Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Kyubee

Pages: [1] 2 3 ... 26
1
Mod Releases / Re: [47.05] Magic the Gathering creatures pack
« on: September 28, 2022, 04:16:07 pm »
Ooooh, neat stuff, I made a mod like this as one of my first projects!

Sorry that it doesn't seem to have got any attention since initial release!

2
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 28, 2022, 02:54:42 pm »
My fortress was assailed from both ends; undead on the surface, a forgotten beast on the other (despite being made of water, it killed my entire armored military. That fort fell.

This one is being built in a volcano, I plan to finally have the classic Dwarven Doomsday Device prepared

3
Urist,

The first few months of the fortress are not the time to take a nap. You can sleep, when we have basic essentials set up

-Management.

4
DF Modding / Re: What's going on in your modding?
« on: January 27, 2021, 12:11:53 pm »
Once more I'm starting a setting from semi-scratch for DF and other usage. I keep getting unsatisfied with my mods.

5
DF Modding / Re: What's going on in your modding?
« on: November 11, 2020, 09:47:45 am »
Turning people into vermin is REALLY WEIRD

Because legends mode will not track vermin, it will also not track people being turned into vermin. This includes people turned into vermin during normal gameplay, legends mode will just pretend they were their original species.

People turned vermin are not treated like normal vermin and instead are just treated as normal creatures. Basically you cannot Grab them with g in adv mode and they don't blink around.

I managed to crash the game by trying to throw a guy I turned into a snail with wrestling. However I can't reproduce this.

Vermin are kind of broken, yeah. I remember long ago, someone tried to make chickens lay live bees. It... Didn't work well.

Meanwhile, I got some good metal names~

6
DF Modding / Re: What's going on in your modding?
« on: November 11, 2020, 04:19:40 am »
Getting back into modding again. starting with a pack of metals, both real and fictional, some even made up by yours truly!

I'll probably include a guide within the file.

7
The biggest thing that holds back MY modding, personally, is that only animals get to have descriptions. it means any mod i make that adds plants or items needs to come with a reference document, which nobody would ever read.

8
DF Modding / Re: How Hard Is Creating Custom Races
« on: November 11, 2020, 01:13:51 am »
I created an orc race once and they almost always took over most of the world.

9
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 01, 2020, 12:32:08 am »
It says something about dwarfish culture that their tried-and-true means of initiating peaceable contact with neutral nations... involves sending a lone crazy to wander over and just kinda holler for awhile at whoever's in charge.

Reminds me of the classic video, Dwarf Insults Elf.

10
Trapping is something I literally don't think I've ever used. Bookbinding/making is also something that I've only just done in my recent fort because I had nothing else to do and decided to try it out. Boy is it annoying to set up the chain to produce books. Pretty sure I won't bother with it again after this fort.

Bookbinding is *kinda* annoying, but I think its worth it when dwarves write 1 page manuals that somehow go into unrelated tangents.

If you've got good access to magma then glassmaking is something that I think people underestimate. All you need to do is collect the sand and bam, you never have to worry about jugs/crafts/pots/furniture again. Unfortunately green glass isn't all that valuable.

I'd argue, save for the hassle of relocating clay (Maybe have the clay be in a stockpile connected by minecart to your magma smelter area?), pottery is a lot more effective than glassmaking, since glassmaking needs bags, which tbh is really annoying.

Beekeeping is also another one I rarely bother with. Maybe towards the end of a fort when I'm just setting up all the industries because I have nothing better to do. I've used dyeing/clothesmaking a ton though. I like the little aesthetic of giving all the members of my military red shirts.

I've wanted to try beekeeping, but plain honey and mead is just so boring, so I've been toying with the idea of modded bees.

11
Missions. People seem scared of the bugs, but I've done hundreds of them without any problem. It's a great way to steal livestock and artifacts.

I do these all the time! Its easier than relying on your dwarves to write books, and the elves to on a whim decide to bring the animals you want instead of a single dingo and a half-starved panda.

12
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 29, 2020, 02:59:58 am »
I have began work on a tower to the heavens. Or at least to dwarf the necromancer tower next door; bruise their ego before I wipe them out.

I'm also using colorful stones; specifically Serpentine, Cobaltite, and Microcline.


update: and now theres a siege. I barely managed to get moooost of my dwarves inside.

Update: OH GOD, THE PROCEDURALLY GENERATED UNDEAD CAN HAVE BUILDINGDESTROYER

Update again: Well... everyone is dead. We've taken out... exactly 22 of them... while theyve taken out everyone. 60 mousefolk (modded civ, a third the size of a dwarf, so overall, good for the odds)

In the early winter of 645, the mousefolk "Gwen" Crafttowers was struck down by the Bugbear Cursed Butcher Stozu Justicetick The Hungry World of Heart with a Brown Recluse Spider Silk Glove in Worksank...

Did she. Get killed. By a f*cking glove slap?

13
In my experience, I'd personally say clothing and soap are the most overlooked. I've really never managed to get a successful clothing or soap industry set up; too many steps, i get overwhelmed and confused.

Economically, I'd say a lot of people sleep on pottery. Sure, it takes fuel, but its still an incredibly lucrative thing, in my experience. Clay is infinite, so as long as you either have your dorfs pumping out fuel, or access to magma, its a source of trade goods that literally never runs out, and never needs you to take a break to replenish it.


Activity-wise, I always tend to overlook bedrooms. I just throw together a dormitory for the starting seven, and put off making individual bedrooms until the late stages, though, I have been getting better about it in recent forts.

14
DF Modding / Would this secret concept work?
« on: May 28, 2020, 07:56:15 am »
I had an idea for a secret thats essentially more a "Frankenstein's monster" style of necromancer. The details of it are as follows.

*The "necromancy" interaction can only be done to adjacent corpses, and takes a little time to stitch up the corpse.

*The undead raised are always intelligent, but gain [SLOW_LEARNER], and still need to eat and drink.

Would this be possible? I havent played with interactions or secrets since I tried to make an MTG mod.

15
DF Dwarf Mode Discussion / Re: Ocean Forts?
« on: May 28, 2020, 07:46:45 am »
I've been playing on worlds without poles, which apparently disables seasons altogether (so no freezing oceans).

But having played with a fortress trying to bridge the ocean, I can say that ocean forts have a number of interesting benefits:
  • Lots of sedimentary stone layers, which tend to have iron ore
  • Ocean waves are visually pleasing to look at
  • Easy food from fishing industry
  • Predicable invader map entry (they only come by land, not by sea)

Yeah, I read the thread about that poleless world. Seemed interesting, would definately make ocean bases so much easier to defend, if harder to make

Pages: [1] 2 3 ... 26