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DF Modding / Re: Sieges and Megabeasts trigger and other questions
« on: May 24, 2008, 08:50:00 am »
Thanks a lot for the tip :-)(I got slaughtered, but nevermind, at least it's getting spicy ^^)
But i also wanted to prevent goblins for using crossbows and bows, and i thought i would reach this result by editing the entity_default.txt file and removing those tags in the part that deals with goblins :
[WEAPON:ITEM_WEAPON_CROSSBOW]
[AMMO:ITEM_AMMO_BOLTS]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
The first year, there were only about a dozen goblins and they were all wielding maces and spears, but second year, a pack of archers goblins attacked and they raped me.
So how could i prevent gobs to use ranged weapons?
DF Modding / Sieges and Megabeasts trigger and other questions
« on: May 23, 2008, 07:21:00 pm »First of all, i'd like to say that i'm really totally ignorant on DF modding, and computer programming in general, so please keep that in mind when you answer and try to be as clear as possible (imagine you're explaining it to your grandma).
Here's my question :
Is it possible to alter the game files in order to make sieges and megabeasts happen when my fortress wealth hits 1 million (or another value), regardless of how many dwarves are in it?
On another topic :
Is it possible to replace lousy wild animals such as groundhogs, horses, foxes, raccoons, and so on with bigger, meaner beasts such as minotaurs, giant cougars, and such (so that, basically, any starting location is turned into a "Terrifying" area)?
Thanks for any help
DF Dwarf Mode Discussion / Looking for a starting location...
« on: January 31, 2008, 06:06:00 am »I've spent 2 hours yesterday trying to find the location i wanted :
Magma
Iron
Flux
River/Brook
Terrifying+Haunted (with 2 biomes)
The terrifying+haunted part is what i really care about, i found a few, but they didnt have magma at all, and i just can't be bothered to play without magma
Any additional underground feature (cave lake, river, chasm..) would be great but isnt essential..
Trees and Sand would be nice, but i can live without (hopefully
)
I've had no luck so far
Does anyone have such a seed he could share?
Thanks in advance
DF Dwarf Mode Discussion / Re: Sieges. Bad or good thing?
« on: June 03, 2008, 12:27:00 pm »Otherwise, the hauling is a total pain in the neck.
DF Gameplay Questions / Re: No stones... Anywhere.
« on: February 04, 2008, 07:08:00 pm »quote:
Originally posted by Caretaker Eric:
<STRONG>In all five different fortresses, in five differently generated worlds, every level from 0 to -15, all I see is black with the occasional and random commas, percent signs, etc. denoting nothing of interest. There isn't rock ANYWHERE.</STRONG>
Dude, this IS rock. It just displays like black with a bunch of periods, commas, and % because you have'nt explored it yet..
Just dig there, and you'll see, it's stone, for sure
DF Gameplay Questions / Re: Segregated Sparring
« on: February 04, 2008, 07:06:00 pm »http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=7&t=002828
DF Gameplay Questions / Re: What do I do with caged animals?
« on: February 04, 2008, 09:52:00 am »They walked into cage traps, and i tamed them
All females
The jaguar gave birth to 2 jaguar cubs last fall, they all wander around the wells, like the other animals do... They don't eat, but still havent attacked any cow or kitty yet, now, that's decent taming
DF Gameplay Questions / Re: Retrieving the bones and seeds from cages..
« on: February 04, 2008, 02:31:00 pm »
DF Gameplay Questions / Re: Retrieving the bones and seeds from cages..
« on: February 04, 2008, 01:34:00 pm »If there's no better way at all to do it, i think i'll go post a little suggestion, cause its pretty annoying
DF Gameplay Questions / Re: Retrieving the bones and seeds from cages..
« on: February 04, 2008, 09:48:00 am »
DF Gameplay Questions / Retrieving the bones and seeds from cages..
« on: February 03, 2008, 08:47:00 pm »Sorry if this has been adressed before, i searched and didnt find anything about it...
Here's my problem, pretty simple :
I've caged tons of animals with cage traps, which i later tamed, to get a huge herd of walking steacks
Problem is : the animal trainers bring food to the caged wild animals, to tame them, and then the bones/shells/seeds remain in the cages
The only way i found so far to get those back was to go 'k' into the cages, order the dwarves to dump the bones or seeds, and then rush to the inventory of the "dumpers" to "undump" the items... Pretty harassing
There has to be a more clever way, right?
To be complete, my stockpiles are like this :
Animals stockpiles next to the kennels, just outside,
Bones/Shells stockpiles down in the fortress,
And the dwarves are allowed to gather refuse from outside in the 'o'rders menu
Thanks in advance
Bog'
DF Gameplay Questions / Only 1 migrant, what the effe?
« on: May 10, 2008, 04:00:00 pm »I'm having a little concern here : I just got an immigration wave containing... 1 dwarf. Twice. In two different fortresses.
I was getting sick of all the damn babies and children in my fortresses so i tried to mess with the init file a little bit and i especially changed this :
quote:
This allows you to control the number of babies+children in your fortress. The first number is an absolute cap on the number of babies+children. The second is a percentage of the current number of adults in your fortress (the default is the essentially meaningless 1000% here). The lower number is used as the cap. The cap only prevents further pregancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap. Setting either number to zero will disallow pregnancies in the fortress.[BABY_CHILD_CAP:0:1000]
So, i'm wondering, maybe after this one immigrant, there was supposed to be more but they were a couple with children, so they didn't come, and then nobody else did...
What do you guys think?
DF Gameplay Questions / Starting with Legendary Dwarves...
« on: May 09, 2008, 01:51:00 am »I was wondering if it's possible to modify some files in the game so that you can start with dwarves on higher skill than Proficient?
I'd like it if i could just start with a bunch of legendary mechanics, siege engineers or whatever for testing purposes (there are lots of features in the game i havent explored yet)
I know of Rick's Utility called Adjust Start but it doesnt allow to start higher than Proficient, so i need something different
I'm well aware that this is cheating, i'm not asking for an ethical response, just a technical one ;-)
Thanks in advance
DF Gameplay Questions / Marksdwarves and Shields
« on: May 07, 2008, 04:11:00 pm »Really simple question here : can marksdwares use shields and shoot bolts at the same time?
Thanks :p