I need to start back up on my carp infested river fort.
"Coffee! Coffeecoffeecoffee! Coffee! Not as strong as Meth-amphetamine, but it lets you keep your teeth!"I laughed at the performance.
Who watches the watchmen?Even the greatest poet of Dwarf Fortress, Urist Shakebeard, could not have done that performance better.
"But don't give up hope. Everyone is cured sooner or later. In the end we shall shoot you." - O'Brien, 1984I believe I have killed all the night creatures in this world. I have a very legendary warrior and retired him for a bit in a distant fort to poke around. I come back find the fort without soldiers and the villages empty.
Then I go fuck it and decide to find a new town and fort. I get jumped by bogey men. Exactly five of them. I kill them all the following nights all alone and not a single bogey man. It appears altering the night creature count in the world gen file works. You find it in data/init/world_gen just use ctrl+f and use night as your search term and adjust the number to what you desire.
I have killed all the night creatures. I no longer fear the night. THE NIGHT FEARS ME!
Who watches the watchmen?My latest fort sprung a leak. Coastal Skulltattoos has an aquifer and I've been trying to work around it. At some point while trying to excavate every chunk of stone available I breached the ocean. Attempting to wall off the EXTENSIVE mining tunnels worked pretty well until I stopped building to dig some drainage channels. Well, it's still flooding but at a slower rate. I thought the aquifer was pretty much 100% drainage, water goes in and never comes out. It's slowly passing over the top of the channel tiles and overflowing where ever it pleases.
"But don't give up hope. Everyone is cured sooner or later. In the end we shall shoot you." - O'Brien, 1984I mentioned that to someone on the Bay 12 Forums, and they said that was a limit to he number of kinds of night creatures, though that might have a direct effect on the total number.
I think how many night creatures is determined by world gen, basically being a finite number like with any megabeast, titan, or forgotten beast except it can reproduce (but I'm almost sure they only reproduce during world gen).
Interesting. I haven't seen any more bogeymen though. I bet if I kill the rest of the night creatures bogeymen will return not that would be bad considering how horrible their last beat down at my hands was.
Who watches the watchmen?Results from the animal sponsorship drive have been released. The top most requested animals were:
- Bee
- Giant panda
- Capybara
- Penguin
- Platypus
I'm glad I went with the gila monster and not the axlotl then.
I eagerly await platypus venom and all the fun it will bring.
Two unrelated questions:
- Is there a way to utilize power from steam, and if so has anyone ever tried to get power from magma men?
- Has anyone ever modded in a way to coat weapons with extracted venom?
Also, I'm just remember something: someone (maybe Tuefel) said he was tired of having to grind skills again every time they die, and I just remember you can grin them some skills (throwing, knapping, swimming, some others) rather rapidly by using macros. Start and stop recording with ctrl-r.
edited 7th Jan '11 11:16:54 PM by thatother1dude
Dwarf Fortress: Now with coypu.
I made a thing. You might be interested.
^Sweet. I'll join right now, once I figure out a good name.
You'd think someone would have made a name generator by now since the raws are right there...
I know. I might put it in the thread: NO NEED TO HAVE A DWARFY NAME, JUST MAKE IT SOUND NORSE.
I was in the object testing arena, seeing if 16 giant cave spiders together could even scratch a bronze colossus (nope) when this happened.◊
Either I tossed him around the entire world * or the throw command is a little bugged.
Perhaps you threw it upwards?
I wish you could control throw directions: I'm trying to throw one into a lava pit, but the thing keeps flying across the map (including in one places where she could only be if she went through a tower) and yet doesn't burst into a million pieces!
I wonder if the Raptors from Raptor Fortress will still work.
Half-Life: Dual Nature, a crossover story of reasonably sized proportions.I can't wait until fortress mode has moving parts, hellooooooo Mechs.
"Coffee! Coffeecoffeecoffee! Coffee! Not as strong as Meth-amphetamine, but it lets you keep your teeth!"Somehow I find mecha doubtful, but hey, maybe someday...
I'd think they'd be better suited as some sort of armored mount. A Mini-Mecha would be best, since the open cockpit means there's an excuse for the whole 'shoot at the dood inside' thing.
I assume targeting will A, be applied to bows and B, be able to whack the guy riding the horse in the next version.
I think he just meant a fortress that has so many moving parts it might as well be one giant mecha.
Once it becomes possible to move walls via mechanics, mecha will be easy to handle. The first mecha will need to be powered by some dwarf cranking hard on a pump. But, if magma can be used as a perpetual mechanical energy source, or if coal can be burned to provide mechanical energy... hmm...
you're forgetting, Hydrall, if it WORKS, is impressive, and COMPLETELY AND UTTERLY INEFFICIENT/USELESS. Then It is a roaring and absolute success. if you can use it to kill elves and goblins your success levels just went OVER 9000
edited 11th Jan '11 12:46:12 PM by Lanceleoghauni
"Coffee! Coffeecoffeecoffee! Coffee! Not as strong as Meth-amphetamine, but it lets you keep your teeth!"If you could find water and use steam, you could use magma men as an infinite fuel source. Maybe once we have boats/submarines...
Anyway, the dev page mentions making it so some night creatures only really die from special methods like burning or burial. So is it currently possible to mod a creature that will remain alive even if their head, upper body, and lower body have been separated?
EDIT: Not delicious cake?
edited 11th Jan '11 8:59:25 PM by thatother1dude
Brilliant. I was moved to tears by that performance.
"Never let the truth get in the way of a good story." Twitter