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Messages - Prudent Viper

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211
DF Community Games & Stories / Re: My first successioon game.
« on: September 23, 2014, 05:02:00 pm »
The guild thing is a nice idea, but it could become problematic very easily. I suppose the best way to do that would be through burrows, but making sure that each guild has access to the communal food stockpile.
May I suggest that you mark dwarves in your guild by a symbol, or with their profession name?

212
DF Community Games & Stories / Re: Shadow empires
« on: September 23, 2014, 04:57:04 pm »
I really like this idea! Could lead to some great roleplay.
I do have a couple questions about stage three:
1)What happens if the adventurer dies?
2)An ingame year is a long time in adventurer mode. A season might be better?
3) Taking control of dwarven sites? Wouldn't you have to kill everyone in the fortress to do that?
4) The autowin invasion bug will ruin your day. It might be better to use 34.11?

Anyway, I'm in whenever this starts.

213
DF Modding / Re: Can pets equip weapons?
« on: September 23, 2014, 04:46:35 pm »
As a side note, Pets can wield crossbows and quivers. Tamed creatures with the ambusher skill will hunt for you, and take what they need from your stockpile.
That and fishing are about the only useful things they can do.

214
Capture a goblin. Name him James Bond. Drop him into the moat. Laugh maniacally while stroking a furry animal in your swivel chair.

215
DF Adventure Mode Discussion / Re: zombies now insanely hard?
« on: September 23, 2014, 02:26:06 pm »
You should and you can. Quick attacks are very powerful, because they allow you to time your strikes so that you attack after they attack. If you have a good enough shield skill, you can effectively become invincible one on one.

I learned the multi/attack dodge thing when a group of 9 goblins tried to rob me. I refused, and we entered a non-lethal fight. They had two legendary fighters among them, so the best course of action there was to not escalate the situation, even though I had shoddy unarmed skills.

 Still, volume makes up for quality. Punching and kicking an enemy and then dodging away in a single action was extremely fun.

216
DF Adventure Mode Discussion / Re: zombies now insanely hard?
« on: September 23, 2014, 04:48:48 am »
Fight them in the same manner as Night Trolls. Try to battle one at a time and if they attack, dodge or block (the latter is more useful) their attack. Immediately follow up with a quick attack, and repeat the process.
If you end up fighting a group, treat them as very powerful bogeymen. Continually move away while doing your best to keep them in single file. Use a multiattack/dodge when they get near.

217
A group of Giant Grey Langurs saved me from a huge flock of Sparrowman Corpses once. They then proceeded to rob me blind. Opportunistic bastards.

218
DF Dwarf Mode Discussion / Re: Elves, and more competent warriors
« on: September 14, 2014, 10:12:02 am »
I like the third idea very much, but as far as I know you can't make custom creatures use any of the random interactions/generations themselves.

If that's true, then there's a simple workaround. You could copy the elf raws several times, give each one a different name and interaction, and then add ALL of them to the elf entity.
E.g.
Spoiler (click to show/hide)
Though of course with fluffier names for each elf subtype. When the game creates each elf civ, it will pick one of these creatures to populate that civ.
 While this could take a little bit of work, this set up would have the effect you seek. You''d have to get someone tech savvy to change which elves had which syndrome every once in a while in order to preserve the surprise element.

219
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 14, 2014, 09:40:23 am »
While we're on the subject, do civs comprised of [CRAZED] creatures declare war on everyone in the same manner as babysnatchers?

220
DF Dwarf Mode Discussion / Re: Elves, and more competent warriors
« on: September 13, 2014, 04:35:06 pm »
I actually just "modded" my elves recently, though I'm not sure how well it worked overall.. :| I'm a bit of a mad copy/paste butcher with it..

Spoiler (click to show/hide)

Those are some pretty big changes. Your elves are now evil, are happy to murder nature, and live in cities. Any particular reason why you took them in such a radical direction? Not judging, just wondering.

221
DF Dwarf Mode Discussion / Re: I've been betrayed by myself.
« on: September 11, 2014, 08:53:25 am »
He'll lose his equipment, I'm afraid, and have it replaced with default goblin stuff. Expect him to turn up with a iron breastplate and helm at best.

222
DF Modding / Re: Updating custom creatures for 2014
« on: September 05, 2014, 06:55:13 pm »
They are missing a lot of the new entity tags. Take a look at the vanilla entity raws, particularly this bit:
   [EXCLUSIVE_START_BIOME:MOUNTAIN]
   [SETTLEMENT_BIOME:ANY_FOREST]
   [SETTLEMENT_BIOME:MOUNTAIN]
   [SETTLEMENT_BIOME:ANY_GRASSLAND]
   [SETTLEMENT_BIOME:ANY_SAVANNA]
   [SETTLEMENT_BIOME:ANY_SHRUBLAND]

 My brain says that this shouldn't cause the crash you're experiencing, but it (hopefully) wouldn't hurt to put them in anyway.

Is it possible that they can't feed themselves? Their entity tags don't specify any crops that they use. Perhaps the game realises after a few years that they should have starved, and kills them all at once? Causing a crash?


223
DF Modding / Re: Updating custom creatures for 2014
« on: September 03, 2014, 08:14:03 pm »
Can you access the error log?

224
Sounds good, but you might need a bit more detail if you're going to attract anyone.

225
DF Modding / Re: no respawn in caves mod?
« on: September 03, 2014, 08:05:59 pm »
I'm surprised no ones mentioned this, but there can only be one group of wildlife per biome in the game at one time (barring certain exceptions). If you don't want to deal with more creatures, trap a flesh ball or mole in a room. As long as it's not caged, no more creatures will show up.

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