Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Drakis

Pages: [1] 2 3 4
1
DF Modding / setting specific creatures tamed by new civ
« on: March 30, 2012, 11:40:05 am »
I am working on updating a race of humanoid dragons i made for the previous versions of DF, and i am seeking info on how with the new tags you can force a civ to have certian creatures as pets by default.

If someone can point me in the right direction, it would be very helpful.   i want this civ to only use the creatures ive used as mounts and pets, ignoring horses and mules and such.

2
DF Suggestions / New Activity Zone - Harvest Zone
« on: August 09, 2010, 03:47:35 pm »
ive got a fort running with an underground open air farm for growing underground trees and plants naturally.  It gets kind of tedius to have to designate the gather plants and chop trees in the area.

Is it possible for one of the next releases to have an activity zone option (like a hospital zone or water source) that can be set to automatically gather plants in an area or chop fully grown trees in an area?

i dont think it would be too game breaking, and would help with fort automation

3
DF Modding / DF2010 Inquiry - thread from hair
« on: July 23, 2010, 08:59:16 pm »
how would be the best way of going about setting it up to get thread from hair?

should i try and edit materials to get it to work, or would reactions be the best way?

does anyone else have something similar already set up that they could help me out with?

4
DF Suggestions / use for SCALE material?
« on: June 20, 2010, 12:37:56 am »
there are dragons in out wonderful world of DF...   they use the SCALE material instead of SKIN, but with things as they are currently, dropped scales do nothing...    would it ruin the game to adjust the tags on SCALE to match SHELL in that they can be used for the same things that shells are used for?   i think its the items_scaled tag...


i know this would be technically modding, but im suggesting it as a permanant implementation...   i want my dragon scale armor...  seeing as we cant get dragon leather armor anymore.

5
has anyone figured out how to get this to work reliably in the latest version?

i wanna have a fortress run by a dragon, maintained by dwarves, and with kobolds and elves as slaves/pets

i think it might be able to be done through setting up caste systems...   but how would you set up to prevent inter-caste breeding?   ie, kobolds with the elves and such.

6
DF Suggestions / request for option: reroll starting 7 while preparing
« on: April 07, 2010, 01:10:59 pm »
i would like to request a command to re-roll the names and personalities of your starting 7 when you choose 'prepare for the journey carefully.'

it shouldnt be too much of a game breaker, but i am asking because i have lately been having to select the area and then prepare for journey carefully over and over (which takes a while) because i try to customize my dwarves specifically to their personalities.

IE: if the dwarf likes anvils, i make him a metalsmith.   if he likes axes, i make him a woodcutter.    if he likes picks, i make him a miner.   ect.

the option can be at the choosing your dwarfs skills screen, and it can reroll everyones stats.

this can be used by people who want (or dont want) a dwarf to like cats, or any other things with reguards to the flavor that comes with dwarf personalities.



thoughts on my suggestion?

7
DF Dwarf Mode Discussion / what to do...
« on: August 17, 2009, 03:13:52 pm »
hmmmm, what to do...   i have a fortress that i have modded the world so im at war with everyone and my civ died off in worldgen, so i get no caravans at all and no migrants, leaving children being the only way to get more population.

ive had the fort running successfully for 10 years now and the kids are starting to grow up now...   clever defenses and military stations have prevented me from losing my fortress.

now im running into a problem...    joblessness...     if im not building things for trade, what should i be doing?   just mine forever?    train them all as military?

8
im going to post a challange for everyone that ive been doing.

STEP ONE:
you need to kill off your civ in worldgen so you dont get caravans or migrants...    that in itself is fun.

in the entity raw file, adjust your civ to this:

max_starting_civ_number:1
start_group_number:1
max_pop_number:1
max_site_pop_number:1

and then let the world gen past year 100 or so.  99% of the time you will start with no mountianhome.

STEP TWO:
replace [intelligent] with [can_civ] and [can_learn] in the goblin, human, and elf creature raws (and any other races you have added in) so that everyone in the world is at war with you.

STEP THREE:
find a place to embark that isnt too hard...   you are already making the game hard enough...   if you have a good site with all the features saved, use it.

STEP FOUR:
choose embark skills.  when you embark, you MUST tailor each dwarf's skills based on his pre-generated personality!   eg:  if your dwarf likes picks, he can be a miner, if he likes glass, his job is a glassmaker, if he likes cats, you must bring a cat.  in addition to this, you MUST choose two social skills based on the personality traits at the end of the dwarf description.   eg, if the dwarf is highly organized, he gets +1 organizer, if he likes to compromise, +1 negotiating.

STEP FIVE:
choosing equipment:  with the jobs of your 7 dwarves chosen by his personality, you can choose ONE job-specific item per dwarf.  EG, if a dwarf likes anvils and you make him a smith, he can bring an anvil.   if you have a miner who likes picks, he can bring a pick.    if you have someone who likes plants, he can bring a few (3-10) seeds of ONLY the type they like.

STEP SIX:
have 'fun'      the first time i did this, i ran the world with sergals and orcs added in...   i got slaughtered by the first ambush of sergals..  second attempt, owned by orcs.    and to my shame, this last time...   i got killed by elves mounted on horses...   apparently when mounted, they cant open a door, and thus the entire ambush squad was waiting there when a dwarf opened the door to go get some wood...    16 elves on horses piled into three squares...

9
DF Dwarf Mode Discussion / Q re: automated on/off traps
« on: July 06, 2009, 10:30:30 pm »
im looking to build a bridge that continually retracts and then closes again, so anything that paths across it falls through it and down onto the grates that i will use to wash them out with magma, leaving only the iron and steel items left.


ive tried to set it up with pressure plates, but ethier i cant get them to work right, or its not possible.

i dont want to have to go the route of a lever that is continually pulled for such an activity, but if theres no other way, i guess i can do that


can i get some help?

10
DF Dwarf Mode Discussion / new feature found! alcohol dependancy
« on: July 04, 2009, 03:55:29 am »
i modded a new species in to play, and removed the alcohol dependancy tag from their raws...

but i found out that you can still DEVELOP it in game, even without the tag!    im playing a hermit challange right now, and while hiding in my hole from the orcs, i decided to have him busy himself with some dumping...   and he refused to do it, just stood there with no job.    finally i looked at his thoughts, and he as complaining about lack of booze!      all hes ever had was water though!

i double checked the raws, and still no tag in there, so its another trait that can be aquired, like butchering kittens by the dozens makes your dorf no longer care about anything.

11
DF Suggestions / embark suggestion: reroll starting 7's random stats
« on: July 02, 2009, 04:00:02 pm »
im tired of having to abort game, find the location i chose again, and then start embarking again just to get a different selection of likes and dislikes on my dorfs, can we get an implementation of re-rolling the starting 7's stats without having to reembark?    the other day i was specifically looking for a dorf that liked cats for a hermit challange...   took me an hour to randomly generate one dorf that liked cats...

and along those lines, we could have it randomly choose a single job for each person?    that would lead to fun with a challange of using whatever random jobs they start with only and thats it...   

12
DF Dwarf Mode Discussion / seeking embark location:
« on: June 10, 2009, 04:39:21 pm »
im gonna do the casting an ice fortress megaproject and i need an embark location with an aquafier, glacier, and magma.

can anyone help out?

13
DF Bug Reports / [40d9] collapsed sandbank changes to rock
« on: May 05, 2009, 07:09:21 am »
it seems every time i try to do a megaproject, i encounter a bug that stops me from continuing.

im trying to build a pillar city withing the center of an enlarged magma pipe.   everything was going well until i  decided to collapse the 3 layers of sand i preserved up top of the magma pipe down onto the entire layer of constructed wall tiles to catch the layer of sand so i can have some farmland inside the spire.

the three layers colapsed as planned, got caught on the wall layer and thus stacked above it...    but heres the bug.

i went to holow out the sand layer so i could place farms there, and instead of generating sand layers, it generated felsite flooring.   did it for all three layers that had been colapsed.

possibly related to #000719, in which a plot turns collapsed sand into stone

14
DF Suggestions / integrate 'justdigitout' into next release.
« on: May 03, 2009, 03:54:24 pm »
in my latest megaproject ive found great use in this little tweak, and ive been using it so my dorfs dont undesignate hot stones they find and dig properly to where i want them to.


my suggestion is to integrate a feature similar to this in the 'o' standing orders screen:

d: digging orders

wet stone -> pause and undesignate, undesignate only, dig anyway
warm stone -> pause and undesignate, undesignate only, dig anyway
metal -> pause and undesignate, undesignate only, dig anyway
economic -> pause and undesignate, undesignate only, dig anyway
stone -> pause and undesignate, undesignate only, dig anyway
gem -> pause and undesignate, undesignate only, dig anyway


for example, if you are excavating in search of that river, you can set wet stone to undesignate only and they will stop at the wet stone, but it wont pause and center on the area.

15
DF Bug Reports / [40d9] siege bugs
« on: April 28, 2009, 05:15:31 pm »
im playing 40d9 with the orc mod, the sergal mod, and a custom species.

this bug has nothing to do with my mods, rather what i did.

the orcs are by default set to automatically siege every time.   first siege wiped out my starting 7, and thus i had to reclaim.      now, when i reclaimed, the remaining orcs were listed as friendly...   that was the first bug.

second bug: ok, several years passed, i managed to take out the sieges as they came, except one squad always managed to escape.     finally i set up a series of locked doors to seal the siegers in so my marksmen can take them out and non escaped.

so i killed every last orc this time....     but its now been two years since ive seen an orc...   they stopped sieging me because nobody escaped?



also, third bug.    i broke the magma on the original embark...   but when i reclaimed, i cant build any marma buildings without using tweak's magma building enable.      ive re-gen'd this world and embarked there so many times i know exactly where everything is...    trying to set up a perfect fortress.

edit: nevermind about that, they finally sieged me again.

Pages: [1] 2 3 4