 2, 2019 21:13 |
Smoothed stone is unclimbable, block walls are climbable but iirc harder to climb than constructed stone walls built from boulders. And yeah the overhang trick guarantees no climbers will be able to get over.
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# ? Aug 2, 2019 21:19 |
FreudianSlippers posted:Isn't the obvious solution to werebeasts to just have an entire fort of werebeasts?
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# ? Aug 2, 2019 21:30 |
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Also I'm pretty sure having your entire fort be werebeasts means everyone in the fort is going to smash all the buildings once a month. Whether you think this is funny or annoying is a personal choice.
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# ? Aug 2, 2019 21:34 |
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I wish we had more reliable means of dealing with werebeasts. Just an easy "chain this person indefinitely" or maybe "execute this person" rather than having to get creative.
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# ? Aug 2, 2019 21:42 |
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My plans for werebeasts always sound great on paper and fail in execution (which is why I've been considering just doing what everyone else does and turning them off. Vampires can stay though). After one particularly bad attack I decided to start working on a quarantine zone, which was -mostly- just about ready by the time the next attack occurred. Unfortunately I did the very stupid thing of not making it a bunch of individual cells for prospective were-dwarves to be isolated, so when it turned out only one of the 3 was infected...well...things got out of hand. Fortunately the squad of dwarves I assigned to grant mercy (read: a hammer to the skull), ran in and beat them all to death after they reverted to normal and I unlocked the doors Before I took a break I was working on a new plan of 10 isolated cells branching off in a single hallway from the quarters where my monster hunters resided, which was right next to the caverns. I figured that, worst-case sencario, I pull the lever that locks off that level from the rest of the fort (which I had created after the incident with the forgotten salamander beast burninating most of my fort followed by itself) and then the werebeasts, monster hunters, and cave creatures could just slaughter one-another for a while.
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# ? Aug 2, 2019 21:42 |
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Zesty posted:I wish we had more reliable means of dealing with werebeasts. Just an easy "chain this person indefinitely" or maybe "execute this person" rather than having to get creative. Doesn't the new "expel" function serve exactly that purpose?
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# ? Aug 2, 2019 21:52 |
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I don't want more ways to deal with them after finding them, I want ways to find them that don't involve poring over combat logs and injury pages trying to find if anyone got bitten and if so, who
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# ? Aug 2, 2019 21:59 |
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IronicDongz posted:I don't want more ways to deal with them after finding them, I want ways to find them that don't involve poring over combat logs and injury pages trying to find if anyone got bitten and if so, who Yeah, they're not even a "fun" investigation like Vampires where you look for dwarves that have gods mad at them, have no family, or never drink alcohol. A heavily werebeast-wounded dwarf could never turn, and a fine-looking dwarf could easily turn and murder everyone because you missed "Urist was bit on the saliva gland!" in the combat logs.
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# ? Aug 2, 2019 22:08 |
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Having a fully vampire fort is actually sort of useful even if they do tend to get depressed from lack of alcohol in the long run despite not actually needing to drink at all. You have a fort full of immortal monsters that feel no pain,need no sleep, and are considerably stronger and faster than any mere mortal. Actually getting it operational is a pretty heavy undertaking though.
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# ? Aug 2, 2019 22:34 |
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Speaking of, did Masterwork ever put back in necrofort in the current build?
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# ? Aug 2, 2019 22:38 |
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Tuxedo Catfish posted:Doesn't the new "expel" function serve exactly that purpose? I have not seen it.
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# ? Aug 2, 2019 22:42 |
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How do you get power out of a water wheel? I've tried putting gear assemblies and axles next to it but no matter what I do they just say "inactive." e: oh, it has to be adjacent to the center. that's kind of a pain but I think I managed to come up with a design that has a hole there without actually spilling water everywhere Tuxedo Catfish fucked around with this message at 23:18 on Aug 2, 2019 |
# ? Aug 2, 2019 23:14 |
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TheCIASentMe posted:If you post a screen cap of your fort, it will be easier to see where or how things could be changed. (Or not changed, some maps are just awful for defense.) Well, since you asked: I'm thinking I can dig out a channel that the river can fill up into those concave spaces on the east and west sides of the fort. After that, it's going to be walls. The second image is the same X-Y coordinates, but 12 levels up. I started a watchtower there that goes up 15 levels. The map slopes up and up a good 27 levels from ground level. Circled on the ground map are the two places werebeasts were sighted. Rocko Bonaparte fucked around with this message at 00:35 on Aug 3, 2019 |
# ? Aug 2, 2019 23:43 |
Tuxedo Catfish posted:How do you get power out of a water wheel? I've tried putting gear assemblies and axles next to it but no matter what I do they just say "inactive." EDIT: Rocko Bonaparte, what are you doing to prevent people from climbing up on top of the hill your fort is built into and dropping down at the entrance?
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# ? Aug 3, 2019 01:48 |
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# ? Jun 9, 2024 22:05 |
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Toady should patch werebeasts so they can only transform on the full moon if they're standing on an 'outdoors' tile. It'd help balance them and make them more werewolfy
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# ? Aug 3, 2019 01:58 |