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Messages - Meiun

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1
DF Modding / Modding Antmen camps possible? + Misc Qs
« on: February 23, 2019, 01:37:41 pm »
Is it possible to either allow Antmen and other animal people who kind of gather in small tribes to start with or build small buildings and/or fortifications? Without giving them their own sites so they still show up when you mine down.

As they are they seem to get wiped out by cave life too easy and all it takes is a cave spider slapping an ant Queen and rip their presence in the caves.

Beyond that does something with a constant temp like towercap but with vastly reduced temperature cool the area around it?

Can materials themselves be made to carry and cause syndromes rather than spattering them with syndrome causing materials?eg a spear made from xyz material will cause some kind of envenomation?

2
DF Dwarf Mode Discussion / Regarding neighbouring Civs
« on: December 30, 2015, 02:23:05 pm »
Do civilizations not cross high savagery areas the same way they wont cross mountains? it's been really hard to find anywhere that has elves, dwarves, humans AND goblins. Adding a necromancer tower to those criteria has repeatedly made it almost impossible.

Is there a maximum range from site that people will travel? If they are not on the neighbours screen can they still attack or trade?

3
DF Gameplay Questions / Smoothing and value
« on: September 03, 2014, 02:39:12 pm »
its been really hard t o find solid info on exactly how much smoothing adds. is it a 5 like walls that are made out of 1 material thats been turned into blocks? what is the value of walls made of bars?

4
DF Dwarf Mode Discussion / Ant men ( what to do with them )
« on: August 17, 2014, 03:05:53 am »
never really tried weaponizing animal people from underground. can friendly antmen be moved  via cage trap to somewhere else in your fort?

also never really noticed how short their lifespan is. is there any real reason? sure some ant species have maximum lifespans of under a year but most ant species have queens that live for multiple years and some like many carpenter an species have queens that live decades. generally the larger the species the longer lived, but not always. its a strong correlation, not a causal relationship.


edit: is it possible to make things other than dwarves vampies? never really tried. vampire tigerman? vampire ant man?

5
DF Gameplay Questions / Re: Citizens occasionally being caged?
« on: August 08, 2014, 04:27:01 pm »

2. The unit is moved onto the trap while incapacitated. This can be triggered by cave-in dust, being dragged (e.g. to jail by the Sheriff), or, in versions 0.40.01 through 0.40.06, by sleepwalking.

ah so in my case it would be http://www.bay12games.com/dwarves/mantisbt/view.php?id=6852&nbn=12 then

6
DF Gameplay Questions / Re: Citizens occasionally being caged?
« on: August 08, 2014, 05:53:27 am »
its definitely On Break ~> Sleep where they stand ~> they aren't seeking beds. they do have proper rooms. they aren't trapped outside. they only seem to do this when they go on break or are disrupted by something (not sure if horrified counts) over a trap. in another year of fort its happened another 20 times. the traps are at the fort entrance in the adjacent squares. maybe they are deciding to go to bed when they go on break "at the front door"? its not a meeting area or close to one.

7
lighting the world on fire in a dense forest and then cleaning up with siege engines at 50ish or more range worked just fine. the siege engines alone should be ok but sometimes a single undead will come to try to kill it and you need to cover it with military.

8
DF Gameplay Questions / Re: Logs killing woodcutters
« on: August 06, 2014, 08:26:22 pm »
Also beware of mass-cutting with empty woodpiles.  While my lumberjack has yet to be struck, swarms of haulers around him as he works is a poor idea.

this also brings up a point. it may not be the best idea to have too many wood cutters and mass designate. especially in heavily forested areas.

9
DF Gameplay Questions / Encrusting XP question
« on: August 06, 2014, 07:55:30 pm »
as of 40.06 does encrusting offer the same experience for all types of materials. as in does raw green glass return the same XP as andesite?

10
DF Gameplay Questions / Re: Citizens occasionally being caged?
« on: August 06, 2014, 07:48:51 pm »
personally dont have any webs or a captured GCS.  people just randomly get caught in cages. it seemsmostly to be the broker/manager.  he seems to like to just go to bed in a cage and get trapped.

actually  it seems more likehes taking abreak on a trap, getting interrupted by something and its triggering the trap. every time starts with "on break" before it happens.

11
DF Gameplay Questions / Re: Logs killing woodcutters
« on: August 06, 2014, 07:49:59 am »

also the fire did nothing for the siege except make the zombies manageable and clear room for siege engines. not recommended against  legendary undead combatants. they were ambulatory and fighting with all flesh missing.


woops double post.

12
DF Gameplay Questions / Re: Logs killing woodcutters
« on: August 06, 2014, 07:44:52 am »
40.06 seems fine. burned down a forest in 40.05 to kill of f a bugged necromancer siege. the trees would collapse like caverns when cut and then sometimes the woodcutter would get hit by a log too. not even so much as a bruise now from that combination. in 40.05 they were getting minor internal a injuries. seems like mortality then was more a matter of rng though. also dropped a tree with a miner and baby in it because ??? and all three were fine, except for the woodcutrer being unconscious from dead tree leaves collapsing. no other injuries.

13
DF Gameplay Questions / Re: Citizens occasionally being caged?
« on: August 06, 2014, 07:39:14 am »
this might be a bug. this happens often enough. its like they rearm a trap and go to sleep, except sometimes they are able to just leave the cage on their own. a similar thing happens with trees. sometimes dwarves also just climb a tree for whatever reason and stay up there trapped for a while (sometimes an extremely long while)t then magically escape  and go about life as normal.

not really in the habit of risking them dieing in a tree or a cage so generally tend to rescue them anyway. seen them leave a cage on their own with no help maybe 4 or 5 times now and had a bout 10dwarves gettrapepd in cages in the last 2 years of this fort. maybe 2.5.

14
using a sacrificial dwarf seems to show they dont even respond beyond the range of their weapons.cant we just set up siege engines and open up on them or will they move to attack if they get hit?

it helps that the dwarf was a mayor who kept demanding annoying things.

edit for clarity:

Spoiler (click to show/hide)

what happens upon clearing the LoS and firing? they only seem to respond to dwarves about up to that red line

15
The problem is they don't. I have the same situation as Rabbit. Siege undead are only attracted to things already within a few squares of them, they don't behave like the living, they will happily mill around on the edge of your map *forever*.
I have already tried luring with one man squads, but the dwarves aren't disciplined enough to move within sight range but not either attack or run away.

as in the necromancer siege doesnt even break after a few years? currently have the same problem. they're increasing in numbers but they aren't pathing and just milling about. is there even a point then?

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