Author Topic: The Dwarf Fortress Thread  (Read 41376 times)

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Re: The Dwarf Fortress Thread
« Reply #255 on: March 04, 2016, 01:21:29 am »
And now my dogs are getting wrestlemania'd by a giant grasshopper.

I'd like to apologize for the low quality of this photoshop
I'm really just a sexy skeleton in a suit.
Fingering techniques are very important
Quote from: Six
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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 #256 on: March 04, 2016, 11:13:50 am »
Hnng, my sides. Oh well, I eventually killed the overgrown locust. First I had to send my bowkobold after it, who shot it half to death with wooden arrows and ineffectually bopped at it with a bow. So I had to cancel the kill order, order some stone arrows, left him restock, and order up round two.

Amazingly the giant grasshopper was content to limp off and ignore the kobolds further.

And in belated response to earlier...yeah, normally-produced metal bars have a product dimension of 150, player-crafted metal bars have a product dimension of 1, while the adventurer reactions only use 1 unit of metal. I've tried make it use the require 150 units of metal, and in the case of adventure mode reactions seems to interpret that request as 150 separate bars, draining a single unit from each. :V

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Re: The Dwarf Fortress Thread
« Reply #257 on: March 04, 2016, 09:47:56 pm »
I like the looks of the recent DF doings. Small scale construction in adventure mode seems like it would be pretty cool. Would allow me to set up a base of operations without having to sleep in trees (which doesn't work) or lay claim to abandoned buildings.
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 #258 on: March 04, 2016, 10:28:09 pm »
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.
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.
from an old PS1 warhammer strategy game, can't remember the name of it though.

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Re: The Dwarf Fortress Thread
« Reply #259 on: March 05, 2016, 02:32:08 am »
I like the looks of the recent DF doings. Small scale construction in adventure mode seems like it would be pretty cool. Would allow me to set up a base of operations without having to sleep in trees (which doesn't work) or lay claim to abandoned buildings.

Hell yes. I'm going have to see just how I can exploit it in Adventurecraft, too.

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Re: The Dwarf Fortress Thread
« Reply #260 on: March 05, 2016, 06:30:25 pm »
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.
from an old PS1 warhammer strategy game, can't remember the name of it though.
The video is ravindil's quest, the video game is "Warhammer: shadow of the horned rat." It looks familiar because my dad played a lot of it on the playstation. It was also available on the PC and you can still get it on GOG. I GOTTA KNOW FOR SURE!
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 #261 on: March 05, 2016, 06:53:08 pm »
Ah, interesting. Also, halp. This is now stuck in my head:

Meanwhile in Kobold Kamp, I found a way to make stone arrows stockpile correctly. Yaaay. This does mean stone mugs are now called goblets though. Oh, and you could forge stone furniture if kobolds still had metalsmithing. :V

EDIT: What's that, little kobold? I accidentally selected a single wooden log instead of a wooden block while building the wall? Tear that down and do it right. And no, I don't care that you have to dismantle another block or two to access it because we're building on top of the ground-level wall.
« Last Edit: March 06, 2016, 11:34:30 am by Random_Dragon »

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Re: The Dwarf Fortress Thread
« Reply #262 on: April 02, 2016, 08:41:43 pm »
A legendary stone worker was bit by a werechameleon at my most recent fort. Of the four who were bitten, he was the only one to exhibit signs of infection. Because I have never kept a live werecreature before, I decided I would keep him around and so began the process of building a cell for holding him. Before the cell could be completed, he went fey on me, broke out of his hospital room, and claimed a workshop. He is now a legendary stoneworker. Perhaps it was the uncertainty of his future that spurred on his fit of creative zeal? His cell was finished in time and he was instructed to inspect them. As he did so the iron bars slammed shut, sealing him in. A hatch was built so that various supplies could be dropped in to him for various projects but in such a way that he could not escape should his bestial side reveal itself.

THE PLAN
I have thought at length about what to do with this wretch, and have decided I will drop a pickaxe in to him. He will construct a sub fort and will survive within it by himself. (or until more werechameleons are created.) From now on, his life will be lived within a den of his own creation, the only rule is that he may not breach the main fort. (I may break that rule for various reasons, such as creating a delivery room to dump his crafts into the main fort.)
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 #263 on: April 02, 2016, 09:06:24 pm »
THE PLAN
I have thought at length about what to do with this wretch, and have decided I will drop a pickaxe in to him. He will construct a sub fort and will survive within it by himself. (or until more werechameleons are created.) From now on, his life will be lived within a den of his own creation, the only rule is that he may not breach the main fort. (I may break that rule for various reasons, such as creating a delivery room to dump his crafts into the main fort.)

Drawbridge airlocks are your friend.

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Re: The Dwarf Fortress Thread
« Reply #264 on: April 03, 2016, 12:23:45 am »
Too late. When he was done erasing all his furniture, he just walked through the bars of his cell. By walked I of course mean that he ripped them out with less effort than it took him to reduce his table to dust. I've locked the doors and am now walling him in. HE MUST NOT ESCAPE! I notice though that once he starts breaking furniture, he doesn't stop when he changes back to a dwarf. That kind of behavior pisses me off. I might just change my mind about keeping him alive if he keeps doing that. That gives me an idea...

[edit] he did it again

NEW PLAN!
My miners have been ordered to excavate the earth around the building holding the werechameleon kogsak, taking special care not to breach his basement quarters. this is a special project, handed down by the mayor himself. the stone beneath the structure is to be dug out and removed, creating a deep bore in stone, and pillars built beneath kogsaks prison. When the bore has reached sufficiant depth, a lever will be pulled, and kogsaks prison, along with the vandalistic werechameleon himself, will plummet into the depths to be dashed into oblivion in the darkness below. I only wish I could see it in slow motion.

question, will this actually kill kogsak? considering how dwarf fortress works, I have my doubts. I know constructed stuff deconstructs when it collapses, but im not sure if the natural stone of the basement will collapse and smash him or if it will protect him.

[edit edit] he has escaped.
« Last Edit: April 03, 2016, 12:44:41 am 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 #265 on: April 03, 2016, 12:46:42 am »
See? This is why no one is crazy enough to rely on floodgates or bars. Drawbridges can just point and laugh at building destroyers.

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Re: The Dwarf Fortress Thread
« Reply #266 on: April 03, 2016, 03:25:35 am »
5 dead dwarves, 3 dead dogs, an exploded yak, and 4 seriously injured and numerous minorly injured dwarves later, the operation was an entertaining success. I didn't account for the fact that the room would leave a fresh cloud of dust for every level it fell. I dropped the room 30 floors. The blast cleared walkways and side tunnels. In one case, a gelder who had been, bafflingly enough, climbing up the bore was thrown clear of the pit entirely. He had been three levels below the surface when I dropped the room and ended up nine tiles away as a mangled lump of bone fragments and meat paste on top of the hospital. I know this because the game, obviously, auto pauses when a collapse occurs. I took the time to look and see what was what. Oddly enough, there is a combat log for every dwarf involved in the drop, except kogsak. He just died outright when the room fell. No combat occurred. The game just decided "welp, this fucker is gonna be dead, better pull the life out of him."
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 #267 on: April 03, 2016, 07:06:16 am »
I would assume that some of that junk fell right onto that last dwarf. Getting flattened in a collapse pretty much telefrags everything except ghosts, same as with forming obsidian and freezing water.

And good be worse. If that gelder had been gelded by skidding along the ground... XP

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Re: The Dwarf Fortress Thread
« Reply #268 on: April 03, 2016, 11:43:18 pm »
True true. The weirdest thing of all is the "telefrag" tendency of things getting caught in a collapse. Kogsaks body was present and accounted for. Not only that, but his body was completely in tact. Not a scratch on it.
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 #269 on: April 04, 2016, 01:05:31 am »
If you mine out a natural cave-in the body will be there, whereas if the instadeath was due to a constructed wall falling, the body will remain exposed due to the falling construction reverting to an item on landing.

Meanwhile...Kobold Kamp again. Making a less dwarfy sort of artificial cave for them, but still using the untested hatch method of hopefully deterring building destroyers. Seems just hollowing out large spaces to pack workshops, stockpiles, and furniture is way more space-efficient that my "grid of 5x5 rooms" method of digging out dwarf forts.

 

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