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Topics - clownwolf

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I added a tail to a standard humanoid body, for my Aardvark Men. Everything is fine, they can dig, chop, fight, build and craft. So I have no problems in regards to body functions.

Then I came across this scenario:

I had two of my creatures fighting in the Arena. Every skill is at competent level. Aardvark Man 1 had both arms and one leg chopped off. Aardvark Man 2 is unscathed.

Then it happened. The almost limbless Aardvark Man 1 bites Aardvark Man 2 in the tail. This somehow paralyzed AM#2 and he was treated by the game as though he was passed out. AM#1 got 2 pages worth of hits ALL on the head, eventually smashing it.

What should I change to prevent this? Should I just remove the tail, and just set it up as a joint-like thing such as shoulders and elbows?

Spoiler (click to show/hide)
Spoiler (click to show/hide)

*also note that I realized that I accidentally added extra aardvark attacks on my aardvark man (he bites the head when the mouth should be latched on the tail, he also scratches and grabs w/o arms), I removed the extra attacks already.

EDIT: I just re-read the log above, and it says that AM#1 grabbed AM#2 with his right upper leg. HE GRABBED HIM WITH HIS BLOODY STUMP? Is this an in-game bug or did I just create one by accident? It also said *her instead of him  >:(

EDIT 2: Actually these were aardvark women that were fighting. The arena just calls them by their creature name instead of caste name.

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I modified the ironhand humanoid tileset and created custom Aardvark Men tiles. I have tested it and everything works as intended, except that corpses reverts back to the ASCII 'a' when the aardvark man dies. It should technically use the tile from AARDVARK_MAN 5:3 as the corpse tile right?

here's some relevant stuff:

[CREATURE_GRAPHICS:AARDVARK_MAN]
                    [DEFAULT:AARDVARK_MAN:5:3:ADD_COLOR:DEFAULT]
                    [STANDARD:AARDVARK_MAN:3:3:AS_IS:DEFAULT]
                    [BABY:AARDVARK_MAN:7:8:AS_IS:DEFAULT]
                    [CHILD:AARDVARK_MAN:7:8:AS_IS:DEFAULT]
                    [DRUNK:AARDVARK_MAN:3:3:AS_IS:DEFAULT]
                    [GHOST:AARDVARK_MAN:6:3:AS_IS:GHOST]

*Standard, and all the military tiles works as intended. Its just the corpse tile that never appears.

3
I change four things:

1. Add natural discipline 1, to appropriate creatures (so caravan pack animals don't run away from goblin teeth anymore).
2. Remove flier tags from everything, just until the bug is still active.
3. Add healing rate 1000 to dwarf cartilage and nails, just until the bug is still active.
4. Change animal populations to 950-990, so animals don't get extinct so quickly.

I was wondering what other changes are worthwhile, or are just personal preferences?

I also actually want to remove climbing just to fix the bugged cavern creatures that cannot come down. Unfortunately, removing natural climbing doesnt seem to remove climbing ability. Its not as bad as the flier bug so I think I'll just leave it.

4
DF Dwarf Mode Discussion / When is a goblin civ considered extinct?
« on: August 15, 2014, 03:51:16 am »
My goblin neighbors still appear on my neighbors list and we are at war. I have not received a siege in years so I decided to check them out in the legends viewer.

It turns out, my dwarf civ attacked and took over 4 out of 6 of their caves, which is the complete opposite of what usually happens. Their civ is still listed and have a goblin master (a random dwarf executed their original demon master). The legends viewer however, doesn't list their population anymore so I think they are all wiped out (other goblin civs have their populations clearly listed in the legends viewer, all 0-site goblin civs does not).

Do I need to abandon my fort because goblins sieges wont come anymore? I don't want to play without sieges again, I already played DF with the no-siege bug long enough.


EDIT: I retired the fort, and checked my fort area. No more goblin neighbors  :'(. The goblin civ seems to be alive, but I'm apparently out of range.

5
Is that working as intended? The merchants are unaffected, but their animals 'experience mortal fear', so they just stop trading with me.

EDIT: I reloaded the save twice and tried again. Same thing happened twice, but they seem to be okay when I slaughtered a mule, and they only freaked out when I slaughtered a Blue Peahen. I bought both of these animals from the human caravan.

6
I have a troglodyte tribe (10 guys) living on the first cavern. I have laid out traps on my cavern, but nothing has spawned except for a forgotten ash beast, for the last 3 years.

If I kill the troglodyte tribe living on the cavern corner, will the underground animals start spawning?

I have not encountered any Animal Men yet, but do they prevent above-ground animal spawning as well?

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