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Topics - SebasMarolo

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1
DF Modding / Regarding dwarven beards flammability...
« on: December 08, 2018, 05:10:33 pm »
so, out of left field question, if I were to give dwarves the [FIREIMMUNE_SUPER] token (which I already kind of did), and were to add that "string" (kind of new to modding DF, sorry, don't know the term) that makes all of a dragon's tissues nigh invulnerable to high temperatures (which I kind of did too), and I were to also give male dwarves the [SHEARABLE_TISSUE_LAYER] (which I haven't done yet), could I make fireproof clothing out off dwarven beard wool/hair? Is it possible to shear dwarves, or any other sentient, if given the tokens?

I ask because I gave dwarves fire breath, and it went as well as you'd expect. The embark tools turned bursts of metal steam were an amusing surprise. If this works, I guess next thing I'd ask would be, can you make a wood that's fireproof, and would beds made out of it keep that property?

2
So, how do you guys think its going to work? Will we have to wear face/head concealing items (those metal masks goblins sometimes have/hoods) to hide who we really are? Make-up? The butchered skin of someone else as a fleshy mask? Have to change our clothing/armour every time we switch?

Will our kill lists be like those of fort mode vampires, as in, linked to just one identity but not another?

I'm just so exited about this. I wish Toady could also give inns windows on the rooms that could be opened, so we could be able to go into our room, change up and go out to play Zorro for a while. Or be able to buy a house in the city and build a fake wall somewhere acting as a back entrance or something...

Wonder how he's going to go about it all...

3
DF Gameplay Questions / What makes the game crash/save go corrupt?
« on: December 27, 2016, 11:13:51 pm »
Ok, so I've been playing around with adv. mode more than usual lately. As a result, I get careless, and my adventurers suffer rather serious wounds more often. To which my response is using the task manager to close DF and start from a previous point on the save. "savescumming".

Thing is, when I save the game later down the line, a small dialog window shows up and say an error was detected, DF has to be closed, yadda yadda. Usual crash, I guess.

I use uncompresed saves because I read those get corrupted less often. Thing is, I'd like to know if the crashes happen because savesumming corrupts my save, or if it might be something else (I think trading coins or visiting the town's keep does it...)

4
DF Adventure Mode Discussion / what kind of axe is better?
« on: December 23, 2016, 12:23:46 pm »
More or less the tittle.

I know the trusty battleaxe is the only one which dwarves can craft, so it's the only one I might find made out of steel in an unmodded game, but I've read that great axes are better at cutting off limbs (though I clearly remember having problems cutting through an unconcious cave dragon's scale with an iron one...), and apparently halberds also have a stabbing attack, though I dunno how effective that is.

Or tell me what weapons you guys use and why. I wanna make a hunter, and I tried pikes and spears, but it sure takes long to take down a rhino.

5
DF Adventure Mode Discussion / is vampire blood broken, or what?
« on: December 02, 2016, 07:37:49 pm »
So, I had trained a legendary swordgoblin hero adventurer. Using a macro to slap a bear's tail (I like to think it was his ass) with the flat of a sword is super fun btw.

Anyway, I traveled to a nearby human town to learn of the location of bandit camps and stuff, when out of nowhere I got ambushed by a vampire lizard woman. Or some other kind of reptile. The thing was fast, dodging most of my legendary sword skills. Sometimes I was able to land an attack of opportunity that did some damage, but not much. Then she got a lucky hit, bit my right hand, broke a bone and pulled a tendom  and made me drop my shield. So, things could go south pretty fast now.

If only I could be as fast as she. And then I remembered, I could! All I had to do is drink her blood!
So that's what I did. I ate the blood coating my sword... And nothing. Filled a waterskin with some of her blood that was on the floor and drank it... Nothing.

I eventually stabbed her through the face, but I couldn't use her blood to turn.

So... Why couldn't I become a vampire that way?

6
So, I've gotten in the habit of using goblins from goblin civs. Most of the time it takes me a while to find my way out of the fortress' basement, but that's ok.

The thing is, I often find a bunch of coffins, memorials and a ton of peasent skeletons. That's ok too, goblins aren't known for leading peaceful civilian lives.

What's not ok is the fact that when I butcher those "skeletons", I get edible goblin meat, and I can use their bones for crafts. Like, is that mean't to happen? Skeletons from sentients that give meat and crafteable bones. I'm yet to test it with the skeletons found on the basement of human temples, or tombs, and the only mod I have is the [ALL_MAIN_POPS_CONTROLLABLE] on the entity raws to be able to use a native goblin adventurer.

7
DF Adventure Mode Discussion / So, weird conversations.
« on: November 22, 2016, 09:07:36 am »
Spoiler (click to show/hide)

Did my adventurer reach an observer level high enough as to be able to spot the game's code?
The only mod I have on my game is the one that lets me use goblins from goblin civs as adventurers.

8
DF Gameplay Questions / how many goblets fit in a coffer?
« on: November 12, 2016, 06:01:22 am »
Stupid question, I know. Thing is, I'm currently running a 50 dwarfs fort with 50 gobblets on the tavern, yet some dwarfs still get the "had a drink without a goblet, cup or mug" bad thought. So, I wanna set all my booze stockpiles as individual taverns, each with its own goblet coffer. I don't care if I have to make a thousand goblets, I have magma and green glass.

9
DF Adventure Mode Discussion / about artifacts on adventurer mode.
« on: October 30, 2016, 03:57:57 pm »
Ok, so, I reclaimed a world generated fort. Waited till the dwarves made some candy artifact weapons and pieces of armour so I could, you know, use them on adventurer mode. Thing is, I cant fast travel without losing the artifacts. And when I go back to the fort, at least one of the artifacts was back on the workshop I took it from. (a perfect gem on a jewelers workshop near the surface, easier to check than the weapons on the maze that world-gen dwarf architects call forges-level.)

I forbid the artifacts the moment they were made on fort mode, because I didn't want them ending up wherever when I went there as an adventurer.

So, my questions are: are all artifacts linked to the place they were made, or is it because they were made on a world gen fort, or because they were forbidden at the moment I retired the fort? (the adventurer I made is from that fort, so maybe she can't violate the "forbidden" rule?)

If it is because they were forbidden, is there any way to store them on a stockpile on fort mode without them being moved somewhere else by the time I get there with an adventurer?

10
DF Dwarf Mode Discussion / about artifacts.
« on: October 29, 2016, 03:03:26 pm »
So, I recently reclaimed a world generated fort. Mostly because the dwarves building those have a knack for completly bypassing the caverns (well, they dont, they build walls around the breaches, but the caverns are not revealed, so it saves on FPS), and because I just wanted easy access to candy to make items for an adventurer.

On that regard, I succeded.
Spoiler (click to show/hide)
I plan on having a dwarf aventurer double wield that with a masterwork candy shortsword. You'll be hearing his or her story pretty soon.

But things don't end there (do they ever whenever dwarves are involved?). For you see, other artifacts were made.
Spoiler (click to show/hide)
Of which this one deserves special mention:
Spoiler (click to show/hide)
At the time it was made, I was busy mining candy, so I didn't pay it much attention, but... as you can see from the list, it was made before the pick, and yet it has an image of said pick. I know bones were used to tell the future in fortune telling, but this is freaking me out.

edit: also, sorry about the images being so frigin' big.

11
Ok, so, I have a 2z levels deep hole on the first cavern that refills itself with water from the map edge. Dunno if I should call it a lake. Anyway, I've read that you can pierce the floor under a body of water without drowning your miners by using drawbridges and ramps, but I don't understand how. That's question one. A step by step would be awesome.

Question two: I've read that if you use water's natural preasure, you can get it to flow upwards. And that if you make the water flow upwards through floor bars, building destroyers (there's a nightjar or something FB with firebreath lurking the cavern) can't break the bars and into the fort. Question two would be, does that work?

After the water goes through the filters, it'll feed a 10 or so z levels tall pump stack that will fill a reservoir for some wells on the heart of my fortress. I have experience with that last part from an older fort where I didn't implement a filter for monsters and a flying FB with toxic blood broke in.

Thanks in advance.

12
DF Dwarf Mode Discussion / About strand extractors...
« on: October 06, 2016, 02:12:41 pm »
A dwarf can only gain strand extractor skill from, emh... procesing sugar canes to make sugar, which later another dwarf will use to make candy, right?

If a dwarf with Great strand extractor arrives at my fort, is it because my civ has been making candy, or because he's a so called "void dwarf"? (first year, first autumn)

13
So, I've been reading a lot about the military, squads and stuff (mostly the wiki).

But I couldn't find much on how to set it up to meet my needs. Or rather, lack thereof. I dont want an army of legendary soldiers ready for deployment 24/7, I just want my craftdwarves to satiate their inherent lust for violence against each other (non lethaly if possible) on their own and then to go back to their work stations ASAP.

How could I accomplish that? One month training session once a season, three times a year or a whole season each year?

14
So, recently on another thread (http://www.bay12forums.com/smf/index.php?topic=159916.0) someone mentioned this:

Laying claims to communal resources according to "need" isn't theft, just as clothing replacement, eating, or drinking isn't theft. If a dorf took another dorf's named weapon it would almost be theft, but not quite, as DF currently doesn't really have private property. "Owned" items are as close as you get, currently, and dorfs don't take those.

"Communal resources". I think it would be useful if we could manage and control exactly what the dwarves under our guidance can and cannot take. Like, an option on the stockpiles to set that stockpile's contents off limits or "up for grabs". It would also require some way of keeping the haulers from taking for themselves items on their way from the workshop to the stockpile.

I think this would be pretty useful when you want your dwarves to eat prepared meals, not the plump helmets they just harvested. Or making sure clothing/jewelry meant for trading actually makes it to the depot and not into a dwarf's pockets.

Just something I thought would be useful. Any thoughts are appreciated.

15
DF Gameplay Questions / managing farms and booze production.
« on: August 11, 2016, 09:40:48 am »
So, I use 2x4 plots, each dedicated to one kind of subterranean crop (I dont plant dye, and the plots for quarry bushes and pig tails are bigger to produce more food and cloth)

I'm aiming for a 250-300 dwarfs fort, relying on meat and fish bought from caravans and quarry bush leafs for food, but trying make all the booze I need myself... Problem is, the stills produce more booze than what's needed. What size of plot should I use, how large should my booze stockpiles be, or should I just brew a shit ton of alcohol and then just farm and brew when needed?

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