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Messages - flyteofheart

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61
DF Adventure Mode Discussion / Re: Largest flying animal man?
« on: December 14, 2015, 01:42:25 am »
if the reason you need to know the size is because of the problem with clothing/armor size for animal men, I suggest editing your reaction_other.txt raw file for a refitting reaction. That's what I added:

Code: [Select]
[REACTION:REFIT_ANY_ADV_PAID]
[NAME:+-- Refitting Armor (2 S. Gem) --+]
[ADVENTURE_MODE_ENABLED]

[REACTION:REFIT_HELM_ADV_PAID]
[NAME:refit headwear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:Gem:2:SMALLGEM:NO_SUBTYPE:NONE:NONE]
[REAGENT:item:1:HELM:NONE:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:item:NONE]

[REACTION:REFIT_ARMOR_ADV_PAID]
[NAME:refit bodywear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:Gem:2:SMALLGEM:NO_SUBTYPE:NONE:NONE]
[REAGENT:item:1:ARMOR:NONE:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:item:NONE]

[REACTION:REFIT_PANTS_ADV_PAID]
[NAME:refit legwear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:Gem:2:SMALLGEM:NO_SUBTYPE:NONE:NONE]
[REAGENT:item:1:PANTS:NONE:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:item:NONE]

[REACTION:REFIT_GLOVES_ADV_PAID]
[NAME:refit gloves]
[ADVENTURE_MODE_ENABLED]
[REAGENT:Gem:2:SMALLGEM:NO_SUBTYPE:NONE:NONE]
[REAGENT:first item:1:GLOVES:NONE:NONE:NONE:NONE]
[REAGENT:second item:1:GLOVES:NONE:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:first item:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:second item:NONE]

[REACTION:REFIT_SHOES_ADV_PAID]
[NAME:refit footwear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:Gem:2:SMALLGEM:NO_SUBTYPE:NONE:NONE]
[REAGENT:first item:1:SHOES:NONE:NONE:NONE:NONE]
[REAGENT:second item:1:SHOES:NONE:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:first item:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:second item:NONE]


[REACTION:REFIT_ANY_ADV_PAID_L]
[NAME:+-- Refitting Armor (1 L. Gem) --+]
[ADVENTURE_MODE_ENABLED]

[REACTION:REFIT_HELM_ADV_PAID_L]
[NAME:refit headwear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:Gem:1:GEM:NO_SUBTYPE:NONE:NONE]
[REAGENT:item:1:HELM:NONE:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:item:NONE]

[REACTION:REFIT_ARMOR_ADV_PAID_L]
[NAME:refit bodywear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:Gem:1:GEM:NO_SUBTYPE:NONE:NONE]
[REAGENT:item:1:ARMOR:NONE:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:item:NONE]

[REACTION:REFIT_PANTS_ADV_PAID_L]
[NAME:refit legwear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:Gem:1:GEM:NO_SUBTYPE:NONE:NONE]
[REAGENT:item:1:PANTS:NONE:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:item:NONE]

[REACTION:REFIT_GLOVES_ADV_PAID_L]
[NAME:refit gloves]
[ADVENTURE_MODE_ENABLED]
[REAGENT:Gem:1:GEM:NO_SUBTYPE:NONE:NONE]
[REAGENT:first item:1:GLOVES:NONE:NONE:NONE:NONE]
[REAGENT:second item:1:GLOVES:NONE:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:first item:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:second item:NONE]

[REACTION:REFIT_SHOES_ADV_PAID_L]
[NAME:refit footwear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:Gem:1:GEM:NO_SUBTYPE:NONE:NONE]
[REAGENT:first item:1:SHOES:NONE:NONE:NONE:NONE]
[REAGENT:second item:1:SHOES:NONE:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:first item:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:second item:NONE]

With this, I press x>c, choose the option on the menu, paying 2 small gems or 1 large gem to refit a piece of armor.

Only problem is that, as far as I can tell, quality is always "Normal", not the original item's quality. So a ☼Iron Breastplate☼ becomes an Iron Breastplate

It took me forever to figure out that I need to have the items in my hand to make this work. I was about to be really upset it didn't work for tigerwomen.

Badass tigerwoman here I come!

edit: I was able to reforge all armor and use it except for gauntlets/gloves. My tigerwoman won't wear any gloves but the ones she came with. I can take them off, drop them, put them back on, but no using the reforged gauntlets. I don't know if its because tiger people can't wear anything but wool gloves or if its something messed up with the raws

62
note to urist: when one idiot wanders out into the vile sludge rain and gets knocked unconscious immediately, 20 more do not need to run out to move him to the hospital and get caught in the same rain. After you see one or two pass out, you should logically understand that the fucking rain is hazardous to your health!

63
DF Announcements / Re: Dwarf Fortress 0.42.03 Released
« on: December 12, 2015, 04:53:46 pm »
Thanks so much, I can't wait to play! Especially the armor and marksdwarves bug fixes.

64
Quote
Edit: re-embarked and am currently living the boatmurdered dream with huge hoards of "Great Elephant Corpse" attacks, armok help me

https://i.gyazo.com/ebe91fb68215919540c51a86dbd7e812.png

Of all the reports you have mentioned, not seeing the Great Elephant graphic in your screenshot is the most upsetting. I could have sworn they had a graphic.  :-\

They are undead and are using the undead graphic (flashing between that and the E). Maybe thats why?

Im using spacefox from the dark ages LNP for the record

65
Now I have another reason to hope the bigger bug fixes are done soon hehe. Glad you havn't abandoned this!

Im excited to see how this plays in the new version with the much bigger sieges.

66

Thank you for the great reports.

I have never actually witnessed a flying corpse head invasion before. Definitely a summoners tower nearby. I am under the impression that summoned monsters can appear with weapons. I didn't think flying heads would though, so I will look in to that. I'm curious what their loot was, if you remember.

Yes, I too have seen creatures make fantastic leaping attacks. I think they get into trouble when they don't have a target to lunge at. Nice rescue op though.

As far the Giant Toad Corpse raising an undead army, that sounds awesome. Would be interesting to learn more about that Toad. Sounds like possible emergent game play, which is the dream. It does sound related to Chasm Aboleth mischief.   

Let me know how your future war footing embarks go. Sieges will be a key focus in Dark Ages: Chapter II so all war reports are helpful.

Nitpick, anytime.  ;)

I remembered another issue, I cant seem to brew Wolfsbane into moonshine. Its also not in the kitchen menu at all to be selected as brew/cook. Your other modded plants (blood helmets) work fine. Wolfsbane can only be spun into thread for me.
 
One slightly annoying thing is dwarves seem to set things on fire sometimes (I think thats whats setting things on fire during combat at least). If that could be nerfed that would be great haha. Otherwise iv just been fireproofing most areas so it at least it wont spread.

The stuff the heads dropped was stuff a dwarf would be wearing. pig tail fiber left shoe, cave spider cap etc. No actual armor. Plus they had short swords of various metal, copper, bronze, steel, etc. Obviously they didnt have limbs to wear the items on or use swords and it all fell on the edge of the map on arrival. I didnt look too close and dumped it all into the atom smasher because my cloth industry was all up and running by then and I try to avoid leaving clutter around due to lag.

The flying seige mechanic was actually neat and I think had they actually been using the swords or had better attacks, they would have been very deadly.

As far as the toad I wish I had taken screenshots, it was so weird. An aboleth must have killed/cursed a giant toad? It was definitely undead and raising other undead. I figured it was a feature, which is why I was asking if there was some kind of wiki haha.

It would fight something in the caverns (anything, crundles or cave spider or trolls whatever), kill it, and then in a new combat report you would see "giant toad corpse gestures" and then "crundle corpse shudders and sprouts tentacles" "crundle corpse gets up" or something along those lines, definitely with tentacles tho. I think only the toad could raise other corpses from what I could see, but I might not have given the situation enough time. When I killed them all, I think I got the giant toad corpse near the beginning and none of the corpses reanimated again. If it was emergent, even better. If I could hit rewind and give you the save I would but nothing is left of the toad now. Next time I see something strange ill make a backup or take screenies :) For the record my game is otherwise unmodified, im just using the dark ages pack.

Vampire bats are really cool too, does the "sucked blood out of the wound!" report mean the dwarf is now a vampire?

Unfortunately my save keep crashing when it gets to the next season where I am now. I think ill take this as a sign to reembark somewhere closer to enemies anyhow. Any suggestions on which civ(s) I should do battle with??

Cant wait for the update!

Edit: re-embarked and am currently living the boatmurdered dream with huge hoards of "Great Elephant Corpse" attacks, armok help me

https://i.gyazo.com/ebe91fb68215919540c51a86dbd7e812.png

67
Thanks for the reply.

Im excited for 42.x version. I have yet to really play it because frankly I can't handle DF without dwarf therapist. I actually downloaded this mod because I wanted to occupy myself with something new until the utilities get updated.

The siege bug is rather annoying in that case. I did finally get something, but it seemed bugged as well. "Hungry Head Swordsman Corpse" came and gave the typical tower siege announcement about dead walking.

However all their clothing and swords dropped at the map edge like they couldn't actually use/wear anything. They were naked and weaponless when they reached my dwarves and not even one dwarf was injured by the attack because they died so easily and couldn't really attack. It was also hella laggy, I believe because it was 59 flying creatures? don't know.

I also got a Giant Toad Corpse in the caverns (no idea how) that started "gesturing" and raising all the other corpses in the cave and killing everything else. It came with no announcement, I just noticed what was happening in the logs. What the hell was that haha? That was the closest my fort came to ruin. Plenty of FUN. Whatever it was, A+. It "gestured" and then the corpses would "sprout tentacles" and rise. Crazy shit. It had an army by the time I decided to deal with it.

I also saw my (legendary) dwarfs jump up a z-level to attack some crundles AND in another scenario, jump over a gap (over lava no less) to attack an amphibian man on the other side. Is that intended? It was very strange. I don't know if they were teleporting or flying or climbing what, but they definitely did NOT have a path because after they went up the z level, they wouldnt path back despite dehydration and starvation, and I had to build a ramp. The lava gap jumpers jumped back and I witnessed it. They wont do it unless they have a target I guess.

ANYWAY I do like the mod, the chasm aboleths coming up from the caverns and somehow getting into the fortress are really "fun" sometimes. I also like the skill speed and generally less painful training of legendary dwarves, as well as the better skill points they arrive with. The wizards and rogues are neat. I hope I get some more invasions soon otherwise im going to re-embark right on top of FUN next time ;P

Thank you so much for your hard work on this mod, I nitpicked a bit but only so you have a chance to see if its easily fixable, I still fully enjoy the mod as it is :)

68
Is there anywhere with info? I really am confused about some things. Like the magic system, when sieges will occur, and for example it said somewhere on your site "44 new metals added" but I have no idea what they are and what their values are? So its functionally useless to me.

I had no idea wolfsbane was so valuable until years into my fort and I literally had it on the surface for free. If I had known, id have set up all my farms to use it instead.

I don't need super in detail documentation but even some clear list of features would be grand haha. I tried googling the specific mods you added but they lack documentation too.

Im at 93 pop and have been over 80 for like 2 years, I made sure to embark somewhere where it said I was at war with like 5 civs + near a tower, and iv seen NOTHING so far except wizard caravans and forgotten beasts. Wealth is 2.8 mil and exported wealth is about 200k. Am I missing something that makes sieges and other things happen?

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