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Messages - Dirst

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3361
DF Modding / Re: First Attempt At Creature Design : Requesting Help
« on: May 20, 2014, 01:17:07 pm »
redpikeman, if you want to round out the fortress mode version, be sure to add something like

Code: [Select]
[PROGRESS_TRIGGER_POPULATION:1]
[PROGRESS_TRIGGER_PRODUCTION:1]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]

to the MOUNTAIN entity.  That will allow Dwarven caravans to arrive.  (Those example thresholds are copied from the Elves.)

Also, I believe outsiders always spawn naked... so no backpack seems correct.

3362
DF General Discussion / Re: Future feaures
« on: May 20, 2014, 11:36:46 am »
An actual magic system, sphere lands and different planes of existence (ie afterlives, elemental planes, dreamworlds etc).
So when your fort crumbles to nothing but that one noble who couldn't be bothered to pull The Lever in time, take control of him in Expedition Mode and make your way to the Afterlife Plane.  Locate the all the Dwarves that died due to his incompetence and establish a new fortress.

"No! He's going to do it all again!  Please tell me there is something after the afterlife... and that the Baron can't find me there!"

3363
DF General Discussion / Re: Future of the Fortress
« on: May 20, 2014, 10:17:57 am »
True, but as in real life I imagine it would take a very long time for most (non-desert) human structures to be buried naturally, barring massive disasters.
This is Dwarf Fortress.  Massive disasters are a regular occurrence.

3364
DF Suggestions / Re: Control the migrants
« on: May 17, 2014, 08:42:05 pm »
On one hand, it'd be nice and somewhat realistic to be given the ability to control who can and cannot become a fort resident. But on the other hand, a big part of the game's difficulty scale is reliant on the steady increase of thirsty mouths to quaff. And then it gets even muddier with the whole pop cap as both a game mechanic and an FPS/technical option. Hard to say what the best path to take is, but telling the liaison what kind of profession the fort is looking for would be a good start.
"Honored Liason, please relay or request for a Suturer to the Mountainhome."
"I'll bring the request, but I've seen the migrant applications.  Unless a Suturer has been pretending to be a Potashmaker or Milker, I wouldn't get your hopes up."

3365
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: May 15, 2014, 12:15:46 pm »
So, the problem with the animal men currently is that they only sometimes speak gibberish, about 1/5 of the time. The rest of the time they speak elven. I want them to speak gibberish all the time. Any possible solutions are welcome, this is a pretty strange and difficult problem.
Have you removed CAN_SPEAK from every creature that might come up in the entity?  I'm guessing one species is sufficient to give the civ a language.  If it's happening 1/5 of the time, then I guess 1/5 of the time of the troublesome species is included.

3366
DF Suggestions / Re: continue generating history in legends mode
« on: May 13, 2014, 11:41:19 am »
okay,i'm not sure if it's already suggested,but i feel like legends mode is really missing the option to continue generating history after you finish a fort or an adventurer.like,for example,you create a fort,lose it and generate a few more hundred years of history.then return and reclaim it after it has already passed to history.

it would also be nice to get to see what impact your actions had on the world.that skirmish you started with the elves,for example?now it's a full scale war,because when you started the hostilities you were a barony of a dwarf civ.did the elves win?will you have to contest them to reclaim your fortress?or that goblin civ you crippled by killing all of its leaders.what happened to them?did a new leader took over and regrouped?did they got destroyed by their enemies due to the lack of leadership?

i believe these details would add so much more to legends mode
The next release will be the first to keep the world "alive" after generation.  We don't have full details yet, but it sounds to me like worldgen-level-detail events will continue to occur.  So you should definitely be able to see the impact of your adventurer on the world.  Fortress mode doesn't appear quite as integrated with the outside world this release (though your fort can have an impact by thinning the herds of titans, which matters because titans have a big impact on the "worldgen" that is still occurring).

3367
DF General Discussion / Re: DF has a SHALLOW learning curve
« on: May 13, 2014, 09:44:29 am »
People who don't really give a **** about whether they are technically correct, but whether they are understood.
Are you saying people could care less?  :D

3368
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: May 13, 2014, 09:31:40 am »
You know what, fuck it. I'm just giving the animal men elven and ITEM_THIEF so that they are hostile to everyone.

EDIT: HOLY DICKBALLS IT ACTUALLY WORKED, ANIMAL MEN SPEAK IN UTTERANCES NOW
Fsdloew lkidco opii.  Niudswe, hiessf u sslez.  Qryfdsle!

3369
2. Material clouds.
Quote
Human 7 is caught in a cloud of boiling zinc!
- Applies temperatures, contaminants, and syndromes (notably applies INHALED syndromes)
- Is part of the "flows" code which only targets creatures
- Only happens 10% (ten percent) of the time, OR if the unit flag "check_flows" is true (and that flag is set to true when a creature steps into another tile). There is no other randomness preventing the application of inhaled syndromes.
This doesn't match my (limited) experience with using boil-away stones to inflict inhaled syndromes, although there does appear to be a window of opportunity to avoid a cloud.  If the booby-trapped tile is the last tile in a tunnel and there is another mining designation elsewhere, the miner will set off the explosion but be far enough away to avoid any ill effects.  Looks to me like the same behavior that lets an engraver safely carve fortifications in warm stone so long as he/she immediately runs somewhere else.

I've noticed this troubleshooting my own mod; it should apply to Masterwork's warpstones and any other boil-away materials as well.

A 10% chance of inflicting a syndrome would nerf any mining surprises as well as workshops that use clouds to affect the operator.

3370
Thanks for the quick reply:). i edit creature_tile of dwarf in creature standard. the original value is 1, which is the smiley. perhaps, @ is hardcoded for uncontrollable units of the race one plays.
I don't see where that character is assigned in the raws, but it is something that can be overriden with a graphics set. 

There is probably an easier solution, but you can take someone's graphics set for dwarves and paste over each image with a white-on-black image of the tileset cell you want to use.  In the graphics_*.txt file, replace instances of "AS_IS" with "ADD_COLOR".

The other alternative is to pick something other than @ for the humans.  Maybe ♂ for male-caste humans and ♀ for female-caste humans?

3371
DF Dwarf Mode Discussion / Re: Webs pausing needs?
« on: May 12, 2014, 11:05:38 am »
Btw, last time this happened to me (fractured wrist in traction for 6 years), it turned out it was because there was a forbidden bolt lodged in the wound. Since it was forbidden, the doctors couldn't get it out.
Button, it's inexcusable that you had to suffer in pain that long.  Have a word with your Overseer, and tonight you might find some shiny new furniture in your bedroom to offset those unhappy thoughts.

3372
DF Gameplay Questions / Re: How Large Can Sieges Get?
« on: May 11, 2014, 11:47:59 am »
Varies on wealth. Theoretically as big as their civ can allow. Largest one I've ever seen was over 200.
I'd love to see a siege by ant people.  There'd be thousands of them thronging outside the gates, and depending on how patient they are the siege could last generations (for ant people).

3373
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: May 11, 2014, 11:40:59 am »
No error log, they just don't lay charcoal.

Also, these creatures won't generate sites.
Spoiler (click to show/hide)

You have TREE_CITY as a preferred and tolerated site type, not sure if that would cause problems.  But any site populated by this entity must be known as an Animal House, even if it entails binary patches.

3374
DF Suggestions / Re: Dwarven Slippery Slide
« on: May 11, 2014, 11:18:58 am »
You'd probably want some sort of friction system alike minecarts, so a smooth ice ramp wouldn't have the same friction as a rough schist ramp.
Well, the game has "rough" constructions for stuff built from boulders (build from blocks to avoid that).

Of course, if the coating suggestion is followed, even the roughest slide will eventually get smooth from all the blood...

3375
DF Dwarf Mode Discussion / Re: Embarking as other races?
« on: May 11, 2014, 10:57:24 am »
They don't have to be removed. If you don't have the job permitted on your people, you'll just designate a workshop that'll never be built.

Right now the elves are seriously broken. They're not meant to cut down trees at all, even in the final version. They're supposed to be able to cultivate trees that drop everything they need. The new release coming up will work towards fixing them, with fruit, but without extra modding it still won't be enough. I don't think there are any trees that drop beds or lumber yet.
In the next version, one could make a tree drop any arbitrary fruit, even several types from the same tree, but they wouldn't be regular items.  You'd still need custom buildings to turn a "sword drupe"  into a "wooden sword" and so on.

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