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  • HonkHonk Honk is this poster. Registered User, __BANNED USERS regular
    Reinstalling after once again seeing Bronzemurder and Oilfurnace

    PSN: Honkalot
  • HonkHonk Honk is this poster. Registered User, __BANNED USERS regular
    Oh no there was an accident when the dwarves attempted plugging the aquifier.

    Six dwarves left.

    PSN: Honkalot
  • TheKoolEagleTheKoolEagle Registered User regular
    sounds about right, i stay very far away from aquifers because i cannot deal with them. I will happily live on a haunted glacier with zombie elephants and thrive, but I can't deal with frigging aquifers

    uNMAGLm.png Mon-Fri 8:30 PM CST - 11:30 PM CST
  • ZephiranZephiran Registered User regular
    I really liked how all of my miners digging out an aquifer in winter accidentally encased themselves in ice.

    Alright and in this next scene all the animals have AIDS.

    I got a little excited when I saw your ship.
  • HonkHonk Honk is this poster. Registered User, __BANNED USERS regular
    This was my first serious attempt at breaching an aquifer, other times there were always a stone segment to build a shaft through. And I also usually stay away from those areas too.

    Anyway, drowning going on that can be described as frequent. Positive note: More booze per capita.

    PSN: Honkalot
  • StregoneStregone VA, USARegistered User regular
    I always edit the files to remove aquifers. They shouldn't be as difficult to deal with as they currently are.

  • Firmus_PiettFirmus_Piett Registered User regular
    edited February 2012
    Zephiran wrote: »
    Of course, one might argue that the most Dwarvenly way to go about the Military is to just give everyone Masterwork Warhammers for maximum Plump Helmet Points/Beard Cred.

    This game needs beard cred as an attribute for the dorfs.

    Firmus_Piett on
    camo_sig.png

  • KiTAKiTA Registered User regular
    edited February 2012
    Hm. I might start my fort over. I have 180 dwarves in this one, but it's slowed to a crawl and almost unplayable. Takes like 4 hours for a year to pass in game.

    I need to find a nice balance between specialization and generalization. I almost always use Dwarf Therapist to make a few generic profiles -- the wood guy, the metal guy, the plant guy, the crafting guy, etc -- and let giant swathes of the fort handle all that stuff... poorly.

    Think maybe my next fort will be an high savagery, high evil area. Not sure though. The whole danger room thing has me feeling pretty confident in my ability to take out vast hordes of undead.

    Maybe a 1x1 embark instead of a 2x2. That might speed things up, eh?

    KiTA on
  • ZephiranZephiran Registered User regular
    KiTA wrote: »
    Hm. I might start my fort over. I have 180 dwarves in this one, but it's slowed to a crawl and almost unplayable. Takes like 4 hours for a year to pass in game.

    I need to find a nice balance between specialization and generalization. I almost always use Dwarf Therapist to make a few generic profiles -- the wood guy, the metal guy, the plant guy, the crafting guy, etc -- and let giant swathes of the fort handle all that stuff... poorly.

    Think maybe my next fort will be an high savagery, high evil area. Not sure though. The whole danger room thing has me feeling pretty confident in my ability to take out vast hordes of undead.

    Maybe a 1x1 embark instead of a 2x2. That might speed things up, eh?

    Perhaps not as much as you might like at those population densities. Smaller embark zones always help, but if you really want to make a difference you might want to turn off a few features in the Init files and make sure you don't embark near large amounts of flowing water. I always turn off Weather and Temperature since I've noticed that Rainfall fucks with my game pretty intensely, and I really appreciate the peace of mind I get when I don't have to fear an accidental magma incursion.

    Alright and in this next scene all the animals have AIDS.

    I got a little excited when I saw your ship.
  • KiTAKiTA Registered User regular
    I think the issue is that once I unlocked the two caverns underground I had all kinds of pathfinding problems. The solution would probably be to make bridges and tunnels so you can get from any point to any point very easily, but it was still a huge pain. What's worse is getting to the magma requires going through it.

    Has anyone successfully survived a high savagery, high evil map in modern DF? Apparently you literally cannot kill the undead swarms on a Terrifying map, as they just keep reanimating the recently re-killed dead. The only solution is to make a magma pond and dump all bodies into it.

  • KiTAKiTA Registered User regular
    edited February 2012
    Finally found a nice evil, savage island. The second I start... I get a notification that I had a cave in on level -108.

    On the one hand I want to know, on the other, it's slow as mud already.

    Edit: Wow, it's corrupted down there. Large swaths of aboveground areas -- grass, only around -100, with black-cap trees, and, well, if it was Minecraft I'd call them chunk errors. Large swaths of square blocks just missing for dozens of Z levels. The reason it's running so slowly? The entire magma ocean is falling into hell, creating waterfalls of lava everywhere.

    In fact, that's why there are these large empty areas -- the magma oceans are draining out from below, leaving empty caverns.

    KiTA on
  • DemiurgeDemiurge Registered User regular
    KiTA wrote: »
    Hm. I might start my fort over. I have 180 dwarves in this one, but it's slowed to a crawl and almost unplayable. Takes like 4 hours for a year to pass in game.

    I need to find a nice balance between specialization and generalization. I almost always use Dwarf Therapist to make a few generic profiles -- the wood guy, the metal guy, the plant guy, the crafting guy, etc -- and let giant swathes of the fort handle all that stuff... poorly.

    Think maybe my next fort will be an high savagery, high evil area. Not sure though. The whole danger room thing has me feeling pretty confident in my ability to take out vast hordes of undead.

    Maybe a 1x1 embark instead of a 2x2. That might speed things up, eh?

    You might wanna try out a mod that speeds the game up, I personally use the Masterwork mod. It takes away clothing and redesignates what's left as armor (cloaks for example) which doesn't deteriorate so the game doesn't track 100 socks every second to see its wear and tear. It also adds a lot of other things you might not like though but its very malleable and you can turn a ton of features off with the launcher that you don't like.

    DQ0uv.png 5E984.png
  • ShukaroShukaro Registered User regular
    So, I've completely rewritten an old utility I made for having mouse control in DF to be infinitely better and more flexible. I'd love for you guys to check it out and tell me what you think of it.

    Thread

    Direct Download

    It's got a readme file that should explain how it works fairly well. You do need autohotkey installed as well.

  • KiTAKiTA Registered User regular
    Welp, this is going to be an interesting (read: horrific) fort. I broke through the aquafer... only to find another one underneath it.

  • RamiRami Registered User regular
    I usually remove aquifiers from the raw files, because I always embark in an area with a river but I'm too lazy to deal with aquifiers all the time.

  • KiTAKiTA Registered User regular
    edited February 2012
    So winter comes, and the aquifer freezes.

    I've lost 4 dwarves to ice entombment. Christ.

    The ice melted. No one died.

    I decided to make floors, as the ice melting caused one floor to cave in. The dwarves dove down into a lake of icewater and drowned. I'm down to the 3 dwarves that happened to be asleep at the time. Goddamnit.

    2 more dove in after the others. I'm down to 1 guy and two dwarven kids. Holy shit.

    And it's high savagery / high evil, so every single one of those dwarves are going to ressurect themselves as undead.

    KiTA on
  • ZephiranZephiran Registered User regular
    edited February 2012
    KiTA wrote: »
    So winter comes, and the aquifer freezes.

    I've lost 4 dwarves to ice entombment. Christ.

    The ice melted. No one died.

    I decided to make floors, as the ice melting caused one floor to cave in. The dwarves dove down into a lake of icewater and drowned. I'm down to the 3 dwarves that happened to be asleep at the time. Goddamnit.
    Zephiran wrote: »
    I really liked how all of my miners digging out an aquifer in winter accidentally encased themselves in ice.

    See what I mean?

    I've got no idea how those stupid fuckers manage to do it think it's a smart idea either.

    Zephiran on
    Alright and in this next scene all the animals have AIDS.

    I got a little excited when I saw your ship.
  • KiTAKiTA Registered User regular
    edited February 2012
    Damn, the last guy dove in. I'm down to 2 dwarven kids who won't do anything.

    Fortunately I have a huge supply of food, lets see how well I can make it. The worst thing is? This was all academic, as I found I could dig on the beach and get around the aquifer (I had already dug to around -75).

    Edit: Down to 1 dwarven kid. Well Uzol Astathel, you're going to have one hell of a story to tell the next migrant wave.

    Edit2: He's only 9, so I have to survive for 3 freaking years with someone who literally can't do anything but drink the booze and eat the food. I can't even get him to plant new crops or put up some defenses. Fortunately as I'm on an island, no invasions. Unfortunately... Evil/Terrifying. In theory I'm going to be getting a ton of undead out of this mess.

    Edit: Moot point, he decided to go swimming. I don't know, but maybe the mist that was being kicked up was causing it? Something to think about perhaps.

    KiTA on
  • KiTAKiTA Registered User regular
    Man, kicking beasts up to "very high" causes an order of magnitude jump in the amount of events during worldgen. I'm about to hit the magic crash point -- 2 million.

  • HonkHonk Honk is this poster. Registered User, __BANNED USERS regular
    Is it not possible to have several forts in one world any more?

    All the options given at the main menu are either load a saved game - which takes me into my existing fortress, or create a new world.

    Used to be possible to just build unrestricted amounts of forts in one world without abandoning them.

    PSN: Honkalot
  • RamiRami Registered User regular
    Think it's just one at a time per world, that's how I've always remembered it being.

  • stimtokolosstimtokolos Registered User regular
    edited February 2012
    How long ago did you last play? Because I have played for a fair few years and I'm 95% sure that hasn't been the case since I've played.
    A few major versions before 40d, maybe even earlier.
    Could be wrong but I don't think I am.

    stimtokolos on
  • HonkHonk Honk is this poster. Registered User, __BANNED USERS regular
    Last I played was maybe 2 years ago - and I'm very sure that it was possible then.

    PSN: Honkalot
  • stimtokolosstimtokolos Registered User regular
    edited February 2012
    Pretty sure that was 40d, I'm 99.9% sure it wasn't possible.
    Whenever you start a fort it embarks you in the next Spring after the current time saved in the world. (it could be another season).

    Think of the issues writing history if you're playing both a fort that is currently during spring year 501 and a fort during winter 521 when Toady's goals from the start have been to have forts interact with the world during their lifetime.

    stimtokolos on
  • BloodsheedBloodsheed Registered User regular
    Yeah, that has never been possible without world-file-copying-shenanigans, in any vanilla version. Absolutely, completely, 100% positive on that.

    Xbox Live, Steam, PSN: Eclibull
  • HonkHonk Honk is this poster. Registered User, __BANNED USERS regular
    Ah well I must be remembering incorrectly.

    PSN: Honkalot
  • ZephiranZephiran Registered User regular
    I started playing Dwarf Fortress about this time a couple of years ago, and then stopped for a bit when DF 2010 came out. I wanted to give Toady some time to iron out the kinks of the new version before I dove in again. Anyhow, I've still got the old 40d version and play it from time to time simply because of its relative simplicity and can confirm that you can't embark and establish several forts in the same world while you've got another fort going. Maybe you were using a mod to do it? There are a lot of people playing the game using their own slightly different version modifications, so I imagine there'd be at least one that lets you create simultaneous fortresses.

    Alright and in this next scene all the animals have AIDS.

    I got a little excited when I saw your ship.
  • HonkHonk Honk is this poster. Registered User, __BANNED USERS regular
    edited February 2012
    Legends mode is completely brilliant. I was reading up on The Bold Nations, a human civilization which was like this world's superpower. I started seeing a huge deal of entries about an iguana devil called Setrub so I looked him up.

    Setrub was an iguana devil that in year 6 fooled The Bold Nations that he was a human called Amsir. A year later he became The Bold Nations law-giver.

    He went on creating positions, one for a war-leader and about 30 positions of lordship. And that is all he did for the rest of his life, 250 years.

    An iguana devil that just loved bureaucracy. He never did anything criminal, he just sat by his desk creating positions and about six laws.

    Honk on
    PSN: Honkalot
  • HonkHonk Honk is this poster. Registered User, __BANNED USERS regular
    Best name:
    Ameli Suitorpregnant

    PSN: Honkalot
  • KiTAKiTA Registered User regular
    Man, Worldgen can be kinda stupid. I've got one world here that literally crashes the game whenever you try to embark (I believe, but cannot confirm, that one or more of the races were hunted to extinction due to the very high beast setting, and the game just doesn't quite know what to do).

    What I want is a nice High Savagery High Evil Island, but getting it is proving to be problematic.

  • ZephiranZephiran Registered User regular
    KiTA wrote: »
    Man, Worldgen can be kinda stupid. I've got one world here that literally crashes the game whenever you try to embark (I believe, but cannot confirm, that one or more of the races were hunted to extinction due to the very high beast setting, and the game just doesn't quite know what to do).

    What I want is a nice High Savagery High Evil Island, but getting it is proving to be problematic.

    Maybe you could try to do a couple of Small or Pocket sized worlds, and set them to have a great degree of Ocean? Seems like in that kind of crapsack world, the only surviving settlements of living creatures would probably be wiped out pretty quickly no matter what - unless they get a whole other island/ secluded area of terrain all for themselves to frolic around in, while the Evil creatures take over everything else.

    Or you could stop the worldgen early. Maybe somewhere at around year 150 or even 100 would allow you to embark without any worries of civilization extinction - related crashes?

    Alright and in this next scene all the animals have AIDS.

    I got a little excited when I saw your ship.
  • KiTAKiTA Registered User regular
    edited February 2012
    God, worldgen is so screwed up this version. This latest map I genned? I found a nice evil island... only there's a chasm 119 Z levels deep that goes clear to the surface. The second you embark, you get "A section of the cavern has collapsed" and like 25 pages of "you have discovered Z!"

    Oh, and since the ocean covers part of that cavern, it immediately freezes up and slows to a crawl as a 119 Z level waterfall starts falling... which will invariably fill up the entire cave system, making the entire thing unplayable as you won't be able to dig past a certain Z point.

    Edit: Looking around, there are tons of these cavern systems dotted around this section, I just noticed the one the ocean is pouring into because, well, huge waterfall.

    Anything light blue is a 119 Z level deep hole in the ground. Oh, and the wagon vanished (it spawned on top of a 2x2 ramp, and is 3x3, so it instantly blew up).

    Back to worldgenning, I guess.

    Edit: Christ, either I crash to desktop when launching or something very similar to the above, with large sections of the underworld just missing (think Minecraft Chunk error) or displaced via a few Z levels.

    I've started doing short histories just to figure this crap out.

    KiTA on
  • HonkHonk Honk is this poster. Registered User, __BANNED USERS regular
    I've been generating a few worlds and playing around in legends. It is common to find an underworld area where a small group of forgotten beasts resided - and where they all escaped to the overworld.

    It is then surprisingly common that these beasts disguise themselves as human, elf or dwarf and successfully enter the upper echelons of the civilizations. I had one example here where two beasts from the same area went on to become the leaders of two separate civilizations and then used them to wage war on each other. One of them got captured and imprisoned.

    Getting one of these guys as king of your own civilization would be cool, you could then lure him to your fortress and have Fun.

    PSN: Honkalot
  • KiTAKiTA Registered User regular
    edited February 2012
    Wow. Finally got a great map. Island in the middle of nowhere, aquifer, lots of trees, freaking FIRE CLAY, sand... and everything keeps ressurecting itself.

    It's everything I wanted but cripes, it's hard to deal with the fun. I think the trick is to get your dwarves underground ASAP then lock their asses in there, presumably after finding nothing to kill the undead will wander off.

    Tried to reclaim, that didn't end well. Might try going in with a squad of 6 ... hammerdwarves, perhaps? I'm honestly not sure. As it stands it sounds like it's literally impossible to save a fort in an undead zone once it fails.

    Maybe I can dig a pit with one of these reclaims, and leave the miner trapped at the bottom, in the aquifer -- and throw the other bodies inside. I tried this on another map but the whole garbage pit over a hole thing didn't work at all.

    Edit: I'm torn between the idea of just throwing dwarves at this thing over and over and over again, and trying say a Savage - Good area (Unicorn meat is YUMMY)

    KiTA on
  • nealcmnealcm Alvarian AlvarianRegistered User regular
    edited February 2012
    oh my god have migrants always come this often? i don't remember this happening on 40d (i actually may have had a version before 40d, if i remember right)

    also if a person is in a fey mood and just sitting in their bedroom... i assume that's bad? do i not have the workshop they desire?

    nealcm on
    19ZUtIw.png
  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    Honk wrote: »
    Legends mode is completely brilliant. I was reading up on The Bold Nations, a human civilization which was like this world's superpower. I started seeing a huge deal of entries about an iguana devil called Setrub so I looked him up.

    Setrub was an iguana devil that in year 6 fooled The Bold Nations that he was a human called Amsir. A year later he became The Bold Nations law-giver.

    He went on creating positions, one for a war-leader and about 30 positions of lordship. And that is all he did for the rest of his life, 250 years.

    An iguana devil that just loved bureaucracy. He never did anything criminal, he just sat by his desk creating positions and about six laws.

    Dwarf Fortress randomly makes the most incredible things.

    Honestly, I want the DF guy to make a world-gen utility for something like D&D. Totally randomized world maps with all sorts of crazy history? Yes please.

  • KiTAKiTA Registered User regular
    nealcm wrote: »
    oh my god have migrants always come this often? i don't remember this happening on 40d (i actually may have had a version before 40d, if i remember right)

    also if a person is in a fey mood and just sitting in their bedroom... i assume that's bad? do i not have the workshop they desire?

    Yeah, if they're in their room, they don't see a workshop they need.

    And migrants... bring children now, which is why they seem so overwhelming.

    I had a nice High Savage High Good area... but every single spot had the "infinite cavern to hell" -- this time, with actual demons pouring out. At dispatch. Whelp.

  • HonkHonk Honk is this poster. Registered User, __BANNED USERS regular
    Honk wrote: »
    Legends mode is completely brilliant. I was reading up on The Bold Nations, a human civilization which was like this world's superpower. I started seeing a huge deal of entries about an iguana devil called Setrub so I looked him up.

    Setrub was an iguana devil that in year 6 fooled The Bold Nations that he was a human called Amsir. A year later he became The Bold Nations law-giver.

    He went on creating positions, one for a war-leader and about 30 positions of lordship. And that is all he did for the rest of his life, 250 years.

    An iguana devil that just loved bureaucracy. He never did anything criminal, he just sat by his desk creating positions and about six laws.

    Dwarf Fortress randomly makes the most incredible things.

    Honestly, I want the DF guy to make a world-gen utility for something like D&D. Totally randomized world maps with all sorts of crazy history? Yes please.

    That would be great really!

    Setrub the Iguana Devil had a neighbour in the early days, before venturing to the surface. This was Lenod the vomit demon - made of vomit twisted into the shape of a man. This guy did not enjoy bureaucratic endeavours as much and instead he had a prolific career murdering everyone he saw for a couple of hundred years.

    PSN: Honkalot
  • HonkHonk Honk is this poster. Registered User, __BANNED USERS regular
    edited February 2012
    <3 legends.

    There was a vile woman demon named Nekol who kidnapped the king of The Whirling Towers - Zasit Bentrings. Zasit was turned into a demon by Nekol and they had a child called Lomifo. Zasit later died and Nekol took a new mate (by kidnapping) and that was the king of the Roomy Kingdoms). Incidentally the one who became new king of the Roomy Kingdoms was one of the forgotten beasts.

    The daughter, Lomifo, in turn grew up and herself kidnapped a later king of the Whirling Towers who happened to be related to Zasit. Both this former king and the demon daughter of this marriage quickly died of an expedition from the Whirling Towers. The other relatives of Zasit appear to have died earlier from an attack by one of Nekols later demon-children.

    Thus ended the original Zasit Bentrings dynasty of the Whirling Towers.

    Honk on
    PSN: Honkalot
  • HonkHonk Honk is this poster. Registered User, __BANNED USERS regular
    Oh holy shit. Lomifo's husband was Dumat Skintraded, the king of the Whirling Towers. Their child was Ome Nightcaverns, also a demon. Dumat was previously married to Monom (queen of Whirling Towers).

    AS IT HAPPENS - Monom was the one who killed Ome Nightcaverns. She was apparently really pissed off that her husband became a demon, so she went ahead and murdered his demon offspring. Monom liked killing and started a brief career of slaying forgotten beasts before being killed by a minotaur.

    PSN: Honkalot
This discussion has been closed.