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Messages - Internet Kraken

Pages: [1] 2 3 ... 58
1
DF Modding / Re: Procedural monster cleanup crew
« on: May 03, 2011, 01:05:01 pm »
I'm sure I'm not the only one who gets a bit put off by some of the rediculous, wacky stuff the procedurally generated monster creator puts out.

Considering that this is Dwarf Fortress, I fully welcome zany bullshit monsters.

This. I always viewed things such as Titans, Forgotten Beasts, and demons as the spawn of pure chaos. They're not supposed to make sense. The fact that they can be such bizzare things is what makes them interesting to fight. After all, this isn't just flavor text. A creature in Dwarf fortress really will function different based on the material it is made from, the body parts it has, etc. Not sure why you would want to limit one of the most interesting parts of the game.

2
DF Dwarf Mode Discussion / Re: moody dwarf is a d***
« on: May 02, 2011, 01:03:20 pm »
Wait until your moody weaponsmiths start churning out Adamantine Crossbow artifacts, then lets see about the "YAY" -part  ::)

At least adamantine crossbows are a nice status symbol. You know what sucks? Adamantine capes. Some dwarf wastes all this adamantine on an artifact only to reveal a tacky blue cape, presumably so he can run around pretending to be super dwarf.

3
DF Dwarf Mode Discussion / Re: Why doesn't the Dwarf race thrive?
« on: May 02, 2011, 12:55:53 pm »
This effect seems exponentially worse the more I crank up savagery and beasts too.

Considering that dwarves dislike savage territory and that megabeasts fuck over anyone, that should be expected.

I've never had a problem with any vanilla species getting knocked off during world gen or being at a significant disadvantage, Just generate large worlds. Then there's plenty of room for everyone.

4
DF Dwarf Mode Discussion / Re: Current King of beasts?
« on: April 29, 2011, 01:01:39 pm »
How come the whales can easily fit themselves into the tiny corridors the dwarves make for themselves?  :P

For the same reason a bronze colossus can be held within a small wooden cage.

Without a doubt, horses and camels are the deadliest mundane animals. They combine the power of an elephant with deadly hooves, lightning speed, and a lust for murder. I had a skeletal camel assassinate 8 dwarves.

Oh yes, horses and their relatvies are quite deadly. I tried embarking on a horrifying desert once. 6 of the dwarves were killed in the first month by a marauding horde of skeletal camels. In Townbrush, one of the militia commanders died in a single hit when the insane merchant's camel kicked him in the head.

5
DF Dwarf Mode Discussion / Re: Okay, I guess we can let that slide...
« on: April 29, 2011, 12:40:13 pm »
OOh this means you can tame the whole tribe by feeding them kittens!  Or children! or Nobles!

I'm wondering if this works. Sacrifice a herd of animals to the beast men to befriend them. Which actually makes sense in a twisted way.

6
DF Dwarf Mode Discussion / Re: Current King of beasts?
« on: April 29, 2011, 12:38:01 pm »
Giant Cave Spiders are still big, carp are still pretty deadly (Dodging is Fun!), and I'll have to say zombie whales.



I've never embarked on an evil biome (Might do it soon though), but whales are gargantuan beasts. Imagine that 200 ton thing running at you.

Spoiler (click to show/hide)

From what I remember about Townbrush, a fort plagued by undead ocean monsters, whale zombies aren't actually that bad because they are so damn slow. Civilians can out run them and trained soldiers can kill them fairly quickly. However when they do manage to catch a stupid, slow dwarf, that dwarf tends to be crushed to death almost instantly. So you only need to worry about zombie whales if they end up camping inside your dining hall, waiting for ignorant dwarves to walk through the door.

OT: Bronze Colossus still pretty much obliterates everything, so they're the most obvious choice. As for the more mundane animals, alligators and their ilk are quit vicious and can easily kill a dwarf. Voracious cave crawlers tear through civilians like warm butter. Giant cave spiders get a guarnteed kill on everything they inject vemon into. So many animals, so many ways for them to kill you with ease. Pick your poison.

7
DF Dwarf Mode Discussion / Re: Silly dwarf...
« on: April 13, 2011, 09:00:44 am »
Dwarves give birth wherever they want. They will give birth whilst fleeing from goblins and then use the newborn baby as a shield to get inside safely. One of my haulers did this in order to survive.

8
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: April 05, 2011, 12:41:04 pm »
Quick question:

If I told you there was a race of people who lived exclusively in the desert, would you think they were elves? Or humans?

Humans.

To survive in a desert you need to be hardy and resourceful. Elves, with their pansy religions and silly morals, wouldn't be able to make it out there. Unless they find a way to utilize cactuses like trees, though I imagine cactus armor would be even more ineffective.

9
DF Gameplay Questions / Re: I MUST HAVE YARN CLOTH!!!
« on: April 01, 2011, 02:16:17 pm »
Try adding [YARN] to the raws for some random type of cloth that you happen to have.

To my surprise this worked perfectly! I tried adding [YARN] to the material raw for silk. As soon as I started the game again the dwarf ran, picked up some random piece of silk cloth, and began the construction.

Thanks for the help guys.

10
DF Gameplay Questions / Re: I MUST HAVE YARN CLOTH!!!
« on: April 01, 2011, 01:06:10 pm »
Try adding [YARN] to the raws for some random type of cloth that you happen to have.

I might as well try this. It sounds to simple to work, but I don't have any other options really.

11
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: April 01, 2011, 12:28:45 pm »
have you looked at darius' dfusion?

I'm not trying to control more than one species, but rather make a hostile civilization that consist of numerous creatures. It can techniacly still be done through use of the caste system, but it will be a lot more confusing.

12
DF Modding / Re: Fancy Silkworm - My Failure
« on: April 01, 2011, 08:57:36 am »
You should probably be more specific about what you mean by "doesn't work". In Dwarf Fortress that could mean a million different things. If you haven't already try checking the error log to see what problems the creature has. I'd try looking at it myself but I'm not on a computer with DF right now.

By "it doesn't work", do you mean that they don't show up? You should add an [UNDERGROUND_DEPTH:1:3] tag to the creature.

Judging from the code it looks like it's supposed to be a domestic animal, in which case such a tag is not needed unless he wants it to appear in the wild.

13
DF Gameplay Questions / Re: I MUST HAVE YARN CLOTH!!!
« on: April 01, 2011, 08:55:42 am »
Just going to bump this to see if I can get anymroe answers.

14
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: April 01, 2011, 08:55:00 am »
there's a vanilla example, the cavern thingman civs, they're all only one entity, but there are antman civs, cave swallowman civs, etc.

Ah of course. So much for making a simply multi-race civ. I suppose it's still possible through the use of castes but those are a lot harder to work with for what I have in mind.

15
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: March 31, 2011, 12:47:04 pm »
Is it possible to make a civilization that has multiple creatures in it? According to the wiki if an entity has multiple creatures they will be chosen at random, but I'm not sure if that means only one creature will be randomly selected and used or if all of them will.

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