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Messages - Iban

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1
DF Modding / What token causes embarrassment from nudity?
« on: November 04, 2018, 08:44:25 am »
It's not entity [CLOTHING] and it's not entity [PERMITTED_JOB:CLOTHIER]. Can negative thoughts from nudity not be removed?

2
DF General Discussion / Jol Soargilt, the Splattered Soldier
« on: November 01, 2018, 07:26:01 pm »
I'm making a mod with ant people emphasizing elite males and females. I'm checking legends after tweaking reproductive systems to ensure the population is thriving. I think this is the best one I've seen.

Jol was one of the first of his kind and did not die by the time the legends finished being written in 550. He has been a part of 4 different ant hives and abandoned them all, even once serving as a general for a single year. Every civilization in the entire game hates him.




He's killed 5 notable people, including other ants. Killing other ants in the sentient ant entity is an unthinkable crime. I didn't know that could even happen.
You'll notice he has a lair. I guess that's because every civilization hates him.



His non-notable kill count tops 250. But uh..



Yeah, 250 animals. I checked. Every single one was an animal.



All Jol Saorgilt, the Splattered Soldier, did was kill and eat random farm animals. I went back and checked to see what had happened with the one female elite he killed, and there isn't much to it -- except that he ate her, and then ate a cavy sow on the way out.



You're a fuckhead, Jol.

3
DF Modding / Re: Community Mods and utilities list.
« on: October 30, 2018, 01:14:40 pm »
Just send a hauler to attack as many civs as possible, and you will be attacked. Make sure to embark closer to one of those civs than any of the rest of your own civ.
Fortress Defense is an oldie but a goodie if the vanilla civs are not good enough for you.
Do the Fortress Defense civs have metal? I made an entire industry out of smelting orc garbage.

4
DF Modding / Re: Community Mods and utilities list.
« on: October 30, 2018, 11:33:40 am »
Is there any mod that expands upon civilizations? I haven't played DF in years and I think that dealing with cave monsters exclusively is incredibly boring. I miss regular goblin sieges. One in particular added Orc sieges and I can't really find any mods that add back in Orcs.

5
DF Suggestions / Migrant waves are preposterously large
« on: October 30, 2018, 04:20:17 am »
There should not be 20+ migrants in a caravan breaking down my border wall at once. There's no way to vet them, assign them new roles. They're just going to collect welfare in the party room.

But seriously please wind back migrant waves or have a Papers, Please screen where this can be done without waiting impatiently at the screen trying to tag them as they run past. My fort went from 75 to 99 in one go. I can't sustain that. I haven't even finished making rooms for the last 25 that joined the prior season.

6
DF Modding / Caste requirements for expedition?
« on: September 14, 2016, 06:57:37 am »
Hi,

Is there a way to indicate to the game that at least n of specific castes should be provided with every expedition?

Example: At least 1 female, 1 male dwarf.

Cheers.

7
Mod Releases / Re: Civilization Forge 3.0
« on: February 27, 2016, 02:55:20 pm »
I'm giving this a love bump because IMO the only thing DF lacks is a variety of civs.

I used to play the hell out of the Dig Deeper mod back in the day but this is the second best as far as I know.

8
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 03, 2015, 02:18:02 pm »
So I decided to follow around some Elk that spawned naturally on the surface amidst the muck.

They followed the normal pattern but I managed to catch a glimpse of one mid-death. This elk is "Shaken to its core!", which I assume is a fear token. It has sustained bruises on every imaginable part of its body. Its status screen lists yellow for most parts, and light blue for one of its eyes. It's also blinking "X" for Winded, which I assume means it's losing respiratory function.

As I toggle between pauses to check its status, it's not sustaining damage on any more parts, but it is gaining more yellow. Its left eye, for instance, is now also yellow instead of light blue. After it dies, it's coated in stinking muck and pus.


The rest of the herd collapsed all at once. They all have similar injuries. One sustained spinal injuries. Another had kidney injuries. They all begin to get pus as coatings before they die. They die at different times, usually very quickly after they begin to become winded. The only parts of the body that don't become injured are their hoofs, which is probably because of the material. I also have Giant Beetles because of my mod, and I believe they are the only things to experience contact with the muck and survive. I'm pretty sure that's thanks to their exoskeleton.

So, conclusion: The skies above my fort bleed ooze that melts flesh.

Edit: 100% causalities first migration wave.  There is no salvation from this red death.

9
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 03, 2015, 01:51:48 pm »
I'm in an evil tundra that is so immensely difficult, it rains perpetually a "stinking muck" that causes heavy bruising just from standing in it - but then the creature dies. I have no idea what the actual cause of death is. They are covered in muck and their own pus as a corpse, but I don't see what actually kills them.

So I'm stuck here wondering .. is this the muck itself? Does the bruising kill them? It has to be the muck, because the pus is the result of a syndrome. Maybe it melts flesh?

The result is the same. Most of my supplies are above ground. I've forbidden them and set restricted upon the entire top floor, and where the muck has seaped into the base.



My primary concern here is that this will affect trade horribly because the caravaneers will die upon entering the map. Same with migrants.

10
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r3
« on: July 01, 2015, 11:37:21 am »
How do I use Tiletypes to remove any floor and make it Open Space? I'm trying to clear tiles under bridges. I swear to god yo used to be able to channel under a closed bridge, but no more.

11
DF Gameplay Questions / Re: Marksdwarves PAINFULLY RETARDED
« on: June 29, 2015, 04:54:19 pm »
I am hoping this is just a typo but... crossbows use bolts, not arrows.  That's not your problem is it?
It is not. They have thousands of metal bolts laying in a stockpile next to their barracks.

I have 2 militias of 10 dwarves, all of them have gear that is accessible to them, all have green checkmarks next to their items in the equipment screen. But, when I order both to move to an area, it takes a full minute for half of them to show up, none of them have any metal arrows, and only 1 has bone in their quiver. They immediately charge in 1 at a time to their deaths and it's pathetic.

12
DF Gameplay Questions / Marksdwarves PAINFULLY RETARDED
« on: June 29, 2015, 04:30:17 pm »
Is this a recent AI change?

I'm trying to get my dwarves to pick up their crossbows and quivers and get into position and the dipshits will immediately engage the first thing they see without collecting any arrows, meaning they are up against fully armored and geared targets in leather with a wooden crossbow bludgeon and nothing else.

How the fuck do I tell Dwarves to flee if they are not equipped? Why are they not equipped with a fully stocked quiver at all times when I tell them to be in uniform 24/7?

13
DF Dwarf Mode Discussion / Re: Evil Biomes - Butcheries are unusable
« on: June 29, 2013, 05:44:29 pm »
You can't bury ANYONE in a coffin, because zombies aren't locked inside them.
Wow, that's good to know. I'm glad my miner fell into the volcano instead of just dropping dead, then. A legendary zombie dwarf with a pickaxe running around mining children's brains would be the end of me.

14
DF Dwarf Mode Discussion / Re: Evil Biomes - Butcheries are unusable
« on: June 29, 2013, 05:18:45 pm »
Wow, and then my dwarves auto-butchered the dead dogs and now their skin is coming back, too. Fuck this shit.


15
DF Dwarf Mode Discussion / Evil Biomes - Butcheries are unusable
« on: June 29, 2013, 05:16:52 pm »
I'm playing on an evil biome and the butchery is almost unusable.

If you don't know, any corpse or mangled bit on the map in an evil area can be turned into an undead. After an animal gets slaughtered, the skin and hair can be returned as an undead creature that then attacks the dwarves.

The problem is, they take on far too many characteristics from their butchered animal. Water Buffalo Skin and Hair is right now killing all of the dogs I have stationed by the kitchen. Even though it's literally just slivers of skin, they take many of their host's attributes and can then go on to overwhelm three different dogs.


Is there any way around this? I'd report it to the bug tracker but it doesn't seem to want to let me register an account.

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