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Messages - Nat

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1
I also got massive amounts of lag in the wilderness of the North America worldgen map... I was also finding huge amounts of living things compared to normal worlds.

Also, I tried to set up in the first cave I found. Unfortunately it was full of about 500 enclave losers. Fortunately I picked super mutant and am very slowly working through them... 126 kills. I have to wait 5-10 seconds between every action though so it's going to take a very long time.

I tried using a different worldgen preset, the 129x129 one at 100 years. So far things are much smoother. Maybe it's just the North America worldgen preset doing something weird?

2
I have some notes on all the Genesis metals... I think most of this is from around 5.30 so there's a chance something's changed since I last read through the raws.

Copper, Iron, Steel and Adamantine are the same as in Vanilla, so I compare everything else to these metals.

Cobalt: About as good as copper for weapons and armor generally, meaning I never use it unless it's all I have. Can be very plentiful though, it's great for making BLUE furniture and bolts. Same weight as copper.

Titanite: If you have magma and find veins of the right rocks, titanite is incredibly good and easy to make. Equivalent to steel for armour, at half the weight. Twice as sharp as steel, or half as sharp as adamantine, however you want to look at it. Titanite ores: Anatase, Ilmenite, Meteorite, Rutile, Sphene

Bloodsteel: twice as sharp as steel (a bit sharper than titanite), same weight as steel, between steel and mithril on armour attributes. Is actually a boring grey colour, despite what the name may suggest.

Voidsteel: only slightly sharper than steel, otherwise the same as bloodsteel. I've been told it does extra damage to voidlings but haven't tested those guys in a while and they've been changed. Other notable difference is bloodsteel uses bauxite where voidsteel uses obsidian. This makes voidsteel much easier to make.

Mithril: It's like a poor man's adamantine. Same weight, half as sharp (equal to titanite) 2/5 as good as adamantine for armour (twice as good as steel). Can be made into clothes like adamantine. Rarity depends on how much silver and aluminium you have on your map, although you can import both of these if you need to.

Vulcanite: Similar stats to adamantine, although it's nearly as heavy as silver, and 30% sharper. And it's RED!

Dragonscale/Dragonbone: Dragonscale is for armour, dragonbone is for weapons.  Slightly heavier than adamantine and lighter than titanite. Armour stats slightly worse than bloodsteel vs blunt and equal to steel vs sharp. Dragonbone sharpness is between voidsteel and titanite. The only way I ever have any is from melting stuff traders bring me. Also, there is a leather called dragonscale... this one is a metal bar.

Moonsilver: A weird one. Supposedly the metal to use against werebeasts and the like. The numbers in the raws suggest that it would be either worse than copper or between copper and steel as armour, and it has no value for MAX_EDGE which is what I use to judge sharpness/axe quality. I've never really used moonsilver so don't know much about how well it actually works.

3
I embarked on mountains once for a volcano, and there was a family of minotaurs. That didn't last long.

Flat neutral forest/swamp with a stream is still possibly the easiest embark, if you want a decent chance of surviving long enough to try out all the cool features :)

Oh, and while I remember, is the bug that causes babies born in fortress to never grow still around? I know there's a dfhack script to fix it because I've seen it in masterwork, but is it still an issue in genesis?

4
I'd really like some way to detect ambushes without chaining scarabs around the place. Is it possible to make something that gives a huge boost to observer? Would that even do anything? Or is that what the nightwatch scarf does.

Also I think something for pain would be nice, it seems to be a common spell my dwarfs have to deal with.

The other idea I have is something that will remove infections, if that's possible. I usually try to clockwork/remade infected dwarfs, but it might be nice to have other options.

5
Fantastic, I'm going to try scarabs as mounts, because necromages can summon those already. Just have to find some scarabs to make sure it works, everybody I've found so far seems to have mainly jade cannons and batwings...

6
Oh, and while I'm spamming up the board. I think there's possibly a problem with the Storm and Pyromancy Towers, but I don't know enough about how they work to be sure and I've only got one world to base this off...

But basically I think the deal is you need a god with Fire or Lightning spheres to make a slab for these, right? What happened in my world, however, was storm and fire dragons ended up pretending to be all the storm and fire gods, so nobody ended up worshipping the actual gods and no slabs for fire/storm secrets were made. I'm going to go gen a few more worlds just to make sure that wasn't some kind of crazy coincidence though ;)

Yeah, looks like it might have just been a funny coincidence, first world I generated in 5.36 has a storm slab. Sure was funny to see dragons that didn't do much except write books about how awesome dragons are for 300 years though.

7
Oh... I wonder if I'll also be able to use adv-bodyswap and turn my magical mount into a vampire. Then I'll craft my mount some armour in the adventurer's workshop. I'll have a magically summoned armoured vampire battle-mount of doom. Now you will know why you fear the night!

8
I will make sure there's no scroll with the lighting enabled.

Fantastic, can't wait! I've been having so much fun in adventure mode, converting night creature caves into tombs. It'll be nice to hopefully be able to light them up with rendermax. Or even have some kind of throwable flare or spell to light up places in adventure mode at some point...

9
About the not zooming in/out thing. I had problems with crashing my game with rendermax because I habitually play with my mouse scroll wheel when thinking. But I fixed this problem for myself by disabling the zoom keys. For anyone else wondering, to disable the zoom keybinds you need to change interface.txt in \Dwarf Fortress\data\init

Code: [Select]
[BIND:ZOOM_IN:REPEAT_SLOW]
[BUTTON:0:5]
[BIND:ZOOM_OUT:REPEAT_SLOW]
[BUTTON:0:4]
[BIND:ZOOM_TOGGLE:REPEAT_NOT]
[SYM:2:F10]
[BIND:ZOOM_RESET:REPEAT_NOT]
[SYM:0:F10]
to something like
Code: [Select]
[BIND:ZOOM_IN:REPEAT_SLOW]
//[BUTTON:0:5]
[BIND:ZOOM_OUT:REPEAT_SLOW]
//[BUTTON:0:4]
[BIND:ZOOM_TOGGLE:REPEAT_NOT]
//[SYM:2:F10]
[BIND:ZOOM_RESET:REPEAT_NOT]
//[SYM:0:F10]

So I was wondering, is it possible to add a button to the launcher that will make this change? Or am I the only one careless enough to need to disable the zoom keys when using rendermax.

10
Masterwork DF / Re: [KOBOLD] - Bug reports and known issues.
« on: October 03, 2013, 09:24:45 pm »
Is anyone else having a problem with their Pottery workshop spawning units of Magma on any reaction and combusting?

Masterwork V.4a, playing as kobolds, yes. The reaction I was trying was shaping crafts from fire clay. Was unable to test other reactions due to fire.

11
Masterwork DF / Re: What's happening in your Fort.
« on: October 03, 2013, 06:36:35 pm »
Well, I decided to play Kobold mode, because it looked like fun. I've never touched pottery before though, and I didn't realise that shaping fire clay crafts involved creating magma and burning down the entire camp. It looks like the few survivors are going to starve, because I've lost all the animals.

12
Mod Releases / Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
« on: September 20, 2013, 12:44:00 am »
Pasture them ON the workshop. :)

Aha! Works perfectly. Thanks!

13
Masterwork DF / Re: What's happening in your Fort.
« on: September 08, 2013, 08:43:33 pm »
I am trying to make soap so I can research the building that will let me make lye which will let me make soap.

I don't think I'm making much progress.

Edit: Just realised that the ashery is still a building that exists, oops.

14
Mod Releases / Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
« on: September 07, 2013, 11:38:17 pm »
I was working on druiding up the cripple, but I just lost her and most of my military to a voidling ambush, so now everything's spiralling out of control. The constant spam of stunning spells is just too powerful for normal dwarves to deal with, and the one military clockwork I have was made incredibly weak and slow by the process so couldn't get to the fight in time.

It was a fun fort though. The only metal I really found in the ground was cobalt and I was at war with most of the humans most of the time because their silly diplomats kept falling into my moat. I had four 11x11 refuse piles full of corpses and my biggest problem was cleaning up the entrance in time for the next siege or trader. By year 8 I had 25 melee military dwarves wearing bloodsteel (I brought almost nothing but bauxite on embark and looted the iron from the battlefield) and another 30 crossbowdwarves in a mix of dragonbone, dragonscale, mithril, titanite and bloodsteel.

I really liked having a hospital setup where I put a magma sauna in the middle, surround it with 12 beds, and surround the beds with a ring of alternating tables and traction benches. Pretty neat design and all the patients get the sauna buff when it's running.

I learned that a 3 tile wide entrance is a big risk when you have so many different races to trade with. I got a traffic jam when some were coming out at the same time others were going in. The wagons couldn't move, but eventually the wagons all disappeared when I wasn't watching.

I had problems with activating bronze centurions and spiders. I had all the inactive centurions and spiders standing around in the room with the workshop, but nothing ever happened when the jobs ran, apart from the puff of smoke.

One of the clockworks I made lost all his steam and his strength went down to 208. I'm not sure if these things are related, or if there's some kind of random chance for things to go wrong when you turn a dwarf into a clockwork?

The werebeasts are terrifying, but far from unkillable. I remember playing an older version in adventure mode and those things were untouchable killing machines. I was a bit worried when one showed up and sprinted straight into the fortress. It only managed to kill a few relatively useless dwarfs though and a few decently trained military dwarves took it down.

I'm not entirely sure what to do with the ox strength compound, focusing concoction etc. I made a bunch and just stored them in the food stockpile, but I'm not sure if that's all you're supposed to do with the stuff.

15
Mod Releases / Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
« on: September 01, 2013, 08:25:16 am »
One of my dwarfs managed to get nerve damage in both arms, so I wanted to transform her into an automaton. Unfortunately, no arms means she can't use the building. Same goes for the Flesh Studio -> Reborn.

Any ideas on how I can fix this problem?

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