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Messages - AceSV

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361
In other news, I've had a couple fortresses with no visitors at all, and a couple fortresses where I get almost as many visitors as migrants.  Is anyone experimenting with what situations attract visitors?  I feel like building near a road or another fortress improves your chances of visitors greatly.  In one of fortresses, I played as mod-race-A and got only mod-race-B visitors.  Maybe I was close enough to a mod-race-B fortress to attract visitors from them, but not close enough to any home civ fortresses. 

362
DF Dwarf Mode Discussion / Re: v42 Funny Quotes
« on: December 10, 2015, 04:15:18 am »
Location names can also be pretty great.  Would you like to grab a drink at the Outrageous Butter?  Or join the bards at The Lemon of Ferrying?  Perhaps you'll indulge in some books at the Inky Mansions or ponder with the scholars of the Blockaded House. 

363
I went with a more natural approach:



The space is an empty magnetite and copper vein, in a sandstone layer.  The tables and chairs are hydrochalcum (blue gold) and the statues are stoneware.  If you've got big empty spaces, they'll sometimes start doing dance routines. 



Oh yeah, does anyone know what Tavern Keepers are supposed to do?  I can't detect any change in functionality with or without a keeper on hand. 

364
As a result its impossible to make some dwarves able to use human weapons and some not?

Supposedly, the piece of code that checks if a creature can wield a weapon only checks the species size, not the individual's size after height/length/broadness modifiers.  I think if you wanted the specific effect of some dwarves wielding human weapons and some being unable to, you could make castes with different sizes.  But again, I'm not sure what that would do to your clothing/armor industry. 

365
DF Modding / Re: The most METAL MOD EVER idea
« on: December 09, 2015, 04:21:38 am »
Maybe a group of space-faring humans left to settle on a savage world to rebuild the way of their viking ancestors.  If you want to borrow a little from ERB's Barsoom, the savage world could be in the process of dying out. 

My first instinct is to just ditch elves rather than try to fix them, but there are a few tricks you could employ.  Elves can use GOOD animals the same way goblins can use EVIL animals, so creating an animal that is COMMON_DOMESTIC and GOOD should give the elves exclusive access to it the same way goblins have access to beak dogs.  Wood could also be powered up.  DF's default wood is not very much like the types of wood that were historically used in combat, and there are a few rare woods like desert ironwood and lignum vitae which would possibly be as strong as bronze but much lighter.  There's also the idea of a fictional ironwood or steelwood that is as strong as real metal.  There might be a way to force the elves to preferentially select the best woods for weapons and armor, but I don't know how to do that.  Elves could be themed to be more like jungle savages and less like forest hippies, although DF's cannibal elves are arguably already like that. 

Could also be interesting to increase the number of tameable megabeasts, like dragons, so that you can catch an army of them and start a megabeast breeding campaign.  Or mod in animals like mammoths or quetzalcoatlus that are dangerous enough to take on megabeasts on their own.  Maybe give all animals PRONE_TO_RAGE so that the sissies will actually stand and fight if they get hunted. 

366
DF General Discussion / Re: PeridexisErrant's Starter Pack, 40.24-r20
« on: December 07, 2015, 02:42:54 pm »
I haven't gotten any visitors since switching to the Windows LNP.  Is anyone else experiencing that, or am I just getting unlucky?

367
DF Dwarf Mode Discussion / Re: v42 Funny Quotes
« on: December 07, 2015, 02:44:08 am »
New world, new literary masterpieces:

Start Your Day with Valves
The Examination and the Coming Troubles
The Author, My Love

368
DF Dwarf Mode Discussion / Re: v42 Funny Quotes
« on: December 06, 2015, 09:01:17 pm »
Gods, yes, books are amazing:

Time Spent with Probing
Give Me the Troglodyte
Inquiries on Probing
The Fortress Might Help
Journey to Flasks (it concerns the construction and use of the flask) 
Nothingness and Other Travesties
The Horstang Mares: Only the Dirt Foretells
Do You Know the Sharkopaths?
Mysteries of Glue

Didn't expect this one to be funny, but it is:  Commentary on the Dark Fortress by Lan Strapsshields.  On the item is a well-designed image of The Fortress And Beyond (a completely different codex).  It concerns the murder of the horstang stallion Ashanda Pantedcave by the horstang mare Lan Strapsshields in Badface in year 90.  The writing bubbles over with cheerfulness. 

Also, several titles that sound like they would be NYTimes bestsellers:
Introduction to Equality
Social Welfare Explained
The Hidden Meaning of Justification

369
DF Dwarf Mode Discussion / v42 Funny Quotes
« on: December 06, 2015, 04:34:46 pm »
I caught one of my scholars Pondering Reproductive Behavior!  On the status screen, "I've been mulling over reproductive behavior.  This cannot end well."  She is pessimistic after pondering reproductive behavior. 

This is perhaps a bit more tragic now that I see that her husband died in the weremoose epidemic. 

370
DF Modding / Re: Furry Fortress 2 - Lions and Horses and Bovarians???
« on: December 05, 2015, 12:29:15 pm »
Alright, Furry Fortress 2 should now be updated to the 42.01 version of Dwarf Fortress.  I haven't completely tested it yet, so let me know if you encounter any hiccups. 

Same Old Link:  https://drive.google.com/folderview?id=0B5_Jm8L6GFwcREp3TlJOcU5XN1E&usp=sharing

371
Okay, I'm starting to generate questions.  I've got a tavern and a tavern keeper, but he doesn't seem to do much tavern keeping.  I've got  lots of tables and chairs, some empty space and containers in the tavern.  Does their need to be food/drink stored in the tavern or something? 

Also temples are befuddling me.  The only way I can figure out to start a Location is to use a table, which doesn't make sense for temples.  I've got several nice temples dedicated to specific deities, and one crummy temple dedicated to no one in particular and the crummy one gets a lot more visitors.  I've assigned a performer to the crummy temple, but he doesn't seem to do much. 

372
DF Modding / Re: The most METAL MOD EVER idea
« on: December 03, 2015, 04:37:52 am »
Quote
You could make guitars.  Sometime soon the new version which will have actual musicians will be released and guitars would be actually useful.  Or, you could make combat guitar weapons. 

Now that musical instruments are generated can you still make guitar instruments and other instruments like that.

Not sure.  There's a special tag to generate instruments.  It may be that there are still tags related to making specific instruments, but I haven't looked into it. 

373
DF Dwarf Mode Discussion / Oh sure, flying zombies, fine
« on: December 02, 2015, 03:58:40 pm »
So, first defense hiccup of the new version, I got attacked by a platoon of Barn Owl Man zombies, which can fly, rendering my extensive mote and wall useless.  I guess I got a little too used to 40.x sieges not bringing any critters with them and didn't bother any air defense.  Now I know better. 

374
DF Modding / Re: Dissecting the Raws for 42.x
« on: December 02, 2015, 03:37:49 am »

[ALL_MAIN_POPS_CONTROLLABLE] - Found for the main races
[SET_SCHOLARS_ON_VALUES_AND_JOBS] - For humans.  More random scholars?
You've probably seen that elves and goblins don't have access to all scholar types.  I'm guessing that humans get a selection of scholars based on their randomly generated values.  So a human civ that values nature highly would produce naturalists. 


Quote
New creature tags:
[LOCAL_POPS_CONTROLLABLE] found on animal people.  So can we now play as any wild animal?
[LOCAL_POPS_PRODUCE_HEROES] found on animal people.  I guess this is for wild creatures that can join civilization.
[SYNDROME_DILUTION_FACTOR:<syn_class>:<amount>] Used for inebriation on dwarves, but I guess we can now make creatures with resistance to a particular syndrome without being totally immune.  Going to try using negative or fractional amounts, can we make a creature extra-susceptible to a syndrome?


I'm guessing that animal people are only playable if they exist near an existing civ site.  There's probably something more complicated to it.  Or maybe this is just the tag that marks them as being able to show up as visitors. 

My guess for syndrome dilution factor (and this is purely a guess) is that the amount is based on 100, so 150 for dwarves' inebriation means that they get inebriated more slowly, while if you gave something a syndrome dilution factor of 50, it would get inebriated twice as fast.  Gnomes have an inebriation dilution factor of 5000 or something, so I guess that's supposed to make them immune to alcohol. 

375
DF Modding / Dissecting the Raws for 42.x
« on: December 01, 2015, 07:21:33 pm »
Well, the new release crashed 3 times in 10 minutes, so I'm going to occupy myself otherwise. 

I'm using https://www.diffchecker.com to find differences. 

creatures_default:
Dwarves have a new token called [STRANGE_MOODS], which would allegedly allow them to build artifacts.  It would be interesting to see if this is a caste-level token. 
Dwarves have [SYNDROME_DILUTION_FACTOR:INEBRIATION:150].  Humans do not have this tag, so it seems to have a default setting. 
Humans have [OUTSIDER_CONTROLLABLE], allegedly referring to playing as an outsider in adventure mode.  Kobolds lack this tag. 
[CREATURE_TILE:64] has changed to [CREATURE_TILE:'U']
Scaled creatures have [REMOVE_MATERIAL:PARCHMENT]

entity_default:
INDIV_CONTROLLABLE replaced with [ALL_MAIN_POPS_CONTROLLABLE] and CIV_CONTROLLABLE replaced with SITE_CONTROLLABLE. 
The old instruments have been removed.  Replaced with generated instruments:  [GENERATE_KEYBOARD_INSTRUMENTS][GENERATE_STRINGED_INSTRUMENTS][GENERATE_WIND_INSTRUMENTS][GENERATE_PERCUSSION_INSTRUMENTS][GENERATE_POETIC_FORMS][GENERATE_MUSICAL_FORMS][GENERATE_DANCE_FORMS]
Added:  [TOOL:ITEM_TOOL_SCROLL_ROLLERS][TOOL:ITEM_TOOL_BOOK_BINDING][TOOL:ITEM_TOOL_SCROLL][TOOL:ITEM_TOOL_QUIRE]   [TOOL:ITEM_TOOL_BOOKCASE]
Added:  [SELECT_SYMBOL:TEMPLE:NAME_BUILDING_TEMPLE]   [SELECT_SYMBOL:LIBRARY:NAME_BUILDING_LIBRARY]
Removed [ADVENTURE_TIER:3]
Added Scholar types.  [SCHOLAR:ALL][SCHOLAR:PHILOSOPHER]   [SCHOLAR:MATHEMATICIAN]   [SCHOLAR:HISTORIAN]   [SCHOLAR:ASTRONOMER] [SCHOLAR:NATURALIST] [SCHOLAR:CHEMIST] [SCHOLAR:GEOGRAPHER] [SCHOLAR:DOCTOR]   [SCHOLAR:ENGINEER]
Jobs and reactions added for paper-making:  [PERMITTED_JOB:PAPERMAKER] [PERMITTED_JOB:BOOKBINDER][PERMITTED_REACTION:MAKE_QUICKLIME][PERMITTED_REACTION:MAKE_MILK_OF_LIME] [PERMITTED_REACTION:MAKE_PARCHMENT][PERMITTED_REACTION:MAKE_SCROLL][PERMITTED_REACTION:MAKE_QUIRE][PERMITTED_REACTION:MAKE_SHEET_FROM_PLANT][PERMITTED_REACTION:MAKE_SLURRY_FROM_PLANT][PERMITTED_REACTION:PRESS_PLANT_PAPER][PERMITTED_REACTION:BIND_BOOK]
New value, KNOWLEDGE

Humans are supposedly more randomized now.
Humans have [SET_SCHOLARS_ON_VALUES_AND_JOBS]
Humans have [VARIABLE_VALUE:ALL:-30:30]  Interesting.  One could allegedly set a specific value to variable as well. 

I haven't completely plumbed through the file changes file yet.  Looks like some good reactions stuff in there too. 

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