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Messages - Erom

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1
DF Modding / Re: A Bronze Colossus Solution: Mighty, but mortal!
« on: April 28, 2010, 05:16:39 pm »
Isn't this how the Bronze Collosus in Greek Mythology actually worked? Or was that just the one in Jason and the Argonaughts?

2
DF Dwarf Mode Discussion / Re: Play Now! is bad....very bad
« on: April 27, 2010, 10:34:59 am »
what i want to know is how could you pull a flaming wagon across the world and only find out its on fire when your stop to set up your new city....
Air-cooled fire snake and rum combustion engine in the "wagon". Overheated cause you stopped moving.

3
DF Bug Reports / Re: [0.31.01]Unkillable, weak titan
« on: April 03, 2010, 09:05:01 pm »
I had an identical problem at smaller scale with a skeletal giant eagle. All body parts red very quickly but refused to die. My soldiers died of thirst while trying to kill it over several months.

4
DF Bug Reports / [31.01] Skeletal creatures might be unkillable.
« on: April 03, 2010, 08:21:30 pm »
On embark, I was attacked by a giant skeletal eagle. I fought back with:

1 axedwarf
1 xbow dwarf
3 dogs
5 civilians recruited as wrestlers.

The dogs got pretty beat up, but none of my dwarves got anything worse than a bruise. For the first season. The giant skeleton had every single body part in the red, including all the toes and ribs, but refused to die.

My dwarves continued to fight, despite taking wounds very occasionally... forever. All of the civilians reached Elite Wrestler. At least till they all died of thirst.

Exciting this combat was not. Surely this must not be intentional.

5
DF Modding / Re: Naked fortress
« on: July 24, 2009, 11:17:40 pm »
Well, there are some negative thoughts associated with nakedness, but they only trigger when the clothes rot off, so never having them in the first place shouldn't trigger any negative emotions in your average dwarf. Don't some nobles get upset if they don't have the appropriate finery, though? I know the dungeon master wants a cloak, right?

6
DF Modding / Re: Damage System
« on: June 17, 2009, 02:04:28 am »
I have been told, and who knows how accurate this is, that the damage in the creature files is a factor of 10 off the damage in the weapon files, that is, 1:6 damage is equivalent to a weapon that deals 10 to 60 damage. I assume this multiplication takes place before the damage is scaled by creature size, but who really knows?

Keep in mind also that weapons have quality and material multipliers, from x0.5 for a plain quality bone weapon to x10 for a masterful adamantine weapon.

7
DF Modding / Re: 'Hard mode' modifications
« on: June 10, 2009, 09:48:31 am »
This is pretty similar to how I play the game. Of course, moats are still effective - even with amphibious, it's still a trench that nothing can climb out of...

I've found the following changes also help push you to not bottle up your fort and just lock the doors:
- make above ground crops take a full spring-summer-fall cycle, so you get one harvest per year
- make below ground crops unfarmable (so only findable wild if you get an underground river / pond)

Fighting off enemies until you have a suitably large walled farm is pretty fun.

8
A bug report for 40d11:

When DF is left minimized for more than ~10 seconds, it refuses to recognize keyboard input when un-minimized. If cycled between mimized and not again after that, the graphics are totally garbled, and key input is still ignored.

Running windows XP. What other information would be helpful?

9
was lag ever a problem in adventure mode?

More like was lag ever not a problem in adventure mode. AM runs, and has always run, like pants on all three computers I own, where fort mode runs well.

10
All 3 tags change seige behaviour.

The first requirement for a civ to trigger a hostile action against you is that it is hostile to you - removing CAN_SPEAK means the civ is _always_ hostile to you (and everyone else) so you never get the situation where you get a goblin trade caravan instead of attacks.

The second requirement for hostile action is the relevant PROGRESS_TRIGGER tags. Turning these up or down lower or raise the amount of generated wealth or population necessary to initiate hostile action.

Now, the BABYSNATCHER and AMBUSH(?) tags change how that "hostile action" works. The default hostile action is a seige, so if a civ has neither tag, every hostile action will be a full seige. However, if a civ has one of those tags, your population is checked, and if you are below a certain threshold (which you can't change to my knowledge, sorry) you get a snatcher or ambush instead of a full seige. Removing those tags forces the race to do a full seige anytime they want to do anything bad to you.

The final seige related tag is SEIGER - this doesn't do much, it just changes the behaviour during a seige. If the race has the tag, they make bonfires and attempt to wait you out for a few seasons before attacking. If they don't have the tag, they make their attack almost immediately after spawning.

11
DF Dwarf Mode Discussion / Re: What is the point of Leather Armour?
« on: March 06, 2009, 01:15:44 pm »
Yeah, armor weight counts against carrying weight, which slows dwarves down. The strength stat decreases how much you get slowed by weight, though. Very strong dwarves move about the same in leather and metal.

12
I picture them as lacking beards but having fairly thick body hair - sideburns and that little line of hair on the small of their backs like some Indian women.

EDIT: This poll is becoming a ~monthly feature, eh?

13
DF General Discussion / Re: Boring = Success?
« on: January 26, 2009, 01:46:51 pm »
Yeah, no water no soil is pretty brutal. I haven't been able to get a stable no water/no soil/no trade fort. I don't see how you would do it - aren't you doomed to thirst to death? No water/no soil already has you relying exclusively on trade for drinks and plants to brew.

It's a good challenge though. You have to ration and plan, get as much animal related food as you can so you have plants left to brew, any wounded dwarf is a goner unless they heal within 1 season (and the season boundary is relatively soon). You also have to kill seiges aggressively, since a missed caravan really hurts. And you have to make sure you always have enough trade goods on hand.

Doing it in an undead biome makes it really hard, since the only animals you'll have are whatever you traded off the elves plus what you start with, and chance are if you don't have soil you're in an area where the only caravan you'll get will be dwarven.


14
DF Modding / Re: siege AI
« on: January 25, 2009, 09:35:43 pm »
I think it has to do with the [SEIGER] tag? Humans at least show this behavior by default - they mill around campfires, sometimes for several seasons, before attempting to storm the fort. I think the point is to be more like a seige and less like a raid. Try either removing or adding the SEIGER tag and trying again - the race should still attack regardless of it's presence.

15
DF Modding / Re: Horn (again)
« on: January 25, 2009, 11:05:34 am »
I don't think decoration material "exists" in that it's material properties tags are checked - therefore I think that if the horn is used "off-screen" and only exists on screen as a decoration, the freezy-vapor-bomb behavior never manifests, whereas if the horn was produced locally it would splodiferate.

It would be an easy thing to check though. I mean, has no one ever had a fort with elk to check if they drop horn, and what that horn does post drop?

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