It includes most of the features I have to sort through and add in PLUS more! I'll be using this now as a base it'll save me a ton of work.
The13thRonin I am a big fan of your Mod, it's the first one that I've stuck with for more than a fortress or two. For the first time in ages I've had some close calls in fortress mode and I am thankful for no end.
I see you've added hippopotami. Y'know those are already in the game, right?
- Carp Figurine (dwarves, humans and elves)
Quote- Carp Figurine (dwarves, humans and elves)
Why the hell would any of those civs( ok, well maybe elves) want to make such a thing?
Do you have penguins?
Q. Why can my dwarves mine with gold and silver picks ??? ?Perhaps it's an idea to introduce a "ceremonial" or "ornamental" pick as a separate item? In the real world there's a long history of creating expensive ceremonial weapons, so I wouldn't put it past dwarves to create ceremonial picks. ;)
A. This is an unfortunate side-effect of being able to smith them... However it is not beyond the imagination that such dwarves would only carry around these tools as statuses of wealth and conceal a smaller more practical pick for digging (not worth mentioning in the inventory screen).
Just stumbled on your mod, The13thRonin. I got it downloaded and as soon as I got some more experience with the game, I'm go gonna give it a go.
A very comprehensive mod, judging by your readme. And I love Mithril.
EDIT: Have you taken a look at the Metal and Minerals Overhaul mod? It adds more 'realistic' smelter reactions and ores. Just a suggestion ofcourse. :)
Linky: http://www.bay12games.com/forum/index.php?topic=33340.0
EDIT 2: How strong are the Orcs in your mod? As strong as the Orc mod?
I've noticed that all the non-animal-man "-man" creatures were changed to Golems, except Blizzard Man, at least in the changes.
Thank you for the praise and I'm looking into the Metal and Minerals Overhaul mod as we speak. I might not take the whole idea but I'm sure there's concepts I can implement into DIG DEEPER. Thank you very much for taking the time to make a suggestion and I hope I can put it to a deserved good use!
...
A tad weaker than the orcs in the orc mod. I based them on the orcs in the orc mod but I decided that they should be more like really, really, really tough goblins.
your mod seems like alot of fun...the only thing that stop me from downloading it is incompatibility with MayDay's graphic set, and by that i mean that new creature will be letters or numbers.
correct me if i'm wrong.
Sunstone and Moonstone are already in the vanilla game :)
Though, the mod does look interesting. I might have to try it one of these days (I'm too busy working on a couple of forts right now to start yet another).
First thing I noticed on this mod (it was mentioned in another thread) is iron's value has been decreased. As I dont embark with a anvil ( for more points for buying assorted crap ) it kinda threw my saved embark profiles out of wack.
Unforunately I couldnt play awhole lot today (damn work) to get a feel for the mod yet. Once I get more time playing, I'll leave some feedback.
I think that DF needs a bit of an increase in toughness for the average player... I think eventually I'll make farming harder and the average creature tougher.
Looks really nice, I'll definitely try this out the next time I generate a world.
Apart from that, I dunno how historically accurate you want this mod to be but I thought I'd mention that the following instruments weren't developed until the 19th century or later: Accordeon, Harmonika, all Saxophones, Euphonium, and Banjo. That said, having dwarves playing the banjo is kind of an appealing thought.
A siren and you extract a Wailing Gem?
A siren and you extract a Wailing Gem?
Banshees and mermaid tears.
Yeah Orcs are meant to be that hard, they aren't as tough as in the orc mod, I nerfed them a bit. Also yeah the reclaim thing is a bug with the reclaim code in vanilla Dwarf Fortress. I can't fix it. They go hostile again on the next orc siege I believe.
What is that ???
Can it eat MAGMA?
New teaser:
GCSQ... Destroyer of worlds... Purger of fortresses... Will make you regret the day you were born.
Something more scary than skeletal dragons and demons combined.
This short extract written in parchment was found from the last fortress to encounter one...
... The blood coats the walls here now... The mithril gates lie smashed... It found a way around our traps... I don't know where it is now... It scrambled off down one of the exploratory mining shafts... It must have crawled from the deepest, darkest part of earth to drag itself all the way to Razorshafts... To claim our deep fortress as its new dark lair... I hear the pitter patter of its many fearsome limbs now as it approaches... I turn to face it with my battle-axe... Might as well be wielding a tooth-pick. If anyone finds this scroll... If you ever encounter a... *blood has seeped onto this part of the page, disfiguring further words* ... make sure that you *more blood*... Get out... Run... Run as fast as you can... It... Can't... Be... Stopped...
She better be an arachnotaur ( Super GCS + Crossbow!!! ) .New teaser:
GCSQ... Destroyer of worlds... Purger of fortresses... Will make you regret the day you were born.
Something more scary than skeletal dragons and demons combined.
This short extract written in parchment was found from the last fortress to encounter one...
... The blood coats the walls here now... The mithril gates lie smashed... It found a way around our traps... I don't know where it is now... It scrambled off down one of the exploratory mining shafts... It must have crawled from the deepest, darkest part of earth to drag itself all the way to Razorshafts... To claim our deep fortress as its new dark lair... I hear the pitter patter of its many fearsome limbs now as it approaches... I turn to face it with my battle-axe... Might as well be wielding a tooth-pick. If anyone finds this scroll... If you ever encounter a... *blood has seeped onto this part of the page, disfiguring further words* ... make sure that you *more blood*... Get out... Run... Run as fast as you can... It... Can't... Be... Stopped...
Giant Cave Spider Queen? Holy smokes, my dwarves are already shaking in their mithril-clad boots!
Hmm so 0.85c -> 0.97 was just changes to /raw folder so I only replaced that. So my current save stayed intact :P
Maybe I'll get eaten by the spiders now :(
Too bad you can't be more detailed in your changes, I had just finished incorporating what I wanted when you release this. I have to go through and compare all the files now.
Where do you change how dwarves feel about certain events? And, what things did you change in the Speech file? You can at least allow me those.
Well, I've still made changes to the Addition files, so I still had to look through each of those. And I look through the rest for possible changes that could rely on each other.
Also, I no longer get a steel battle axe on embark, or an anvil. Why does this happen?
(Although I am still not sure which mod I got the golems from, apparently the [COMMON_DOMESTIC] tag made Diorite Golem meat and Diorite Golem bone crafts start appearing in places.)
You crank em out fast, The13thRonin! Barely have the time to 'finish' a fort. ^^
So, what's new? I spot an Orc worldgen nerf, but any others?
Much thanks for posting about the new features! I don't mind upgrading and regenning, it's all about trying out new stuff! And every fortress has a new story, so, I don't mind. ^^
And me like the graphics A LOT! I'm a very big fan of RantingRodent's set and if you are tweaking it, I can only say: HURRAY! Will you try to add new graphics for your new creatures too? That would be totally awesome. I'm already playing your mod using the default ASCI set, but having a graphic set would make this mod even more shiny. :)
I guess I could give it a shot when I get the time :).
Ah, old good Sphr's graphics set.
I must say, now it's possible to think that siege operator is a dungeon master at the first glance. I preferred the version with a helmet. Other than that, it's good.
Umm... wow.
I'm definitely gonna mod a lot of this in when my current forts end.
I'd imagine the extra toys would get annoying though, unless of course, you somehow managed to find a way to make it so that you could pick what toy gets crafted...
Anyways, this looks great.
The RAR is going to stay in my mod archives.
I have some bugs with Dig Deeper 1.01
- On some embarks, Food simply will not grow in underground (or aboveground) farms
- Military dwarves no longer start with weapons, shields, or armor! (Very serious, as i rely on starting equip to protect initial dwarves) I suspect this has something to do with the name change from "steel" to "patterned steel" thus making the supposed starting equip obsolete
Just figured out how to get this thing to work, and just genned a new large world for my first game(s). You can go ahead and add me if you want.
And I just realized I have the last version of dig deeper. Can I just replace the files and continue in my little world or do I have to delete everything and start over?
Welcome to our little sub-community :). I hope you are enjoying the mod!
If you replace the files but don't regenerate your world you should only see the changes made since the last version. You won't get any of the new content.
Welcome to our little sub-community :). I hope you are enjoying the mod!
So far so good.If you replace the files but don't regenerate your world you should only see the changes made since the last version. You won't get any of the new content.
Awwwwww...
Updating the files will have no effect on my current fortress, right?
Welcome to our little sub-community :). I hope you are enjoying the mod!
So far so good.If you replace the files but don't regenerate your world you should only see the changes made since the last version. You won't get any of the new content.
Awwwwww...
Updating the files will have no effect on my current fortress, right?
Unfortunately, no it will not.
The new version does have some significant nerfs to the orcs so it is recommended to make the eventual transition.
Here's an easy suggestion you can consider (I did this to my personal version of the game).
New foods. Adds variety if nothing else, they work as far as I've played, which is enough to get most of them (except the fine meals). The game pretty much treats them like instruments and toys, it'll randomly pick something from the list and that'll get cooked.
Code's here if you or anyone else wants to use 'em. You wouldn't believe how hard it is to actually find what could be considered "neutral" prepared meals. We humans eat way too much that's basically just a cooked hunk of meat. Speaking of which, I don't even know if "steak" counts, but I included that anyway.Spoiler (click to show/hide)
I've got plenty of other stuff if you want it. Mostly new weapons and ammo, one new armor type, so forth.
Ammo (A note: I've got the damages rebalanced. Vanilla bolts and arrows do 100, I've set bolts to 70 and named them "quarrels", and arrows are now 30. Still quite deadly, but less hand-cannon'y).Spoiler (click to show/hide)
WeaponsSpoiler (click to show/hide)
ArmorSpoiler (click to show/hide)
Edit: I can confirm that the Mountainhome will send Scalemail, but I can't say if it works yet or not, or if it can be made at the fort or not.
I finally took a detailed look at this mod. Its pretty sweet. It includes most of the features I have to sort through and re-add in by hand everytime I forget where I put my copy of DF on my disorganized computer/update to a new version...PLUS more! I'll definately be using this now as a base atop my vanilla DF, it'll save me a ton of work.
ADD ME.
P.S. Yes, you'd be amazed how often I really do reinstall DF. I probably have like 40 complete installations of it on my computer. I have no idea why I reinstall it so often.
Hmmm, why can't I build magma forge & smelters >:( ??? ( they don't show up in workshop / furnace menus )
EDIT: They show up in Vanilla DF
Hmmm, why can't I build magma forge & smelters >:( ??? ( they don't show up in workshop / furnace menus )
EDIT: They show up in Vanilla DF
You can only build them on a map that has magma. That's same as vanilla...
I've been playing for a couple of days with this mod, and I must say I'm a fan of it. Although, I have a question after looking into the raws:
Native mithril seems to have CLUSTER in it's ENVIRONMENT tag. However, it's located in platinum, gold and silver, which are veins, or even small clusters in the case of platinum. Wouldn't this cause trouble, seeing you're trying to get microcline/orthoclase/magnetite/...-sized clusters in veins, which are inherently smaller? And wouldn't you want to replace it with CLUSTER_SMALL?
Works wonderfully for me so far, except for one problem..
During the first year, when my caravan/liaison came by, I didn't have a trade depot set up yet. I built it right then, so the mules at least came by to unpack.. but they carried nothing. I figured it may have just been my fault.. but then the elves came by, who also carried nothing.
Not sure what will happen when an actual wagon comes in.. just barely into the second year. Time to go find out.
Third Year's Winter, Surviving 34 dwarves faced 60+ Orcs. I only managed with trade caravan guards and an entirely militarized fortress. Elite Orc Bowmen sniped down the Corridors of traps at my dwarves, killing many without any resistance, forcing me to send the Melee and Ranged fighters in. 10 dwarves made survived, eight severely injured with wounds they'll likely never recover from.
I had the same issues as Jwguy. One can either remove the orc files in the raws or just turn off invaders. Just turn invaders back on when you are ready to deal with them.
As for me though, it really changed how I played. Yes it was frustrating to be destroyed in under a year. But, it made me rethink my old defenses. I wussed out and removed the [avoidtraps] though, but I never really relied on traps when it came to the orcs. It was more of a last ditch effort. Before I was able to defend myself reliably, I would just close up the fortress so no one could get in or out. This did cause issues with the caravans though, but I worked around it. I ended up digging out a series of tunnels that led to strategically placed guard towers. When I was sieged, I had 4 squads of archers that would pick off the non bow users. Depending on which tower they were near. When it came to bow users I usually just locked myself inside. Using the floodgates (the way I sealed myself in) to get them to move tward my fortress I could pick off a lot of them. By the time they got to my fortress my melee units would take them out. I always seemed to loose a few, but that's war I guess.
I still did get sieged by the goblins, it just wasn't near as often as the orcs. And with all of the steel the orcs bring, it started to become easier and easier to defend against them. Champions in steel are pretty tough. Even against the orcs.
I am currently playing the mod with orcs removed. Right now, I'm more in just playing sandbox mode with a little excitement now and then. I even had invaders turn off completely for a while.
On another note, I've found that a hell of a lot of stone types have been moved to economic instead of other stone, category-wise. I try to make blocks of Alunite, only to find that my dwarves won't touch the stuff because the stone list is all skewered.
I hate the economy stone thing
I like putting economic stone piles by my masons so they make valuable furniture.
I have not experienced the no trade items with caravans, depot built before or after.
I seem to play a lot like you Jwguy. I don't like loosing any dwarfs. Although with this mod installed, I was just thrilled when I only lost one or two. :) I personally play DF more for the sandbox than the challenge though. Not all times but most of the time.
If that is the case, 13th Ronin, it'd probably be better that you actually include the details of difficulty in your readme and upload directories. As I said before, I believe I gave them a very thorough run-down, and I believe they are not, but I may be wrong.
And also, I must disagree on your comment about never expecting my dwarves to take a scratch. I pride myself on being able to come up with strategies that allow my dwarves to never -have- to take anything, as fun as it might be to the otherwise, and as much as I love the ASCII brutality of DF combat. Winning with clever ingenuity and design is just as dwarven as hacking at their necks with an axe. The current fortress, as said, can deal the orcs off with little to no difficulty, whether by killing them, or simply outlasting them. The Fortress is entirely self-sufficient and protected, a goal I had to start on much earlier than usual.
As clever as you are you're going to take causalities. That's war. If you don't like it I'm sorry but I suggest you take another mod. In World War Two which was supposedly one of the West's greatest triumphs the VICTORIOUS side took over 61 million casualties while the LOSING side only took 11 million. No struggle may be won without loss and sacrifice. And no true struggle has ever been easy. This mod aims to do a good deal of things realistically and war is one of these things. Dwarves must fight all the way down their great halls if they are to keep their vast treasures from falling into the wrong hands. And without careful planning many will die. Even with careful planning their will be causalities. War is bloody. If you want to fight off Sieges with a few conscripted wrestlers with no military experience or equipment and suffer no losses then I'm sorry but this is not the mod for you.
I am happy with the fact that you are providing feedback and constructive criticism but when you say things like "this mod has the potential to be great" or "this mod does not reach its full potential" (As seen on the download page) then that kinda rubs me the wrong way. Don't get me wrong... You are allowed to hate this mod and everything in it. I'm alright with that. However I feel that the mod is good and I believe the silent majority also believe this. And I didn't pour tens... Probably even a hundred or two hours into this mod to just fulfill your expectations. If you would like to tweak the mod, I am fine with that. If you would like to make the tweaks available to the wider community also (I give you my blessing) but I will not accept that the mod is bad or 'doesn't fulfill its potential' because you take issue with it. At the end of the day I did what I thought would complete the dwarf fortress experience (in my eyes) and I thought other people might also enjoy it. It clearly isn't everyone's cup of tea but I wasn't aiming at satisfying the entire community when I made it. So please don't make sweeping statements such as "this mod doesn't fulfill its potential when what you're really trying to say is it doesn't meet your individual expectations. With that said I'm not at all trying to attack you or discourage further criticisms and advice. As I said before... I very much appreciate your input and I take everything into consideration.
I am glad as well, and even moreso to hear that any future, similar discussions with others around here will likely be handled just as elegantly.
On another note, I have to ask, is Bloodmetal supposed to be smelt-able? I have a "Native Bloodmetal Nugget", it's origins unknown. (I slaughtered a number of sieging orcs the years before, and was widely digging out stone for use in making blocks for the acropolis of my impregnable fortress. A small portion dipped under where I killed them, but there were no floor tiles with "Rough Bloodmetal Cavern Floor" Or similar that I could see. It's also possible I got it from a trade, as I cannot remember clearly, having simply asked for all metallic ores, alcohol, cages, animals, and fish. (I stockpile. Heavily.)
Regardless, the Smelt option for the metal doesn't appear in the Magma Smelter, and I was curious as to whether it was supposed to be so.
Two quick questions.
What is the temperature of magma in dorf fortress and is blackmetal magma-proof?
Two quick questions.
What is the temperature of magma in dorf fortress and is blackmetal magma-proof?
I don't know what the temperature of magma is but Blackmetal SHOULD be magma-proof. If it is not I will need to update it.
Two quick questions.
What is the temperature of magma in dorf fortress and is blackmetal magma-proof?
I don't know what the temperature of magma is but Blackmetal SHOULD be magma-proof. If it is not I will need to update it.
It is.
BTW, does anyone know if metal ores have similar heat-resistance as the metal they make?
CREATURE:LLAMA]
[NAME:llama:llamas:llama]
[TILE:'l'][COLOR:7:0:1]
[PETVALUE:200]
[PREFSTRING:long necks]
[LARGE_ROAMING]
[COMMON_DOMESTIC][PACK_ANIMAL]
[BENIGN][MEANDERER][PET]
[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]
[BODYGLOSS:HOOF][NATURAL]
[SIZE:7]
[ATTACK: MAIN: BYTYPE:STANCE:kick:kicks:1:2:BLUDGEON]
[CHILD:1][CHILDNAME:cria:crias]
[FAT:4]
[DIURNAL]
[STANDARD_FLESH]
[HOMEOTHERM:10068]
[LAYERING:150]
[TRADE_CAPACITY:2500]
[MUNDANE]
[MOUNTAIN]
I haven't tried this mod yet (though I'm planning to soon) but I have a request for animalsCode: [Select]CREATURE:LLAMA]
[NAME:llama:llamas:llama]
[TILE:'l'][COLOR:7:0:1]
[PETVALUE:200]
[PREFSTRING:long necks]
[LARGE_ROAMING]
[COMMON_DOMESTIC][PACK_ANIMAL]
[BENIGN][MEANDERER][PET]
[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]
[BODYGLOSS:HOOF][NATURAL]
[SIZE:7]
[ATTACK: MAIN: BYTYPE:STANCE:kick:kicks:1:2:BLUDGEON]
[CHILD:1][CHILDNAME:cria:crias]
[FAT:4]
[DIURNAL]
[STANDARD_FLESH]
[HOMEOTHERM:10068]
[LAYERING:150]
[TRADE_CAPACITY:2500]
[MUNDANE]
[MOUNTAIN]
I figured out the bloodmetal thing. It was a mistake on my part.Another vote for buffed up megabeasts. Also, nitpick: it's testimonial, not testimony. Besides that, I love this mod.
I did, however, have a very sad experience happen on the mod. I finally had my first megabeast, only to be effortlessly slain by orcs before it could even move four tiles away from the edge of the map. I had really wanted to actually experience a megabeast, honestly. It did make me realize that the dragons are a bit underpowered, though. They don't have wings, and can't fly, nor do they stand much of a chance against any decently armed squad of dwarves, much less orcs.
I think Orcs should be toned down, or the Megabeasts built way up. After all, they're the rare, ultra powerful beasts that come siege forts all by their lonesome, right? Orcs are commonplace, and happen potentially every season.
Also, I've been replaying the scenario to see if it's possible to save the Dragon. I've noticed that, unless the Dragonfire doesn't cause burning, that the Orcs seem to be immune to burning. Neither they, nor their items (Which are steel in most cases. Wrestlers show up with nothing, however) catch fire. The latter usually understandable, however.
Dang, those orcs are mean. I just started using this mod, and I got my butt handed to me on a silver platter by the second siege they sent. I was able to outlast the first siege, but the second one overwhelmed me. But it's a fun mod, and quite a challenge.
Also I'd like to poll you guys on whether you think the orcs do in-fact need a nerf... Keep in mind I'm thinking like a little nudge... Not a total overhaul. The orcs will never be goblins, they will always be tougher. But maybe they are too tough as of now... There have been a few complaints? Perhaps I should remove some of their active seasons and nerf them a bit? Please let me know in your future posts.
Took away their bows, lowered their genpower, took away winter as an active season, giving my dwarves some serenity(ORK HAET COLD), and took away their NO_PAIN. I took away their plate mail, too.
.AND NOW THIS WTF
It should give newer players (who aren't attracting huge numbers of migrants or producing lots of value right at the start) another few seasons to figure out what they are doing before they show up.
uhh,im having a problem,when i click dwarf fort alli get is a black screen with the music. and the intro.
i did delete the object folder in raw and i had nothing in obj folder in data (as i have no f'king idea why its there)
and i extracted the dig deeper raw file so that it made a new obj file in raw
then i extracted the data one and overwrited
i allso added some tilesets and graphics for it
could anyone tell me what i do wrong?
uhh,im having a problem,when i click dwarf fort alli get is a black screen with the music. and the intro.
i did delete the object folder in raw and i had nothing in obj folder in data (as i have no f'king idea why its there)
and i extracted the dig deeper raw file so that it made a new obj file in raw
then i extracted the data one and overwrited
i allso added some tilesets and graphics for it
could anyone tell me what i do wrong?
It's a problem with the tile-set you're using. Have you changed the INIT file to accommodate it?
upload/post your init.txt? (in spoiler tags please)where do i do that?
click that radioactivity-button when making a new reply, then copypaste the contents of your init.txt between the tags.
Meanmelter:
I assume you want to you the the Mayday tileset? In which case you should either set [GRAPHICS:YES]. That argh.bmp should probably also be pointing to some tileset, no?
The punch only comes into play with orc wrestlers...
I feel that it's realistic because DAMAGE is dependent on SIZE and orcs are much smaller than demons.
Many creatures have some form of 1:6 damage
the orc 'punch' is meant to represent all close quarter attacks including: ripping at the throat, headbutting, stomping enemies while they're down. What it comes down to is orcs are STRONG and BRUTAL and when bloodthirsty and enraged in melee combat they're going to be a biach to take down.
The trapavoid assumes that they're so freaking tough and bloodthirsty that they pretty much can just smash through any cage/stonetrap/whatever in there way to get to their target
Lockpicker is a workaround because I don't think it's very orcly for an orc siege to be stopped by a wooden door. However if I give them building destroy they will target buildings BEFORE engaging any dwarves in the area which I also think is very unorcly.
In summary: Players exploit the fuck out of the game anyway, orcs needed more dakka for balance.
No point in getting all butthurt about orcish behavior, if they bother you a moat stops em just fine.
and lets not forget, the carp damaged is quite bugged. toady himself said that he made them too strong, and is going to tone them down in the future.
I zerged the invaders with 33 untrained wrestlers, eventually wiping them out at the cost of my population. If I would have kept the retarded orc RAW file, we would have died 12139832 times over, because those bastards punch as hard as most creatures bite.... If you wonder why you get (and should get) massacred if you charge a siege of seasoned fighters with peasants then I have nothing to say. Trying to attack a superior force with untrained militia and then complaining that you got everyone killed? What gives?
But that can't happen. Smashing through a cage? Sure. "Smashing" through boulders falling on you? That doesn't even make sense.I give you that. It doesn't make sense. But here's why I think it should stay on:
...I'll bet orcs will just "Smash" through 10 blades hissing at them from the nearby wall. Just smash through those 10 steel blades. Yep.
..No.
They do NOT have limbs that enable them to do the same amount of bludgeoning damage that a demon does with a bite.This is TOTALLY wrong. Look again in the damage formula and show me where is it even close to the demon damage? I agree that orcs are tough but their damage is much smaller and is easily compensated by charge or berserk state of a dwarf according to a damage formula.
So titans with 1:2 and size 20 could do more actual damage than orcs even though orcs have bigger damage modifiers?Sorry what? Orcs have SMALLER damage modifiers. It's basically 1d6 divided by some factors and clean 8 and 1d2 divided by some factors and clean 20. What's bigger, (8+d6) or (20+d2)? It's a very inaccurate and obstract counting, but it gives you the main picture.
Hmm, I still haven't seen the absurdly high damage that you claim. I kicked the butt of an orc siege (mostly wrestlers) with a largely untrained army, this being the spring of the second year. I lost one dwarf our of sixteen. One dwarf.
Also, didn't The13thRonin just say that damage depends on size, not just the damage modifiers?
Ie. Demons with damage 1:6 do more damage than orcs with 1:6 because they are bigger. So titans with 1:2 and size 20 could do more actual damage than orcs even though orcs have bigger damage modifiers?
... If you wonder why you get (and should get) massacred if you charge a siege of seasoned fighters with peasants then I have nothing to say. Trying to attack a superior force with untrained militia and then complaining that you got everyone killed? What gives?
Currently the AI is really, really stupid. If there is a path, they will charge through it. No matter if noone has ever come back alive from that corridor, or if they just watched their mates get sliced to pieces by glass serrated disks. Giving orcs trapavoid forces players to rely on something other than the oh-so-exploitable trap corridors. Sure, you could play without relying on trap corridors. And sure, you can still make exploitable traps like water-filled corridors and the like. But part of the appeal of this mod is that it forces players to rethink DF strategy. If a corridor lined with traps no longer keeps you safe, and you no longer can swarm invaders with untrained wrestlers, the game gets a whole new kind of urgency. Now there is actually a reason to build intricate defenses.
P.S. Actually 1d6 makes their attack to depend on their skill more, which makes sense. If they had 1d2 or 1d3 they'd hit like horses/cows (which have too low damage IMO, horsekick should be deadly in most cases to an unarmored person).
Anyway, if it's too hard for you mod the orcs and shut up.
I did mod the orcs to the standard 1:2 bludgeon damage for a creature with a normally shaped fist
Logically we can infer that different creatures would do different amounts of damage regardless of size. Not all kicks or bites or punches are equally painful.
We can also infer that getting punched by this:
Orcs are a race of warriors bred for little other than fighting, pillaging and conquering. They have a brute strength, rage and barbarity in combat that is not present in the other races.
I'm sorry but it seems that you do not have a very broad knowledge of the RAWS or the damage formula. Orcs are not overpowered and if I was going to lower anything it would definitely not be their damage.
There is no such thing as a standard fist just as there is no such thing as a standard jaw, hence the discrepancies in bite damage. Just because every creature has fists, muscles and arms do not mean that every creature's is the same... The dainty elves if anything should do much less wrestling damage, something I will be fixing in future updates.
Instead of expecting the mod to change around you perhaps you should attempt to change your tactics. 'Zerg rushing' opponents with untrained militia....
Orcs arent overpowered, they are UNREALISTIC.
Orcs arent overpowered, they are UNREALISTIC.
Oh yes. Because Dwarf Fortress is otherwise totally realistic. Nope, brewers don't need water, nevermind the skeletal elephants or other fantastic creatures. Those are completely realistic. But oh no! Perceived discrepancy between abstract stats in raws! CALL THE NATIONAL GUARD!
Sweet!
... is there a changelog available?
Recently tried this mod and it turned itself on when i used find location, i checked the errorlog and it said i had 2 on VARISCITE and i will try if that solved it unless its supposed not to be able to use Find.
EDIT: deleting 1 Variscite in the objects folder solved it. i removed EVERYTHING before i installed so i dont think it had to do with that
Quick question, is it a bug that orcs can avoid EVERY SINGLE TRAP I make, or are they just that darn agile and able to spot the triggers.....
alright...I might need to mod that for my game play then..because It is impossible for me to survive at all against the orcs, since the most I can do is basically get a champion wrestler or two, without armor or anything then here comes 15-20 orcs..when I only have 20-30 people..and they can kill my champions in less then a second each.
alright...I might need to mod that for my game play then..because It is impossible for me to survive at all against the orcs, since the most I can do is basically get a champion wrestler or two, without armor or anything then here comes 15-20 orcs..when I only have 20-30 people..and they can kill my champions in less then a second each.
I'm not entirely certain, but it feels like its taking my plants longer than usual to grow. Is this intentional or my imagination or something else?
Ah, well thats bothersome, maybe a kittenspolsion meat industry
True you cant make fish beer, but I EASILY get more then enough fish with only 1 good fisher, and fishing is easier to set up.Ah, well thats bothersome, maybe a kittenspolsion meat industry
well its not really a problem anyway you just need more farmland which do more sense. Fishing is not necceserily the best option. Farming is safer and if you have enough land to farm on and farmers you get more than enough, and fish cant be turned into brews.
alright...I might need to mod that for my game play then..because It is impossible for me to survive at all against the orcs, since the most I can do is basically get a champion wrestler or two, without armor or anything then here comes 15-20 orcs..when I only have 20-30 people..and they can kill my champions in less then a second each.
isnt it self-explaining that 20 orcs kill 2 dwarf without armor or weapons.
and why you can do that to goblins is because they flee when their leader dies and dont fight back anymore.
just get some archers to give cover, armor and weapons to the melee guys and use good tactics and you should get away with no casualties
if its too hard just remove trapavoid in raws or use atom smashers..(bridges)Bridges>everything
if its too hard just remove trapavoid in raws or use atom smashers..(bridges)Bridges>everything
Well youif its too hard just remove trapavoid in raws or use atom smashers..(bridges)Bridges>everything
Don't exploit things >:(! Tempt my hand and I shall give those orcs wings so they can fly right over your bridges.
Well youif its too hard just remove trapavoid in raws or use atom smashers..(bridges)Bridges>everything
Don't exploit things >:(! Tempt my hand and I shall give those orcs wings so they can fly right over your bridges.couldSHOULD add a orcish flying mount if possible.
Anyway shucks... I was just getting a good fortress in the current version, what are the changes in the new one?
- Roughly doubled growth rate of all plants
This is like the 3rd or 4th year of my current fortress and no orcs.
As a matter of fact no difficulty either, everyone is estatic and I have 8 multi-legendary champions.
Im sure they do, but nothing. What? Are they too good for my fortress? I have 79 dwarves and 2740 exported wealth and 153818 imported wealth.This is like the 3rd or 4th year of my current fortress and no orcs.
As a matter of fact no difficulty either, everyone is estatic and I have 8 multi-legendary champions.
Do they not have access to your site or something?
Page TWO?!? Blasphemy!
Also:
playerswhodigdeeper[playerswhodigdeeper.length + 1] = Arathanar.
Sure you'll get null pointer exceptions, but we've got something called Deepsteel. That's all that really matters.
About Flying mounts on orcs, i saw that in Dark dwarves mod were orcs rode on dragons or maybe it was another mod, anyway that bugged it all up as the orcs just stood still at the edge of the screen and didnt attack not even when my dwarves were under them. dont know if this has to do with the mounts agressiveness but had to tell you that it may dont go well.
Page TWO?!? Blasphemy!
Also:
playerswhodigdeeper[playerswhodigdeeper.length + 1] = Arathanar.
Sure you'll get null pointer exceptions, but we've got something called Deepsteel. That's all that really matters.
Null pointer exceptions?
if dragons could fly,they could destroy the entire fort. no matter what you haveAbout Flying mounts on orcs, i saw that in Dark dwarves mod were orcs rode on dragons or maybe it was another mod, anyway that bugged it all up as the orcs just stood still at the edge of the screen and didnt attack not even when my dwarves were under them. dont know if this has to do with the mounts agressiveness but had to tell you that it may dont go well.
I believe flying mounts SIEGERS including MEGABEASTS are bugged. The reason why Toady has crippled the ability of Dragons to actually use their wings for flight.
Not if you have colapse traps.if dragons could fly,they could destroy the entire fort. no matter what you haveAbout Flying mounts on orcs, i saw that in Dark dwarves mod were orcs rode on dragons or maybe it was another mod, anyway that bugged it all up as the orcs just stood still at the edge of the screen and didnt attack not even when my dwarves were under them. dont know if this has to do with the mounts agressiveness but had to tell you that it may dont go well.
I believe flying mounts SIEGERS including MEGABEASTS are bugged. The reason why Toady has crippled the ability of Dragons to actually use their wings for flight.
Or a single marksdwarf.Not if you have colapse traps.if dragons could fly,they could destroy the entire fort. no matter what you haveAbout Flying mounts on orcs, i saw that in Dark dwarves mod were orcs rode on dragons or maybe it was another mod, anyway that bugged it all up as the orcs just stood still at the edge of the screen and didnt attack not even when my dwarves were under them. dont know if this has to do with the mounts agressiveness but had to tell you that it may dont go well.
I believe flying mounts SIEGERS including MEGABEASTS are bugged. The reason why Toady has crippled the ability of Dragons to actually use their wings for flight.
Colapse traps are easier to get a hold of though.Or a single marksdwarf.Not if you have colapse traps.if dragons could fly,they could destroy the entire fort. no matter what you haveAbout Flying mounts on orcs, i saw that in Dark dwarves mod were orcs rode on dragons or maybe it was another mod, anyway that bugged it all up as the orcs just stood still at the edge of the screen and didnt attack not even when my dwarves were under them. dont know if this has to do with the mounts agressiveness but had to tell you that it may dont go well.
I believe flying mounts SIEGERS including MEGABEASTS are bugged. The reason why Toady has crippled the ability of Dragons to actually use their wings for flight.
+ Deon
I usually play my own mods but here on work I have a very crappy computer. I mean really. 8 mb videocard and 256 RAM are DF killers.
However your mod adds much less races and probably there's something else happening (probably I've added too many entities for this PC to handle well), and it's a good thing. I've found that I get better FPS with your mod, I mean it's playable and mine is not.
So I gave it a go, and it's really nice. Ol'good DF with stuff.
I've noticed that a variety of food doesn't cause a perfomance impact, so if you're interested there's "TYE (http://www.bay12games.com/forum/index.php?topic=19760.0)" mod of mine you can use (it adds a lot of different food types). I thought that it would go along the lines pretty nicely, with all new toys and instruments.
As an aside, DD was also a significant factor in making SparkGear 3 as epic as it was. I am in your debt for that as well.
i tried downloading this but im having some difficulty installing it. is the data folder only supposed to have the speech folder inside? cause theres nothing in there besides that one speech folder
the download only gave me the folders
Data- only Speech folder inside theres nothing else. since the instructions say that im supposed to be overwriting the data folder id think there would be more files in the download right?
Raw
and Thumbs.db
when i put these things in the appropriate places nothing in the game changes when i start up the game and make a new fortress. Theres nothing but the same stone and metal and creatures as far as i can see.
ahh yes thx that worked but my 2nd question is how do i get access to the new metals and stone that you modded in other than from the embark screen i used a revealer to look at the layout but i dont see anything cept the original stones. or can i only get them from trading
More varied demon types? I'm sure they could use some variety.
Why dont you add some more prepared meals,EVERY mod i download,not many people add them,add stuff like pizza,cookies,goulash,pancakes,salads,sandwich.
i took out trapavoid on the Orcs as they are a unbelievable dog slaughter-domestic-hating-super-killing-squad. (takes about 12-18 war dogs to obliterate 1)
but i learned to NEVER ATTEMPT TO JAIL THEM,they managed to kill a peasant without any armor or weapon...
those things are like DAEMONS!
Is there a reason bismuth bronze isn't as good as regular bronze in this mod? It's poorer for armor (75% vs. 111%) and isn't worth as much either.
Also, it could use a smelter reaction for patterned steel from steel bars.
Personally, I think metals in DF could use a revaluing; silver should definately be worth more, and no metal should be cheaper than ultra-common obsidian.
well ive let the game run for like 4 -5 hours after i activated invasions and i got nothing except for like 1 goblin thief event.
also if there is a newer version of this mod would i be able to put a save game from an older version and play it on the newer one or would i have to start a new game.
This is going to be interesting. My first dwarves were overrun by giant termite guys. Those guys do tear apart civis pretty nice. Now i finally got a reason to avoid savage territory for a while
well, I have to say, I got my first orc invasion with this mod (also my first invasion ever on a prepared fort) and I was sorely disappointed.
they managed to kill a baby donkey before getting wiped out.
and my military consisted of 2 archers.
what am I doing wrong?
PS - Anyone have any suggestions for a new metal? I've been wracking my brains and I just can't come up with anymore metals...Black Metal, Death Metal, Gothic Rock?
Some suggestions.. It seems you still haven't pimped megabeasts enough for them to survive worldgen properly.. Stopped at the year 300 (as it usually also does in Vanilla DF). Maybe you can consider adding some more size and damblock to them.
* Additions - 451
* Changes - 55
Progress storms ahead! I'm definitely on track for the next release. I've got over half of what I wanted in so far...
PS - Anyone have any suggestions for a new metal? I've been wracking my brains and I just can't come up with anymore metals...
I have one big and one small beef... I'm not sure if it is directly related to the mod, or if there is some other issue. However, compared to vanilla and Civilization Forge I noticed a MASSIVE increase in crashes, crashes during saves, and fubared savegames that cannot be loaded again (runtime error). The crashes during saving are the most common, and I started saving very often (so I only have to replay the last 20 minutes if necessary) and making regular copies of the savefile. That's my big beef.
My small beef is that orcs refuse to starve to death while trapped in a pit for several months :P The siegers in Civilization Forge died off after awhile without food, and I got used to that. Would be realistic, no?
I don't think nerfing crossbows is the way to go. Unfortunately, if you want tough orcs they need some vulnerability, otherwise you can't have 16 show up the first year before you have a military. It is about all one can do to build a storage area and a moat + drawbridge by the first summer. Making crossbows ineffective will just make the mod unplayable in the early seasons for most players.
It looks like you're fond of numbers.
It's almost as if the orcs have been designed on the basis that they should be incredibly strong as opposed to actually acting like orcs.
Saeldanya... I need your specs...
[REACTION:PROSPECT]
[NAME:prospect]
[REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]
[PRODUCT:6:1:BAR:NO_SUBTYPE:METAL:IRON]
[PRODUCT:4:1:BAR:NO_SUBTYPE:METAL:COPPER]
[PRODUCT:3:1:BAR:NO_SUBTYPE:METAL:GOLD]
[PRODUCT:2:1:BAR:NO_SUBTYPE:METAL:ALUMINUM]
[PRODUCT:2:1:BAR:NO_SUBTYPE:METAL:PLATINUM]
[PRODUCT:1:1:THREAD:NO_SUBTYPE:METAL:ADAMANTINE]
[FUEL]Maybe make it possible to make blackmetal by pouring water on magma somehow?possible.
just noted something, Keybindings will not save between sessions. know anything about that?
1: Crashes, whenever i save theres a chance the game will crash. I had a crash during the autosave when reaching a new site even.
imho, you should remove trapavoid and add buildingdestroyer for more... fun.
but yeah, is there any way to get the orcs to bring a creature that has buildingdestroyer? i heard goblins bring trolls, though i've never seen one myself - my only ever sieges were with this mod ^_^
because it seems kinda pointless if i cant use traps but i can stop them with a door/floodgate etc, while my champion marksdwarves just pepper them.
also, add me!
forgot to add something about the crashes, Even though the game freezes during save, the save is complete. Meaning i can just kill DF and then restart from the save that was just made.
So really its just a bit oh a hassle, no time lost or anything.
On another note, i dreamt about orcs coming to kill my dwarves with machineguns tonight...
On another note, i dreamt about orcs coming to kill my dwarves with machineguns tonight...
I like it.
I really do like this mod. However, I think you went a little overboard on the orcs. Trapavoid? Really? I don't think you're giving dwarven ingenuity enough credit, here. And they show up waaay before your fortress has anything to loot. Why, I had one siege show up before my first dwarven caravan! This took me by surprise, and needless to say they merrily slaughtered all my dwarves.
But you made me rethink all my strategies with this mod, and you've made me lose. Vanilla DF didn't do that for me. And as we all know, losing is fun!
One thing strikes me as odd: I used the sitefinder to get a site with a magma pool, but I haven't found it yet.. But then again, it could start deeper. I'm used to magma pools being near or at the surface of completely flat maps like this one I play now.. Ill let you know if I find it or not. (I never use reveal.exe or similar functions)
Add me as a list of users.
The mod is a little buggy.
One time, my fort was defeated by... the caravan's massive/possibly infinite cargo of caged chickens and pigs... the list went on forever... it killed my frame rate.
Another time, my Trader wanted a pet Sorcerer. :D
My only complaint is TRAP_AVOID, which I guess can easily be removed, but an alternative that makes traps less effective would probably be better. Even though it would take slightly longer to train my devastating army of WAR RABBITS!!! (yeah, I made rabbits trainable. Unfortunately, they didn't live up to their Monty Python status)
My first strategy is usually... GET THE HELL INSIDE... LOCK ALL THE DOORS...
Then comes... START PRODUCING WEAPONS AND SPARRING.
My first strategy is usually... GET THE HELL INSIDE... LOCK ALL THE DOORS...
Then comes... START PRODUCING WEAPONS AND SPARRING.
I'm into my third year, and all I've produced for armor is some crappy leather and 4 bronze breastplates. Still have killed something like 22 orcs - through the magic of drawbridge chicken. Lure those suckers in close, than pepper them with orc-bone bolts.
My fort is well established into it's 11th year by now and my military is feared by Orcs around the world. The only things I don't take on head-on are Orc elite archers.. Bit paranoia, since they killed some of my elite marksdwarves in the early years of the fort, right through my tower's fortifications. Although I should try again if another one turns up. Everyone is clad in exceptional / masterwork full plate / chain, with GCS chitin leather underneath it, and all are legendary shield/armor users. They take out squads of normal Orc archers without a scratch.. They only lose an occasional baby. Average stands at losing 0.66 baby / siege. ;D
.
But now. I have a little question.. I would like to clean up the post-sieges mess in my fort, for I have missed out on 2 years of caravans due to unfortunate siege timing. For this I want to turn off sieges for a year or so.
My question is: If I turn off sieges, will they resume normally if I turn the init option back on?
Edit: Also, add me to the list
Also, Patterned Steel doesn't seem to be available for armor for some reason??
one thing im wondering about is, where is all the 60orc sieges? my last siege was with 2 groups, totalling some 20 orcs. with 140 dorfs thats rather easy.
Could it be that i also have goblins siege me and thus the orcs dont control that much land or something?
1. Yes, you can change this in raws.
1. Yes, you can change this in raws.
GUARDS, SEIZE THE HERETIC!
No but really... Winning because you have a 3x3 corridor of cage traps is some serious lame. Why would you want to edit out the fun?
3) Is there a list somewhere of the new crop/animal types and what processes you can do with them? I.e, are there any new 'thread' crops, or 'milkable' animals?
Yeah... Hemp and cotton are new threads... There's many new dyes too... Check the README, it has a full change-log.
The main problem with no traps is that the game is so buggy that less than half of you military dwarves will wear armor properly, and you will have insane micro-managing trying to even get half a dozen of them outfitted. Basically, the military side of the game is almost completely broken.
For instance, one of my dwarves, after having upgraded to chainmail, has decided his leather leggings would go better in his right hand, which is also holding a water skin and his shield, no of which will be usable like that.
Half of my other dwarves have backpacks or waterskins or socks or something in their shield hand, and there is NO way to make them drop that, making the shields useless. I wish Toady would hurry up and make a release that fixes the military at least somewhat.
EDIT: Also, can't get the dwarves to equip the Great Helms I've just made, either under chain OR plate armor.
I was looking at your changelog on the mod hosting site. How in the world
did you manage this? I thought this was hardcoded?
Caused dwarves to become more demanding over things such as having individual rooms, they tantrum easier as well
I'm thinking of Digging Deeper. Is 40d13 stable? I've been using 40d.
Also, how does your mod affect Adventurer mode? Is it more Funtm?
Niggling thoughts:
Don't like the presence of hemp and wheat. We've already got rope reed (hemp) and longland grass (wheat). What in the world do we need two more of them for? In fact, while it's nice to have lots of aboveground plants, I hate scrolling through three pages of them when I want to plant anything. So I'm taking a bunch of them out. But apricots are good.
Pheasants and geese keep killing my hunters. They fly over pools of water, which look nice and safe until the dwarf follows them in and drowns. :( I guess I should dig ramps in all pools. Annoying, but I don't see any fix other than 'remove game fowl'.
Orcs preclude trading. Gr. When I holed up with my human diplomat, he went insane and died before the orcs left. Now the humans siege me, too. Fortunately, they are somewhat less fierce. Hopefully, I'll be able to get two sieges at once!
Levers are your friends, everyone. Make sure you designate a starting dwarf as an engineer, as lever-activated doors can't be picked.
After having a VERY FUN game with Dig deper added in i have decided to never use Vanilla again.
Thanks man.
Next version, pump up megabeasts a lot to be able to compete with orc armies. Please :)
I'm thinking of Digging Deeper. Is 40d13 stable? I've been using 40d.
Yes, 40d13 is the version I'm using at the moment. DIG DEEPER is stable for 40d and all its current variants.Also, how does your mod affect Adventurer mode? Is it more Funtm?
Of course! New foes to slay, new speech for immersion and many, many new weapons and other such equipment.
Question (and I think I know your answer, although if you answer differently, I'll be pleasantly suprised):
When you add the Drow, can you take the [trapavoid] tags from the Orcs and give it to them instead? That way, you would have Orcs as the Strongest Seiging race, while the Drow would be the race that would be able to avoid traps (And also seige like elves)?
I have to say I find chicken leather shields to be hilarious...
Anyway, I've been thinking about tweeking the orcs a bit. It doesn't make thematic sense to me that orcs should be better metallurgists than humans, who are much smarter. It there a way we could restrict them to iron, or even bronze/copper armor and weapons?
I'm betting that now that patterned steel can be made into armor it will show up on orcs as armor, as well as weapons.
This will make the game both easier and harder, as the orcs wouldn't have steel arrows anymore (ouch!), but also wouldn't feed a steel industry as readily (if at all with no iron). I think I made something like 25 bars of steel and 5 bars of patterned steel from my first siege (melted about 100 pieces down).
I don't think crossbows can be nerfed if orcs still get bows, if only because you get 2 to 3 orc bowman per marksdwarf as it is. Plus, orcs siege in enough numbers that it doesn't matter. Either you're already going to kill them all from behind a wall, or you'll only get 6 out of 30 before they mob you.
I don't think crossbows can be nerfed if orcs still get bows, if only because you get 2 to 3 orc bowman per marksdwarf as it is. Plus, orcs siege in enough numbers that it doesn't matter. Either you're already going to kill them all from behind a wall, or you'll only get 6 out of 30 before they mob you.
My first all out brawl with the orcs didn't go so bad all things considered. I wanted to slaughter some up for their metal as I wasn't finding iron of my own, so I opened the gates seeing only about 10 orcs on the map. About 30 actually came in tough, so I must have missed the majority of the force.
And the normal version gave Morul and Ironblood?
One thing I've been noticing is that the marble layers have absolutely no ore in them. Just a lot of black marble, purple marble, and other marble colors. Fortunately, the Basalt and Gabbro layers are fairly ore rich, but it's still kind of strange coming from a place where you wanted flux to find those nice Magnetite veins and now you only want small flux layers for steel.Marble is a metamorphic rock, unlike chalk and dolomite which are sedimentary. Marble is a flux stone, but it has never had much ore (other than malachite and maybe galena) at all. So I don't think this is a function of Dig Deeper so much as the game itself, though it may be that these colors are replacing some of the copper you'd normally find, making an already ore-poor area even less wealthy.
I just removed their [trAPAVOID] for flavor reasons, but that shouldn't stop 'em from slaughtering me.
I just removed their [trAPAVOID] for flavor reasons, but that shouldn't stop 'em from slaughtering me.I built a ton of cage and stone-falls...
I just removed their [trAPAVOID] for flavor reasons, but that shouldn't stop 'em from slaughtering me.
I built a ton of cage and stone-falls to stop a recent orc siege. Had no idea they had [trAPAVOID]. Forty five dwarves die fast to Super-Orcishly Tough Pikemen... ;(
Hmm..four years into my Dig Deeper fort and I have been visited by a Ancient vampire, only problem is he's friendly, despite being the ruler of the local goblins he shows up as friendly and refuses to attack any of my dwarves. Not sure if thats an issue with the creature itself or the game though but thought it'd put it out there.
How well does this work with the Mayday graphics pack? I could certainly give this a try and having more variety of stuff to work with sounds cool. So are the Orks.
It was brought up in another thread that Gargoyles lack a [HAS_RACEGLOSS:] tag.
I like the variety of food offered in the game. However, I was a bit disconcerted to see things like "burger", "pizza", and "pasta" among possibilities. It detracts from the flavor of the game to have dishes with such strong modern American connotations included with it. Maybe other names like "Banquet" or "Feast" (I admittedly am not that great at coming up with names off the top of my head) should be used?
It was brought up in another thread that Gargoyles lack a [HAS_RACEGLOSS:] tag.
What does this mean?
Downloaded and giving it a go.
No traps. No missile weapons. No locking doors, attackers will be faced toe to toe and eyeball to eyeball.
So far one siege, all orcs slaughtered in melee with no inuries to any soldier. Except for the ones they already had from sparring.
Hmm..four years into my Dig Deeper fort and I have been visited by a Ancient vampire, only problem is he's friendly, despite being the ruler of the local goblins he shows up as friendly and refuses to attack any of my dwarves. Not sure if thats an issue with the creature itself or the game though but thought it'd put it out there.
It happens because it's still a MegaBeast and the game can pick it when looking for a MegaBeast to attack. It happened to me in my fort, when a Black Dragon who was the leader of some Goblins decided to show up.
Hilariously, this DOES NOT block other MegaBeasts from showing up. As in my case, where the very next season a Red Dragon showed up right next to the Black Dragon and they proceeded to duke it out over my fortress.QuoteHow well does this work with the Mayday graphics pack? I could certainly give this a try and having more variety of stuff to work with sounds cool. So are the Orks.
It works fine but, obviously, the modded in creatures are all missing graphics.
Is anyone else having geese dominate pretty much every embark situation? I got geese at my beachside fort, I got geese in my middle-of-the-forest fort, and I get geese on my mountain-by-forests forts (even when I'm using the mountainous Region tile, not the forest). I like that they make self-sustaining populations, so Hunters could have something to actually hunt, but I'm just seeing geese everywhere. Even in high-savagery embarks, I'm not seeing anything really beyond geese and the occasional flock of pheasants or rabbits. I actually went ahead and wiped them from my raws before generating my most recent world, just because there didn't seem to be any other way of getting variety. Hopefully I'll start getting large aquatic creatures again, now -- previously, those seemed replaced by the geese.geese have murdered a large portion of my current fortress. i reccomend making them less carp-like
Is the geese everywhere behavior intended, and is anyone else seeing it too?
Is the geese everywhere behavior intended, and is anyone else seeing it too?Dig Deeper geese are monsters. My dwarves are safely locked up in an underground fortress, but every year I need to send my soldiers outside to escort the caravans and trade liaisons past an army of bloodthirsty geese. And then while underground, I see periodic messages pop up describing how the geese are murdering all the stray rabbits and other wild animals on the map. The river runs red with the blood of geese-murdered carp. At least they chase the kobolds away.
I have a bugger of a problem thats cropped up. A megabeast arrived, except hes an undead vampire lord thats the leader of a civilization (not sure which one). He doesnt attack my guys, my soldiers leave him alone but the civilians seem to run away from him. He goes around destroying my buildings, and there is nothing I can do about it.
I save scummed to when he first arrived, and tried to burninate him with magma but he seems to fly, not sure if hes magma proof or just flew over it.
Any ideas?
Kobold mode?
For my fourth fort, I built a looooooong hallway full of stone-fall trap for defence. (Yeah, next time I'll read the raw before playing).
First, definitely add the Building destroyer tag to the orcs. Even if it's not useful, having an horde of Orc pillager wreacking havoc in your fortress is just more realistic. :)
I myself took away the Orcs trap avoidance tag, i just didn't see how a big hulking orc would be agile enough to avoid having a block of limestone dropped on their head :P
And it aint hard to add the building destryoed tag, i may do that myself actually...
You could give Gobbo's the [trAPAVOID] tag instead, and make them harder to deal with somehow.Nah, I like the traps to be something that attacks relentless.
How easy/difficult would it be to merge this mod with Civforge?Very easy. Just add the orcs from DD to CivForge (both creature AND entity) and presto! There you are.
How easy/difficult would it be to merge this mod with Civforge?Very easy. Just add the orcs from DD to CivForge (both creature AND entity) and presto! There you are.
Both of them change the metals around a lot, but the changes are more numerous in CivForge and CF has almost all the changes that DD has.
Oh, you'll also have to make sure the GROWDUR values on your crops are as high as DD sets them, in order to get the real experience.
I'm confused. Is White Marble a flux, being a marble type?
You could give Gobbo's the [trAPAVOID] tag instead, and make them harder to deal with somehow.
It helps 'em snatch children, though. :D
And I've lost the occasional woodcutter or soldier to a gobbo ambush, but only when there are crossbowgobs in the squad. But then crossbows are a different matter entirely.
I've installed Dig Deeper and now that I finally have extra iron around I noticed that I can't forge plate mail - it has been replaced by breastplate. Is this as intended? If not where should I look for the cause? I browsed the item_armor.txt file and the entry for plate armor remains there, unchanged as far as I can tell. entity_default.txt has [ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] in addition to a tag for ITEM_ARMOR_CHESTPLATE. I'm not sure where else to look.
I've installed Dig Deeper and now that I finally have extra iron around I noticed that I can't forge plate mail - it has been replaced by breastplate. Is this as intended? . . .
Confirmed bug. Can't figure out what the problem is, however modding out breastplate entirely fixes it.
/K
Just had my first visit from an ancient vampire. A bunch of orcs spawned on top of him. He wiped out about half of the orcs before they overwhelmed him. An underwhelming first appearance of a megabeast, if I do say so myself.
ore of mercury, powdered gives vermilion dye
[MATGLOSS_STONE:CINNABAR]
[NAME:cinnabar][COLOR:4:7:1][TILE:156]
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:VEIN:100]
[ENVIRONMENT_SPEC:SHALE:VEIN:100]
[ENVIRONMENT_SPEC:QUARTZITE:VEIN:100]
[ITEM_SYMBOL:'*']
I found something in the raws;Quoteore of mercury, powdered gives vermilion dye
[MATGLOSS_STONE:CINNABAR]
[NAME:cinnabar][COLOR:4:7:1][TILE:156]
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:VEIN:100]
[ENVIRONMENT_SPEC:SHALE:VEIN:100]
[ENVIRONMENT_SPEC:QUARTZITE:VEIN:100]
[ITEM_SYMBOL:'*']
Is this from Dig Deeper or vanilla Dwarf Fortress?
I found something in the raws;Quoteore of mercury, powdered gives vermilion dye
[MATGLOSS_STONE:CINNABAR]
[NAME:cinnabar][COLOR:4:7:1][TILE:156]
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:VEIN:100]
[ENVIRONMENT_SPEC:SHALE:VEIN:100]
[ENVIRONMENT_SPEC:QUARTZITE:VEIN:100]
[ITEM_SYMBOL:'*']
Is this from Dig Deeper or vanilla Dwarf Fortress?
I downloaded it but the data folder only has speech for some reason :-\That's as it should be. Most of the mod is in the Raw folder.
This might have been said earlier in the topic, but...
I went to the download page and one thing it said is that you changed bronze to be stronger than iron.
...why? Is it because casserite is rare? Iron in the real world has always been stronger, and iron weapons over bronze was a HUGE advantage in ancient times.
I'm sorry, but bronze over iron just really bugs me somehow....And I want this mod. I can change the raws somehow right? I really don't know how to do that.
Ohgod, was just attacked by a Giant Cave Spider Queen. None of my legendary marksdwarves using master-freakin-work bolts could even scratch the thing, I had to dogpile her with hammerdwarves.
The end result? One permanent invalid affectionately called "Lefty" and another now-marksdwarf known to his friends as "Dimbeard". And when I say lefty, I mean really. His entire right side is just... gone! The only thing that kept it from being a massacre was they spread out right before she sprayed them, so 4 of the 20 stayed unwebbed. But seriously, I had upwards of 30 multi-legendary dwarves fighting the thing and it was close. If she had stunned all of them, she kills fast enough that there could easily have been 8 or 9 casualties before the marksdwarves killed her or they got unstunned.
Also, I take back the part about lefty. His new name is "Torso boy". That really sucks.
Strike that again. He bled to death.
Edit: A cat walked over the webs I had carefully put restricted zones over. He got butchered by the trap under it. So now I'm out both some extremely valuable cloth and a cat. Freaking GCSQ!
...Oh. All my life people have been telling me iron is superior to bronze in all ways. :-\??? What?
Sorry for being stupid.
Ohgod, was just attacked by a Giant Cave Spider Queen. None of my legendary marksdwarves using master-freakin-work bolts could even scratch the thing, I had to dogpile her with hammerdwarves.
The end result? One permanent invalid affectionately called "Lefty" and another now-marksdwarf known to his friends as "Dimbeard". And when I say lefty, I mean really. His entire right side is just... gone! The only thing that kept it from being a massacre was they spread out right before she sprayed them, so 4 of the 20 stayed unwebbed. But seriously, I had upwards of 30 multi-legendary dwarves fighting the thing and it was close. If she had stunned all of them, she kills fast enough that there could easily have been 8 or 9 casualties before the marksdwarves killed her or they got unstunned.
Also, I take back the part about lefty. His new name is "Torso boy". That really sucks.
Strike that again. He bled to death.
Edit: A cat walked over the webs I had carefully put restricted zones over. He got butchered by the trap under it. So now I'm out both some extremely valuable cloth and a cat. Freaking GCSQ!
Bahahaha... Your engravers will be engraving GCSQ murder for decades! I'm glad that it went so well... GCSQ's are probably the most powerful entity in the existing world... They existed in the age of angels and reapers during the first war and are probably the ONLY thing that survived through to the present day, deep underground in their monstrous lairs...
[Note to self... Buff GCSQ's hahahahahaha].
Ronin, you might want to adjust the cost of Cobaltite for the embark screen. It's way too cheap at three points per unit compared to 24 for iron ores.
[02:34] <@Lofn> I just set a trap to drop the orcs into my magma moat, right. Bridge and a lever, simple stuff.
[02:35] <@Lofn> I killed all of them. Except for one, who was catapaulted over the ditches, past the marksdwarves, down my main corridor and right into main stairwell.
[02:35] <@Lofn> Her name is Doomchaos and she is a hammerlord.
Quote[02:34] <@Lofn> I just set a trap to drop the orcs into my magma moat, right. Bridge and a lever, simple stuff.
[02:35] <@Lofn> I killed all of them. Except for one, who was catapaulted over the ditches, past the marksdwarves, down my main corridor and right into main stairwell.
[02:35] <@Lofn> Her name is Doomchaos and she is a hammerlord.
I love this mod.
:o was that the end of that fortress?
One question though. I skimmed through the thread a bit and there was some mention of new magma safe rocks. Is there a more in depth readme (read the one in the first post) somewhere that contains this info and other tweaks from vanilla? Or if someone knows could they tell me? I'd like to get my metal industry started to outfit my army asap.You could try the list from my Molten Rocks (http://dffd.wimbli.com/file.php?id=894) mod, as that's where DD got the magma-safe stones from. I'm not sure what version of MR is used in DD though, so there may be a few stones that are safe in MR, but not yet in DD.
No, haven't tried that, how could that help?
If it is of any significance, it might be worth noting that it was a reclaimed fortress, and the kitchen a building left there by the former inhabitants. Same thing happened to meat left in a butchery built by me.
No, haven't tried that, how could that help?
If it is of any significance, it might be worth noting that it was a reclaimed fortress, and the kitchen a building left there by the former inhabitants. Same thing happened to meat left in a butchery built by me.
[LOCKPICKER] renders [trAPAVOID] redundant anyway (it includes the trapavoid effect), so if you're planning on cheating, remember to get rid of that tag as well.
[LOCKPICKER] renders [trAPAVOID] redundant anyway (it includes the trapavoid effect), so if you're planning on cheating, remember to get rid of that tag as well.
My last fortress just got completely rocked by the orcs because they pranced right over my insane weapon and cage traps.
Deleted.
[LOCKPICKER] renders [trAPAVOID] redundant anyway (it includes the trapavoid effect), so if you're planning on cheating, remember to get rid of that tag as well.
My last fortress just got completely rocked by the orcs because they pranced right over my insane weapon and cage traps.
Deleted.
Well... Some are born ready and others just can't handle the fire :P.
[LOCKPICKER] renders [trAPAVOID] redundant anyway (it includes the trapavoid effect), so if you're planning on cheating, remember to get rid of that tag as well.
My last fortress just got completely rocked by the orcs because they pranced right over my insane weapon and cage traps.
Deleted.
Well... Some are born ready and others just can't handle the fire :P.
See, I always try to have a backup in these kinds of situations. Alone, my traps could have handled the orcs easily. To top it off, I had about a dozen marksdwarfs with the very best Hairy Marmot bone bolts money could buy.
Then you decided to give the orcs steel armour from head to toe.
Sweet balls of Armok, man.
[CENTER] [url=http://www.bay12games.com/forum/index.php?topic=35736.0][b]I'm Digging Deeper, You Should Too![/b][/url][LOCKPICKER] renders [trAPAVOID] redundant anyway (it includes the trapavoid effect), so if you're planning on cheating, remember to get rid of that tag as well.
My last fortress just got completely rocked by the orcs because they pranced right over my insane weapon and cage traps.
Deleted.
Well... Some are born ready and others just can't handle the fire :P.
See, I always try to have a backup in these kinds of situations. Alone, my traps could have handled the orcs easily. To top it off, I had about a dozen marksdwarfs with the very best Hairy Marmot bone bolts money could buy.
Then you decided to give the orcs steel armour from head to toe.
Sweet balls of Armok, man.
Ick... Traps? Goblin treachery that's what them are! Nothing more dwarfly than getting up in an orcs face with a war-hammer. I take it you haven't encountered a GCSQ yet? Destroyer of worlds she be! Next update shall make the glowing pits more terrifying as well as deep river/chasm attacks deadlier. I'm considering giving orcs building_destroyer again too... Will they destroy traps with this tag?
I've started work on this project again... Have been delayed by school-work but I only have 2 pieces of assessment left now.
Keep reminding me if you see bugs or glitches in the game because of Dig Deeper.
PS - And don't forget to rate/comment the download page or attach:Code: [Select][CENTER] [url=http://www.bay12games.com/forum/index.php?topic=35736.0][b]I'm Digging Deeper, You Should Too![/b][/url]
to your signature.
[LOCKPICKER] renders [trAPAVOID] redundant anyway (it includes the trapavoid effect), so if you're planning on cheating, remember to get rid of that tag as well.
My last fortress just got completely rocked by the orcs because they pranced right over my insane weapon and cage traps.
Deleted.
Well... Some are born ready and others just can't handle the fire :P.
See, I always try to have a backup in these kinds of situations. Alone, my traps could have handled the orcs easily. To top it off, I had about a dozen marksdwarfs with the very best Hairy Marmot bone bolts money could buy.
Then you decided to give the orcs steel armour from head to toe.
Sweet balls of Armok, man.
Ick... Traps? Goblin treachery that's what them are! Nothing more dwarfly than getting up in an orcs face with a war-hammer. I take it you haven't encountered a GCSQ yet? Destroyer of worlds she be! Next update shall make the glowing pits more terrifying as well as deep river/chasm attacks deadlier. I'm considering giving orcs building_destroyer again too... Will they destroy traps with this tag?
I've started work on this project again... Have been delayed by school-work but I only have 2 pieces of assessment left now.
Keep reminding me if you see bugs or glitches in the game because of Dig Deeper.
PS - And don't forget to rate/comment the download page or attach:Code: [Select][CENTER] [url=http://www.bay12games.com/forum/index.php?topic=35736.0][b]I'm Digging Deeper, You Should Too![/b][/url]
to your signature.
Bit of a late response to the response to my question here, sorry. Thanks for the info though. I got tired of waiting for a response so I started dropping random rocks in the lava. Alunite didn't melt and Mica too. So I used them for mechanisms.Mica too? Darn, I see my README needs to be updated. Thanks for the info!
Also another question. What kind of temperatures/biomes contain new, savage wildlife? I embarked in untamed wilds mountain/some sort of dull forest and the worst thing I got besides orcs were wolves. I'd like to see some of the added or just really mean wildlife. Even in vanilla the worst thing I got were predatory cats, not even giant ones. If I'm gonna be playing a difficult mod I want to go full on cruel. I've tried to avoid evil terrain since I really don't like the lack of leather the undead beasties suffer from, but if that's where all the action is I'll do it. If anyone's met some sort of really vicious wildlife that is the bane of their dwarves existence please share.
Leonidas: seems like it would be simpler to just make orcs be lowercase 'o's instead.That would be good. Is there an ini file that'll do it?
Leonidas: seems like it would be simpler to just make orcs be lowercase 'o's instead.That would be good. Is there an ini file that'll do it?
Can I chop up some parts of your mod, like fish and plants, and put it in my mod if i give credit?
would be interesting if someone incorporated dinosaurs into this mod
would be interesting if someone incorporated dinosaurs into this mod
There are already.
Here, have this
http://dffd.wimbli.com/file.php?id=1578
Any suggestions for the next ARC? Engravings? Plants? More creatures? More back-story?Personally I love new plants and things to do with them and also more varied wildlife. Especially dangerous wildlife. I'd say those are my top interests though engravings and back story are of course fun too.
Dig Deeper has been awesome and challenging... though there is one itsy bitsy problem. Orcs only wear armor, not clothing, right? Well, this means archers go into battle with their lower arms and hands exposed, while wrestlers charge in stark naked. "So what?" you say.
All I have to do when Orcs raid my most recent fort, carved into a glacier, is sit back and wait for them to the weather to solve my problem. Even during summer months, the wrestlers just plain die, while the archers' armsfall offbecome unusable due to frostbite. Suffice it to say, this removes their ability to use their bows. After this, I just tempt the survivors into my Corridor Of Doom, where my Marksdwarves, safely behind fortifications, fill them with ☼mammoth bone bolts☼.
tl;dr: Due to Orcs not having clothes, only armor, Orcish wrestlers freeze to death, and Orcish archers lose their arms, in sufficiently cold climates. I may leave the survivors alone for a few seasons and see if winter kills off those with fully covering armor.
EDIT: Oh, and ADD ME.
EDIT 2: Upon examination, the arms are still attached, just yellow wounded.
So I've been digging and losing deeper for a while now. Anyone have any tips or defense strategies when you have <100 dwarves? So far I've been using the old retractable bridge + big pit + marksdwarves to take them out safely.Orcish archers are, in my experience, freakishly competent, and pose a genuine threat to your marksdwarves. I'm a big fan of drowning chambers, myself; Orcs ignore trap, so you'll have to do it manually, and be ready to have marksdwarves stationed to deal with those too who manage to slip out.
My first game of dig deeper, I have managed to make a drowning chamber, but have run into the problem, they don't all drown, and that it takes forever to drain. I'm now working on the logistics to drain it quickly, which is rather new.
Which just goes to show, this mod is amazing. Can't wait till I finally find that magma, and can start smithing.
Erm... is it normal on the first winter to have 10 PAGES OF ORCS ATTACK!?!??!!?1!?!!?one??!!?!?
Two WHOLE pages were legendary of one type or another.
Erm... is it normal on the first winter to have 10 PAGES OF ORCS ATTACK!?!??!!?1!?!!?one??!!?!?
Two WHOLE pages were legendary of one type or another.
This. Is. Dig. DEEPER! YOU DIG, OR, YOU DIE!
(Digging through Orc skulls is MANDATORY!)
Is it normal to go my first year with no orcs?
yer i know but 10 pages! that like 50 orks against 7!
Is it normal to go my first year with no orcs?
Not unheard of. I've gone for a year and a half, then got a four squad siege (which, sadly, ended with all their local leaders dead, so after that it was just butchering goblin ambushes).
As for suggestions, I have a few.
1. Darkmetal is too easy to get if you embark in an obsidian biome. I think you intended for it to be rarer, but it's a metal that right out of the smelter is harder than steel and in obsidian layers it's about as common as hematite in a sedimentary stone. I tried to write a mod where darkmetal was as hard as iron but makes darksteel by substituting it for iron in the steel reaction, but other changes I made broke it. Either way, Darkmetal is kind of imbalanced.
2. Bloodmetal could use some reactions too. I'd suggest either blood bronze, where it can be substituted for cassiterite, or crimson silver which just stretches your silver supply.
3. Cave Beehives have the same problem as Sweet Pods - too damn valuable. One Dwarven Honey is as valuable as an electrum bar. Dwarven Honey is in infinite supply, electrum is not. Anyone else see a problem with this? Guess I'm just weird, it bothers me.
Other than that I love it. It'd be kind of cool to see an easier version for newbies that sees the goblins siege from the start and the orcs ambushing and sieging later, but that's what broke my attempt at modding.
"Moonstone 16:
Armok have mercy, the orcs are across the bridge. Hurry, get the civilians into the underground quarry. Tell that miner chap to grab his pick, skulls need splitting. We make our stand here. We breathe our last breath here.
Moonstone 17:
The Axedorf and miner held them for mere minutes. I can hear them comping on our sheep in the pens above. I know it's only time till they descend into these caverns and destroy us all. We're not fighters, we stand no chance. Armok have mercy....."
My god I love this mod. Well done Ronin, well done.
Oh yeah, forgot about those utilities! You can use Tweak (http://dwarffortresswiki.net/index.php/Tweak) to enable those buildings if you need it. Not sure why it didn't allow them already, but this is at least a fix for your problems.
Just as i was preparing to write him off i saw that he was swimming though the magma. Dont know why this happened
Dear God these orcs are hardcore! A Pikemaster was hit by a ballista arrow and got his eyes, right foot, left leg and right arm and then wobbled of the map and return 2 years later :P The only thing i can think of to complain of is that many orcs dosn't have names... will it be added in the future?
I take back what I said about the orcs being soft. I ran into an orc elite sniper. He FINALLY died, after killing 7 or 8 of my elite soldiers, when my legendary marksdwarf pumped about 12 cobalt bolts into him. Good god, that was aweful. Aside from the sniper killing, the other orcs were picking off the dwarves he wounded. That was the first true battle, time to reorganize and replace my hammerdwarves.
Given the choice between facing an orc elite sniper and a pair of GCSQ's, I'd take on the spiders. God, that was awful. AWFUL!
I'm a little scared, as some of my champions are now unhappy. If they start tantruming, this will get UGLY!
I take back what I said about the orcs being soft. I ran into an orc elite sniper. He FINALLY died, after killing 7 or 8 of my elite soldiers, when my legendary marksdwarf pumped about 12 cobalt bolts into him. Good god, that was aweful. Aside from the sniper killing, the other orcs were picking off the dwarves he wounded. That was the first true battle, time to reorganize and replace my hammerdwarves.
Given the choice between facing an orc elite sniper and a pair of GCSQ's, I'd take on the spiders. God, that was awful. AWFUL!
I'm a little scared, as some of my champions are now unhappy. If they start tantruming, this will get UGLY!
Geez, I once ran into an Orc Elite Sniper. She was the local leader of her civ and apparently had an unusual fashion sense, because she arrived covered in three pages of human and dwarf leather earrings.
I had drafted two migrants from the first wave as champions to be. Unfortunately they were married, and to prevent the ten children they had between them from dying, I made them marksdwarves. When I heard of the siege, I had them stationed in the fortifications above the main entrance (with their children, who followed their mothers everywhere), and had my other champions wait behind the raised drawbridge.
The Elite Sniper proceeded to massacre all 12 dwarves standing on the battlements. There was gore all over the place. Both of the bereaved husbands promptly went insane.
I killed a dragon, and now I discover that there's no way to turn a raw scale into a useful scale. Is that the sort of thing I can add without a world regen?
I'm looking at reaction_standard_extended.txt, and not seeing it. And nothing at the smelter menus or forges. And I'm running your version 1.3, which seems to be the most current. Where is the reaction supposed to be?I killed a dragon, and now I discover that there's no way to turn a raw scale into a useful scale. Is that the sort of thing I can add without a world regen?What? I made a reaction for that? Are you telling me that it doesn't work?
So uh, does this work with Civ Forge?
You mod is good and all but I have a few suggestions.
Orcs come way too soon. I never even had goblins show up to siege me, went right to Orcs.
It's a pain in the ass to try and build up as orcs are immune to friggen traps.
I wish there was a bit more information on what exactly is in this mod with the different types of metal and whatnot.
From playing the game for a while I'm at the point where I should be getting like 4-6 goblin squads per siege and I'm getting like 8 squads of orcs that can only be stopped by military or siege weapons which i don't have much of. Anyway I guess I'm going to have to start a new fort because I'm being overrun.
Anyway what tag do I need to change so they can be effected by traps?
You mod is good and all but I have a few suggestions.
Orcs come way too soon. I never even had goblins show up to siege me, went right to Orcs.
It's a pain in the ass to try and build up as orcs are immune to friggen traps.
I wish there was a bit more information on what exactly is in this mod with the different types of metal and whatnot.
From playing the game for a while I'm at the point where I should be getting like 4-6 goblin squads per siege and I'm getting like 8 squads of orcs that can only be stopped by military or siege weapons which i don't have much of. Anyway I guess I'm going to have to start a new fort because I'm being overrun.
Anyway what tag do I need to change so they can be effected by traps?
Seriously. someone should make a wiki page for this mod.
Or atleast a summary of what metals can be used for sparring and so on
Seriously. someone should make a wiki page for this mod.
Or atleast a summary of what metals can be used for sparring and so on
yea, I'd like to know what the values for armor/weapons are of the new metals..
How Do i get Eggs? Im playing a hermit and am literally up to my neck in chickens (which he has a preference for) and a few Llamas. (Its a real animal cave in here. heh.)
my fort of 7 dorfs just got sieged(!?!?!) by 12 orcs lol XD
how come?
Because that happens in Dig Deeper.
I've got a vanilla DF and a Dig Deeper DF now alongside eachother. I'll try it out later tonight, but I have a question- in what way does this affect adventurer mode? I assume just a LOT more content?
Also, the kobolds will all be wielding chrome bows with chrome arrows, probably a side effect of [MINOR_METAL] due to Copper no longer being the minor-est metal. (That was something I had to fix, because it seemed weird).
Thanks to your shitty installation instructions, I have to redownload DF to get the game too work. >_>Don't you just copy and paste?
Well, I'm digging deeper, at least. =/
Carp.Does a mac have a recycling bin?
I accidentally deleted the raws, and the download isn't compatible with macs anymore. Is there any way I can get them back? :(
Clicky-clicky! (http://lmgtfy.com/?q=mac+free+file+recovery)Lol that's so cool.
gah I want to get 1.4 but i just finished making 1.3 work with ranting rodents tilesets and theme in general ><
Is it normal for the goblin caravan to come every early/mid/late of a season and to be seige by orcs at the start of every season?
Yer I'm friendly with them...and there traders wont stop coming!Worst than a siege lol.3rd year and the orcs are attacking by the hundreds :'( Barely holding up my fort.
Dunno.I have quite a few mods I don't know whats what.Yer I'm friendly with them...and there traders wont stop coming!Worst than a siege lol.3rd year and the orcs are attacking by the hundreds :'( Barely holding up my fort.
How did you get friendly with them? That should not be happening, did you play around with the files or have I mucked up the civs somehow?
[CENTER][color=teal][url=http://www.bay12games.com/forum/index.php?topic=35736.0][b]I'm Digging Deeper, You Should Too![/b][/color][/CENTER]
I think the Dig Deeper wiki pages should be subpages of the page about Dig Deeper in our DF wiki.
Like this:
/wiki/DigDeeper/Dig_Deeper_Weapons
/wiki/DigDeeper/Dig_Deeper_Minerals
etc. Having the pages on some other site isn't going to help accessibility, imo.
Found a typo!This seemed to have been missed the last time I posted it.
Change [NAME:horned helmets:horned helmets] to [NAME:horned helmet:horned helmets].
Add my name to the list please, I love this mod ;D
Found a typo!This seemed to have been missed the last time I posted it.
Change [NAME:horned helmets:horned helmets] to [NAME:horned helmet:horned helmets].
Add my name to the list please, I love this mod ;D
Well, none of those things apply... there's a dwarf city not 4 tiles away, inhabited and everything. I really don't know whats going on... looks like I'm not the only one having this problem though.
I found that when I use only the speech files from DD here, my game generates an orc civ no matter what. I mean, even if I have no orc creature or civ entry or any mention of them whatsoever in my raws. And if I do, it gens 2 different orc civs, so they are on the embark civ list twice. :oThis happened to me too.
I found that when I use only the speech files from DD here, my game generates an orc civ no matter what. I mean, even if I have no orc creature or civ entry or any mention of them whatsoever in my raws. And if I do, it gens 2 different orc civs, so they are on the embark civ list twice. :oThis happened to me too.
no, you have to clear /data/objects/ .I found that when I use only the speech files from DD here, my game generates an orc civ no matter what. I mean, even if I have no orc creature or civ entry or any mention of them whatsoever in my raws. And if I do, it gens 2 different orc civs, so they are on the embark civ list twice. :oThis happened to me too.
To fix this go into data/save, and erase everything, then regen.
I tried to regen but still have the same problem, no migrants and no caravans.In the entity_default.txt entry for Dwarves, the ACTIVE_SEASON line is incorrect. It is currently [AUTUMN]; it needs to be [ACTIVE_SEASON:AUTUMN].
So, 2 years in still no immigrants. Any ideas as to whats causing it?
hi I'd like to try out Dig Deeper but I use RantingRodent's graphical overhaul pack.It will almost work. Except for the orcs, the added creatures will display as characters since they don't have any graphics defined in the text files.
Does rantingrodent's pack work with Dig Deeper?
hi I'd like to try out Dig Deeper but I use RantingRodent's graphical overhaul pack.It will almost work. Except for the orcs, the added creatures will display as characters since they don't have any graphics defined in the text files.
Does rantingrodent's pack work with Dig Deeper?
Hmm, something is weird. I am literally striking gems and jewels left and right. A good eight or so of all my stones are precious!
He meant that the orcs are working, and except for the orcs other new creatures don't have graphics.hi I'd like to try out Dig Deeper but I use RantingRodent's graphical overhaul pack.It will almost work. Except for the orcs, the added creatures will display as characters since they don't have any graphics defined in the text files.
Does rantingrodent's pack work with Dig Deeper?
With tweaking it will work with the orcs... I'm using a modified version of RR's and it covers all the races except the new ones.
Can you PLEASE put that in a spoiler!?Seconded, Thirded, Ironblooded, Moruled, Tholtiged, and Cacamed.
Is it normal for an Ancient Vampire (leader of a ratling civilization) to show up and be friendly to my dwarves?
Might I ask what Ilmenite is?
Might I ask what Ilmenite is?
Where's that?
check your stocks, then stonesI strongly recommend that you do not do this. In a mature fortress, checking your stones in the z-stocks menu can freeze your computer up to 10 minutes while Dwarf Fortress tries to count the tens of thousands of stones you have.
I just started a new fortress in Dig Deeper, and this specific one is crashing within a few minutes each time I try to play it. I searched this thread for any mention of crashes and saw the request for a copy of the saved game (and this mod's been totally stable for me prior to this one game). In case you're still interested in maps that crash, here's a copy of it. http://www.megaupload.com/?d=NRIU7B11
In case it matters, I'm also using a music mod (http://dffd.wimbli.com/file.php?id=890) and a couple minor init.txt changes, but these didn't affect stability in any of the previous games for me.
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]to humans in entity_default.txt?[PROGRESS_TRIGGER_POPULATION:1]
[PROGRESS_TRIGGER_PRODUCTION:1]
[PROGRESS_TRIGGER_TRADE:1]to dwarves in entity_default.txt?One possible reason, if your seasonal chance to get caravans or migrants happens to come while you are still being sieged, you'll not get a message or anything, simply the good event wont happen. I don't know how long it's taking you to break the siege, but if it's a very long time and you are spending most of each season with orcs at your door, that's probably why.Usually they come at the start of the season. And to get rid of them takes, well, how fast can your dorfs load the traps again? First time there were one squad of about 8 - 10 Orcs. The next - 3 squads with Swordmasters, Spearmasters and the like. And it was my first winter.
Very true! Caravans like to come about the 15thish of the early season. With luck they arrive before a siege, and if you have a path to keep both separate you can enjoy both safely. Sometimes the orcs visit erratically, other times they hammer practically four times a year. For my orcs I left them with their trap immune, and made a bridge controlled fall-trap that they are not immune to, with a few other access controlled ways in and out for when the orcs are not quite on the path to death yet but I really need another way in and out.Dunno about the caravans and migrants. It's already year 2 1/2 and still no moth***uckers from the Mountainhome. Forts generated wealth is nearing 200k and Orcs started at about 100k, so this worries me a bit.
Sounds like you're getting some rough luck this map - but migrants will eventually come, and caravans too.
I think the crash is coming from the rare phantom spider bites.I think this is spectacular. Only in DF, I guess.
so the elves brought me a Green Slime today.I was killed by green slimes in adventure mode.
it was alive.
it was also in a freezing biome.
Very true! Caravans like to come about the 15thish of the early season. With luck they arrive before a siege, and if you have a path to keep both separate you can enjoy both safely. Sometimes the orcs visit erratically, other times they hammer practically four times a year. For my orcs I left them with their trap immune, and made a bridge controlled fall-trap that they are not immune to, with a few other access controlled ways in and out for when the orcs are not quite on the path to death yet but I really need another way in and out.Dunno about the caravans and migrants. It's already year 2 1/2 and still no moth***uckers from the Mountainhome. Forts generated wealth is nearing 200k and Orcs started at about 100k, so this worries me a bit.
Sounds like you're getting some rough luck this map - but migrants will eventually come, and caravans too.
Besides, these fu**ers don't let me get my force up. I still haven't got any immigrants, so every encounter past the stonefall traps is 50/50 for my 7 starters.
The location is pretty sweet, so I just don't want to lose it to some [BADASS MOTHERF**KERS].
Minor issue with 1.4B (or at least the .txt says it is 1.4B).
Dragons drop DRAGONSCALE_RAW but there is no reaction to refine it into DRAGONSCALE. This may be addressed when you have the reaction in place but DRAGONSCALE is worth 200 and DRAGONSCALE_RAW is worth 2300, that is probably a typo, but you may be intending to have 12+ pieces of DRAGONSCALE drop from the DRAGONSCALE_RAW.
When i go to prepare to embark it wont let me have an axe
it says "axe cannot be found" or something and wont let me purchase one
I just started a new fortress in Dig Deeper, and this specific one is crashing within a few minutes each time I try to play it. I searched this thread for any mention of crashes and saw the request for a copy of the saved game (and this mod's been totally stable for me prior to this one game). In case you're still interested in maps that crash, here's a copy of it. http://www.megaupload.com/?d=NRIU7B11
In case it matters, I'm also using a music mod (http://dffd.wimbli.com/file.php?id=890) and a couple minor init.txt changes, but these didn't affect stability in any of the previous games for me.
Have one maybe for each wood in the world and all different biomes?How do you plan to implement "for all different biomes" with specific types?
QuoteHave one maybe for each wood in the world and all different biomes?How do you plan to implement "for all different biomes" with specific types?
For now they are MATGLOSS:WOOD and it means that they already use each wood for their name btw.
Finally got around to creating a fort in 1.4b. I like it, much more challenging. The dark elves are awful, getting ambushed constantly by enemies decked out in crucible steel, while I can't even get basic forging going because I embarked on a map with no magma and no trees. I have to have half my fort as soldiers to repel invasions, since I don't have enough armor to let them train with weapons. I'm trying to clear out all the stone from my huge farm so I can get the trees growing, but it's tough with only 16 dwarves to do all the labor in a huge fort like that. On the bright side, all the crucible steel armor can be melted down for a good source of elfinite crucible steel. I wonder if you could set it up so that humans/goblins use iron, orcs use steel, and dark elves use crucible steel. Would be interesting flavor, the only difference between orcs and dark elves is that orcs announce their arrival and let me hide while dark elves hunt my haulers.
I've gotten a lot of wrestlers. A few bowmen, but most of those came with goblin ambushes. Ironically, I get a lot of dark elf ambushes led by goblins, and goblin ambushes led by dark elves. No humans, dwarves, or elves though. I think the game is set up so it tries to prevent sending entire sieges of archers. They're a good source of crucible steel, if nothing else. Shame the only magma on this map is in the ringmaster's bedroom.
Im using relentless and I try to mush as much stuff in a version of df as possible. So use dig deeper.
Are war elephants supposed to be playable in adventure mode or is this a problem because I modded something, I'm sure I deleted my raw folder before I loaded it up.
http://www.bay12games.com/forum/index.php?topic=49281.0
Use it! Make your game beautiful!
Is the game more difficult than vanilla, when it comes to critters and siege armies? I want challenge, ideally I would like to know if I can combine it with Relentless assaults mod...
Ran into gargoyle problem, as noted earlier in the thread; it has tags which require [HAS_RACEGLOSS], but lacks that tag. Tried adding [HAS_RACEGLOSS:STONE], which did not work, it still produces "statue", without any material given. Am considering simply replacing USE_RACEGLOSS with OBSIDIAN or MARBLE to deal with this problem.
I checked the Read me, but I'm still wondering, what's the biggest shift from last version to this version? The new elves?
I just noticed that Ronin mentioned using my graphics pack, so I decided to whip up some DD-specific creatures.
I've been meaning to replace the Dragon sprite anyway.
(http://i47.tinypic.com/15q2es2.png)
Also, can you have more than one mod at the same time?
Eh, it's close enough.
Is there a Macintosh version of this? The download is .rar, and I have no way to open that sort of file...You can actually open a rar file. Just use 7-zip, which is free and (I believe) open source. It can be run on quite a number of systems and you can get it here:
EDIT: Dur... Dig Dwarfier is .zip. I guess I'll go with that.
Raw ilmenite is refined by decreasing the iron content. Carbon (anthracite) is used to convert some of the iron oxide in the ilmenite to metallic iron. The products of this process are molten iron (pig iron) and a slag rich in titanium. A related process is the Becher process.
[REACTION:TITANIUM_MAKING2]
[NAME:make titanium bars]
[SMELTER]
[REAGENT:1:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
[REAGENT:2:STONE:NO_SUBTYPE:STONE:ILMENITE]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:TITANIUM]
[PRODUCT:25:1:BAR:NO_SUBTYPE:METAL:PIG_IRON]
[FUEL]
There is no graphic with the mod?
Have sunberries been removed from the list of growable aboveground plants?
Geese are rather annoying, and seem to be the only inhabitants of my river.
walk a few tiles away from it, then walk to it again.interesting..i had same problem with MINERS and some kind of pickaxe after joining some mods(including ddwarfier, civ overhaul, and some other ones), reedit of that "weapon" weigh, or size(if i remember right) helped(imho weapon was too HEAVY, or too big, or sth). I may be wrong, though.
Got a really annoying bug here. My military dwarves seem to be unable to pick up weapons and other equipment such as shields. They'll walk over to, say, a battle axe with "Pickup Equipment", then walk a few tiles away from it, then walk to it again. If there's more than one trying to pick it up, they'll take turns trying to wrestle it from the ground.
Is this some sort of new Merlin-inspired feature ("he who manages to pull the battle axe off of the wagon so that we can reclaim this bloody forts while the Orcs stand around as "Friendly" will be the Dwarf empire's new king"), or have I installed the mod wrong or something?
Hmm, possibly. Made a backup of the fortress I really want to continue playing on, so maybe I'll try to get back into it now. The hostiles just standing around and showing up as Friendly in the beginning is a stock bug/feature, I know, so I guess we'll just have to wait for Toady to address that.
Just lost another fortress to an orc attack... I'm thinking of modding them out, because it seems the only way to defeat them is to make it physically impossible for them to reach you (locking doors, raising drawbridge over moat, etc.), and that breaks their AI, making them too easy. I can pelt them with crossbow bolts, throw war dogs at them or hit them with swords and battle axes of steel, but I never seem to cause more than a single broken limbs. Managed to mangle some organs and whatnot of one or two of them today, which was a step forward -- guess I'll need to step up the siege engine production. I miss the old goblin sieges.
A brighter point is that since I've taken to always spend points on giving all my starting dwarves a Proficient skill in Swimming, I managed to killed a dozen carp, plus a couple other fishies :) . My swordswarf would see the little beings as a welcome break from the boring routines of military life and gladly jump into the river for then to swim around with his sword, chopping the little buggers to pieces, for then to climb back up on shore.
Hmm, possibly. Made a backup of the fortress I really want to continue playing on, so maybe I'll try to get back into it now. The hostiles just standing around and showing up as Friendly in the beginning is a stock bug/feature, I know, so I guess we'll just have to wait for Toady to address that.Go into the raws and edit the progression for orcs to something higher. I set them to 4, which is generally after the Baron arrives which is long enough to get decent defenses and a military going.
Just lost another fortress to an orc attack... I'm thinking of modding them out, because it seems the only way to defeat them is to make it physically impossible for them to reach you (locking doors, raising drawbridge over moat, etc.), and that breaks their AI, making them too easy. I can pelt them with crossbow bolts, throw war dogs at them or hit them with swords and battle axes of steel, but I never seem to cause more than a single broken limbs. Managed to mangle some organs and whatnot of one or two of them today, which was a step forward -- guess I'll need to step up the siege engine production. I miss the old goblin sieges.
A brighter point is that since I've taken to always spend points on giving all my starting dwarves a Proficient skill in Swimming, I managed to killed a dozen carp, plus a couple other fishies :) . My swordswarf would see the little beings as a welcome break from the boring routines of military life and gladly jump into the river for then to swim around with his sword, chopping the little buggers to pieces, for then to climb back up on shore.
is there goign to be a new dig deeper released for 2010? im reading the release information for 2010 and it seems pretty major unfortunately
You sir, are a god. Any chance of a time frame for the alpha?
Yes. This looks like a good thing and I hope this mod does not get abandoned.
BTW: Instead of hunting for the thread to the (slightly) newer Alpha version, here's the link:
DIG DEEPER [2010] ALPHA! (http://www.bay12forums.com/smf/index.php?topic=56229.0)
I hope some modders will get together, back in 40d this was the mod to play for me!Yes. This looks like a good thing and I hope this mod does not get abandoned.
BTW: Instead of hunting for the thread to the (slightly) newer Alpha version, here's the link:
DIG DEEPER [2010] ALPHA! (http://www.bay12forums.com/smf/index.php?topic=56229.0)
I am still around. I just have so little time to work on the mod these days... About to begin full-time work :(. A mans gotta eat you know?
But this project is not abandoned... It is however on a hold as of this moment... I won't be picking it up again anytime soon but I won't forget it either. Thank you all for your support, I enjoyed making this mod and seeing so many people enjoy made it all the better :). You guys truly are a great community, and you should be proud of that.
PS - I might be looking as to put a small team of dedicated modders together in the future to help me continue the project and bring it properly into the 2010 version. If you think you have any skills that could be of help please feel free to send me a message :). We will have to see what the future holds!