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Messages - Hinaichigo

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1
DF General Discussion / Re: *We need your help with game ending stress*
« on: January 30, 2020, 11:06:36 pm »
I really don't have a problem with the stress system as it is. If you make alcohol, nice accommodations, food, avoid bathing your dwarves in miasma, etc. it doesn't seem to be like a big problem.

2
DF General Discussion / Re: Future of the Fortress
« on: October 26, 2018, 02:16:35 am »
You mentioned in the 10/23/2018 devlog post that a forgotten beast attacked a fortress. Was this in worldgen? To my knowledge, forgotten beasts don't come out from underground during in worldgen in the current version (0.44.12). Or was this during post-wg fortress mode?
Underground is where dwarf fortresses are...

But, hmm. Sure I've seen forgotten beast attacks in worldgen. Must check my worlds histories later. Maybe its always megabeasts.
It can be FBs.
Yup. Quick look at Legends (44.12 generated world) reveals tons of Forgotten Beast attacks on sites (seems to be all fortresses) during worldgen. Where did you hear they don't attack in worldgen, Hinaichigo? Is it something that needs correcting on the wiki?

I see. I've never noticed it personally I guess.

3
DF General Discussion / Re: Future of the Fortress
« on: October 24, 2018, 11:53:22 pm »
You mentioned in the 10/23/2018 devlog post that a forgotten beast attacked a fortress. Was this in worldgen? To my knowledge, forgotten beasts don't come out from underground during in worldgen in the current version (0.44.12). Or was this during post-wg fortress mode?

edit: removed green coloring because it was addressed

4
DF Suggestions / Re: Neck/Head decapitation
« on: December 19, 2017, 01:50:20 pm »
Yeah, when the neck is severed, the head is attached to the severed neck; if you were to sever a neck and reanimate it, it would have both a head and a neck. It's just called a neck, as IndigoFenix mentioned.

5
DF Gameplay Questions / Re: Mass pitting issue
« on: December 13, 2017, 09:18:33 am »
After testing it a bit more, I've had decent (but not complete) success with assigning one to the pit, waiting for them to be pitted and killed (this is a an execution pit), waiting for some additional time, and then pitting the next one. This is my intuition speaking, but I station militadwarves near the animal stockpile holding the caged prisoners, and after they kill one of the escaping prisoners, there is that time period post-combat during which their comments on death and violence as well as standing up (after going prone to fit into the same tile as another dwarf) appear in the combat log, and it seems to me that this period needs to end before the next prisoner can be successfully pitted.

Edit: Also, I've been using 0.44.02.

6
DF Gameplay Questions / Re: Mass pitting issue
« on: December 12, 2017, 10:41:12 am »
I've also been experiencing this issue, my prisoners have been breaking free as they are led to be pitted. Has anyone found the reason behind this?

Edit:
Prisoner can escape while being "hauled" for pitting, even if that distance is a single tile. Critters climbing out of the pit is permitted by the hatch not being locked (or possibly the pitted creature being a gremlin or kobold), but that's a completely different issue.

Not only can creatures designated for pitting escape, but it seems of one escapes all the subsequent one do as well, even if the first one has been put down when the hauler for the next one arrives. I've given up on mass pitting for that reason.
It seems that the first prisoner to be pitted usually gets pitted fine, but all the the subsequent ones break free. My guess is that this might be due to the first prisoner setting some sort of "combat flag" as soon as it's released into the pit, which makes the other prisoners enter combat as well, but I'm not sure.

7
Perhaps it could be akin to the "Do task now!" thing; they would attack or move immediately with priority over equipment changes.
I don't think such an option would encroach too heavily on the autonomy of the dwarves. It mainly seems like a tactical thing that hasn't yet been implemented.

8
It would be nice if one could issue a station or attack order and have the milita dwarves immediately try to follow the order, rather than trying to pick up equipment first.

This would be useful, for example if trying to group up before attacking a forgotten beast, etc.

9
DF Gameplay Questions / Re: Capturing/caging elf visitors
« on: December 04, 2017, 09:58:31 pm »
Perhaps you could render them unconscious and trappable via alcohol; you could cover your tavern floor with cage traps and assign several tavern keepers to serve them drinks.

10
DF General Discussion / Re: Future of the Fortress
« on: September 28, 2017, 07:14:28 am »
How many of the nuggets remain?

What would happen if you sent two separate squads out after the same artifact, one right after the other? If the first squad successfully obtained the artifact, would the second squad try to violently or stealthily take it from the first squad in order to bring it back to the fortress themselves?

11
DF Suggestions / Juvenile Animals in Wild Packs
« on: September 17, 2017, 07:38:15 am »
It seems that when one comes across for examples a herd of water buffalo or a pack of wolves, they are all adults. It might be more interesting if some babies and children could appear too.

12
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 01, 2017, 06:01:01 am »
I added
Code: [Select]
[POPULATION_NUMBER:100:200]
[CLUSTER_NUMBER:10:1000]
but it didn't spawn.

It also needs [LARGE_ROAMING]

Thanks, it worked.
It'd be cool if one could control/limit the population more precisely without making them megabeasts.

13
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: April 28, 2017, 09:08:53 am »
I added
Code: [Select]
[POPULATION_NUMBER:100:200]
[CLUSTER_NUMBER:10:1000]
but it didn't spawn.

14
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: April 28, 2017, 06:57:02 am »
Thanks for the help.
For some reason when I remove the MEGABEAST tag and add LARGE_PREDATOR, it doesn't spawn.
I'm not sure why. Is there something wrong with this?:

Spoiler (click to show/hide)

15
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: April 27, 2017, 05:30:22 am »
Semi/Mega tag makes everyone in adventure mode flip their shit and panic when they see you.
Ah, so I guess I have to make them non-megabeasts.
Is there any way to make them generally hostile but non-hostile when they take over a civ?

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