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Messages - omega_dwarf

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286
DF Dwarf Mode Discussion / Re: WELP! NOOB IN TRUBLE!! Forgotten beast
« on: March 02, 2015, 10:24:46 pm »
Do you have marksdwarves? Those might be useful. Because, idk about you, but a collapsing fire beast sounds like a recipe for !!soldiers!! and then *plump soldier roast* (x20)

287
DF Dwarf Mode Discussion / Re: Where are the goblins?
« on: February 25, 2015, 10:33:44 pm »
In previous versions, siege armies were magically generated at the edge of the map under appropriate conditions. Nowadays the goblin civ has to expend resources to build an army, and the army has to physically travel across the world to reach your fortress. Sieges are therefore subject to a lot of hidden variables that aren't fully understood.

The whole thing is slightly controversial, with many mixed experiences. Some people are getting sieges in their first year without doing anything special, but others are embarking directly next to dark fortresses and still not getting sieges for a good 8-10 years or ever. Some people are declaring the whole thing a major bug, some say things are better than ever, and others are reporting and opining everything in between. The common thread is that there are things you can do to increase or decrease your odds, but we just don't understand the new system well enough to know how to game it yet, or even really diagnose what it is doing.

Has anyone ever posted a FotF reply asking Toady what he thinks of the new siege rates? And/or a guide to help increase frequency/diagnose what's wrong?

I've heard that being at war with the goblins (not just permanently hostile, which every dwarf civ is) has an impact.

288
DF Dwarf Mode Discussion / Re: Buying all the caravans
« on: February 23, 2015, 02:01:35 pm »
Nope, you just discovered the power of prepared meals. Caravans for days!

It's one of a few items that need heavy price nerfing. Trap components and weapons are the others.

289
DF Dwarf Mode Discussion / Re: useless peasants! need help
« on: February 21, 2015, 01:58:22 pm »
Oh, and if you're going to do some massive construction projects, make a few Mason's Workshops and assign individual dwarves to them, and make rock blocks. You'll get a ton of raw material, they're lighter than boulders, and you'll train the dwarves in Masonry quickly.

Masonry matters somewhat less for construction projects now, since builders don't use that skill anymore. Still useful for furniture, though. And yes, make blocks. All of the blocks. Very useful.

290
DF Dwarf Mode Discussion / Re: Is FPS bad in the latest version?
« on: February 18, 2015, 09:11:44 pm »
Can confirm trees are a huge component. That's both because of constant growth and because of rendering. The game has to go through memory, sort through all like 8 plant coverings on the tile, and figure out which one to draw. That takes a lot of memory, which can surprisingly be a bottleneck. If that's the bottleneck for you, lowering the G_FPS_CAP to like 10 (from 50) can help a LOT.

291
DF Dwarf Mode Discussion / Re: Instant flooding
« on: February 11, 2015, 01:13:54 am »
A lot of the reason for strange fluid behavior is computational: making things FPS-friendly or programmer-friendly, rather than realistic, basically. Which I don't count as a bad thing, if it allows Toady to move on to other areas and allows us to play with oceans full of water, and the magma sea. Even if it has some weird artifacts such as this, magma pistons, etc.

292
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: February 07, 2015, 12:52:19 am »
Second question: For [CDI:USAGE_HINT:GREETING], the wiki emphasizes that it works when dwarves encounter 'friendly' units. Does that mean it works on other dwarves, or only units not part of the fort that are marked explicitly as 'friendly'?

293
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: February 06, 2015, 11:29:52 am »
Don'y you need [I_SOURCE:CREATURE_ACTION] for interactions to activate?

That may have made a difference, or maybe I was just impatient with my testing before. The dwarves do all eventually do the interaction in water less than 7/7 (all the way up to 6/7 - they might even in 7/7, except they've always drowned so far. Over like 50 tests.) But since it should fire *immediately* instead of *several days later*...how do I make that happen?

And my old mod still doesn't work. The raws are almost identical to what I posted above. I'll be fiddling with that.

And is there any way to restrict the interaction to certain water levels? Like "7/7 only" or "<7/7", etc.

294
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: February 06, 2015, 12:15:15 am »
Figured I'd start asking things here instead of polluting the modding forum with new topics. The current situation is a continuation from here: http://www.bay12forums.com/smf/index.php?topic=148249.0 And from the magma mod in my sig as well. It doesn't appear to work anymore, when once it did, and rather well.

How does one reliably trigger [IE_LOCATION:IN_MAGMA] or [IE_LOCATION:IN_WATER] interactions on a dwarf? It seems to me that any swimming, or other preoccupations with drowning, prevent the dwarf from using the interaction at all. (Which can be good or bad for our little friends, depending on the result of the interaction.) In fact, I don't know why, but I can't get the dwarves to even use it in 1/7 magma or water, respectively, in arena mode. I'm stumped.

Besides the raws posted on the magma mod page, I'm using these for my current project:
creature_standard.txt (dwarf):
Code: [Select]
[CAN_DO_INTERACTION:WATER_TRANSFORMATION]
[CDI:VERB:transforms:transforms:NA]
[CDI:TARGET:A:SELF_ONLY]
[CDI:FREE_ACTION]
interaction_test.txt:
Code: [Select]
interaction_test

[OBJECT:INTERACTION]

[INTERACTION:WATER_TRANSFORMATION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_LOCATION:IN_WATER]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:1]
[CE:CREATURE:DWARF:MALE_2]
[CE_FLASH_TILE:TILE:19:6:4:1:FREQUENCY:200:200:START:0]

In the magma mod thread, everyone said things like this should just trigger automatically. Can anyone spot anything wrong with the above example? Works fine without the water tag, although it's still not immediate. The way interactions trigger is something that I've just never understood, since it's been so sporadic in my experience. I've gotten stuck here in both my notable modding attempts.

Thanks in advance!

295
DF Dwarf Mode Discussion / Oh, Sweet Armok, the Spiders
« on: February 05, 2015, 11:43:51 pm »
Wouldn't want to meet this guy in a dark alley...or anywhere...

http://imgur.com/oduQlDN (How do I make it display as an image?)

Proooobably been posted before, but oh god.

There are also hippos on this embark. Good thing I'm only doing it to test a mod I'm working on...

296
Thanks, man! That'll be a great help. I appreciate it.

297
So...there wasn't any information on writing DFHack scripts on the DFHack forum post. Anyone know a good resource that they can throw me? Will search more thoroughly soon. I just have no idea how difficult it would even be - how much knowledge of DF's programming I need, and how much is just making new stuff.

298
Is there any utility akin to DF Hack - not modifications to the raws - that would help me out here?

299
Situation: I'm making a religion mod to thematically complement the upcoming temple update. Among other things, I want religious dwarves to have special noble positions available only to them.

Problem: I know this can be accomplished with castes or creature classes, but I don't think that's an option for me. I'm including the capability for dwarves to be 'converted' via an interaction. Importantly, I want them to retain their physical characteristics when converted, which I just determined (and received confirmation) was not possible if I used a CE_BODY_TRANSFORMATION to change their caste.

Potential Workarounds: I'm not aware of any way to add a CREATURE_CLASS via interaction, or to make the position be selective based on a syndrome/syndrome class, etc., but I would like to. Somehow. Is there some way I can restrict the position to require a special body part? Or a tag that CAN be modified? Or dependent on some skill that I can mod in? - maybe I could make it election-based and reliant upon that skill instead of social skills, if that's possible.

I guess in the end the physical characteristics don't matter that much, but it's a realism thing. As is, it will bug me to no end - and make it feel like a cheaty way to potentially turn weaklings into buff guys. (Besides dwarf-to-dwarf conversion, I'm including...certain ways to force dwarves to convert, which could be abused.) I really don't want to change the balance of the game in any way, unless it's to make it harder. If all else fails, I guess I could try to imagine the physical changes as mental ones in disguise - religion making people more brave (stronger) or peaceful (weaker) :P But I really would appreciate a proper solution if there is one.

Thanks in advance!

300
DF Modding / Re: CE_BODY_TRANSFORMATION !!Science!!
« on: February 03, 2015, 11:21:19 pm »
Sad face. Thanks for the reply, though! Guess I'll have to figure out some kind of workaround...

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