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Topics - madpathmoth

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I was thinking of what I would do with an early-game militia in my next fort, and it occurred to me that if I made a squad and told them not to use weapons (while I focused on making armor as soon as possible) that it might work out well enough to be more than just a stop-gap until I can forge the weapons I want.

Wrestling is useful for any military dwarf, as it plays a role in escaping/resisting grapples from enemies, so that's reason enough to train a squad for that.  But assuming they also will train Striking as well, if unarmed attacks are nearly as effective as I've seen them be in Adventurer Mode, then it seems like a squad of heavily-armored wrestlers could potentially be very effective, at least against certain enemy types.

Do any of you do wrestler squads regularly?  Do they struggle to be effective, or do they have at least some very good applications in fortress defense?

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DF Dwarf Mode Discussion / Webs and Caverns
« on: June 18, 2022, 05:58:44 pm »
So, I finally dug into one of the cavern layers-- and regretted it.  No, it's not because my fort was overrun or costly losses or anything like that.  It's because it opened up just a bunch of non-fun that I'd rather have never engaged with.  I retired after a few hours of stressful tedium, not wanting that to become the entire focus of my time spent playing.

For one, webs.  It's really painfully uninteresting for cave spiders to be more lethal, dangerous threats than nearly any beast, mortal, immortal, mega-beast, whatever.  It's unengaging, unrealistic, and just really lame!  It makes for a boring story and an even more boring game.  So, I'd like to ask if anyone knows how I could mod webs out of the game entirely.  They add nothing-- but theoretically a complete lack of Silk Cloth would cause irritating problems.  Does anyone know if there's a way to remove all sources of web-based attacks without stripping a basic material from the game at the same time?  They aren't fun, "FUN", interesting, realistic, cool, or...  Anything positive.

The other annoyance was the caverns themselves; dwarves would constantly go run into the caverns for whatever idea they had, and it was impossible to manage.  I couldn't see what dwarves were underground, visually scanning the cavern is difficult due to the fact that so much of it is uneven and in multiple Z-levels.  Locking/forbidding doors did nothing, they'd still pass right through?!  I set up burrows, turn them on, wait, and still there's dwarves just hanging out underground.  I couldn't manage to meaningfully restrict access to the caverns, so all I could do was kind of watch the area and either send my militia to recklessly kill every single potentially-aggressive critter in the cavern or wait until I got the alert telling me some civilians were in the middle of having their hands and feet crippled.  I know there's more steps I could take...  Perhaps something about traffic levels?  This is something I know is largely dependent on my ability to manage and design a fort, if anyone is willing to share their experiences with this I'd really appreciate it.  How do other people handle cavern delving while keeping civilians from acting on reckless, suicidal urges on the level of sprinting through a busy highway in the middle of the night IRL?

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DF Dwarf Mode Discussion / Merchants get stuck no matter what.
« on: January 02, 2021, 10:39:14 pm »
I am still pretty new to this, but this is the second fort in a row where dwarven merchants keep screwing themselves over in ways that endanger me or make it so they will be upset and not bring traders next year.  This time is really annoying; it's nearly winter and they won't leave despite having "departed" a month ago; two merchants pulling horses just laid on the ground and refused to move even though nothing is wrong with them; one of them is just laying down in my kitchen for no reason.



The diplomat is one z-level up in my tavern just having a good time.  I'm really kind of annoyed; I don't want to have to go without the best source of trade again for years for no reason.  Is there anything I can do to get them to leave?  DFhack included, I don't care about cheating to fix broken AI.

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DF Modding / DF crashes when trying to make a new world
« on: October 14, 2020, 09:32:20 pm »
It seems to repeatedly crash while trying to "finalize tissue templates"; I've only modded two things, a creature and their entity, so it must be one of those things.

Spoiler: creature (click to show/hide)
I wanted to try making a humanoid with an exoskeleton that wasn't an animal person.  I also figured I'd also try experimenting with secretions and syndromes, so I'm not surprised if I messed something up there.

Spoiler: entity (click to show/hide)

Entity stuff seems pretty straightforward so I don't think anything I did with this is broken but, I still appreciate a look-over.

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DF Modding / Can't get race to show up in adventurer mode
« on: October 11, 2020, 03:14:07 am »
I'm so exhausted...  I have been so frustratingly barely unable to find the answer for this for hours!  I made a creature, just a metal man called a servitor.  I put it in creature_standard.txt in the raws for the world I already made; the creature has [OUTSIDER_CONTROLLABLE] so I should be able to play as such.  I opened up the entity_default.txt for that world and added

[ENTITY:GOLEM]
   [CREATURE:SERVITOR]
   [OUTSIDER_CONTROLLABLE]
   [ALL_MAIN_POPS_CONTROLLABLE]

But I cannot pick them in Adventurer Mode so clearly this isn't right.  I know I do not need much to just make a creature playable as an outsider, but I just can't find out what I'm doing wrong or what's missing.

EDIT:  I pasted both the creature and the entity into the general DF raws and made a new world, and it worked, so that's nice.  I still would like to understand why it wasn't appearing in the world I already made, I was under the impression that edited the raws of a saved world/region would let you add things without needing to make a new world each time?

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Twice now in my current world I have tried to explore a kobold cave, as TWO of them have legendary slabs that were stolen.  However...  Frustratingly, the caves seem to be black holes of code or something.

The first one I went to...  Nothing.  No entrances.  I spent a long time looking, and it wasn't a zone that was hard to look around in; it was a big wide open plains, the closest thing to a cavern of any type was a big... I dunno, a gulf?  Basically like a big scoop of the ground removed, that went five or so levels down, like an empty lake.  Nothing at all there, no caves, no kobolds, etc.

Now this second one I can't even APPROACH.  If I am on the fast-travel map and try to enter or even SLEEP near this second cave, the game just enters an eternal loading screen and I can do nothing but manually stop the program.  As with the first cave, I tried several times...  Every time I try to (d) Stop after finding it on the map, my game freezes.

Unfortunately I have no way that I know of to even confirm that these two incidents are actually related...  Anyone else having this issue with caves?  If they are legitimately uninteractable, boy I would LOVE for them not to be involved in world gen where they can essentially despawn a bunch of interesting artifacts by stealing them and then evaporating from the game code (I'm exaggerating don't be pedantic)...  But I assume this is something else, maybe any of you guys can help me identify the issue(s)?

After posting this I noticed someone else made a thread discussing their inability to find dungeons, which had been removed to be worked on for the Steam release.  Is this the same deal with kobold caves?

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DF Adventure Mode Discussion / Miscellaneous Object User
« on: March 09, 2020, 07:28:10 am »
I'm considering making an adventurer who specializes in fighting with random crap.  I know the skill also is used for shield bashes, which honestly makes it seem even more legit.

The thing is, there's almost too many options.  What makes for a good non-weapon weapon?  I'd love to know the random garbage you guys have found to be surprisingly effective weapons.  Also, what's a good option for an edged non-weapon?  It's easy to find something to beat someone over the head with, but if I want to cut or pierce...  Maybe trap parts?  Could I cut people with a saw blade?  Again, I look to this community's experience with shenanigans for guidance.

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