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Messages - AceSV

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331
DF Modding / Re: [GRAZER] Civilization
« on: December 31, 2015, 11:30:59 pm »
I've got a grazer civ in Furry Fortress 2, the gazeal.  I haven't done much research on them, but I've found as you have that they do not seek out food, but fill their bellies whenever grass is underfoot.  It makes for an interesting engineering challenge to irrigate all of your heavy traffic areas.  Actually, I don't think I've tried them since the taverns were implemented.  I'll have to give that a shot sometime. 

332
Are wood and cloth on your to-do list? 

333
DF Suggestions / Re: Personal Weapons for Civilians
« on: December 31, 2015, 07:06:12 am »
In viking society it was actually required for all grown men to carry some sort of weapon with them.  I think this was considered proof of free status, but that might have changed from place to place and time to time. 

This has probably been in one of the previous topics, but it makes sense to me that you should be able to define types of weapons as civilian weapons and others as military weapons, so i.e. staff, club, seax, hatchet are civilian, sword, battle axe, spear, etc, are military.  Or it could be based on materials, civilians get wood, bone, stone and bronze while military gets the steel and adamantine. 

If civilians could carry weapons, it would be great to have some sort of meeting area that works like a gym or dojo or arena where they can practice martial arts, when they feel the need to.  Dwarves could spar with each other or share knowledge about martial arts like the scholars do (I guess that could be the same as the squad demonstrations).  Crippled militia members could be assigned to the dojo to pass on their knowledge to the next generation.  Might be possible to have duels or tournaments or something pop up from time to time as well.  Combat treatises were popular in Europe and Asia, though perhaps not as much pre-1400, maybe there could be a way to wright manuals on martial arts skills. 

334
DF Modding / Re: Furry Fortress 2 - New Metals and Trees
« on: December 25, 2015, 02:57:58 pm »
Well, as with the Bovarians, you are free to code up a salamander civ and post here.  I don't have anything against it, I just don't have the time or motivation to create and test it. 

335
So after much testing, I've had to remove all temples and taverns from my forts.  ???
I've had a complete season pass with a/some/many dwarf(s) ignoring all pending jobs, when they're the only dwarf Legendary in a particular skill, or the only one with that skill enabled.  Remove the temple/inn/tavern/library and all work gets done immediately.

I like the concept of temples, taverns, inns, and libraries, but when all work ceases due to socializing, prayer, and reading, it's time for them to go.  :-[
I think there will need to be an adjustment in job/task priorities such that when a job is pending, the dwarf is interrupted from their current task, or at least some tie in with personality such that 'average' dwarves will attend to outstanding jobs within an in-game calendar day, rather than spend an entire season drinking or meditating. 
I understand the issues with time stretching in general, in fortress mode, but it's a bit over the top as it is now, in my opinion.

You know you've got that "do task now" button on workshops.  Have you upgraded to 42.03?  I think that problem is less of an issue in the newest upgrade.  There were problems with needs not being fulfilled even when they were taking their time off. 

336
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: December 23, 2015, 01:42:52 pm »
Is it possible to change what sort of crafts or toys a civ can make?  Like, could I do civs with a toy sword instead of a toy axe or ceremonial masks instead of figurines?  Could I add craft types like a comb or a cloak pin? 

Also, is there a way to access the submenus in workshops?  For example, if I have a reaction to make a wooden club or a stone hammer, could I add those reactions to rock and wood sections of the crafters workshop?  Or if I add cobalt glass or lead glass, could I make them a submenu that would look like the existing glass types? 

337
DF Modding / Re: Furry Fortress 2 - New Metals and Trees
« on: December 23, 2015, 11:43:46 am »
Shit. I read "calamander" and immediately in though you'd added salamander people now.

Why haven't you!?

What would a salamander even do?  It's just a slimy lizard or a frog with a tail.  A frog or toad civ would make sense since they could have giant legs or tongue attacks or poison sacs or psychedelic skin.  Or maybe one of the stranger types like axolotls or hellbenders which have cool names or distinguishing features.  But salamanders?  Salamanders??

And the biology is one thing, but then I'd have to decide what kind of theme a salamander civ would have.  There's no culture that associates themselves with salamanders and they live in the boring old northern hemisphere holarctic ecozone which I feel like I've depleted of culture at this point. 

I mean maybe I could do something with the old myth that salamanders were created by lightning and fire and give them a wizardy theme with staffs and robes and pointy hats, but that strikes me as a little out of character at this point.  Kind of.  I guess.  Maybe. 

338
PS if you want high levels of Teacher or Student etc, it has occurred  to me you should have two squads in your military which alternate their downtime as scholars and scribes for a season at a time.

Dwarf warrior monks FTW.
Unfortunately, this only works until the Dwarf becomes highly skilled in combat.  When a Squad is Inactive, the Dwarves will perform whatever labors they enjoy most, which is now training.  The only way of forcing a veteran to take on civilian jobs is by removing him from the military, which creates moderate to severe unhappy thoughts.

Wouldn't scheduling them for time off allow them to do civilian work? 

339
Observations

So I've got a fortress tavern with a few dozen performers hanging out, but only one of them asks to be made permanent.  Time goes by.  The caravans arrive, and we trade with them oodles of expensive earthenware crafts.  Immediately after completing the trades, about a dozen of the visitors ask to be made permanent.  So I'm guessing that visitor petition rate is tied to exported wealth.  The huge wave of petitions was more than I had beds for, so I don't think the number of beds assigned to your tavern has anything to do with petition rate. 

Also, I'm playing a FuFo game with lots of civilizations.  The farthest civilizations send me lots of visitors.  The civilization near enough to send a caravan doesn't send me any visitors.  However, there is a dark pit civilization that has sieged us twice and sent a few performers as visitors.  I visited the dark pit and dark fortress assigned to that civ in adventure mode and found them completely empty, except for a team of humans who had apparently either conquered the site or reclaimed for themselves.  I'm pretty sure but not completely sure that the abandoned dark fortress belonged to the civ that is now sieging me, except that I didn't think they had any other sites in the area, so it's a bit of a puzzle. 

There is an Ogre civ somewhere, and one time an Ogress Dancer game to visit.  Hilariously, the ogress could not contain herself and smashed a bunch of buildings on the way down to the tavern.  She took a long time standing around next to the buildings before destroying them, as though conflicted about whether or not to give in to her building destroyer instincts.  The militia was dispatched to dispatch her, and no obvious retribution has resulted from the death of the ogress dancer. 

Also, a dwarf poet who joined my leokin fortress had a strange mood and claimed a workshop.  Unfortunately, the game crashed before the poet could finish his artifact.  Or perhaps it crashed because of the artifact. 

340
DF Modding / Re: A Three-Man Mod?
« on: December 21, 2015, 11:25:06 am »
Gimp would be more useful than Paint if you're starting from scratch.  I also liked Game Maker's sprite editor for small graphics and animation. 

I would like to start doing some teamwork here, but I'd really prefer to work on my own mod, Furry Fortress, or to work on things that are universal, like the new types of metals and woods and new reactions that FuFo uses. 

I do have races of animal people, both mammals and reptilians, so maybe there's something there that you could use for your draconians and beastmen. 

341
DF Modding / Re: Help with fixing a custom race
« on: December 21, 2015, 11:13:25 am »
Make sure you check the errorlog file

342
DF Modding / Re: Furry Fortress 2 - New Metals and Trees
« on: December 20, 2015, 11:31:36 pm »
Is Calamander a hard C or a soft C? :P

Haha.  Hard C. 

Actually, I only heard of calamander wood when I started looking up expensive woods, so I'm not surprised if no one else heard of it.  Calamander, also known as coromandel, is now extinct, so items that were made of it are crazy expensive.  Even when the calamander was alive, its wood was very valuable because of the intricate patterns found in the wood.  Calamander was related to ebony, and some species of ebony are used as substitutes (most ebony species are not solid black). 

A finely crafted calamander wood chest:
Spoiler (click to show/hide)

Boxwood (or just Box) was another surprising type of wood.  Box is very dense and hard and has almost no grain, making it ideal for carving.  Box has a white or cream color. 

A finely crafted boxwood figurine of a lobster:
Spoiler (click to show/hide)

343
I would guess that dwarves cannot see the performer if they're not on the same z-level, as this tends to be the norm.  For dancing specifically, I think most dances are large routines with a lot of dwarves participating and the fun is to join in, rather than watch from the sidelines.  Like I see dwarves with the job "Listen to Story" but not so much "Watch Dance", but I may just be missing it. 

344
DF Modding / Re: Furry Fortress 2 - Novachalcum and Crucible Steels
« on: December 16, 2015, 01:49:37 pm »
Okay, new version, same old link. 

I removed some of v004's Skulking races, since they seemed to be clogging up the civilization count. 

I added a lot of new metals.  Crucible steel now augments flux steel.  Crucible steel can be produced with pig iron, iron, raw clear glass, clay and fuel.  To my knowledge, this is more historically accurate anyways.  You have option to create either flux steel or crucible steel, whichever is easier based on your location.  To be realistic, flux steel should actually produce a different kind of steel than crucible steel, but whatever. 

Besides iron steel, you can now produce elemental steels by using x-chalcum.  Each can be produced with either flux or crucible.  They maintain the properties from the raw metals, Blaze Steel is sharper, Rock Steel is heavier, Cloud Steel is lighter and Ocean Steel is prettier (higher value).  Note that you will still need iron to produce elemental steels. 

And finally, I've created Novachalcum, a combination of the 4 elemental metals.  I still couldn't really decide what Novachalcum should be like, but I remembered that one time I modded in tungsten carbide and it was utterly too powerful, so I decided to use the same stats for Novachalcum.  Novachalcum should be difficult to produce in great quantity, I'm hoping that the traders don't ruin it by bringing lots of meltables to your doorstep.  The production of Novachalcum is reductive, combining 4 bars of the elemental metals will result in 2 bars of novachalcum. 


I've also added a few of new kinds of wood.  I haven't been able to actually find any in the world, but they are in the raws for you.  White Oak should be good for creating wooden weapons, like staffs and nunchucks, Blade Bough is sharp like obsidian, Ironwood has the same properties as iron, but is not a metal and cannot be melted or forged, Ebony, Boxwood and Calamander are valuable woods, on par with metal. 

345
DF Dwarf Mode Discussion / Re: City of Visitors
« on: December 16, 2015, 01:10:24 pm »
Sanity Check: Did you designate the Tavern as such and staff it?

The tavern was designated properly.  I've had taverns attract visitors without being staffed, but I think I had staff as well.  And if not the tavern, there's the library which could have or should have attracted visitors if visitors were attractable. 

Fixed the Tavern link. 

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