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Topics - Byakugan01

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And I'm NOT going to look up the changes that have happened since then. I figure this is going to be an artifact !!FUN!!, menacing with spikes of pain and inlaid with my own bones carved into the shapes of forgotten beasts and carp, so I'm also going to embark on the most evil, twisted abomination I can find. My dwarves are going to die screaming the first 20 or so times I embark, so why not make it entertaining? And since I figure this is going to be a spectacular, hilarious disaster, I'm going to keep you all updated every step of the way and follow your suggestions. I already know about the circus and our clown friends from before, so don't try pulling that one on me ;). I strongly advise against asking for any dorf to be named after you, because let's face it, they will have the lifespan of a dwarf in a carp pond. Going to actually start up in a week or whenever I find the Embark Site of my nightmares, whichever comes first. Only change I'm going to make is giving GCS Can_Learn and Pet, because I once had a GCS mayor and it was the most hilarious thing ever and I want a repeat. Also, I have a thing for spiders. It's a thing. I'd have ten tarantulas IRL, but I have been strictly limited to just one by everyone else in the house. But nobody told the dwarves that!

I think my most important question is... do I still need to sentence anyone with a preference for Slade to death? And are there any recommended tilesets, now that I actually am using a tower PC that can handle them?

Edit: Make that five years, apparently, but I don't remember shit past the GCS mayor fort I had so...

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DF Suggestions / Dwarven Education
« on: March 24, 2013, 08:33:41 am »
So, I got to thinking, how can children be made more useful? Then it hit me. Instead of waiting for them to grow up and become useful, sit them down at a desk, give them a slate, and start making use of that teaching skill! Basically, the idea is that you would be able to assign teachers to classrooms, where children would go, and teach them skills before they become fully functional fortress members. This way, not every child has to become a legendary crafter when they get taken by a mood, and they can be immediately useful and productive upon maturity. Heck, even a master/apprentice system would be useful in this regard (with the child performing hauling and other such tasks for their master in exchange for learning the trade). For the military, a knight/squire sort of system would serve the same purpose. If any of the races are going to educate their kids, I'd imagine it would be the dwarves.

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DF Community Games & Stories / Shashdoninod-what could go wrong?
« on: March 15, 2013, 06:03:14 pm »
So, I haven't really played DF since the 2010 update, and haven't REALLY played since 40d. My question is this: As I do not really REMEMBER how to play DF beyond my extremely basic Fort design which is best described as "Centralized access", have no real experience with the medical system to speak of, would you guys like me to post the fortress as a story? I shouldn't forget to mention I have no real knowledge or experience with real dwarven engineering, and thus have never made much use of pumped water or magma before, both of which I will attempt should this fortress manage to survive long enough for either to be needed. So, do you want me to post the trials and travails of someone relearning the trade as it were? Considering the game's level of death, I fully expect the first fort to die within...oh, about the first goblin siege. To remedy this...I may solicit advice from the community. I'm not sure whether this will decrease or increase the odds of FUN occurring. So, anyway, let me know what you guys think. If I do this, it will be told from first dwarf perspective in all likeliness.

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DF Gameplay Questions / Dragon Age(ing)
« on: April 13, 2011, 10:39:10 pm »
The wiki says that they take 1000 years to mature. Can I modify this in the raws so I can have adult dragons attacking my fort in 200?

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DF Gameplay Questions / Hatching Eggs
« on: April 13, 2011, 05:18:49 pm »
Does the animal which layed them need to be on the nest box for them to hatch?

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 Currently, the first mayor of my fort has been elected following a goblin ambush in which he fought bravely, bearing the sacrs from a previous ambush where he had been shot with crossbow bolts and never really healed properly. His name, however, is in goblin. Why is this you ask? Well...the mayor is a giant cave spider. As a result of giving him [CAN_LEARN] to increase their effectiveness and off er easy counseling to my dwarves, it seems that GCS became electable officials. I am eagerly awating his first mandate. I hope it involves the budding child population of the fort, the caverns, and floodgates.

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DF Gameplay Questions / GCS Question ASAP
« on: April 12, 2011, 11:52:45 am »
Err...not that it's teribly important, but how can I make my GCS shoot silk through fortifications? Say, at a forgotten beast due any minute that willl be heading into a gauntlet of cage traps because I didn't expeect a FB at only 40 dwarves and have no countermeasures ready beyond that? And said beast tends to be of the immortal variety whenever I retry? (NOT loosing THIS fort so soon!)

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DF Dwarf Mode Discussion / Sweet holy Armok
« on: April 11, 2011, 10:27:00 pm »
...I think I found heaven. Limonite, Magnetite, marble AND Bituminous coal, all in the same spot! My first time in this version a site was actually EXCELLENT. Now I have to dig down to magma, and do...something with it.

Edit: Add tetrahedrite to the list.
Edit: And Native Gold.
Edit: And I have confirmed the presence of GCS.
Edit: AND Galena.
Edit: What can I use sandy clay for? Glass, pottery, or both?
All this-other than the GCS-is BEFORE the first cavern layer.

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DF Dwarf Mode Discussion / Enhancing the value of goblinite.
« on: April 11, 2011, 12:05:49 pm »
Now, this doesn't refer to modding value multipliers. Here, I refer to the ore itself. As we all know, goblinite is encased in multiplee FPS-killing layers of forbidden cloth and leather, meaning that the metallic concentration of the ore is relatively low per unit. With how rare surface magma is these days-and the fact I'm still getting back into the groove of effective harvesting of this ore-I was wondering how to, using the raws, eliminate said wasteful slag in order to obtain the ore while minimizing hauling to the drawbridge. As a bonus, my laptop isn't the fastest out there, so this will help me maintain my FPS at bearable levels.

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DF Gameplay Questions / Help keeping dwraves employed
« on: April 04, 2011, 05:14:00 pm »
My main problem these days is keeping as many of my dwarves busy as I can. Not even fifty (maybe less than 35) dwarves and I often have anywhere from 11-20 idling at any given time. With the current fort, I'm going to try to work around it, but can I get some tips on how to set up industry properly? In order, I generally have 1 carpenter, 2 or so masons, smelters/wood furnaces depending on the map in given ammounts (my latest fort has 8 smelters, but I can't keep them all going-one is for pig iron, another two are for iron, one goes to steel, and the remaining four process liginite). I used to be much better at this, but god am I rusty. I typically have a one-stall gem industry, but my cloth industry is non-existent. I also have four or five rock craft shops going, the current fort also has a second carpenter. And about how soon should I start putting up a hospital? It hasn't seemed all that important so far...well, Ms. Legendary crafter miltia captain decided to bring her baby to the danger room, so I almost had to. Which reminds me, Dear Urist...

 Basically, what I want is tips on how to preoprely set up industries, things I might have forgotten since I last played. Or perhaps more appropiately, when is a good time to set up a hospital, and how to raise skills "humanely". Heh, right.

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DF Gameplay Questions / World Gen-Where are all the gobbos?
« on: April 03, 2011, 09:51:20 pm »
So I've been genning worlds, and noticed something-I almost NEVER see a SINGLE dark tower when I gen. Are there some params I need to mod to help the gobbos out?

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DF Gameplay Questions / Was this neccessary...or WISE?
« on: April 02, 2011, 05:58:07 pm »
Remembering how rare GCS used ot be, I did what I used to do and altered the raws to make them more abundant. This is the result:
Spoiler (click to show/hide)
So, is this a good idea, or am I setting myself up for LOTS of fun? In particular the cluster number and  pop size.

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DF Gameplay Questions / Outdoor farming-"No Seeds Available"
« on: April 01, 2011, 11:48:19 pm »
Back in 40d, I used to do quite a bit of outdoor farming, to give my dwarves more boozes and crops to prepare/eat raw. I just tried to set this up in my latest fort...only being told I "have no seeds available for this location". Now, this is a problem, as the current map has about no soil. True, I might be able to make my dwarves live on a diet of raw egg, but I'd like to be able to rest easy knowing I don't have to rely on a gathering blacksmith to get plants for booze. Any reason why? I KNOW I have Longland grass seeds, and it says this no matter WHAT season I pick.

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DF Modding / Creating a marsupial-pouch organ?
« on: June 25, 2009, 04:42:22 pm »
I m attempting to create some marsupials in the game, but how should I go about implementing it? I've considered adding a pouch organ, but then realized I don't really know how to go about modding in an entirely new organ.

Gave it a shot, here's what I made using the mouth as a template:
[BODY:POUCH]
[BP:POUCH:pouch][CONTYPE:LOWERBODY][POUCH][SMALL][EMBEDDED][APERTURE][GRASP]

The grasp tag is so that a mother will pick up and carry her offspring in their pouch, since the marsupials I'm making are all quadrupeds. Now, am I going to be seeing things go haywire, or will it work fine as-is?

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DF Modding / Maximum number of large predators possible
« on: June 21, 2009, 02:29:38 pm »
I'm fiddling around in the raws, and noticed that supposedly I can only have ONE (maybe two) groups of large predators on the map at once. Is it possible to get around this by putting them in rivers (like alligators)? Or would it be necessary to make them subterranean in order for me to get multiple groups? I'm making quite a few savage creatures as an attempt to make savage areas much more dangerous, so I'd like to know if there is a workaround.

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