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Topics - RAKninja

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1
DF General Discussion / so ive been researching legends....
« on: March 01, 2012, 01:37:41 pm »
... to test my changes for my goblin mod, and i have happened upon some... anomalies.

the big one here -

Spoiler (click to show/hide)
after being murdered, this goblin packs up and moves.  then a half century later, this corpse is taken prisoner.  this goblin is listed as having died in the year 7, but that does not have slowed him down any.

note:  if something is raised by a necromancer, that message is included in the legend mode recount of that creature.

then we have:

Spoiler (click to show/hide)

the goblin gods i have allowed seem to have a sense of humor. "I CURSE YOU, LIZARD MAN, TO BECOME A MANLIKE LIZARD WHEN THE MOON IS FULL!"

2
DF Dwarf Mode Discussion / quick question about vampire justice
« on: February 24, 2012, 01:20:23 pm »
quick question, as i have not tried fortress mode in the new update:

does the sheriff/ captain of the guard handle justice for vampires, or has the hammerer been re-added?

3
DF Gameplay Questions / nudist archers
« on: August 05, 2011, 07:14:10 pm »
i asked this a while back in the little questions thread, a few times, to no response, so i'll make a thread.

recently, i have taken a squad of marksdwarves from a barracks with ten beds, coffers, cabinets, and one armor stand and weapon rack, and moved them to to a new barracks with the same setup.

in the original barracks, the squad was set for all activities(Z,I,Q, and T), and they had no shooting range.  in the new barracks, they only lack the training designation.  to counter this, i have set up an archery range.  there are ten archery targets.

the squad is down to four dwarves, two on duty any given month, with one month for the entire squad off.  the squad has, and always has had, the hunting labor active.

now, the problem is that once the dwarves were removed from the old barracks and assigned to the new, they hauled everything to the site.  the site happens to be in the same burrow as my nobles, and one promptly started snatching up items the dwarves brought in to store in the new barracks.

since then, my squad has been unable to equip itself.  they grab an empty quiver and their weapon, but refuse to gather any more equipment.  they then wander "unable to follow orders".  the entire squad recently wandered together into a nest of capybara, and killed them all with melee.

if i use the squad commands, such as a station order, they will all run off to the stockpiles, arm completely up, and follow my orders.  unfortunately, this leads to them always arriving to battle much to late to do anything.  furthermore, once the orders are canceled, they immediately switch over to hauling everything they just equipped back to a stockpile, switching task to pickup equipment, then back to the wandering.

so, what's wrong and how do i fix it?

4
DF Modding / Goblin Fortress
« on: July 26, 2011, 10:22:35 pm »
This thread has gone from me asking questions, to something of a proper release/discussion thread for a little project of mine: goblin fortress.  Discussion from after the first upload of my files starts on page three.

DOWNLOADHERE

description of the mod (blatantly ripping off the detailed description i wrote for DFFD):

This makes minor changes to goblins.  Mainly, it allows goblins to be playable in adventure and fortress mode.  Most of the other alterations are to actually let you play a semi-normal game.  These are the modified RAW files.  As I have used unmodified DF, you may have problems using tilesets or other mods.  i know of no easy way to integrate this mod with any other mod that changes the raws it uses, save cutting my modifications out, and replacing the default entries for the other mod's RAWs.

Requirements:
  • Dwarf Fortress 34.02

To install:

  • Unzip objects.zip, and copy its contents over a fresh install of DF's ~./RAW/objects folder.  Replace everything.
  • OPTIONAL:  after generating a world, navigate to ~./data/save/REGIONNAME/raw/creature_standard.txt, and delete [NO_EAT] and [NO_DRINK] from the goblin entry

Changes include:

  • Goblins have nobles such as:
    • Warlord, a combination of an expedition leader and a militia captain
    • Chief Medical Goblin, the same as his dwarven counterpart
    • Broker, the same as his dwarven counterpart
    • Auditor, the same thing as a bookkeeper
    • Enforcer, fulfills the role of a sheriff
    • Executioner, just as the name implies, uses the AXE skill.
  • Trolls have had the tags [PACK_ANIMAL], [WAGONPULLER], and [WAR_TRAINABLE] added, and the [EQUIPS] tag removed.  Mostly for the purpose of trade.
  • Many animals have been changed from [PET_EXOTIC] and [MOUNT_EXOTIC] to [PET] and [MOUNT] respectively
  • Positions that have a race-variable name (ie, Swordsdwarf, Swordsman, Swordsgoblin) have been added to goblins
  • Goblins are active only in winter
  • Goblins can process coal and lignite into coke
  • Goblins now can cut gems
  • Nail and cartilage heal as fast as bone, Nerves twice as slow as bone, and brain damage ten times as slow as bone.
  • Goblins now live in caves, till such a time as dark fortresses actually show up in the world.
  • Goblins build keeps.

Items of note:

  • As carnivores, goblins are [NO_EAT] and [NO_DRINK] by default, to survive worldgen.  please remove those tags from the goblin entry of entity_default.txt of your saved world's raws before embarking
  • Also, for the same reason, goblins can not embark with seeds
  • Goblins have strange moods
  • For the reasons stated above, moods that require plant cloth are prone to failure
  • Elves seem to ambush and "siege" about as often as goblins do the same to dwarves.
  • Goblin traders do not use bins or barrels
  • The Warlord does not upgrade, nor can you attract the monarch and become the capitol.
  • Goblins can start with weapons too large for any of them to wield.  remember this and stick to dwarf-sized gear when embarking.
  • Goblins lack the ability to make many things that dwarves can.  For example, goblins can not make rock pots. 

Needs testing or verification:

  • Goblins give no military demonstrations, only spargoblins do give demonstrations.
  • The frequency and makeup of ambushes and sieges
  • Compatibility with other mods
  • The effect of drinking only water.  Goblins do not have [ALCOHOL_DEPENDENCY], but looking at their status in fortress mode shows they are just as dependent as the dwarves.  Lacking the tag should make them immune to lack of booze slowdown, but I am unsure of how much of the booze dependency is hardcoded.
  • As carnivores, I am unsure that goblins will eat prepared food. Goblins readily eat prepared food.
For added challenge:

  • Goblins live in towers, not in holes in the ground.  Build your fortress as a tower, At least 10x10, but preferably at least 20x20.  Bonus points for using only obsidian blocks for construction
  • Remove [BABYSNATCHER] from goblins, and add it to humans, elves, and dwarves.
  • Build a megaproject with [NO_EAT] and [NO_DRINK] removed from the start, invasions on.

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