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markus_cz posted:Wait. I opened the embark and measured how many tiles across it was. Then divided by three becuase it's a three-wide embark (3 wide 5 tall). HK5000 posted:Question. Is the Deity stuff a mod? Tried looking through the hotkeys and wasn't able to find a link to that screen with the list of them all. Any help? From within fortress mode you can only look at details for the gods each dwarf worships. Use v(iew) or u(nits) and select a dwarf, view the details, and then look at their (r)elationships. You'll see the one or two gods they worship listed there: you can select a deity and hit (v)iew to see the details. However, rather than doing that, I used Legends mode to export stuff and dug around to get names and things from there.
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# ? Jun 15, 2024 08:24 |
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Leperflesh posted:I opened the embark and measured how many tiles across it was. Then divided by three becuase it's a three-wide embark (3 wide 5 tall). No, I mean... ![]() If a square is 2m wide and and embark tile has 48 squares, it means an embark tile is 96 metres wide, right? Which means the mountains would be some 6.1km away, while the peak would be 10.8km away. Unless I'm understanding something wrong, which is entirely possible because the English notion of "square metres" being something different than "metres square" never ceases to confuse me.
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markus_cz posted:No, I mean... OH! Ha I typed 56 instead of 96 and then believed the 56. You're absolutely right. God how embarrassing. I'll edit my post because I must hide the shame. Also I say "x kilometers square" meaning, a square of x kilometers per side. Whereas "x square kilometers" is longhand for x2km.
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Leperflesh posted:I opened the embark and measured how many tiles across it was. Then divided by three becuase it's a three-wide embark (3 wide 5 tall). Right, but 48 times 2 equals 96. Times 16 is 1536, which means that Bronzestabbed is 6.144 kilometers away from the mountain range. EDIT: Beaten.
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Wait, there's a mountain?
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Bad Munki posted:Wait, there's a mountain? There is always a mountain, if there isn't they will build one due to dwarves... or a massive sacrificial temple.
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Bad Munki posted:Wait, there's a mountain? Leperfish, in the Prologue posted:On the last day of 235 I looked south and saw three distant peaks of The Entangled Horn, side by side with snow atop and of a similar height. We turned north along a gully descending a small hill and I saw ahead the bend of a brook lined on both banks by twisted purple trees. There was a haze to the north. I ordered halt to the wagon as the sun set and when the sun rose it was 1 Granite 236, the first day of spring.
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AtomikKrab posted:There is always a mountain, if there isn't they will build one due to dwarves... or a massive sacrificial temple. ... Dwarves?! ![]()
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![]() ![]() EDIFICATIONS OF PUBLIC WELL-BEING Felsite 236 In the story or Glazetomb, Glazetomb was a dwarven outpost built upon the evil Steppe of Screams. The dwarves of Glazetomb endeavoured to raise animals and live off their meat. There were peacocks, and there were horses, and there were pigs, and there were red cardinals. The dwarves of Glazetomb butchered the animals and ate their meat. One day a vile mist belched from the Steppe of Screams. The dwarves of Glazetomb have never seen a purple vile mist and did not abscond their animals. The vile mist touched the animals and turned them upside down. The peacocks shed their skin and became frenzied husks of bare veins and muscle. The horses shed their skins also, and the pigs shed their skins also, and the red cardinals shed their skins also and were still red, although a different kind of red. Then the upturned animals turned against their masters and butchered them and ate their meat. So ended the upturned outpost Glazetomb. In 215, there was foul haze in the dwarven fortress of Whiskergild as Markus Cz. Bronzetunnels the dwarf was visiting. The dwarves of the Cloisters of Exalting knew the story of Glazetomb and were very frightened of the foul haze and hid their animals, ere the haze turned them upside down. But I had read the books and knew the story of Glazetomb to be a fable, for it was not mentioned in the books. I did not abscond from the foul haze, and it touched me and I neither turned upside down nor butchered the dwarves of Whiskergild nor ate their meat. For books speak truth and anything that is not written in books is a fable and untrue. Which is why I write this so you know that it is true. Therefore: - Do not frighten of the fiendish murk, it is a harmless murk - If the harmless fiendish murk turns you upside down, please die outside and do not come inside to butcher the dwarves of Bronzestabbed and eat their meat - Keep calm Signed, Markus Cz. Bronzetunnels Chief Medical Dwarf markus_cz fucked around with this message at 08:16 on Jun 26, 2012 |
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Stay calm, and remain indoors.
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If you don't mind me asking, what biome is the fort in?
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The Hill of Rewarding: warm calm temperate savanna. Northmost edge tiles: The Fields of Vice: warm sinister temperate savanna.
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Loving the narration so far, and the journal entries add some extra flavor (And make the wait easier for the next update!)
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markus_cz posted:No, I mean... And we have the subtitle for the thread.
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Leperflesh posted:The Hill of Rewarding: warm calm temperate savanna. Northmost edge tiles: The Fields of Vice: warm sinister temperate savanna. Why'd you go for the clam biomes? I can't play anything but savage now becuase they're more interesting.
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Three-Phase posted:In the future, is there any possibility of building a simple fortification across the river as a barricade against those clouds? I believe evil mists will phase through just about anything as long as it's still in the evil area. Also, mists have the tendency to spring up from the ground (e.g. potentially in the 'protected' zone), but if you want renewable water and fish this might be a
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Ughh, this is kind of making me want to play DF again. Is there a convenient place to find the major changes between .31 and .34?
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I don't know if a roof will save you, but I can verify that just a wall won't stop an evil mist.
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In that case, an alternative approach would be instead of keeping the clouds out, you'd construct barriers to keep affected organisms (including Dwarves) in. Which is - sealed outside of the fortress until they could be contained/controlled. The only problem is that I don't think there's any way to make it fail-safe. Wait, if you built a sort of "water curtain", could that be used to isolate evil mists? Or even act as an airlock? Assuming it doesn't generate UNDER the surface of the ground? Can a mist in an evil biome just phase into an underground fortress? Three-Phase fucked around with this message at 02:45 on Jun 26, 2012 |
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I don't mind the theorizing but keep in mind that the dwarves can't hear you.Internet Kraken posted:Why'd you go for the clam biomes? I can't play anything but savage now becuase they're more interesting. It worked out this way. I will go on at length about how and why I picked what I picked after all possibility of spoilers are passed.
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Leperflesh posted:I don't mind the theorizing but keep in mind that the dwarves can't hear you. That's what the doctor told me too. He doesn't tell me that anymore.
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Three-Phase posted:Wait, if you built a sort of "water curtain", could that be used to isolate evil mists? Or even act as an airlock? Assuming it doesn't generate UNDER the surface of the ground? Can a mist in an evil biome just phase into an underground fortress? Sadly, Toady hasn't gotten around to fully simulating fluid dynamics yet, so that sort of thing probably isn't possible at the moment. I think natural walls may keep mists out, maybe.
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I think it's time to think outside that box. If we can't make it safe to go to the water, then we'll have to make the water come to the dwarves. I think it's time for Projct: Pond Create Just channel out a litte passage which connects up to a man made pond which is on safe ground, and before you know it, you'll have a nice place full of turtles that is safe from evil mists. I can taste the yummy turtle tripe bickies already.
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PotatoManJack posted:I think it's time to think outside that box. If we can't make it safe to go to the water, then we'll have to make the water come to the dwarves. I think it's time for Projct: Pond Create Then it came back and got in my turtles and they went bad.
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I do hope the mist is the one that KO's things. I had a biome where it rained some gunk that would KO anything it touched. Nothing as amusing as seeing 5 eagles just crash in front of your fort ![]() It was even better when things would get KO'd while above the volcano.
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Internet Kraken posted:Why'd you go for the clam biomes? I can't play anything but savage now becuase they're more interesting. Cheaper than oysters ![]()
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It's good to see another DFLP! The Boatmurdered Saga was what brought me to SA, but I've never been able to follow one of these all the way through, despite having a (lazy do-nothing) dwarf in one or two of them. This one's shaping up to be great so far; just watch out for that fog ![]() Dr. Tough posted:Ughh, this is kind of making me want to play DF again. Is there a convenient place to find the major changes between .31 and .34? I'd just skim through the relevant release announcements on the forums. Toady usually posts all the changes in there.
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Here is a fun fact: apparently weather (including mists) is random and disregards the random seeds. This means that even embarking in exactly the same location at exactly the same time with exactly the same worldgen does not allow you to find out in advance what kind of weather you'll have (or what it will do). Consequently, I actually don't know (yet) what our mist does. Your guess is as good as mine. I hope it's interesting!
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I wrote a piece in commemoration of this fortress's founding and in anticipation of its inevitable horrific end.![]()
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Leperflesh posted:Here is a fun fact: apparently weather (including mists) is random and disregards the random seeds. This means that even embarking in exactly the same location at exactly the same time with exactly the same worldgen does not allow you to find out in advance what kind of weather you'll have (or what it will do). I know that the game generates a set of mists ahead of time and then picks from those. So if you set the mist types pretty low, you can get a good idea of what to expect.
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Loden Taylor posted:I wrote a piece in commemoration of this fortress's founding and in anticipation of its inevitable horrific end. Holy god drat this is wonderful. I really mean it and I'm genuinely touched. This is going in the OP.
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Loden Taylor posted:I wrote a piece in commemoration of this fortress's founding and in anticipation of its inevitable horrific end.
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Loden Taylor posted:I wrote a piece in commemoration of this fortress's founding and in anticipation of its inevitable horrific end. This...this is good. It's soft, mysterious, yet neither calm or threatening, and with a dash of sorrow because, as we all know, every game of Dwarf Fortress is a tragedy waiting to unfold. Just very atmospheric, much like the music Dwarf Fortress comes with already. Keep this up. I smell a Soundsense pack in the future.
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Aww man, tindeck is down so I don't get to listen to it. ![]() So instead I updated my self-portrait with amazing super protective bits of bone armor ![]() ![]()
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Dwarf Fortress: Cloudy With a Chance of Fiendish Murk Seriously, in what other game can a weather report be as vital to your survival as your stockpile of crossbow bolts.
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Amazing contribution, Loden! All I have to share so far is an IRL Dwarven Garbage Incinerator: https://www.youtube.com/watch?v=kq7DDk8eLs8
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Loden Taylor posted:I wrote a piece in commemoration of this fortress's founding and in anticipation of its inevitable horrific end. Awesome. Would you be willing to post the score?
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Loden Taylor posted:I wrote a piece in commemoration of this fortress's founding and in anticipation of its inevitable horrific end. Holy crap! If this was Bronzestabbed the Musical, this would be the opening credits, with a slower and sadder version being played at the end. Also, for some reason the fog is giving me heavy Silent Hill vibes. I just imagine a siren going off every time it rolls in
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SirPenguin posted:Holy crap! If this was Bronzestabbed the Musical, this would be the opening credits, with a slower and sadder version being played at the end. Personally, I'm imagining it being played over a slow-motion montage of dwarf after dwarf dying in increasingly horrific fashion.
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# ? Jun 15, 2024 08:24 |
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Loden Taylor posted:I wrote a piece in commemoration of this fortress's founding and in anticipation of its inevitable horrific end.
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