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Messages - Vorox

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1
DF Dwarf Mode Discussion / Re: Tips for off screen army success
« on: June 01, 2021, 06:31:46 am »
The poster above is right. Also, if you Raze a settlement completely, it will almost certainly be taken over by someone else VERY quickly. In my experience, the surest way to conquer without losing elite soldiers is first sending ONE elite squad to raze or sack (this will deplete the enemy population, but usually not completely) then sending a squad or two of untrained peasants to demand surrender/conquer. It's a tedious method, but I haven't found a better one.

2
DF Modding / Re: What's going on in your modding?
« on: December 20, 2020, 03:01:50 am »
Tried to mod in enslavement so I could sell caged invaders and use them for work. Found no way to turn hostile invaders into "animals" owned by the fortress, so I settled for making new creatures and spawning them through DFhack. Curiously, what ended up happening was the ones I sold... traveled back in time to become the rulers of my whole civilization (?)

Spoiler (click to show/hide)
(The second number from the left is the year in which the ruler took power.)

3
From what I've seen so far, combat skills and equipment don't seem to matter much. Military tactics definitely plays a role, but I don't know how significant it is. I've been able to conquer sites with unskilled peasants armed only with spears and shields, sending 30 of them against sites with double that number  or more. There were some minor casualties, like one or two people dying per mission.
Legendary warriors led by a skilled tactician can easily raze sites with no casualties.

4
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: April 16, 2020, 07:18:48 am »
I've read it, but it's a bit confusing. It says that only tamed animals can be traded safely, but then also says that only sentient creatures will be thrown out of cages before selling. A caged wild/invader animal is neither of those things.

5
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: April 16, 2020, 05:08:05 am »
Can caged wild animals/animals brought by invaders be sold to merchants?

6
Thanks for answering my question.

Also, is tweak makeown supposed to work on invaders? Because I tried it, and it doesn't make them join me, just gives me "ownership for x clothes fixed". If the answer is no, then is there any script/plugin that can do this?

7
Does siege-engine work with ballistae or catapults only? Can I put ballistae on a tower above ground and have it shoot down into a target area?

8
That's actually a pretty smart workaround. However, what I was trying to achieve is a roman legionary style weapon, so a gladius which would also "shoot" pila and allow a shield in the other hand. Guess I'll have to settle for war darts instead.

9
Is there any way to make soldiers carry less than 25 units of ammo? I made a "throwing spear" type weapon and set it's size to be five times larger than a bolt, hoping that this would make quivers only carry 5 of these. I also assigned 50 ammo to the squad (so each of ten members would have 5).

However, none of this seems to have the desired effect and the ammo just ends up slowing them down to a crawl, due to it's weight.

10
Does anyone know how the calculations work for these things? I don't really need the scientific details, but I would like a to have rough idea of how many soldiers, with how much skill and equipment do I need to send to raze/conquer a site, depending on it's population.

11
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 09, 2020, 03:42:25 pm »
After several weeks of modding, and almost an hour of trying to generate the perfect world, I'm finally ready to start some new forts.
I really like the world I got, it's got a huge good ocean in the south, a very big evil tundra in the north, and in the northwest corner there is a big good lake in a valley surrounded by mountains. Also the small island in the south is almost like a miniature version of the main continent.

Spoiler (click to show/hide)

12
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: April 09, 2020, 03:16:55 am »
Thanks guys, duplicated raws were indeed causing this, as well as some other weirdness. I added a GRIFFON creature and forgot to replace the default one. I also had two item_weapon_x files with duplicated entries. Removed them and everything seems to be working as intented now.

I'm still getting something in the errorlog, but it doesn't seem very problematic.
Spoiler (click to show/hide)
It's something about generated instruments. I didn't mess with anything instrument-related, but I think that maybe the game is getting confused because an instrument got named "prairie". I have one entity which uses english for it's language, so that's probably the source of this.
But this doesn't seem like a major issue to me. I can just ignore it, right?

13
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: April 07, 2020, 01:49:59 am »
Right, no custom positions for that civ then. Thanks for confirming this.
Now I'm running into another wierd issue with my mod. When the world generates, one of my custom entity's civilized population is replaced by... wolverines.

Screenshots
https://imgur.com/a/6Lcn0kT

Creature raw:
Spoiler (click to show/hide)

Entity raw:
Spoiler (click to show/hide)

The creature raws are in a file called creature_memod_woodelf.txt, which is just above creature_mountain_new.txt (which has wolverine raws in it) in the folder. This could explain why they're turning into wolverines in particular, but I still don't get why they are turning into something else at all.

14
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: April 05, 2020, 09:20:39 am »
Do you have any dark_fortress civs which are very different to goblins? There's various crashes related to adding/adjusting positions in dark_fortress civs I think.
This seems to be it. I do have a civ like that, with custom positions based on the dwarven ones. For testing purposes I removed the positions and replaced them with [VARIABLE_POSITIONS:ALL]. Generated several new worlds and no crashing so far.

Thanks for the quick answers.
Are any specific positions/responsibilities/position tokens  responsible for this? I could settle for removing the positions altogether, but I'd rather have some custom ones if possible.

15
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: April 05, 2020, 08:34:11 am »
My game crashes during worldgen at  "Creating Civilizations".
I have several custom entities, none of them have NO_EAT, none of them start in an ocean, there is nothing in errorlog.txt
It seems that not every entity causes a  crash. I can generate worlds with "very few" civlizations and most of my custom ones show up. More civilizations pretty much always crashes, and very few sometimes crashes too. I think I might have found the problematic entity, but I have no idea what could be wrong with it.

So if anyone knows what generally tends to cause these crashes (other than the noeat thing) please tell

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