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Topics - Erom

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1
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.

2
DF General Discussion / On awesome
« on: December 20, 2008, 10:36:49 pm »

3
Okay, I've got a really good save of this one, so hopfully it'll be easy to figure out. I have a marksdwarf, carrying an xbow and a shield, and set to use xbow (never set to use hammer in his life) that won't stop trying to pick up an iron warhammer I just looted from the goblins. Like he walks over to it with the "pickup equipment" task active, sits there a second, then goes to walk away, now with just "soldier" shown as task. He makes it all of 2 squares, then immediately gets "pickup equipment" back and tries to pick up the hammer again. Guh?

If you forbid the hammer, the dwarf walks away happily, and resumes normal behavior. But if you ever unforbid the hammer, he just goes right back it and tries to pick it up repeatedly again. Like I said, I have the save. This is a fairly heavily modded worlds, but mostly just entity ethics and plant modifications - no changes to weapons at all.

4
DF Modding / Cliff faces
« on: October 04, 2008, 12:05:48 pm »
Anyone know how to gen a world with actual cliff faces? Even with

   [EROSION_CYCLE_COUNT:0]
   [PERIODICALLY_ERODE_EXTREMES:0]

I'm still getting smooth-sided mountains.

5
I felt this needed to be recorded:

In 52, the fortress Dreamdikes collapsed under constant attack from the goblins of The Malice of Carnages. In the final attack the already weakened defenders attempted to hold off six goblin brigades, and although they were accompanied by the local goblin leader, an accomplished speargoblin, it was the famed crossbow goblin Lirgesith Zottholatzul Zalis that lead the attacks. His name means Climaxincest the Unthinkable Glade of Wards.

After the goblin shattered the feeble defenses at the main gate and stormed the exterior courtyard, Climaxincest faced off across a long open space of farmland with the lone remaining defender, the skilled but moody crossbow dwarf Feb Tongschaste the Lonesome Dwelling of Bolting. Unfortunately, Feb wasted his first two shots killing some of Climaxincests squad. The goblin was not so distracted, and shot Feb through the heart. The civilians of Dreamdikes released the dogs (and cows and mules) into the corridors of the fortress, and grabbing weapons from previous battles, put up a valiant defense of the wounded, fighting from door to door through the residential blocks. They even managed to kill enough of Climaxincest's squad that, always cautious, he fled from battle, no doubt going on to become a plague of a new fortress somewhere. The remaining five squads proved to be more than enough to destroy what remained of Dreamdikes, unfortunately.

Of special note during the last battle were the actions of the dwarves Kivish Tradecradles, the stonecrafter, and Tulon Tradetold, the broker. Rakust Mechaniccloisters was the last dwarf to die - he was actually a mechanic, and was the only dwarf left as a civilian to care for the wounded when the rest of the civilians gathered for the final defense.

6
DF Dwarf Mode Discussion / The old version in the new version
« on: September 11, 2008, 09:10:48 am »
I imagine plenty of others have tried this, but only since the nanofort utility had my computer been up to it. Start in the following area:

[PMCMM]
That's forest, mountain, cave river, mountain, magma (better if it doesn't reach the surface).

It's surprisingly like the old version - you have to build a fairly linear fortress in order to reach all the neat features, though the z level lets you pull of some really nice new things, like outside structures, guard tower popping out the top of the mountain, ect.

Most of you have probably already tried this, but I just did and it's a lot of fun.

7
DF Dwarf Mode Discussion / Best Immigrant Wave _EVER_
« on: September 09, 2008, 05:06:37 pm »
1 Thresher
3 Armorsmiths (wat? o.o)
1 Weaponsmith
1 Engraver
2 Haulers Peasants
1 Mason
1 Bone Carver
1 Bowyer
1 Recruit Milker
1 Recruit Glassmaker
1 Recruit Fish Disector

I'm not being sarcastic - that has to be the highest percentage of useful dwarves I've ever seen in a single wave. I actually _needed_ a thresher! And 3 armorsmiths?? That might actually be too many! Never had that problem before!

8
DF Bug Reports / [40d] Black screen
« on: September 07, 2008, 04:46:47 pm »
THIS PROBLEM HAS BEEN SOLVED

Remember kids, if your screen is all black, check that you are referencing a font that actually exists in your raw/graphics!

Spoiler (click to show/hide)

9
DF General Discussion / Version Auto-Upgrade
« on: September 07, 2008, 10:13:33 am »
Is there a tool around that will take my init file and raws, and merge my changes into the new files? I'd like to preserve everything I've customized without losing out on any changes that Toady's made since the last version, and doing it by hand adds a lot of overhead before I can play every time we get a new version.

10
DF Bug Reports / [40c and earlier] [CLUSTERSIZE:X] tag does _nothing_
« on: September 01, 2008, 02:51:40 pm »
I finally got around to doing a complete test of the [CLUSTERSIZE:] tag before I posted here, and I regret to say that it is completely nonfunctional. I've tested identical plants with clustersize 1,3, and 10, with growers from dabbling to legendary, and the produced plant stack sizes always vary from 1 to 5, and the embark stack size is always 5. Halp?

11
DF Modding / Gah! Clustersize
« on: July 09, 2008, 03:46:27 pm »
From the wiki:

[CLUSTERSIZE:] How many plants of this type you can grow from one seed. Also how many plants will be in a stack if you bring them when embarking.

The latter is true, but the former seems to not work - I am trying to make a mod with more difficult agriculture, and part of this is nerfing mushrooms. Problem is, even if I set the CLUSTERSIZE to 1, I am still getting dwarves picking groups of 3 and 4 mushrooms.

What I see,

Crop
Clustersize
Embark Stack Size   
Observed Grown Stack Size

Mushroom
1
1
1-4

Carrot
3
3
2-3

Wheat
10
10
3-5

Anyone have a clue?

12
DF Modding / Challenges for small forts
« on: January 10, 2008, 02:41:00 pm »
My computer tops out at around 50 dwarves. That is, it handles a 100 dwarf fort, but I get bored waiting for things to happen, and 50 is about the biggest I like to go. Unfortunately, this means I don't get to experience anything more challenging than kobolds. I've done all the location based challenges - goblin towns, glaciers, caves. I've done all the starting challenges - hermit, village idiots, ect. So now I'm looking to beef up the challenge a "normal" fortress generates.

I don't just want to change existing creatures (weaken my dwarves, or pump up everything else). But I had this idea, and I came here to test if it's possible and to get some advice on how to proceed:

Would it be possible to make other types of creatures that use the "thieves" model, that is, they attack your fortress in small numbers at periodic intervals? If so, could I make "thieves" that are actually big, tough, dangerous enemies, but ones that aren't invisible? I don't care if they still pick locked doors and stuff, that doesn't have to change (I imagine a creature big enough to break locks off doors, but not as big as a troll to just break down the door.). I just want my fort to get occasional tough challenge.

Wish list, in order of importance (stuff at the bottom is "if possible, would be nice"):
1) Creature arrives in small numbers and tries to steal objects of value, using the same behavior as the kobold thieves.
1a) Almost forgot! I don't want to replace kobolds- I want to add another thief.
2) Creature is ~ equal to a trained military dwarf in combat potential.
3) Creature shows up in a group when the same conditions are met that would cause kobolds to send bowmen.
4) Creature is mostly identical to thieves in behavior - passing locked doors, ect. BUT is not by default hidden
5) I may be really dreaming here, but I would love it if I could make them trap-vulnerable instead of trap-immune, and pump up their health to compensate.

Thanks so much in advance for any help or advice. I hope this results in an interesting mod that allows those of us with low end machines some interesting fortress defense scenarios.

[ January 10, 2008: Message edited by: Erom ]


13
DF Modding / Through the Hidden Fun Stuff
« on: May 30, 2008, 12:04:00 pm »
I'm just going to premptively spoiler warning this whole thread.


I got to thinking - I'd like to try to play an outpost as if I'm managing 7 dwaves sent through a portal in Hidden Fun Stuff to confront the demon world head-on. Basically, dwarven hell fort! My thoughts so far,

Civs:

Goblins replaced by Frog Demons,
-- replace Trolls with some terrifying large demon thing
Humans replaced by Tentacle Demons, made hostile,
Elves removed
Dwaven traders function as normal
Wild predators replaced in all biomes by Spirits of Fire

(obviously there is a place here to add tons of custom demons, but I want the "canon" DF demons to be the most common/prominent)

Wildlife:

Initially, probably just removed to save effort/time.
Carp left in, and buffed, and allowed in all biomes. Obviously.

Flora:

Most crops are removed
Plump helmets grow, but much more slowly and with lower yeild
Native plants are mostly useless / poisonous, but maybe leave a surface plant that can be brewed. Maybe just leave in the current EVIL area surface plants?
Trees are removed, except for tower caps and that one evil tree.

Megabeasts:

Current megabeasts are all too... neutral. Will need at least one custom demon mega beast. Maybe super versions (Elder?) Frog, Tentacle, and Fire varieties.

Obviously, this mod will have the greatest effect if you start a fort in a hot, terrifying sand desert or rocky waste. The challenge, I think, would be to survive long enough to kill an Elder demon, thus accomplishing your mission on the infernal plain.

Just a wild idea, that I think is mostly implementable. I thought I would open it up to the community to see what delicious embellishments the community would come up with.

-Erom


14
DF Modding / Reality-Check
« on: May 20, 2008, 05:45:00 pm »
I'm working on the "cleaning up goblin crap takes up a good 80% of my play time" problem. I don't want to remove goblins - in fact, I'm planning on playing a game without[babysnatcher]so I really want to solve this issue. What I want to do is remove most of their equipment, but buff them up physically to compensate.

I'm OK with them having a few items, so here is what I was thinking-

Weapons: No change. May remove ranged, but that's a separate issue.
Gloves, Shoes, Hats: Totally removed
Pants: Leave loincloths, remove all others
Armor: Leave one type, call it "crude plate" or something, remove all cloth and leather
Shields: No change.

And then to compensate-

Damblock from 0 to 2
Size from 6 to 8 (bigger than a human, smaller than an ogre)
Melee attack from 1:2:BLUDGEON to 1:3:BLUDGEON

What do you all think? Still roughly balanced?


15
DF Modding / Simplified clothing
« on: March 31, 2008, 12:01:00 pm »
I was thinking of making a mod to simplify clothing a bit, both so that a dead enemy doesn't drop a million items that need picking up and categorizing so you can sell it to the trader, and to simplify what you have to produce to provide a certain amount of armor for your dwarves.

My goals are:
1) Entities get one "clothes" slot (so goblins still occasionally drop a giant cave silk item), and one "armor" slot above that. No separate hats, gloves, shoes, ect. EDIT: Seems clothes and armor both use the ARMOR slot, but can stack. Anybody know the details?
2) Wearing the single-item versions of armor should provide about the same amount of protection as the multiple items used too. For example, wearing a "iron mail armor" should be the same as wearing an iron helm, iron low boots, iron leggings, iron mail, and.. what's the mail hands slot? gauntlets?
2a) I'd also like the simplified version to provide the same protection from heat/cold ect.
3) The full suit should take ~ the same amount of material to produce as the constituent parts used too.
4) I don't want to mess with the current shield/weapon usage - that can stay as is.

I see that entity_default.txt is where I want to go to change what the civs wear, and I'm pretty sure I can accomplish some of what I want to do by simply removing all HELM, GLOVES, SHOES, and PANTS entries from the civ races, but where do I go to change the amount of material required and protection afforded by different items?

[ March 31, 2008: Message edited by: Erom ]


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