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Topics - Hypcso

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1
Not sure where to post this, since I'm unsure if this is a known bug or just a change. I set my population cap to 25 in the ini, and yet I'm still getting migrants. Tons of them, in fact. At last count I was well over 100 dwarves with more still arriving every few seasons.

I dislike both the lag and the pain in the ass micromanagement of assigning jobs to hundreds of migrants, so I tend to keep the numbers low.

2
DF Modding / A question about using the custom world creator.
« on: October 13, 2008, 09:25:33 pm »
So i'm trying to create a world which consists entirely of evil/haunted glaciers/tundra/forest ( I want to attempt to recreate " The Wall " ). I've attempted a few things, which have resulted in infinite rejections. Does anyone know what I would have to do to get this working?

3
DF Bug Reports / [40d] Floating Ramps.
« on: September 13, 2008, 09:34:47 pm »
After a large undertaking in which I collapsed 5 z levels of terrain to make way for my castle, I noticed that the natural ramps which had been on said terrain were now floating in mid air. If I build something on them, they disappear, but if I remove said construction they reappear. Does not appear to be any way to remove them manually. I ported this fortress from an earlier version ( I want to say 39 something ). Here's a picture of the problem.


4
DF Dwarf Mode Discussion / An interesting discovery involving Moods.
« on: September 06, 2008, 09:21:46 pm »
So, i'm not sure if i'm just slow on this one, or i've found something awesome, but if you forbid an item a mood dwarf drags to his shop, he'll go grab another. I just used this to go from him making an artifact Diorite mechanism, to making an artifact Adamantite mechanism worth 2 mil!

5
DF Dwarf Mode Discussion / So I heard a rumor..
« on: September 06, 2008, 04:18:26 pm »
That it was possible to pump water from 2 z levels above the source. I can't recall who said it, but someone on these forums. Having just attempted this, and finding it isn't possible, leaves me in a predicament. I've got a 3x2 maximum possible space that I need to get water to from one z level below it. I can't fit pumps, or run the power for said pumps to this spot. The reason being for this, is that the space occupies the queen's throne room in the middle of the castle. I can't spare any more room and have it looking as I want it to. Might anyone have a clue on how I could do this, short of filling it with buckets? =P

6
DF Dwarf Mode Discussion / Hmm, Is this normal?
« on: August 31, 2008, 10:48:01 am »
Hello,

So i've recently hit HFS and mistakenly mined some adamantine during the ensuing chaos. Shortly thereafter I had a queen arrive. Now, I knew this would happen, but the moment she starts socializing with the current fortress inhabitants she begins forming grudges. Not just one or two. She currently has a grudge against roughly 15 out of 49 dwarves in the fortress.

  Not a single friend. Now, this is a problem. She almost immediately starts tantruming and punching people because she's constantly talking to " Someone Annoying " and her paved with Gold and filled with artifact bedroom that she's currently confined to in the WIP castle apparently isn't enough, nor are the bridges made of gold and the gold lined road. She's on the border of miserable at the moment, and i'm positive the second I unlock her door she's going to go nuts.

So, Is this normal or do I have a REALLY obnoxious queen?

7
DF Dwarf Mode Discussion / Oops...
« on: August 21, 2008, 07:40:27 pm »
Hello,
 So I've dug out an entire man made chasm that goes down through 21 z levels of rock, with my fortress based around the chasm. The bottom 4 levels of the Chasm are mostly green glass " dwarven terrariums ". I have a river running overhead that i'm planning to flood those 4 levels with. My first attempt to do this has somewhat failed. The puncturing of the river bed worked as planned.. unfortunately the dwarf I ordered to deconstruct decided that it would be a good time to fall into the river and pass out. Needless to say, he was sucked down the hole and fell 21 Z levels to a very messy death, splattered on my beautiful green glass windows.

 I'm now attempting to think of a way to avoid this, but to no avail. Any ideas for opening more holes in the river bed without severe cost to dwarven life? Normally I wouldn't care, as I have plenty of useless milkers and cheese makers however upon ignoring them for 5 years and having them congregate in the main hall they are best friends with just about everybody in the fortress ( Also can't control who goes to deconstruct, the one that died was a non mood Legendary Weaver/Clothier/Leatherworker. Ouch. ) Any ideas would be wonderful.

8
Hello,
So I haven't posted here in a while.. but this bug is just too strange not to report. I had a Marksdwarf wrongly jailed and starving/dying of dehydration so I ordered the rope he was on deconstructed. Upon deconstruction the rope vanished with no explanation and the marksdwarf ran off. Shortly after I ordered the portcullis blocking off access to the jail wing lowered, and when the guardsman tried to lock him back up he got stuck in a pathfinding loop. I fixed this by taking him out of the guard, I then took off the justice state for all of my prisons, and opened the portcullis.

 The captain of the guard then attempted to arrest him and put him on the no longer available ropes resulting in her stopping in her tracks and spamming a wrong justice state error over and over... after he had eaten/drunk I attempted to remedy this situation by removing her from her post, to no avail. She continued spamming it until I opened up a rope for usage, but forgot to put yes to justice.

 By this point the Dungeon Master ( ??? ) was dragging the marksdwarf into the jail. When I zoomed over to the jail for some reason ALL 80 IDLERS IN MY FORT ARE STANDING ON TOP OF THE ROPE! and they do not seem to be moving. I can probably provide a save, if it is needed.

9
DF Modding / Modding in a new race.
« on: November 14, 2007, 10:56:00 pm »
Hello, I'm trying to mod in a new race, Gnolls, who are like the " big brother " of Kobolds. Basicly brutish rat/dog like creatures with long sharp claws and tons of strength, about the size of a human with more bulk. I plan for them to be a non-playable sieger civ with moderate building destroying skills, who only uses giant 2h weapons and their claws. The problem is that I want them to live in plains regions, but in caves/mounds they would dig with their claws straight into the plains. Is there any way I can do this? I don't want them to make human towns if I give them the plains civ tag.

10
DF Modding / Trying to add a new metal, Could use assistance.
« on: November 13, 2007, 01:01:00 pm »
Great work Toady! New forum for modding! Anyway, I have a question for anyone willing. I recently tried to make a new Metal. For some reason I can't get it to show up where it should ( Or anywhere for that matter ) I'll post the raw here.


[REACTION:GODENITE_MAKING]
[NAME:make godenite bars (use ore)]
[SMELTER]
[REAGENT:1:METAL_ORE:GODENITE]
[PRODUCT:100:6:BAR:NO_SUBTYPE:METAL:GODENITE]
[FUEL]

[MATGLOSS_METAL:GODENITE]
[NAME:godenite][ADJ:godenite][COLOR:3:3:1]
[VALUE:230]
[SPEC_HEAT:450]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR]
[DAMAGE_PERC:675]
[BLOCK_PERC:700]
[SOLID_DENSITY:20]

[MATGLOSS_STONE:GODENITE]
[NAME:godenite][COLOR:3:3:1][TILE:156]
[ENVIRONMENT:ALL_STONE:VEIN:100]
[ITEM_SYMBOL:'*']
[METAL_ORE:GODENITE:100]
[VALUE:100]

Yeah, I know it's stupidly overpowered. Sue me eh? =P
I can't seem to figure out why it won't work. Everything looks exactly as it should, as I copy pasted most of it and just changed some things around.


11
DF Modding / Regional Prospector, How do I use it?
« on: March 02, 2008, 12:54:00 pm »
Hello, I just downloaded Regional Prospector... Unfortunately it comes with no readme and I have no idea how I would use it, Anybody with some more experience at this thing know?

12
DF Modding / Zombie mod questions.
« on: April 14, 2008, 02:36:00 am »
Looking to have rotten dwarf corpses occasionally turn into zombies in proper biomes ( terrifying/sinister ) and skeletons in appropriate biomes ( haunted ). Is there any way to do this? I don't know terribly much about tags.

13
DF Dwarf Mode Discussion / The most aptly named artifact.
« on: March 16, 2008, 10:28:00 pm »

This simply reinforces my belief that bows are overpowered, even my dwarves know it!


14
DF Dwarf Mode Discussion / An Artifact Magnetite Mug..
« on: March 11, 2008, 04:45:00 am »
With a picture of said mug being raised by its creator on it. I've never seen fey mood dwarves produce an item with a picture of THEIR item on it before. I've never made mugs before in the fortress, so it's impossible that he got it from another mug/mood. Anyone else had this?

15
DF Dwarf Mode Discussion / Excessive ambushes.
« on: March 09, 2008, 09:46:00 pm »
I'm all for ambushes, I mean, it's good fun... But there comes a time when it's just a wee bit too much.

Example: My newest fort, 20 adult dwarves and around 30 children. Since year 4 we have had atleast 7 seperate groups of ambushers every single month ( No, not season, MONTH. ) It's to the point where if a dwarf steps foot out of the front of the fortress he's instantly dead, no questions. My record for ambushes at the same time is 6 groups, all on one hapless miner.

I could see this many ambushes for a 10 year old, 200 dwarf fortress. But come on, I only have 20 adult dwarves! This isn't even counting the neverending streams of goblin snatchers, which render my traps useless versus the ambushes thanks to the piles of bodies on them. The only reason i've gotten this far is because I literally had to cheat to continue playing this fortress ( Raising dwarf damblock to retarded levels ). Anyone else had insane amounts of ambushes? And if so, how did you deal with them?


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