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Messages - Lumpy

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Excellent tileset, thank you for putting so much work into this! I got a slight problem with adventure mode, though. When TWBT is active, some tiles are drawn over each other, and things are generally wonky. Is there a specific recommended setup (like 2D, for example), or does this tileset just not really go well together with adv mode?

edit: The issue persists even with 2D as print mode. It is kind of hard to describe what those graphical glitches look like, I will provide a screenshot as soon as possible.

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DF Modding / Need help adding new material
« on: July 23, 2018, 02:06:29 pm »
Alright, I've been pretty obsessed lately with creating a world to my liking during worldgen. I've edited the civ entities and races and all is shaping up nicely. There is but one problem left: elves tend to get conquered pretty fast during worldgen, due to their preference of absolutely harmless wooden weaponry. I thought about just giving them access to iron or steel, but that would be quite inelegant. I've been thinking about adding a new wood type with the properties of iron, only accessible by elves. Can this be done? I imagine I'd need to add the according tree type aswell? Can someone help me out here?

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DF General Discussion / Large evil biomes: exclusively oceans!
« on: July 09, 2018, 03:54:29 pm »
So I created a world with the excellent PerfectWorld tool, and I got this amazing Mirkwood-like forest in the northern part of the map. I'd really like it to be an evil biome, but whenever I set the number of evil squares in large regions to 1, the only biome becoming evil is the ocean surrounding my land mass. I know for sure that there are other regions classified as 'large', since when I input a ridiculously high number into the 'evil squares in large biomes' field, other biomes, including the forest in question, become evil as well. But when I allocate but a single biome to be evil, the ocean will be it every single time. Might this be a bug? How does the algorithm work? May it be that the single largest biome is selected first when the game decides which one to pick?

edit: I tried to trick the algorithm by allocating a single 'good square in large biomes'. But in a hilariously-tragic counter-troll, the game still makes the ocean the evil biome, while turning my would-be terrorforest into a benign fairy-wonderland. Well played, game. I've started about two dozens world generations now, and every time, the ocean is evil. There certainly seems to be something fishy here (no pun intended).

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DF General Discussion / Re: Future of the Fortress
« on: July 08, 2018, 01:20:10 pm »
Well this almost sounds like a feature not a bug. It's probably true that they shouldn't let anyone just randomly walk through their encampment and yeah the villain update might change this, but it's important that we keep having the option of talking to them, so we can interact in another way with them or join them, and they don't just turn into mindless "enemies" like in every other computer RPG.

Oh, sure, absolutely. But walking right into their encampment as a stranger to them should evoke at least some kind of reaction. I was referring to the state of bandits in general. Their behavior feels kind of passive and sometimes erratic. Even when they try to rob you when encountering them outside of encampments, they demand your submission so many times before taking any action that most of the times, you can just walk away. Stuff like that.

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DF Adventure Mode Discussion / Re: Goblin settlement questions
« on: July 08, 2018, 06:12:45 am »
So civilizations transform conquered sites to their own settlement type? That's neat! Is the same true for e.g. humans? Will they transform goblin pits into hamlets?

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DF Adventure Mode Discussion / Do NPCs start brawls on their own?
« on: July 08, 2018, 05:51:26 am »

Can arguments between NPCs or the player and a NPC lead to a non-lethal brawl without it being initiated by the player? I've noticed that some NPCs spit at me for belittling their silly beliefs, but I never witnessed them actually going as far as starting a brawl.

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DF General Discussion / Re: Future of the Fortress
« on: July 08, 2018, 05:48:38 am »
If you kill a bandit, you are a killer, not a murderer. A killer is a neutral reputation, murderer is the bad one.

True, I edited that part. Nonetheless, it would be nice if the game tracked non-lethal victories over entities.

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DF General Discussion / Re: Future of the Fortress
« on: July 08, 2018, 05:28:10 am »
1. Can we expect some improvements regarding hostilities in adventure mode to be part of the villain arc? Banditry, in particular. I've read various comments on this forum about how in a time before time, bandits were actually aggressive and attacked you when walking straight into their encampment. Currently, they tend to ignore you, unless they are on a specific mission to rob someone, in which case they might try to rob the player, but only after nonchalantly chatting about the weather and inquiring about why one is travelling. Any chance things will get a bit more dynamic in this regard before the long wait?

2. I noticed that if bandits actually try to rob you, they start a non-lethal conflict should you refuse to submit, which is a very nice touch! Is there any chance non-lethal victories over bandits or entities in general will be kept track of by the game and tied into the reputation system, eventually? I imagine something like being able to accuse someone of banditry, then beating them up to the point where they yield, and then being able to "summarize the conflict in which you subdued Stealy McBandit", resulting in a reputation gain without being considered a killer.

3. As you probably noticed by now, I am especially fond of the adventure mode part of the game. I am aware that this would probably fall into the economy arc and is not a priority, but is there any chance coins will become stackable before the long wait, and paying tavern keepers with currency will become an option? This is admittedly a minor issue, but I just have to ask, for I seemingly have a coin fetish going and tend to carry ridiculously large quantities of them with me.



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DF Adventure Mode Discussion / Re: Confused by NPC behaviour
« on: February 14, 2017, 11:17:21 pm »
[remove please, double post]

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DF Adventure Mode Discussion / Confused by NPC behaviour
« on: February 14, 2017, 11:15:48 pm »
I am really enjoying adventure mode, the vastness and richness of it even in it's current state really makes me itch for the great things to come! Nonetheless, NPCs sometimes do quite funny stuff I can't really make anything out of.

One example: I was travelling a forest area. On the overland map, an asterisk appeared out of thin air and headed straight at me. After it catched up, I found myself surrounded by dozens of metal weaponry wielding elves! One of those guys walked up to me and addressed m with my name (I wonder how he knew it, I literally just started that character). I asked him what he was up to and what his profession was, and he stated that he was on an important mission for his leader Seku Faintdrinker. After checking the Legends Viewer, I learned that I just ran into a group of displaced Elven refugees! I was pretty excited about that, even though I was pretty sure they would beat the whack out of me, considering they all were closing in and cornering me. But alas, they did nothing. At all. Just surrounding me and yelling my name repeatedly. After waiting a while, I just moved on, and guess what, the whole troupe of +30 elves was following my every step! When trying to enter fast travel mode again, the game told me that it was "too dangerous to travel".

I guess they were supposed to attack and kill me? Why didn't they? The game didn't say "Ambush" like it does when ambushed by Goblins or wild animals, though. I'm so confused!

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DF Modding / Editing existing world?
« on: February 11, 2017, 12:30:13 pm »
Is there any way to edit the names of entities (characters, deities, sites, etc.) in an existing world? Thanks in advance!

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DF General Discussion / Name confusion
« on: February 11, 2017, 12:04:51 pm »
I'm currently playing in adventure mode, and I'm using the excellent Legends Viewer to delve into my world's lore. There seems to be a quite frustrating obstacle, though. Character names are sometimes displayed in their native languages, when examining corpses or reading slabs for example, and sometimes translated into their English equivalents, for instance in conversations.

My problem is that Legends mode seems to only recognize names in their English version. Thus, I cannot find characters in legends if I do not know the English translations of their names. Does  a translation tool exist? 

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