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Messages - Eldin00

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316
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: March 16, 2015, 04:33:08 pm »
How would i give them nobles

Like BlackFlyme said, look at the raws for the vanilla MOUNTAIN entity for good examples. At a bare minimum, you'll want positions which fill the same roles as: mayor/expedition leader, outpost liaison, bookkeeper, manager, broker, and militia captain.

Also, when adding noble positions to your entity, you'll want  to remove the [SITE_VARIABLE_POSITIONS:ALL] token for sure, and if you define any positon with [RESPONSIBILITY:LAW_MAKING] you need to remove the [VARIABLE POSITIONS:ALL] token or you'll get crashes during worldgen.

317
DF Dwarf Mode Discussion / Re: Animal Husbandry
« on: March 16, 2015, 03:33:02 pm »
The rule which causes the behavior noted by Taptap (and confirmed in your test) is that the maximum of an attribute is the higher of Starting value * 2 or Starting value + Median for the creature's caste.

I believe the medians default to 1000 for all attributes with ranges not specified in the raws (and is 1000 for a lot of attributes on a lot of creatures where it is specified)

318
Life Advice / Re: Scholarship Hunting Advice
« on: March 16, 2015, 01:32:28 pm »
My advice, apply for every scholarship or grant that you meet the criteria for. Obviously, don't waste time applying for money that's intended for specific groups (Women studying hard sciences, low-income minorities, etc.) unless you actually belong to the group the money is intended for. The only ways to really get into hot water with a scholarship application are by lying on the application, or doing something like taking the money then not going to school. And it's pretty hard to mess up anything with a scholarship application beyond your chances of getting the particular scholarship you're applying for.

319
DF Gameplay Questions / Re: Military training
« on: March 16, 2015, 12:26:06 pm »
Depending on how high their discipline is, off-duty military dwarves in a squad that has a barracks assigned for training will spend some portion of their time doing individual combat drills. At low discipline (dabbling-novice) they will only rarely do this. But by the time their discipline gets up expert, they will only rarely do anything except train.

320
DF Dwarf Mode Discussion / Re: Do you keep generating new worlds?
« on: March 16, 2015, 12:16:45 pm »
I generate a new world when I've made changes to my raws, or when I'm starting my first fort on a new DF version, or occasionally if I've decided that a particular world is/has become boring (but a regen for one of the 1st 2 reasons usually happens before this). I also usually generate a new world when I'm installing DF on a new computer, but that's just to avoid copying saves around.

321
DF Modding / Re: What controls monarchs migrating to your fortress?
« on: March 16, 2015, 01:11:53 am »
In the vanilla entry for dwarves, the land holder positions (baron, count, duke) have RESPONSIBILITY:LAW_MAKING, and do not have the [SITE] tag. So it could be part of the equation, but I don't see how it could be the only determining factor.

322
DF Dwarf Mode Discussion / Re: FPS tips
« on: March 14, 2015, 04:47:33 pm »
The best results I've gotten with traffic priorities in situations like this is from putting a band (2-3 tiles wide) of restricted traffic around the area that most dwarves should avoid. The ones that need to go there for some reason still path there without too much lag, and the majority who have no business going there stay out. I can sometimes get a 20% or more increase to FPS by doing this.

323
DF Gameplay Questions / Re: Town maps?
« on: March 14, 2015, 04:08:37 pm »
in legends mode, open up the sites menu, then you should have the option to export a map of the selected site. Alternatively, if using DFHack, you can type 'exportlegends sites' into the DFHack window (while you've got legends mode open) to export all site maps. Some types of sites (like caves) don't have exportable maps.

324
Last I remember children aren't supposed to have any problem with being naked. Even all the way up to 12... Anyway, this is probably a bug.

Are you sure? I know they've always made a run for the clothing stockpile on their 1st birthday for me.

325
DF Gameplay Questions / Re: Large amount of thieves?
« on: March 13, 2015, 12:03:25 pm »
D'oh! I somehow missed the version in the original post. I can vouch for goblin ambushes still being in, though I've only gotten a couple, so they definitely seem rarer than in previous versions. And I occasionally get reports of kidnappings from diplomats and outpost liasons in fortress mode, so I know they're out there in the world at least in the abstract, but I still have never seen one show up at a fort.

326
DF Gameplay Questions / Re: Large amount of thieves?
« on: March 13, 2015, 11:10:45 am »
Is this a .40.xx version? And you've actually seen a goblin babysnatcher? Just curious, because babysnatchers are one of the few things that I have not yet seen since I started playing on the .40.xx versions, and a lot of other people have noted their apparent absence as well.

327
DF Suggestions / Re: The Hidden Fortress
« on: March 12, 2015, 04:45:55 pm »
Anyone know some genuine examples of hidden settlements/fortresses? I've only been able to turn up closed cities from the Manhattan project and such.
None of these are really Dwarf Fortress levels of engineering, but there's Lalibela, cave cities in Turkey, Navajo cave cities, the Mound Builders, arguably Petra and viking earth lodges.

http://news.yahoo.com/fabled-lost-city-discovered-honduras-ecological-wonder-archeologist-155548884.html
http://weburbanist.com/2007/10/15/7-more-underground-wonders-of-the-world-lost-caverns-and-cities/
Archaeological ruins are nice, but a more apt comparison would be places where a decent number of people actually live, day in & day out. The American NORAD complex, for example: It's dug under a mountain with few points of access, it's heavily guarded & (one must assume) most of those guards are unseen, and most importantly, hardly anyone knows where it is (with any real precision), or even what it really looks like.
[/quote]

You're talking about the Cheyenne Mountain complex (NORAD's secondary command post, built under a mountain in colorado, designed to withstand multiple nuclear strikes if necessary), right? It's not really very hidden. It's southwest of Colorado Springs. Just outside of town. There are roads leading right up a guard post outside the main entrance. There are signs telling you where to turn off the nearby major roads to get there. It was never really intended to be hard to find, just secure against whatever an enemy during wartime might be able to throw at it.

328
DF Gameplay Questions / Re: Preventing Hauling Madness?
« on: March 12, 2015, 03:50:57 pm »
Other ways to limit how many hauling jobs a large stockpile creates include using wheelbarrows (depends on stockpile type), or setting it to take from a small feeder stockpile, and only take from links.

329
DF Modding / Re: Giving goblins steel equipment
« on: March 12, 2015, 03:37:09 pm »
Currently, just giving them [PERMITTED_REACTION:STEEL_MAKING] should make them start showing up with steel weapons, even though they can't make pig iron, because during worldgen (or the abstract world-advancement that goes on away from the area where you are playing) the game doesn't actually check for the availability of raw materials for reactions that are listed in the entity.

For the sake of realism, you should at the very least add [PERMITTED_REACTION:PIG_IRON_MAKING] and a way to make either charcoal or coke in addition to steel.

330
DF Modding / Re: What controls monarchs migrating to your fortress?
« on: March 12, 2015, 03:28:15 pm »
Well, looking through the raws, the tags which the monarch has and no other non-site noble has are:

[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:1]
[RULES_FROM_LOCATION]

Additionally, the following 2 tags are shared only by the FORCED_ADMINISTRATOR position:
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]

So it seems likely to me that one of those tags (or some combination of them) is involved in the selection process.

It may be worth noting that the elven LEADER position (the queen, the only other 'ruler of a civilization' position we see in the raws) has

[RESPONSIBILITY:MILITARY_GOALS]
[RULES_FROM_LOCATION]
[EXPORTED_IN_LEGENDS]

in common with the list for the dwarven MONARCH position, but since elves aren't designed to be playable, it may not be relevant.

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