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Messages - FantasticDorf

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661
DF Dwarf Mode Discussion / Re: Why Can't All My Dwarves Be Goblins
« on: January 12, 2021, 04:41:44 pm »
ive been away for years.... what do you mean rescue an artefact from an abandoned site?

Missions can be sent to 'explore' a ruin site, yielding no experience like a active encounter but following the criteria of a raid to retrieve any objects/rescue people/take animal to the amount that the squad can presently carry in their hands.

662
What is an evil personality ?

To answer your question, that's for the same reason even bad, violent people consider unthinkable to eat cats in the west, while perfectly good people in other culture may find it acceptable. It's cultural. Dwarves don't torture people.

Yet least to be seen about whether Toady will implement dwarves to implement labor camps with the scenario arc. A very usual by dwarven hard justice standards for repenitent hard labor, baffling surrounding humans and goblins.

663
Another thing to note is when sites send out a siege there population of fighting residents is drasticly reduced, Allowing relative ease of conquer.

This is because all the clowns are historical entities, wheras most soldiers sent out by civs aren't so it'll affect local counts. You can severly dock and (in theory) make them send out better troops by obstructing the [CAPTAIN] position token with something they cannot allocate.

It also works for streamlining their non-historical units to be sent out.

664
DF Dwarf Mode Discussion / Re: Sudden Pop Growth at Conquered Site?
« on: January 12, 2021, 12:38:44 pm »
How are you articulating that they are specifically dwarves living in this site, they could be goblin refugees who have become adoptive members of dwarven society? Were you viewing the site afterwards in legends viewer or something similar?

Its speculative, but the site could have just made up some non-historical dwarf copies too, but i dont this has really been reported before not that it'd be super-suprising.

665
DF Modding / Re: Kobolds and civilization development
« on: January 12, 2021, 12:33:22 pm »
Sphere alignment is basically strength choice of spheres deritive of the input, so if I was to input volcanos, and then a strength pretty high to make them split up their beliefs, things will turn up deritive of that under fire, mountains etc.

Dwarves are a few strokes away from outright fire worship, but since their pantheon is somewhat rigid without outside influence they tend to not stray in the event that new gods culminate.

666
The 'vanilla' dwarf psyche seems to be one motivated highly by justice, wieghing in that if dwarves (by extent you the phantasmal overseer) mismanage judiciary punishments it'll weigh much more heavily on their minds than other cultures. Humans might passably be annoyed with a corpse or a animal recieving the undue blame for a murder or blood-drinking fatality, but dwarves are often outraged with the absurdity with a great big wallop of a bad thought.

Doing torture doesn't seem like a character pattern trait for them either as they're also partially sympathetic souls, most dwarves dont even like putting animals in cages.

667
Yep, all thanks to some poor dwarves digging too deep, its part of a w.g disaster that can happen now to fortress sites with the token enabled on the entity so have fun!

668
Mod Releases / Re: [47.04] ZM5's Mod Depository - Shadowlands Update
« on: January 11, 2021, 06:10:13 pm »
Uhh, I wasn't the one who made the Orc Fort mod - I suppose I could make the Orcs from this pack playable, although I don't really know what unique stuff they'd have (aside from Arcanite making and them having the shaman and dire orc castes), especially without DFHack.
Damn.

Well, it was worth a try :)

It was Smakemupagus, they did release a 'lite' version purely for a non df-hack 44.12 vanilla.

669
DF Dwarf Mode Discussion / Re: Hardened Individual?
« on: January 11, 2021, 04:02:21 am »
Oh, apparently it counts for outdoors too, at the side there's a field list of the grouped things.

Dwarves need to be beaten a undisclosed amount with high discipline i guess to react to high tragedy

And uhhh that's wierd.
Code: [Select]
109 -20/-10/-5 was very embarrassed to be uncovered lately Outdoors Having... no clothes makes dwarves go full outdoorsy naturalist. Um ok game.

I feel like the outdoors trait would be adequate for a specialist no clothing token or something similar, to properly modulate the outdoors field to being max. And how dwarves aren't already totally immune to rain spam after repeating high intensity outdoors exposure im not 100% sure.

Maybe the memory system simply isn't effective in getting across these additional thought modifiers if they still exist.

670
DF Dwarf Mode Discussion / Re: Hardened Individual?
« on: January 11, 2021, 03:09:23 am »
Quote
doesn't really care about anything anymore. 
 is a hardened individual. 
 is getting used to tragedy.

Is all on the stringdump extracts. Though i don't know quite how, but congratulations for getting dwarves this far without a mental break.

671
To my vague understanding it'll be a input reagent on the reaction of the structural integrity of morion.

672
DF Dwarf Mode Discussion / Re: Why Can't All My Dwarves Be Goblins
« on: January 11, 2021, 02:56:03 am »
Hmm it makes sense that nobody came to rescue the goblins from their prisons long after their captors have perished. Ill have to scope out some more abandoned sites it seems for traces of survivors.

Yeah im sure i probably wouldnt have let all the freeloaders hang out at once, but second generation homogenized goblins providing i could get some of them to pair up is almost too good to pass up.

673
DF Dwarf Mode Discussion / Re: DFhack- remove vermin?
« on: January 11, 2021, 02:16:35 am »
Try the exterminate command for DFhack by typing in its creature token. It should clear up any present traces of hamsters on the map at a given time, though vermin might flash in and out.
Code: [Select]
exterminate HAMSTER
Something something, with great power comes responsibility, especially when you could accidentally point-destroy all your citizens with a misfire.


Animal stockpiles aren't fussy on the material of the cage or animal trap (with or without animal present, the criteria only prioritizes the animal), theres not really any reason why they wouldnt use the metal animal-trap/cages unless they're inaccessible somehow from the area they're stored & forged from, possibly through faulty stockpile links. You can however influence the rough kind of traps that are stored.
  • All metal traps/cages & elven grown cages are listed under 'additional options' as non-organic, while wood cages are the opposite, disabling one or the other enables/disables flow of those types being filtered there.
In the build screen you can lay down animal traps (its something like a alt key click over J i forget, its labeled on the building side panel), which metal ones generally can handle all kinds of vermin, and can be baited. Or from a butcher/kennels have a trapper dwarf set out to find vermin around the fort trap in hand, which you can coax them into a working area using burrows you last saw vermin you want to capture
  • A working part of farming cave spiders & silk, the silk collection is also are in a operation burrow, with trappers working to re-capture any loose specimens, and cats on chains posted outside the collection rooms secure hallway.
Cats and rodent-hunting falcons might be your best bet against hamsters, though once you have the hamsters caught you can display their cute little chubby cheeks inside terrariums along with other cages (though i've heard that maybe glass cages called terrariums enable more observation of vermin via them and aquariums being one and the same item, that's speculation)

674
DF General Discussion / Re: Future of the Fortress
« on: January 11, 2021, 02:01:31 am »
Has generative/adaptive music in DF been suggested before?

Yes. Here are just a couple that have procedural and music in the title.

http://www.bay12forums.com/smf/index.php?topic=159551.msg7102711#msg7102711
http://www.bay12forums.com/smf/index.php?topic=149508.msg6111038#msg6111038

Although, I assume you mean "how hard do you think it would be to implement and if you do hypothetically intend to, what sort of priority is it compared to things already in the pipeline?" which you wont find an answer for in the suggestion threads.

If you have a musical major or least a very good RAW modding copy-sheet, you can also write your own for static instruments the game will simply improvise cultural music styles around instead even as a full replacement. So procedural instruments isn't always 100% a nessecity. Infact there's a 50 part huge value-monster constructable steel pipe organ down in the modding section right now, which is the most complete instrument i've seen thus far though it'd be nearly impossible to buy from a caravan, very heavy, and difficult to construct by a nessecity of steel.

A more moderate example of a flute can be simply whittled out of a inexpensive piece of wood for instance with a input reaction recipie but needs fields put in for its sounds for types of composure.

675
2) Would having the reaction emit smoke count as a product? The smoke wouldn't do anything, just serve as a product for purposes of needing a product. (And maybe for dramatic effect.)
So long as there's a PRODUCT in the reaction that gets made (i.e. that succeeds its probability roll), that's all that matters. It could be a random toy, a shoe, some splashes of water, or yes, a boulder of something that instantly turns to smoke for dramatic effect (actually, boulders and other things that can't have a quality rating are best, because you can get announcements when items with high qualities are produced, and you'd rather the products be discretely made).

Of course, its all fun and games until the harmless water vapour smoke freezes on the spot or a lung damaged chokes on the fumes.  :P

Set the probability of success on the reaction to 0 as a alternative if you dont want a fancy additional thing and to just run the DFhack reaction is another tip i remember being told. Again with the discreetness applied.

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