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Topics - Earthquake Damage

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1
DF Modding / Clothing Reactions
« on: April 15, 2010, 07:47:56 pm »
I've been working on reactions for a "vending machine" building, intended for 5-minute "adventuring gear depot" fortresses.  I've hit a snag, though.  I don't know how to make wearable clothing.  The best I get is "large <material> shirt" and the like.  It's large to both dwarves and humans, unlike previous versions which defaulted to size 7 (human-sized).

Has anyone figured out how to make appropriately sized clothing using reactions?


It looks like there's a thread for just this sort of thing already.  If you see this, I've moved my post here.

2
DF Suggestions / A "Fix" for 'Bring Item to Depot'
« on: January 23, 2010, 06:49:51 pm »
This has probably been suggested before (and possibly addressed for the new version), but it'd be nice if we could determine which dwarves haul goods to the depot.  I think it should be handled like harvesting is now, where you can assign the labor and also globally switch between "all dwarves do X" and "only dwarves with this labor do X".  Of course this would also entail adding a "Haul Goods to Depot" labor.

3
DF Suggestions / Expansion -> More resources
« on: June 11, 2009, 07:44:27 pm »
Eventually, many years from now, we should be able to retire a successful fortress without abandoning it, yes?  When we reach that point, it'd be nice if later forts could trade for resources from the newly settled region (e.g. stone types previously not available to the civ).

4
DF Bug Reports / [40d11] WANTED: Industrial Strength Weed-Killer
« on: May 13, 2009, 09:14:24 pm »
So I've been digging a massive (96x96) stone quarry in a scorching sand desert for the past two years, and I keep running into weirdness.  Having cleared the previous Z level entirely, I began digging out the next one two seasons ago (early-mid spring).  Now, in mid-autumn, I already have a pair of mature saguaro trees in the quarry, growing in a patch of sand.  In case it's relevant, note that there's no rain in this region.  Since IIRC saplings are supposed to take a good three years to mature, I'm a bit confused.  Damned things grow like weeds...

To clarify:  Those trees are in the lowest level of quarry, so they've been growing for less than three seasons.

5
DF Modding / Multiple TRANSLATION entries?
« on: November 01, 2008, 08:46:48 pm »
I may just fail at search engines, but I couldn't find any posts on the subject.  So here goes...

I know that an entity with multiple CREATURE entries will yield a random race for each individual civ.  Do TRANSLATION entries work the same way?

6
DF Gameplay Questions / Determining Wind Pre-Embark
« on: October 01, 2008, 09:19:39 am »
The presence and intensity of wind seems to be something of a lottery.  Has anyone noticed whether wind strength is affected by temperature, biome, elevation, or other factors we can see before we embark?

7
DF Modding / Multipurpose Ranged Weapons?
« on: August 02, 2008, 12:26:45 am »
Has anyone tried adding multiple RANGED tags to a weapon with different ammo types?  Did it work?  Alternately, has someone tested multiple CLASS tags on ammo type?  I'm contemplating adding a clockwork carbine that can fire any ammunition (using the mechanic skill would make it adventurer-only, unfortunately) if I can make it work.


Well, I managed to come up with an easy test.  It turns out neither method works.  Meh.

8
Curses / Epic Moments in Courtroom History
« on: July 29, 2008, 03:01:20 pm »
After a great many sieges, wherein my army of converted tanks (lost quite a few good Liberal musicians to get the first few -- seriously) and founder fought off Conservative hordes, I decided "hey, the laws are all Liberal or better at this point, so maybe I should get in some extra law practice for shits and giggles."  My founder was already an accomplished lawyer and had taught the others all he knew.

Anyway, of 34 Liberals (33 tanks :D), all but the five primary fighters (not counting my founder) got off.  Those five all got several life sentences (between 2 and 10) except one, who got something like 2192 consecutive life sentences.  All of them had 700-800 murders under their belt.

Now, I had The Trial playing from Pink Floyd's The Wall during this whole sequence.  I inadvertently timed the final trial, that of my founder, with the judge's speech at the climax of the song.  It was beautiful, given this:

(Yes, I had done my best to max all my founder's skills.)

Quote
Connor MacLeod is standing trial.

Sleeper Thomas Scardino reads the charges, trying to hide a smile:

The defendant, Judy Ramirez, is charge with
5 counts of treason, 1808 counts of murder,
3 counts of terrorism, 17 counts of kidnapping,
5 counts of aiding a prison escape,
13 counts of assault, 640 counts of carrying an illegal weapon,
51 counts of theft, 8 counts of interference with interstate commerce,
47 counts of unlawful access of an information system,
412 counts of breaking and entering, resisting arrest and
disturbing the peace.

The evidence before the court is incontrovertible.  There's no need for the jury to retire.  In all my years of judging I have never heard before of someone more deserving the full penalty of law...

Quote
GUILTY!

During sentencing, the judge grants some leniency.

Judy Ramirez, you are sentenced to 11201 consecutive life terms in prison.

EPIC!!!

9
Curses / Unintended Consequence
« on: July 22, 2008, 08:22:01 pm »
In my most recent game, I managed to train several top notch Guardian writers and a bloody ton of sleepers (from all walks of life, including several Arch-Conservative types).  All issues were Elite Liberal except three that hovered in the upper end of the cyan range.  The President and his appointees were L+.  The Congress was strongly L.  The Supreme Court was weakly L, but the past three justice appointments were L or L+, so that would certainly change over time (esp. with the Justices issue at 100% and never faltering).  The CCS was long since defeated.  So I figured it was a fine time to disband.

50 years later, I lost.  I strongly suspect all my sleepers croaked from old age.  So apparently you can't afford to disband because everyone will just die and things will go all C+ (C-?) on you.  I don't think the aging system was meant to extend the game to the point of boredom when we're clearly winning.

10
Curses / Recruitment
« on: July 16, 2008, 06:59:01 am »
In a previous version, we could ease potential recruits into activism, vastly improving the chance that they'll join (and IIRC improving their Heart).  We no longer have that option and I'm having trouble getting decent recruits (read:  not hippies).  I've spent quite some time chatting people up at night, but it doesn't seem to get me anywhere.  I'm dirt-poor at the moment, so I haven't tried the $50 book option.  Is that how we ease them in now?

11
Curses / Multiple Lovers?
« on: July 16, 2008, 06:03:43 am »
Is it at all possible, through a combination of high seduction, juice, and whatever else, for a single character to have two or more lovers?  I want to know if I'm banging my head into a wall trying.

12
DF Modding / Ore with Multiple METAL_ORE tags
« on: December 12, 2007, 04:43:00 pm »
I'm looking at galena and seeing this

code:
[METAL_ORE:LEAD:100]
[METAL_ORE:SILVER:50]

Does that mean that smelting galena will produce silver 1/3 of the time and lead 2/3 of the time, or does it mean it will always produce lead plus some silver 1/2 of the time?


13
DF Modding / Guzzling Goblins
« on: November 17, 2007, 01:34:00 pm »
Has anyone tried adding CURIOUSBEAST_GUZZLER to goblins (and their pets, such as beak dogs, trolls, etc) as a temporary fix for broken sieging behavior?  I'm not sure if it'd work, but it might.

14
DF Modding / Power Pets
« on: April 01, 2008, 01:27:00 am »
A while back I made battletoads.  Of note, they are [CAN_CIV][CAN_LEARN] pets (basically [INTELLIGENT] minus [CAN_SPEAK], which gives them all names).  I realized just now that they gain social skills while idling the same way dwarves do.  Given enough time to raise their strength and toughness, they'll become war dogs on steroids.

15
DF Modding / Evil & Nuisance Civs
« on: March 31, 2008, 06:26:00 pm »
Does each fort have to contend with one evil civ and one nuisance civ, or is it one sieger (baby snatching optional) and one thief?  It could be interesting to have one ambusher and one baby snatcher, or one sieger and one ambusher, or some other combination.

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