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Messages - DWARFFRAWD

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31
DF Modding / Can i make all civ entities come out when creating a world?
« on: October 04, 2021, 10:47:47 am »
I have created several custom civ entities with modding,
but when creating a world, even if i increase the civ number parameter, not all entities come out.
I want to include all the entities. Is there a separate way?
I want to create a world with all the civ entities I've created.

32
is this mod and land of duality mod compatible with 47.05?

33
DF Modding / Re: Whats roles of Religion sphere in worldgen??
« on: November 12, 2020, 07:30:22 am »
A bit of an indircet effect, but availble religions also affect the placement of certain "settlements" during worldgen. Say you generate a world and a necro tower is spawned in the southeast corner. Now using the same seeds, so you generate the same world, but a civ doesn't have the death sphere anymore and now the tower is spawned in northeast corner.

So, any other spheres that has effect like DEATH sphere?

34
DF Modding / Whats roles of Religion sphere in worldgen??
« on: November 12, 2020, 04:16:09 am »
I know that if on civ has sphere DEATH, their members become necromancer more easily.

so what about other spheres?

35
DF Modding / whats role of armorlevel?
« on: November 09, 2020, 07:07:31 pm »
it seems like

armorlevel:0 or non armorlevel = civilians wear this
armorlevel:1 = bowman, xbowman wear this
armorlevel:2 = melee fighters wear this
armorlevel:3 = ????

right??

36
DF Modding / NPC spawns without quiver !!
« on: November 08, 2020, 09:18:04 am »
i made new ranged weapon sling.
and made also new ammo sling bullet.


when merchant arrive my fortress, their slingers(use blowgun skill) spawns with sling bullet. but without quiver.
they carry their bullets in hands.

but in my fortress, when i make range squad, and set to use sling&sling bullet, they use quiver well. they put in their ammos in the quiver.

37
hey, this mod is compatible with accelerated modest mod??

38
DF Gameplay Questions / What is strength of flail than other blunt weapons?
« on: November 04, 2020, 10:28:01 pm »
warhammer has ability to break joint, break armor, and armor piercing attack.

mace has higher base melee damage, and faster attack speed.

mornigstar has armor deadly piercing attack with spike and weight.

so, what about flail??

39
DF Gameplay Questions / Re: 2H weapon vs 1H weapon+shield
« on: November 04, 2020, 03:11:27 am »
I would generally say no, but this is probably preference.

DF combat is so "fast" (as in number of attacks per 'second') that I'd rather have my dwarf live longer and deal more damage over time than deal damage quickly. That said, an argument could be made that ending combat quicker might result in fewer crippling injuries. I'd closely examine the information about weapons on the Wiki and see if any of the weapons seem worth it to you. Keep in mind the many bugs related to weapons and armor interactions. You might be better served by teaching dwarves how to make whips than to have them swing around giant swords.

yeah i tested serveral cases. and now i know that 2H weapon is useless! XD 

in my tests, 2H users never beat 1H+Shield users. NEVER!!

40
DF Gameplay Questions / 2H weapon vs 1H weapon+shield
« on: November 03, 2020, 05:15:43 am »
yeah, i know that dwarf cant equip 2h weapons due to size problem.
so i have modded dwarf size to use 2h weap.

the question is,
Is it worth to use 2H weapons without shield?

41
yeah i want to see more enemies.

is there any way to increase enemies by increasing number of dark fortresses in world generation?

42
Mod Releases / Re: Ancient Domains of Dwarf Fortress [47.04]
« on: June 01, 2020, 09:04:04 am »
yeah, good work! i am  fan of ADOM and this mod what i've imagined!

43
DF Modding / Re: Single-grasp and Multi-grasp check not work well
« on: May 29, 2020, 05:30:33 pm »
this is a known bug, well kind of a bug. They can use the weapon one handed, but they get penalties for doing so, using it multi-grasp removes those penalties. 

And default AI uniforms will basically always use 1 weapon, and shields in extra grasps (a 4 armed creature will come with 1 weapon and 3 shields)

I think you can get around this by making it so the entity has no access to shields, but I feel they still somehow get their hands on shields.

if you want AI to use them twohanded correctly make the weapon use the PIKE skill

Oh, Pike skill category works well?
Yeah. My civs merchant bodyguard equips 2h axe and shield.  X(

If 2h axe used in pike skill and civ unit is big enough to use 2h axe with one hand, they come with 2h axe with shield?

44
DF Modding / Single-grasp and Multi-grasp check not work well
« on: May 29, 2020, 10:53:32 am »
I made new weapon two handed axe
That has
minimu size:20000
Two haded size:180000.

But my dwarf(size:60000) can use this weapon with shield like one handed weapon!

Without shield, ok. They use this weapon in multi-grasp.
But with shield, They use this weapon in one hand and shield in another hand.

45
There are two reasons:
- DF doesn't compute whether alloys should be possible to make given the availability of the base metals, so alloys available to a civ type are always available.
- Game play. If absence of iron also mean absence of steel, it would also result in the absence of anvils, and thus all of the metal industry, weapons (except "rock swords"), and metal armor. The anvil part could be worked around if you could make crude anvils out of rock.

Oh, so why this happens for only iron?
I'd never see this for other base metals like copper.

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