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Topics - Hague

Pages: [1] 2 3 ... 6
1
DF Modding / Syndromes, Interactions, and Personality Facets
« on: September 04, 2018, 08:51:37 pm »
To what extent can syndromes and interactions alter the personality of a creature in DF? I've been thinking of the idea of various boozes and the like that slowly change the personality of the drinker, spirits in particular domains that float around spreading good/bad personality traits around. Is that sort of stuff possible? I know you can transform a dwarf into another creature or give tags, I just don't know if there's a tag that could directly force a personality trait on a creature. Can you directly modify personality Facets and Beliefs via Syndromes or Interactions? Lots of people having problem with breeding dwarves so I thought it might be interesting for certain "delicacies" to be temporary aphrodisiacs that increase the LUST personality facet for a time, that sort of thing.

2
DF Modding / Suggestion: Crop breeding
« on: September 13, 2013, 08:28:04 pm »
Anyone consider making a series of workshop reactions that consume varieties of seeds for a chance to grow a heartier, or more bountiful variety of crop. I'm not sure if there's a way to limit direct access by civilizations to the special varieties of plants or prevent them from growing in the wild.

For instance, breeding cave wheat and longland grass together will have a chance to make a year-round version of cave wheat. Combining bloated tubers and rock nuts makes quarry spud, a bloated tuber that can be milled brewed into Mountain Spirits and can grow in [MOUNTAIN] biomes (unlike any other default crop)

Technical hurdles first: Can you mod plants that won't spawn in-game while still making them growable?

3
DF Dwarf Mode Discussion / Odd engravings
« on: September 12, 2013, 01:24:05 am »
This dwarf apparently has an irrational fear of oysters that he felt he needed to engrave the mayor's room with either a nightmare or a terrible childhood trauma:


4
DF Gameplay Questions / Butchering Sentients
« on: July 18, 2010, 02:15:14 pm »
I'm assuming it's no longer possible to butcher sentient creatures? I've got all these goblin skeletons and I'd like to make them into archery practice material but to no avail. Is there something that I'm missing?

Also, I understand that domestic jobs don't raise statistics. Military ones do, though, right?

5
Curses / Snooping Around
« on: December 01, 2008, 07:03:53 pm »
I noticed that my sleepers in certain places never seem to give me any juicy goods when they are snooping around for things unless they get them from the traditional sources of juicy items (ie. Police Records, CEO Photos, and so on) Are there not any specific documents for sleepers to steal in certain places?

6
Curses / Strangest Squad Make-up/Ideas
« on: December 01, 2008, 05:15:19 pm »
Post any of your strangest squad ideas.

Personally, I think I'm gonna try for a team of brainwashed Firefighters whom are 20 in Axe skill and ride around town in a Pick-up Truck wearing Bunker Gear covered in blood.

7
Curses / Combat Tactics
« on: November 28, 2008, 02:42:06 am »
I was thinking it would be nice to have some kind of tactics for use in combat. Nothing fancy but rather a simple way to issue a general order to a squad to choose their targets. Basically you have a random style, a focus fire, and equalizing square-off tactics. That is, the first strategy does what the game appears to do now and attack any available target. The second forces your squad to target a single random enemy until it is defeated. The final one forces your squad to target 1 attack to each target in succession, repeating once each target is attacked.

The principle is to allow you to wound each enemy in hopes that they will miss their next attack.

Additionally, it would be nice if while a unit used martial arts they could randomly disarm a target, dropping their weapon to the ground as loot. Squad members can be disarmed too, forcing them to draw a new weapon or use their own martial arts skill. I did notice that proficient martial artists do different moves now, it seems as if a skilled martial artist could perform some disarming maneuvers as well.

8
Curses / Altering odd issues
« on: November 27, 2008, 01:09:54 am »
How do you alter issues like abortion and homosexual rights?

9
Curses / Possible Health Bug
« on: November 26, 2008, 09:39:18 pm »
For some reason my founder seems to suffer grievous wounds consistently. He's currently a Liberal Guardian with these stats: HRT: 17 INT: 10 HLT: 14 AGI: 12 STR: 12 CHA: 22

He's wearing a security uniform. However, one single shot from a security guard's .22 will make him badly wounded. A similar wound on a lower ranked lackey with a health of 9 deals a mere light wound. I've even seen them take shotgun shots to the leg and so on. I don't know if this is a bug or not, though. I'll try equipping him with army body armor and try again.

10
Curses / Increasing Driving Skill
« on: November 26, 2008, 09:19:22 pm »
I noticed that when I steal a car then get pursued by police that I don't gain any driving skill for the pursuit. How then do I gain driving skill without it being taught?

11
DF Suggestions / Symbolism and Materials
« on: October 22, 2008, 08:17:23 am »
It would be nice if matgloss indices could be given symbol descriptors that determine how that material is regarded in general with regard to the culture. Certain minerals could be given symbolic meaning in their matgloss files that would indicate how a civ regards them. For example, alabaster could be regarded as a LIGHT mineral while jet and other dark rocks could be DARKNESS symbols. This would indicate that civ's willingness to make items out of that particular material because it is symbolic of their civilization. Currently symbols are used in determining how items, people, and places are named by a culture but it doesn't determine how they regard particular materials.

Specific materials could be given significance also in how they are traded. Cultures that cull UNHOLY and VIOLENT symbolic materials would pay less or refuse to trade goods of that material. Conversely, they would pay more for materials of a type that is favored by their culture's symbolism. A culture that worshipped fire would pay more for goods made with materials that symbolized fire.

I suggest a simple token added to materials that would signify their symbolic qualities. This token could be added to all materials including animals and plants. [SYMBOLIC:<symbol] would assign symbolism to a particular mineral, wood, metal, animal, or plant.

12
DF Suggestions / Drafted Builders
« on: October 04, 2008, 01:10:59 pm »
Okay, I've read a lot of posts about the inability of dwarves to not crap their pants when near hostile enemies. Perhaps by making a corps of engineers we can alleviate these problems. A unit can be drafted and still have the masonry, carpentry, siege operator, engineer and building design designations still active. This means that a soldier with these active will ignore squad designations and build any relevant buildings available. However, under these designations a drafted engineer will not acquire any tasks relative to a workshop. They will not drop what they're doing and go make that quern that you ordered them to make. This will allow vital constructions to be completed in the face of adversity with the trade-off of the "bothered by draft recently" thought.

13
DF Suggestions / Silk gatherable from adjacent square
« on: October 04, 2008, 12:59:56 pm »
Currently webs can only be gathered when moving into the square containing them. This presents a conundrum in that the only webs that can be gathered from a giant cave spider are the ones that are terrestrial. The webs from the giant web that goes over a bottomless pit are impossible to gather because you have to construct floors or bridges over them to get there to gather them but doing so simply destroys the web. Would it be possible to make it so that units can gather silk from an adjacent square?

Alternatively, could you make it so constructing over a webbed square does not destroy the web in question?  Thanks :D

14
DF Modding / Sapience
« on: September 27, 2008, 05:58:12 pm »
What defines sapience for the two ethic tokens for eating other things:

[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]

How does this affect the use of the butcher's shop and so on?

15
DF Suggestions / Workshops and manager orders
« on: July 04, 2008, 09:16:26 am »
Would it be possible to add a section in the workshop profile to designate whether or not the workshop will accept orders from the manager? It's bothersome that some orders get placed in workshops that are set aside for particular tasks.

For example, I have a magma forge for metal crafters. However, I put in a work order for steel arrows and that forge gets filled with 10 orders for arrows that will never be fufilled because I have it assigned to a metalcrafter without the weaponsmithing task enabled.

Perhaps something could be added to limit what types of tasks will be queued through the manager at a given workshop.

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