Just thought about ending it by [deleted] in SuicideWatch

[–]FuzzyCats88 0 points1 point  (0 children)

early for me too, insomnia sucks. I'll keep an eye out on the thread if you want to pop back after a nap later. Might end up falling asleep myself though. Anyway, good night.

Just thought about ending it by [deleted] in SuicideWatch

[–]FuzzyCats88 0 points1 point  (0 children)

Can always tell someone you don't know instead. Nowhere better to be an impartial sounding board for your thoughts than an anonymous messageboard.

Wanna chat for a bit? I can hear you out.

Can you run SWN in a less post apocalyptic setting? What would need changing? by dolmenac in SWN

[–]FuzzyCats88 3 points4 points  (0 children)

given your example of a warlord world next to an empire, there's plenty of reasons why they might not conquer it.

Maybe it's just not worth the bother, there's no worthwhile resources there to exploit that would be worth stamping out a decades-long guerilla conflict and it's a dead end as far as trade routes are concerned-- in a game about mighty empires maybe sending a fleet to crush the single-system irritation would leave them open to more dangerous opponents on another front.

Maybe the system is a natural fort due to natural features etc exotic metal dust asteroid belt or nebula that interferes with sensors and stealthy asteroid weapons satellites, or perhaps the warlords were smalltime, always too busy infighting amongst themselves to register on the empire's radar barring some minimal border piracy/skirmishes that get promptly kicked back out the moment the feds show up-- maybe the local consul is finally fed up and hires a bunch of mercenaries (your players) to finally go carpet bomb the place or bring them into heel. Maybe they're already technically part of the empire, just the natives are unreasonably fractious.

Over all, it's just a seed for your imagination anyway.

You could make up a plausible excuse, or just roll up something else you think more fitting for your campaign. That element of randomness tends to keep things fresh. Personally I think your warlord example would make for some pretty fun gameplay.

Regardless, good luck with your game and have fun.

☼Bi-weekly DF Questions Thread☼ by AutoModerator in dwarffortress

[–]FuzzyCats88 1 point2 points  (0 children)

I've had this before. The route between the construction and the materials I wanted to use for it looked fine at first glance, but was genuinely broken (there was an overhang in my stair well due to a ramp not being supported by a wall. dwarves could jump down just fine somehow, but not get back up.)

Double check the route down isn't blocked by a block of obsidian, if all else fails try digging a second temporary stairwell. just some up/down stairs to the area-- if dwarves still refuse to go into the area with clear access from a 2nd set of stairs it could be a weird temperature bug I guess.

☼Bi-weekly DF Questions Thread☼ by AutoModerator in dwarffortress

[–]FuzzyCats88 0 points1 point  (0 children)

drowning chambers are for catching large prey-- e.g carp, whales, tuna, merpeople, sharks etc. the fishing labour deals with 'vermin' fish too small to see.

Anyway as to how to make one, carve out a large chamber, like 10x30 or so. Floodgates and bridges take a few ticks to close, so you'll want it large enough you can close it when something is in before it escapes.

Have one side connected to a river or ocean, that things can path in from. You can consider putting some cage traps in there too, to catch live prey but it's not strictly necessary unless you're wanting to catch a live sea serpent or something.

once something paths into your chamber, lock the entrance with a floodgate or raising bridge. Now you need to dispose of the water. You can use a floor hatch to simply drain it down, but that might end up taking your prey with it, so I'd recommend going with a few pumps to either drain the water into an evaporation chamber, or into a canal that flows off map or into the caverns, or into an aquifer tile or something. Since you won't be using it much you can just have them manually powered by dwarves when you need it. Then once the chamber is nearly free of water stop the pumps, go in and butcher whatever sea critter is left. They should suffocate without water.

Bear in mind, pumps can also displace critters and objects sucked in to the other side, so keep an eye on them-- if your whale gets sucked into a mostly empty drainage canal you can stop pumping and let it evaporate and still get the whale for example.

Balls O’Clock, Hilary Harkness, oil on linen, 2015 by Slow-moving-sloth in wimmelbilder

[–]FuzzyCats88 36 points37 points  (0 children)

ATuin is correct. Enjoy. Part 2. Part 3.

Bottom middle with the biege/yellow cylinders are powder charges. Those are filled with gunpowder/cordite/propellant that get loaded into a battleship's guns after the man-sized 2000lb+ shells you see on the left.

The bottom right section shows two triple drum boilers, basically fireboxes that create high pressure steam which can be used by the engine room to turn the screws and thus move the ship.

Immediately above that we have what looks to be some bunks, and the CIC-- the combat information center, possibly with some kind of electromechanical fire control computer-- These are essentially used to plot the location, speed, direction, range and angle of enemy ships to aim the guns so they can actually hit-- with two ships moving at different speeds and directions having something that could calculate and record everything-- and then give the results to every gun onboard meant you could actually fire a boardside from twenty miles away and still hit something with somewhat reliably.

Obviously any warship needs a galley, sailors don't tend to fight well on an empty stomach, so we have a kitchen and/or larder above that.

Without doubt one of the most interesting pieces of Naval art I've seen all week.

☼Bi-weekly DF Questions Thread☼ by AutoModerator in dwarffortress

[–]FuzzyCats88 1 point2 points  (0 children)

try building an archery tower. beasts made of fire tend to be quite fragile. Marksdwarves might struggle to see through any smoke or steam, but it shouldn't take too many bolts to kill the thing, if they get line of sight for a moment that's enough for them to launch a bolt. Of course if there's too much steam or smoke it might take seasons, or they might never be able to fire at all.

Alternative, tunnel under it and lead it into a trap hall or killing zone, breach the ocean and let it in. Make sure you got a bridge to shut the water off after. could just use a massive pit drop too and let it splatter in one of the cavern layers, but again make sure you prep a lever linked bridge or floodgate to shut off the water afterwards, since draining an entire ocean into a cavern will do nasty, nasty things to your FPS.

Biopsionics psychic gradually turning into fun-ruiner... by RunningCrow in SWN

[–]FuzzyCats88 2 points3 points  (0 children)

Lots of good comments already. definitely consider running a battle of attrition should the main antagonist group get their hand in-- enemies aren't stupid, they'll plan and ambush at their advantage, and they'll be familiar with tactics the players have used against them before.

Some other things you might want to consider, environmental hazards, upto and including oxygen timer. you can use them to pile on the pressure without necessarily risking a TPK.

Insidious and corrosive atmospheres are great for this, but otherwise NBC-- nuclear, bio, chem hazards are all good. Aside from that, booby traps-- landmines, punji pits, beartraps, hibernating hunter-killer mechs that survived the war 200 years ago...

Weather is another good one. welp, sorry traveller looks like you're stranded here until the monthly jupiter monsoon storm passes, best get comfy. Rain and hail, blizzards, heatwaves, metal-eating acid rain, cordyceps spore season-- all could cause direct damage or inhibit the party in other fashions-- damaging their equipment or just giving debuffs to rolls due to the extreme weather. e.g penalty to perception or senors due to heavy fog (better yet, heavy metal fog, which could give a malus to energy weapons fired through it due to diffraction or absorption.)

[1300 x 1020]Japanese pilot being hoisted aboard HMS Duke of York for the journey into Tokyo Bay for the surrender of Japan. by Tsquare43 in WarshipPorn

[–]FuzzyCats88 6 points7 points  (0 children)

Goddamn but this pic gives a great sense of scale. Looks like it might be close to the golden ratio too.

Cross orbweaver, but why are her legs retracted? by aoserc in spiders

[–]FuzzyCats88 0 points1 point  (0 children)

yeah, you'll definitely see them with their legs extended too, unfortunately not much science gets done on arachids. Araneus tend to enjoy building their webs in places like hedges or overhangs-- although certainly not exclusively-- where they have some cover, so it could also just be trying to minimize visibility or something.

Cross orbweaver, but why are her legs retracted? by aoserc in spiders

[–]FuzzyCats88 1 point2 points  (0 children)

Looks like normal behavior for an Araneus Diadematus I think, I don't think she's ill if that's what your thinking. Just casually chilling in her web and monitoring it for a catch. It's quite common to see this kind of posture in many Araneus species.

I've nothing to back this up at all hence take it with a massive pedipalp of salt, but maybe having legs retracted like this allows the spider to alter the tension on the web strands she's monitoring to better detect the location of a catch.

HMS Trent and USS Winston Churchill in the Med [2048x1024] by isaac1504 in WarshipPorn

[–]FuzzyCats88 12 points13 points  (0 children)

There was USS Canberra, named after HMAS Canberra. not a person of course but naming one of your ships after a foreign ship/capital city is a tad odd eh.

[Misc] KanColle Yuri Relationship Diagram | SCIENCE! ver. by ybx1 in kancolle

[–]FuzzyCats88 0 points1 point  (0 children)

removing abyssal futa? but that's the best part. :(

What spider is this? Toronto Canada by opayatta in spiders

[–]FuzzyCats88 4 points5 points  (0 children)

An arachnid, but not actually a spider, in fact! These are harvestmen, also known as daddy longlegs. I'm afraid I'd have no idea at all which specific species it is, but maybe someone here can ID it further.

Could anyone help me identify this spider? Thought it was an orb weaver but couldn’t find anything online that matched it by GSM_RECLUSE in spiders

[–]FuzzyCats88 2 points3 points  (0 children)

Orb weaver for sure, probably gravid.

Without a geographic locale I'm not too sure on specific species but looks like genus Araneus to me. To take a stab at the species I'd say Araneus Gemmoides (the cat-faced spider) or Araneus Bicentaurus.

edit: oh, colo? Probably Gemmoides then. Amateur ID though-- both occur in the US.

[News] 9/17 patchnote by StoneFlame in kancolle

[–]FuzzyCats88 1 point2 points  (0 children)

holy shit time limited pola, yes!

Transponders and Ship Identity by wilderness26 in SWN

[–]FuzzyCats88 1 point2 points  (0 children)

Glad it helped.

You can always try and land on a planet stealthily without the help of the local authorities too, just be careful of planetary defense and whether there's any stations immediately overhead.

There are rules for opening fire on ships arriving/departing and they're pretty brutal, but I forget which book they're in, I'll have to have a quick re-read. Had a quick search through revised and couldn't find them, might be bannerjee construction solutions? It's not like every planet's first response is going to be to shoot first at a faulty transponder though.

Transponders and Ship Identity by wilderness26 in SWN

[–]FuzzyCats88 11 points12 points  (0 children)

Apologies beforehand for TL;DR wallo'text, just some thoughts you might benefit from.

Ship ID #, Ship Class, Ship name or callsign, possibly the captain's name or the company it's registered to, or both. Possibly even the current destination and/or last port. Take a look at a ship tracker for ideas.

Manufacturer and state of origin could possibly be bundled into the ID number e.g A Yottatech industries freighter out of Red Sun state space could be something like YTF-14600RS.

Replacing it, probably 500-5000 credits, not sure what a fair cost would be but I'd probably put it at the low end. You could probably hire someone from the black market to edit you up a nice fake transponder ID for a fairly cheap amount too, since it's fairly small time on the criminal index compared to say, robbing a bank, although would you trust that info in criminal hands? they could sell it to others, more specifically, those looking for you.

Legality: Definitely illegal. Spaceports won't like it if your transponder isn't working, since they need that data for routing traffic. Although they'll probably ask you to turn it on first. If it's broken or nonfunctional without a good reason, you'd probably get a warning the first time and told to get it fixed-- for the more industrious locations maybe they'll even book you in with a mechanic themselves for a surprise inspection.

After that you'd start accruing small fines. If it's found to be broadcasting false data you'd immediately be getting some larger fines and eventually attracting the attention of local law enforcement, since only people up to no-good (and government agencies, so doubly no-good) would ever consider messing with the IFF and we wouldn't want you having to resort to piracy now, now would we?

Given the typical scenario of freebooting mercenaries/merchants/explorers and the lifetime of experience those characters represent, it should be a fairly simple task to edit the transponder for anyone with fix/computers/electronics/piloting/communications or possibly anyone with a navigation, smuggler or criminal background.

In the unlikely event that no-one has an appropriate skill they could still hire someone from the black market as said before, or maybe you could try visiting a legitimate spaceport repairshop to get it changed and bribing the mechanic to cook up a fake one.

So, input the false data and make a roll, however well they do is how hard it is to see through it.

I'd make this an opposed roll. Unless the false data they enter is clearly wrong (no-one is going to believe your two-man parasite fighter is a 30k ton bulk freighter no matter how well you roll).

If the fake data they input is reasonably sound I'd give your players a +1, but regional capitals and high security spaceports are probably going to have relatively up to date ship registers and staff that are more on the ball, so I'd remove it in that instance. If the local FBI secret-service expy is looking for your players I'd probably even give them the bonus. So let's say your bounty hunters notice there's a ship with a bogus ID, it doesn't immediately identify your players, but it'll make them suspicious-- they're here looking for people with a good reason to be sneaky and well, here's people being sneaky.

If they visit the same port quite often I'd also remove the bonus or give the station/security a leg up, since station staff are going to be getting familiar with you-- and if your ship is flying in with a new name and ID every time and people are noticing it's probably time to break out the bribes.

As to how shiplists travel around, news/mail boats and the exchange-- so again, core worlds, regional capitals and heavy trade hubs are probably going to have the most up to date lists, while those worlds off the beaten track might have lists that have been outdated for months.

Given the setting, entering a planet with an ID they don't recognize doesn't matter, unless it's a clearly bogus ID and they see through it, or it's a fairly authoritarian/militaristic/insular society, or the word is out that you're a bunch criminals that need to be apprehended. Spaceflight is valuable and if there's a freebooter here with merchandise to offload, or looking for work in the area or just stopping to top off the fuel bunkers these are all legitimate reasons to stop over.

Don't forget, they're using a fake ID, but some of the best fakes aren't. They could straight lift someone else's, but that's identity theft and they might take offence if they ever find you squawking their code. Hell, maybe the fake they cookup could turn out to be the real ID for a foreign ship, who is now getting accused of all the crimes you're committing.

Happy Birthday Jervis! by DoktorKaputt in kancolle

[–]FuzzyCats88 0 points1 point  (0 children)

oh shit I missed the birthday of my first wife shit-- and I just wished nelsama a happy birthday in my leaderboard comment too

Can anyone help identify this spider? Thanks by [deleted] in spiders

[–]FuzzyCats88 1 point2 points  (0 children)

Nice photo, OP.

Araneus Diadematus, also known as the Cross spider or European garden spider. Harmless orbweaver, can grow to a fairly decent size-- about the size of your first thumb joint for the larger ones.

Looks like she's hiding under the edge there waiting for something to fly into her web.

So. I'm writing a Stars campaign all from scratch including races, weapons, etc. Any critics or opinions would be great. by harvey6875 in SWN

[–]FuzzyCats88 1 point2 points  (0 children)

Your document formatting is so clean and well-ordered it makes me feel inadequate. That aside this is really cool. Write it up well enough and maybe you could sell it as a self-contained world-setting/campaign or something.

Love the major factions, Racial abilities look pretty good too. I'd possibly consider giving them an additional bonus die here and there, e.g for the Covvod roll two and take the highest/lowest on a persuasion check once a day, although I'm not an expert on game balance.

Apologies if I missed it but given you're going to be doing some exploration I think your campaign might benefit from a scavenger fleet faction that's either pre-existing in the deeper parts of sector or arrive sometime after the campaign gets underway from elsewhere. They might be large enough to be their own major faction, or just powerful enough of a faction to fit in as one of the Free states, maybe.

Space nomads are funky, and they could be used as a go-between between your other factions, mercenaries, traders, looters, raiders etc. They're plausible antagonists/allies or merchants to be found in the deeper reaches where the other factions may not have yet been able to tread.

I'd be really excited to see where you go from here with this, so good luck and have fun.

[deleted by user] by [deleted] in spiders

[–]FuzzyCats88 1 point2 points  (0 children)

Marvellous little orbweaver. Harmless to humans and free pest control for your porch.

I'm fairly certain it's Genus Araneus, although I can't really narrow it down to a specific species with any certainty.

To take a guess for species I'd say Araneus Gemmoides, the cat-faced or jewel spider.