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Messages - Shonai_Dweller

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7681
DF Dwarf Mode Discussion / Re: I love the new Temples!
« on: February 04, 2016, 05:17:18 pm »
Just build a chest or coffer in the temple. Dorfs will fill it with instruments automatically. 'l' brings up the location menu where you can fine-tune how many you want and assign performers.

7682
DF Modding / Re: Good tileset mod for the newest version?
« on: February 03, 2016, 06:28:46 pm »
Latest starter pack. 42.05, Dfhack, TWBT, graphics, etc.
Not 'stable' but seems to work ok.
http://dffd.bay12games.com/file.php?id=11309

7683
DF Dwarf Mode Discussion / Re: Civilizing animal people?
« on: February 02, 2016, 07:47:06 am »
Is it possible to civilize intelligent wilderness creatures in the course of a fort's life (on site or elsewhere in the world) or is civilization of wild sentients a world gen event only?

Basically I made a fort near a biome that contains massive animal people in the hopes they'll want to move in. None of the which were available by default in adventure mode. They're playable from the species select list, so they exist in the world, but aren't already part of any civs.

I had a boar woman scholar visiting my fort recently. I think some of them are already civilized.
Yes, that's the point. During worldgen some animal-man tribes civilize, in your case a tribe of wild boar-men civilized at some point. You can check Legends to see exactly when this happened.

However, Toady says that until animal-man entities have been more fully fleshed out, there won't be any additional animal-men civilizing during play.

Of course, I suppose you could always create a thousand 'intelligent wilderness adventurers' and settle them all in a village somewhere to manually kick-start the process.

7684
DF General Discussion / Re: Trading - WTH? Please explain why?
« on: February 01, 2016, 06:06:30 pm »
Double the value of goods usually works.
Probably could do better, especially with higher negotiation skill.

7685
DF Gameplay Questions / Re: Having a manager worth it?
« on: February 01, 2016, 04:45:47 pm »
It's useful because jobs don't get cancelled when you run out of material/some dwarf is hauling the bin with all the materials you need.

7686
DF Dwarf Mode Discussion / Re: Unclimbable Walls?
« on: February 01, 2016, 04:35:18 pm »
Smooth stone should work. Then again, so should overhangs. Sure they didn't just jump over?

7687
DF General Discussion / Re: Cant find goblins in cage menu?
« on: January 31, 2016, 06:21:39 pm »
I noticed this too. The caged goblins are piling up, how do i get rid of them? Can i trade them away? I know there was a bug in an earlier version but i do not know if it is still there
Bugtracker says 'fixed in next version' so the only solution is to wait a while longer (or apply magma).

7688
DF Gameplay Questions / Re: When to begin working on defense in 42.04?
« on: January 31, 2016, 06:04:41 pm »
Apart from werebeasts and zombies, population 80. A year and a half of solid training will produce a military that can handle most things if you're going for a military defence. So, a year and a half before you reach population 80.

Some, like titans, are linked to exported wealth too, but since the exported wealth counter is broken in 42.04 and .05 (fixed in next release) it's pretty much just population.

The occassional kobold thief might turn up earlier. But they tend to run away when spotted. Small patrols of goblins have been known to show up early then leave for as yet reasons unknown.

Caverns have beasts (Forgotten and others) of course and the surface wildlife might be an issue if you're in a savage biome. I use hunters which works well (but have some issues I never run into causing other people to say 'never use hunters'.)

7689
DF Dwarf Mode Discussion / Re: Civilizing animal people?
« on: January 31, 2016, 04:34:27 am »
I think PatrikLundell is right. There's a specific worldgen event where an animal person "leaves the wilds and settles in [site]" whereby a historical figure is created from an ambient population of animal people. I think this only happens in world generation, and maybe off-screen during play, but I'm pretty sure it never occurs in-fort.
Probably wouldn't happen in-fort. But would be interesting to see if actually building a fortress near a wild animal-man population encourages them to civilise (assuming animal-man civilization still happens post-initial worldgen).

Do gremlins ever civilize at all? I thought  it was just animal-people, gorlaks and plump helmet-men. Love how plump-helmet men somehow become monarchs of their host civilization occassionally...

7690
DF General Discussion / Re: Future of the Fortress
« on: January 31, 2016, 01:26:55 am »
Do animal-men continue to civilize in the background after initial worldgen is complete? If so, would the presence of a player fortress in an otherwise unsettled region speed up this process?

7691
DF Dwarf Mode Discussion / Re: Civilizing animal people?
« on: January 30, 2016, 11:28:46 pm »
You might get a quicker, more accurate answer posting this on Future of the Fortress which is due for a post from Toady any day now. Doubt if enough Science has been completed by the community to check this yet (nice if someone surprises us though).

--edit
Posted myself 'cos I'm curious too

7692
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: January 30, 2016, 11:10:11 pm »
Is there any way to get large clothing/armor in adventure mode? More than anything I just don't wanna be a naked sea elephant man.

Meant to respond to this last weekend. If you retire your animal/beastman in a civ, it joins that civ and can, upon unretiring, have appropriate size clothing. Getting a character to receive armor upon retiring is random, and it does help to have a look at the mead hall's soldiers to see what sort of equipment they have. If you want iron you'd need to be sure they have iron and whatnot.
Also, a player fortress can churn out elephant sized armour on demand. For fun, retire at a player fortress, switch to fortress mode and force the adventurer elephant-man to join the military for 5 years in exchange for a set of masterwork steel armour.

7693
Goblin visitors are either:
1) Goblins from your own civ or a nearby friendly human or elf civ and therefore not hostile and didn't just siege you.
2) Performers. Travelling performers can apparently come from anywhere however Toady mentioned that they check if they'd be welcome first. So if you really are getting goblin dancers from the goblin civ that just sieged you, it's not working as planned (although legends mode seems to distinguish some attacks as being from the whole civ and others as being from groups within the civ).

The devlog mentions a goblin dancer being attacked by a visiting human as their two civs were at war which is pretty funny. Mind you, being at war and recognising an enemy doesn't seem to work properly in adventurer, so it's possible that there's a lot more that needs fixing.

-- I suppose beast hunters from actual goblin civs might turn up too. Haven't seen any of then though.

7694
DF Gameplay Questions / Re: Display artifacts
« on: January 30, 2016, 05:19:59 am »
Can we get a link?
Not sure if it's the same thing but Modest Mod includes a module 'pedestals' which you can use to display artifacts.
http://www.bay12forums.com/smf/index.php?topic=148265.0

7695
DF Announcements / Re: Dwarf Fortress 0.42.05 Released
« on: January 29, 2016, 07:16:28 am »
<text>

40.X
<changelog of given version>
Ehm, you are talking about 0.42.X, not 0.40.X, though save files survived that major update.
Written half-asleep on crowded train with phone. Sorry.

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