Dw4rf Fortess 4 goddamn D: Hyperdwarf

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loomer
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Post by loomer »

(Hmm, I forgot to pack a book keeper with the appraisal skill. Do any come with future migrants? Can it be skilled up?)

If he did, he'd destroy the world.
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Post by Duckie »

I went and asked the creator of the game for you because I was curious, Sheriff loomer:

"is it [raising Appraiser skill] just hitting 't' at the trade post, or do I need to 'v'iew items there?"
His response, edited by me for clarity: "you don't need to do anything annoying like [viewing, merely the first person to 't'rade with that particular caravan gets an] increase [which] depends on value of items there"

Human Traders!
16 Hematite 1052
Logbook: Covenant, Expedition Leader

Human Traders arrived today from their civilization known as Nicastmong, which means "The Scintillating Empires", and greeted us in the name of their leader Duli Okomuthe. I'm not really interested in the fineries, I'm interested in what they brought.

And they brought a ton. Two wagons, pulled by a pair of horses each, and a pair of packmules transporting the remaining goods.
In the end, we decided to trade a bin full of rock crafts such as the one shown in a prior post to them along with a barrel of Cabbage Whiskey that nobody liked that had been made on a dare by Vendetta.

In return, we gained:
4 empty leather bags (3 shark, 1 rabbit)
1 rope reed cloth bag with enough coffee beans for a 4x5 plot
2 empty rope reed bags
1 barrel of salted whalephant meat
2 barrels of lobsters
1 barrel of wild strawberries
3 barrels of wild blueberries
1 barrel of tomatoes
1 barrel of bananas

Each of the barrels' foods have enough seeds for a 3x3 plot or so. (3 barrels of blueberries is thus enough for about a 5x5 or 5x6.)

The bags are for storing seeds and also to collect sand for glassmaking- we need to have a lot of bags to store a lot of seeds. Right now, my recordbook says we have almost 300 (296, to be precise) seeds, which will take at best 15 bags. We have 21 now, but there will be some inefficiency since you don't want to mix seed types in a bag or it could get confusing, and bags are also needed to hold corn flour, dye, and other milled creations. Ideally we want way more than 15, and way more than 21. More like 50. That way it'd be hard to run out.

The lobsters are useful because after being eaten you get lobster shells. The Whalephant is just for fun- it's apparantly very tasty, so let's see what Civil War Man can do with- or to- it.

Also, I had a very great idea which I'll discuss later, that made things far simpler for me. Inconvenient, still, but less than it could be. Exciting news tomorrow, since I'm basically spent.
Last edited by Duckie on 2008-01-19 07:26pm, edited 1 time in total.
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Zablorg
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Post by Zablorg »

Human traders are awsome, they bring very convenient shit. Elves however can go fuck themselves.

Hmm, one of my engravers has withdrawn from society but refuses to go to a workshop. If he doesn't do anything soon he's going to go insane. And my animal people simply refuse to capture animals. Or at least, they aren't taking them anywhere where I can see them.
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Post by Civil War Man »

Why'd you have to go and sell the cabbage whiskey? I could have made biscuits.

BTW, who dared Vendetta to make cabbage whiskey? Sounds like something I would have made if I hadn't been taken off brewing duty in the interest of division of labour.
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Post by Zablorg »

Well, I just found out that all my saves were not saved because the game had not been exported, so now I have to start from scratch with mine. Fuck.

I really like the way the fort is going. Have you got any long-term goals for it?
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loomer
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Post by loomer »

Any possibility I can nab the mod you're using for food stuffs and the like? (And does it require a fresh world gen?)
"Doctors keep their scalpels and other instruments handy, for emergencies. Keep your philosophy ready too—ready to understand heaven and earth. In everything you do, even the smallest thing, remember the chain that links them. Nothing earthly succeeds by ignoring heaven, nothing heavenly by ignoring the earth." M.A.A.A
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Post by Enigma »

What is preventing me from fully enjoying this game is the ASCII format. I'd love it a lot if it looked at least like Ultima 4-6? Or even ones from the RPG maker.

ASCII ruins my eyeballs.
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Post by Tasoth »

I <3 The TIG

Assuming that link leads correctly, that should be an article on tigsource.com dealing with an unofficial graphics pack. Download, set your config file to use the graphics set and viola!

Also, I want in again.
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Post by Enigma »

Had a character named Crusty the Vulgar Anus of Berries. Unfortunately he was struck down by a guard after he killed a child in a room opposite to the mayor. :)
ASVS('97)/SDN('03)

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Post by Vendetta »

Civil War Man wrote: BTW, who dared Vendetta to make cabbage whiskey? Sounds like something I would have made if I hadn't been taken off brewing duty in the interest of division of labour.
I will make whiskey out of anything.
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Post by Vehrec »

Make some out of my bed's legs. I'll saw them off for you, and then you can brew me some wood alcohol to drink. That hopefully won't make me blind.
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Post by Enigma »

Vehrec wrote:Make some out of my bed's legs. I'll saw them off for you, and then you can brew me some wood alcohol to drink. That hopefully won't make me blind.
But drinking it while masturbating will. :)
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Post by Duckie »

loomer wrote:Any possibility I can nab the mod you're using for food stuffs and the like? (And does it require a fresh world gen?)
Ah, it probably does for at least most things. I know that due to a typo, for instance, in compiling the mods Biscuits don't technically exist (Some of the things I am listing as biscuits in-story are actually cookies or gruel or the like).

Before uploading I went through and reduced the value of a bunch of things in the new plants, because new plant alcohol such as Cherry Schnapps or Raspberry Wine was worth over 10 times as much as normal dwarven alcohol. I also slightly increased the value of Olive Oil (because it's like liquid gold in cooking) and decreased the cost of non-cow cheeses because they were excessively huger than cow cheese.

There's probably still a bunch of errors and weirdities I haven't noticed, but I don't care enough to change them especially since they won't be affecting my game. One thing you should do when you get this file is open up Creatures_Domestic.txt and change dogs to have a speed that is around 900 or even more instead of 1000 so they can actually catch human beings and dwarves who are running away from them. (1000 is man speed, 500 is double, 100 is 10x, etc)

147 kb File (Megaupload, Zipped): Copy this into your "Raw/Objects" folder and overwrite everything. This is just a copy of my entire Raw/Objects folder and will of course totally rape any other modifications you have done, so make sure to save backups in case something fucks up (even if you don't have mods this is a good idea).

One weirdity of Teldin's mod is that there is a new metal called "Rock" (capital R). This is to let you, if you wish, build metal/wood-only things such as Weapons, Armour, Pipes, etc. out of stone and fuel if you don't want to waste metal. Rock is very poor for weapons and the like, just like real rocks. Whenever using the Job Manager (hit 'j'->'m', it's a lifesafer), always use lower case 'rock' for, say, 'construct rock doors' or you'll get the "metal" rock that requires a smelter and fuel and a metalsmiths' forge.

Mithril is the best non-adamant metal now, so expect to see a lot of it in well-equipped dwarves. Mithril is found in small clusters inside gold, silver, and platinum nuggets, and has a higher chance in the more valuable metals.

Damascus Steel- adds rough (uncut) green glass to the iron->steel bar process, which will make it Pattern-Welded Steel instead of Normal Steel. I don't know how realistic this is, but Wootz (the proper name for pattern-welded steel) is suitably sharp and badass for weaponry. Dwarves seem to love making axes out of it for their caravan guards and for your starting lumberjack, even though it's hella-expensive.

Requires a new world regeneration and this will also alter the world because the raws are different, so any good spots you know of with all the stuff you want will change. (I found this out the hard way >.<). Geology itself doesn't seem to but all things related to minerals, plants, and animals do, even civilization locations.

Teldin's Mod also adds a ton of creatures, new crafted toys, types of clothing, armours, weapons (many of which I removed but many remain).

Final Note- There exists, in Teldin's Mod, a type of crossbow called a Blade Crossbow, which exists because dwarves with no ammo will fight with their crossbows in Melee. It deals slashing damage like a small sword in addition to shooting bolts. If you think that's dumb, remove it from teldin_weapon.

All credit goes to Teldin of Teldin's Mod and Chariot of Botany Mod and Dwarmin of Plant Mod, as all I did was compile these and cut back on some things I didn't like. You can go in and look at their mods at the link below and cross-reference what I removed and add it in if you're that OCD about what's missing.

The Dwarf Fortress list of Mods has the originals.
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Post by loomer »

My thanks.

On the subject of pattern welded steel- Wootz is not the correct name, but was in fact a type of very early pattern steel from India, discovered and first used around 300 BC and going into 'extinction' as it were, in 1700 due to a lack of sufficient deposits in the region, as Wootz steel required special types of iron ore to adequately produce. These types of ore included larger than average trace amounts of other minerals such as vanadium.
"Doctors keep their scalpels and other instruments handy, for emergencies. Keep your philosophy ready too—ready to understand heaven and earth. In everything you do, even the smallest thing, remember the chain that links them. Nothing earthly succeeds by ignoring heaven, nothing heavenly by ignoring the earth." M.A.A.A
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Post by Connor MacLeod »

Vendetta wrote:
Civil War Man wrote: BTW, who dared Vendetta to make cabbage whiskey? Sounds like something I would have made if I hadn't been taken off brewing duty in the interest of division of labour.
I will make whiskey out of anything.
Even other Dwarves? Then Civil War Man can make Soylent Biscuits.
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Post by Duckie »

loomer wrote:My thanks.

On the subject of pattern welded steel- Wootz is not the correct name, but was in fact a type of very early pattern steel from India, discovered and first used around 300 BC and going into 'extinction' as it were, in 1700 due to a lack of sufficient deposits in the region, as Wootz steel required special types of iron ore to adequately produce. These types of ore included larger than average trace amounts of other minerals such as vanadium.
Interesting. However, I must note that Wootz is a funny name. So occasionally I'm going to call it Wootz. Because that name is silly.
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Post by Zablorg »

Connor MacLeod wrote:
Vendetta wrote:
Civil War Man wrote: BTW, who dared Vendetta to make cabbage whiskey? Sounds like something I would have made if I hadn't been taken off brewing duty in the interest of division of labour.
I will make whiskey out of anything.
Even other Dwarves? Then Civil War Man can make Soylent Biscuits.
I wish toady would add cannabalism into the game. My economy is hell and I can't afford any food. :cry:
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loomer
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Post by loomer »

If you use the DFCompanion you can order dwarves to be butchered for food. It's on the Wiki.
"Doctors keep their scalpels and other instruments handy, for emergencies. Keep your philosophy ready too—ready to understand heaven and earth. In everything you do, even the smallest thing, remember the chain that links them. Nothing earthly succeeds by ignoring heaven, nothing heavenly by ignoring the earth." M.A.A.A
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Post by Rawtooth »

Awesome, I'm useful! And I have a minion, score! :D
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Post by Karza »

MRDOD wrote:147 kb File (Megaupload, Zipped): Copy this into your "Raw/Objects" folder and overwrite everything. This is just a copy of my entire Raw/Objects folder and will of course totally rape any other modifications you have done, so make sure to save backups in case something fucks up (even if you don't have mods this is a good idea).
Would using the earlier mentioned tile graphics count as a modification in this regard?
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Post by Tasoth »

Karza wrote:
MRDOD wrote:147 kb File (Megaupload, Zipped): Copy this into your "Raw/Objects" folder and overwrite everything. This is just a copy of my entire Raw/Objects folder and will of course totally rape any other modifications you have done, so make sure to save backups in case something fucks up (even if you don't have mods this is a good idea).
Would using the earlier mentioned tile graphics count as a modification in this regard?
Ya' know, I have no clue. I usually snag the graphics pack before I even start world gen. I do know that the wiki goes into greater depth on how to setup the custom graphics packs. I don't think you need to restart a game with it since it just says 'uses these tiles instead' of 'RAR! Rework the world and replace them with this!!!'
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Post by Duckie »

Tasoth wrote:
Karza wrote:
MRDOD wrote:147 kb File (Megaupload, Zipped): Copy this into your "Raw/Objects" folder and overwrite everything. This is just a copy of my entire Raw/Objects folder and will of course totally rape any other modifications you have done, so make sure to save backups in case something fucks up (even if you don't have mods this is a good idea).
Would using the earlier mentioned tile graphics count as a modification in this regard?
Ya' know, I have no clue. I usually snag the graphics pack before I even start world gen. I do know that the wiki goes into greater depth on how to setup the custom graphics packs. I don't think you need to restart a game with it since it just says 'uses these tiles instead' of 'RAR! Rework the world and replace them with this!!!'
Indeed, the one thing it won't change is the graphics- you'll note the folder that it overwrites is an entirely different one-

Raw/Objects is entirely TXT files about stuff in the game world, while graphics are an entirely different part.
Somewhere off in /Data or whatever are the tilesets, or /Graphics or something. So there's no chance of it to raep those.
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Post by Duckie »

[Miniupdate because I'm busy working on University stuff until this weekend]

Uh, so... it turns out the mountainhomes didn't exactly lie about there being arable underground soil in this area.

We, uh, just kind of never looked. But, like, 60 meters to the left of the fortress the topsoil changes from barely there to almost 3 meters in depth.

Yeah, so... it's been there the whole time. In the defense of Covenant, the fortress manager, the map of the fortress displays unrevealed layers as rocklike coloured so he didn't even think to check if the layer underneath the 1st layer of soil on the Western Forest was soil.

A long tunnel through the rest of the mountain (we're located in a very thin section, widthwise, between the western forest and the northeast swamps and the plains of the southeast, so it's not impossible to walk from the fortress to the underneath of the forests in an hour or so, but it is a fair trudge) has been mined out by Nepthys and Covenant (in his off-time from validating work orders and updating stockpile records). A bunch of room for stockpiles of seeds, the crop output, and some processing workshops (a second still and kitchen, a threshery, etc.) will be set up right at the entrance to the farm.

The farm room is 20x20, minus a 2x3 indent where because obviously the geology of happenstance isn't regular enough to allow us solace in aesthetic geometry. I hate it how that happens, how my pretty and regular rooms are ruined like that. >.<. Anyway, a 5x5 plot of plump helmets and a 2x3 plot of cave wheat will be planted for the first crop. We have a lot of other types of underground plant, but this is just going to be a first crop and I don't want to overtax Civil War Man and Ar-Adunkahor- even with Kuja assisting, they still all have other things to be doing (except Adunakhor whose herbalism isn't technically that necessary anymore so she's now on farming duty full time)

Aboveground planting of foods will only continue when we feel like it. Sunshine is nice, but the berries just aren't satisfying. We're all sick of cherries and cherry schnapps, and everything else is just kind of unnecessary- nobody ever wants to let Civil War Man get his paws on Blueberry Jam or any more mashed up Banana Paste, for instance.

Covenant is considering adding bedrooms for the farmers and farm workers down there instead of in the bedroom complex so that they don't have to keep making the trudge back to their rooms to sleep. They could even eat some of the stockpile of picked food (or the secondary kitchen's output, if they are brave) and thus never really have to leave the farm room without need.

Rhoenix is going to, as soon as I can figure out how to tell him to put on his leather armour and pick up the crossbow (although I've forbidden the mithril bolts from this, sharpened stakes of kobold and turtle bone only. Sorry, it's less aerodynamic and not Instant Doom to any attacker, but those will be saved for wartime), be hunting the local animals.

The skin can be tanned into leather will be used for bags (fnord has been made Chief Leatherworker in absence of any real person who knows what they're doing), which we need to store everything, especially seeds, dyes, and sand (for glassmaking) and need spares just in case we need them for some purpose, while the meat can be made into food. The fat will be rendered into tallow for foods, and the skull and bones can be used for crafts. The bones of the creature will also be sharpened into more flechettes (I refuse to call them bolts since they're so crude) to kill more animals

Expect Civil War Man to be making a lot of Tunnel Worm Tallow Cookies. ^-^

Other minor news-
Covenant and Nepthys are now both Legendary Miners. That means they're so badass and skilled that we don't charge them rent for a room, for instance, when the economy comes up, because they're now extremely minor nobles (hence my calling of such people Equestrians). Mining gives a set amount of XP per square mined, and you mine through soil like 2x as quick as rock and leaves no rubble- if you want to make a Legendary Miner as quick as possible, strip-obliterating the soil is a good way.
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Post by fnord »

MRDOD wrote:[Miniupdate because I'm busy working on University stuff until this weekend]

(snip)

The skin can be tanned into leather will be used for bags (fnord has been made Chief Leatherworker in absence of any real person who knows what they're doing),
(snip)
Jack of all trades, master of bugger all, specialist generalist?

Talk about a skillset a mile wide and a foot deep. Do skill synergies exist a la Spycraft?
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Post by Zablorg »

I'm not sure if you mentioned this, but do you have a door over the fortress entrance? Because I just had a nasty issue with goblins and miasma. Then everyone went insane and I had to abandon. :lol:
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