Author Topic: The Dwarf Fortress Thread  (Read 41396 times)

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Re: The Dwarf Fortress Thread
« Reply #240 on: January 15, 2016, 10:43:18 pm »
Well, I've found that making animal people in Adventure Mode makes it ridiculously easy. Like, really.

So, I made an elephant seal axeman, and he starts with an iron halberd. This is in a rather small island world, a good amount of beasts, a few bandit camps here and there, some kobolds in one city's sewers.

End of my IRL day? Nothing left. Not a single trouble to this world. They just couldn't stop him. Anything human sized or smaller literally just couldn't break free whenever he used a chokehold, making them easily fall to the whole giant iron halberd thing, and anything else could just be dodged around until it was hacked to pieces, thanks to the fact that he moved as fast as any other creature.

Let's take something else into account here. An adult elephant seal man is 1,535,000 cm cubed. A fucking minotaur? 220,000. Trolls? 250,000. An adult human is 70,000. Like. Using something like this species just means you'll bowl over any other enemy, and I love it. Now, whenever one of my legit adventurers gets killed in a stupid, unfair way, as DF is wont to do, I just make one of these guys, and EVERYONE DIES.
Holy shit. This also means you can be metagame as fuck and join your own retired fortress and appear later in fortress mode as a citizen. I wonder how well these guys fare against clowns. Of course you will be stuck with whatever you first enter the fortress with, unless somehow magically you get a invasion which gives big enough gear.
Elephant SEALs confirmed. (see what I did there?)
That's the only real downside. They can equip any weapon just fine, but there's no species that makes armor this big, and I dunno if there ever will be. The fat and muscle on things this big is basically leather, though. They'd still give armored armored kobolds and goblins a real run for their money, thanks to how hard they hit and how difficult it is to break free of their grabs.
Area Record 1782:
Date: 08/29/██

Event: An elderly human feeding itself to a group of kakapo. Did not express pain, appeared ambivalent.

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Re: The Dwarf Fortress Thread
« Reply #241 on: January 15, 2016, 10:51:01 pm »
Didn't DF have sponge men that were practically immortal, much like their giant and regular counterparts?
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Re: The Dwarf Fortress Thread
« Reply #242 on: January 16, 2016, 12:42:01 am »
Didn't DF have sponge men that were practically immortal, much like their giant and regular counterparts?
Sadly, not. Sponge men are actually rather fragile, in my experience. I'm pretty sure they can be bisected, and they do still die above water.
Area Record 1782:
Date: 08/29/██

Event: An elderly human feeding itself to a group of kakapo. Did not express pain, appeared ambivalent.

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Re: The Dwarf Fortress Thread
« Reply #243 on: January 16, 2016, 09:08:52 pm »
Maybe that's just me assuming they were immortal because the giant ones were. goddamn giant sponge creating job cancellation spam.
I'm really just a sexy skeleton in a suit.
Fingering techniques are very important
Quote from: Six
Using guns while sober? Sounds like you're a coward.
Yes, little hats for every noodle.
Everyone is forks it seems.
"Everything is fucked forever, and ever, and ever." -Forrest 2016

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Re: The Dwarf Fortress Thread
« Reply #244 on: February 25, 2016, 02:13:21 am »
Glorious Soviet Necropost, while I seriously contemplate plugging the DF mod that's led to my most recent adventure-mode shenanigans.

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Re: The Dwarf Fortress Thread
« Reply #245 on: February 25, 2016, 02:14:33 am »
Holy Necro Post Dragon-Man!

Now gimme da goods.
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Re: The Dwarf Fortress Thread
« Reply #246 on: February 25, 2016, 02:41:17 am »
Holy Necro Post Dragon-Man!

Now gimme da goods.

Swiggity swooty. It's the sorta thing letting me make treant wooden figurines like:



Proper DF forum thread for the thing:

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Re: The Dwarf Fortress Thread
« Reply #247 on: March 02, 2016, 01:59:38 pm »


I have a feeling this belongs here.
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Re: The Dwarf Fortress Thread
« Reply #248 on: March 02, 2016, 06:19:07 pm »


I have a feeling this belongs here.
I lost my shit. What are those sprites from, they look familiar? Also, am I the only one who sees a "doge" on the elves brooch?

True to my word, I grabbed a copy of Random_Dragons adventurecraft for dwarf fortress. Played a kobold and managed to actually have a long run with her. Killed an albatross, an osprey, and a sturgeon. So proud. Then I made the mistake of going into the local temple where I was attacked by a kobold blowgunner. I managed to strangle the little fucker to death, but not before he managed a solid hit with one of his little darts. I collected the loot and thought all was fine until suddenly my bold went rigid and collapsed. Check health, paralyzed and unable to breath. I've seen these symptoms before. Check the darts I picked off the blowgunners body. "Coating of giant cave spider venom." GOD DAMN YOU DRAAAGOOOOOON!!!

Was good fun though. It is really satisfying to be able to make stuff as an adventurer in that game. A note though to Random_Dragon, are you aware that your mod allows you to convert a single coin into a whole bar of metal? 1 copper coin = 1 copper bar?
« Last Edit: March 02, 2016, 06:28:04 pm by saltmummy626 »
I'm really just a sexy skeleton in a suit.
Fingering techniques are very important
Quote from: Six
Using guns while sober? Sounds like you're a coward.
Yes, little hats for every noodle.
Everyone is forks it seems.
"Everything is fucked forever, and ever, and ever." -Forrest 2016

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Re: The Dwarf Fortress Thread
« Reply #249 on: March 02, 2016, 06:35:12 pm »


I have a feeling this belongs here.
I don't know what to say to this.
Thanks Peri for making me question muh sexualities once again.
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Re: The Dwarf Fortress Thread
« Reply #250 on: March 02, 2016, 11:12:34 pm »



>Dwarf Fortress is getting magic in the next update
>One of the spells, "Create a bucket of water at the cost of your own life."

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Re: The Dwarf Fortress Thread
« Reply #251 on: March 02, 2016, 11:44:34 pm »
True to my word, I grabbed a copy of Random_Dragons adventurecraft for dwarf fortress. Played a kobold and managed to actually have a long run with her. Killed an albatross, an osprey, and a sturgeon. So proud. Then I made the mistake of going into the local temple where I was attacked by a kobold blowgunner. I managed to strangle the little fucker to death, but not before he managed a solid hit with one of his little darts. I collected the loot and thought all was fine until suddenly my bold went rigid and collapsed. Check health, paralyzed and unable to breath. I've seen these symptoms before. Check the darts I picked off the blowgunners body. "Coating of giant cave spider venom." GOD DAMN YOU DRAAAGOOOOOON!!!

Was good fun though. It is really satisfying to be able to make stuff as an adventurer in that game. A note though to Random_Dragon, are you aware that your mod allows you to convert a single coin into a whole bar of metal? 1 copper coin = 1 copper bar?

Huehuehue. Two things in response to that:

1. My mod is TECHNICALLY to blame for your hilarious demise, but only due to having given kobolds access to blowguns. Poisoned ammo carried by NPCs just kinda happens via hard-coded stuff associated with blowguns. I'm annoyed that I've found way to explicitly apply poison to a weapon in adventure mode, hence refining venom sacs into contact poison as a workaround.

2. Sadly, yes. The problem is a lack of finer control over item types allowed. I can either specify a SPECIFIC desired item type (weapon, shield, body armor, legwear, tool, etc), or I can call for no item type and instead control the input via other means (reaction_class, hardcoded things like any_bone_material, etc). Doing the former leads to a lot of recipe bloat, while doing the latter leads to exploits. As it is, you can already use metal bars found in forts or other non-adventurer-crafted sources and they'll be good for 150 uses, as Adventurecraft recipes do some Fun things to work around problems with product_dimension not working right in adventure mode crafting.

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Re: The Dwarf Fortress Thread
« Reply #252 on: March 03, 2016, 08:57:54 am »
snip
I lost my shit. What are those sprites from, they look familiar? Also, am I the only one who sees a "doge" on the elves brooch?
I don't know. The clip was from a Warhammer video.
« Last Edit: March 03, 2016, 09:03:58 am by Zaweri Runewright »
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Re: The Dwarf Fortress Thread
« Reply #253 on: March 03, 2016, 07:05:07 pm »
*snip*
2. Sadly, yes. The problem is a lack of finer control over item types allowed. I can either specify a SPECIFIC desired item type (weapon, shield, body armor, legwear, tool, etc), or I can call for no item type and instead control the input via other means (reaction_class, hardcoded things like any_bone_material, etc). Doing the former leads to a lot of recipe bloat, while doing the latter leads to exploits. As it is, you can already use metal bars found in forts or other non-adventurer-crafted sources and they'll be good for 150 uses, as Adventurecraft recipes do some Fun things to work around problems with product_dimension not working right in adventure mode crafting.
When you said "150 uses" I had to check, and of course you were telling the truth that was not in doubt, but the bars I made from coins were only good for a single use. I'd say that's a kind of balance
I'm really just a sexy skeleton in a suit.
Fingering techniques are very important
Quote from: Six
Using guns while sober? Sounds like you're a coward.
Yes, little hats for every noodle.
Everyone is forks it seems.
"Everything is fucked forever, and ever, and ever." -Forrest 2016

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Re: The Dwarf Fortress Thread
« Reply #254 on: March 03, 2016, 11:57:50 pm »
Gotta love it when I decide to play kobolds instead of dorfs.



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