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Messages - SebasMarolo

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181
Would this work?

Stop fort activity for a while. Give everyone the haul item job. Make 3 craft stockpiles set to take from each other and let the dorfs do the rest.

Huh, wasn't theft punished with death on dwarven society?

182
DF Dwarf Mode Discussion / Re: My Temple!
« on: August 09, 2016, 04:49:58 am »
I once ordered one of my masons to do an obsidian statue about her moon goddes (she liked obsidian, thought it would make it easier to get a masterwork statue for the temple).

The godess was contemplating. See if you can make a statue of onshen spurting.

183
I've visited some of my fallen forts as an adventurer, and some of them had merchants all over the place. My best guess is that they heard the fort fell and so they went to see if they could get some free stuff out of the wreckage.

184
DF Adventure Mode Discussion / Re: Can I turn others into vampires ?
« on: August 06, 2016, 07:34:21 am »
Well, sometimes I ask people walking around the streets what is it that they're doing, and they say they go to get water. Maybe you could sustain some injuries, fill a waterskin with blood if there's enough, jump inside a well, empty the waterskin, climb out and wait?

Or try to do the same with some goblets and hand them around a tavern?

Or modify the raws for interactions. The raw for werebeast had an explaination on how to add the bitting thing to vampirism (someone sure plans ahead, "he he he")

185
DF Gameplay Questions / Re: Fortress full of dwarves stressed out idiots
« on: August 03, 2016, 07:27:02 am »
Did you designate your tavern from an activity zone?  It needs to be designated from an activity zone to work properly.
Is that still a thing? I thought I heard it was fixed, but at the same time NOBODY serves drinks in my fortress.

I've read that you have to put a booze stockpile and place some chest with goblets inside the tavern for your assigned tavern keeper to do something. If your dwarves still dont drink there, place a one tile stockpile for goblets only near any booze stockpile (allowing bins, so there's more than one mug). At leat that will keep them from running around getting and putting away a mug, and keep them from getting the unhappy thought about drinking with no cup.

186
DF Gameplay Questions / Re: Death by log?
« on: August 03, 2016, 07:11:51 am »
Maybe those were different logs? Like, the first one was closer to the ground, so it hit him first when it landed. The other one was higher up so it took it a few more ticks to reach the ground.

Btw, I've totally had woodcutters cripple themselves like this. I don't think this is a bug. I mean, there's a reason why miners and woodcutters can't equip armour when off duty, right? Maybe it's to force you to be careful?

A log going through the skull of your only woodcutter five mins after embark sucks, btw.

187
DF Adventure Mode Discussion / Re: Weird Swordsdwarf Problem
« on: August 03, 2016, 07:00:09 am »
Maybe that whole thing about fighting undead being super hard on your sanity has something to do with it?
Try talking with an npc after fighting a zombie, expressing your emotions. See what it is that your adventurer felt. Maybe if you're too busy keeping it together you cant pay enough attention to learn?

188
DF Adventure Mode Discussion / problems with adventurer bonecarver.
« on: August 02, 2016, 11:24:13 am »
So... I can craft bracelets, gems, amulets... most bone crafts except mugs (I wanna drink from my own ☼Elephant bone mug☼, damnit!) or skulls totems.

I also can't craft stuff with ivory, shell, hoofs or horn. Nor decorate my gear with any of those. I was really sad when I couldn't decorate a ☼steel helmet☼ I looted from a hammerlord with spikes of rhino horn.

Is this a known bug affecting all adventurers, or is it because I'm playing as a modded goblin from an evil goblin civ and those don't know how to craft those items?

189
DF Adventure Mode Discussion / Re: Weird Swordsdwarf Problem
« on: August 02, 2016, 07:49:21 am »
I know I read somewhere that you gain little xp from certain monsters, zombies among them, and a lot of xp from certain others, like bronze colossi.

Dunno if it helps.

190
...<snip>...
Or maybe the soldiers became attached to those items and you have to put a chest on their tombs so they can use their gear on dwarven valhalla.
Wait, so once a dwarf becomes attached to an item, no other dwarf will use it ever, even if the original owner is dead? And those items will be stored in chests in their tombs? I like the idea of burying their named weapons along with my soldiers...

I know I read somewhere that when a dwarf becomes attached to their weapon/armour, that item becomes a "named artifact", and that if all the dwarfs who had kills with that weapon weren't given proper burials, the weapon was unusable.

Check the items with "k" to see if they have names or if they're forbiden. I think forbiden items look like this: {Dwarf leather sock}

191
DF Adventure Mode Discussion / cyclops having fun during world gen?
« on: August 01, 2016, 05:19:30 pm »
Spoiler (click to show/hide)

So, as you can see, two of those cyclops have birth dates, while one doesn't.
Am I correct in assuming the ones that doesn't was generated at the start of the world and the other two were born while world gen was running the history?
If that's the case... Well, I didn't know semi-megabeasts could... mate.

Also, when I was retelling what happened to a lady to convince her of taking me as a guard, she said that I was brave for slaying one of those cyclops, but that I was also a murderer for killing another one of those cyclops. But NPCs only call you murderer when you kill an innocent (mistaking a child playing make believe for a goblin with red glowing eyes, for example), right?

Could it be that one of those cyclops was peaceful or something? they were all chilling near the same "cave"*, located by a river, and at least two were beating up gremlins.

*according to the map, the cave was on the middle of a river. I couldn't find it.

192
[ALL_MAIN_POPS_CONTROLLABLE] to the goblin entity ([EVIL])

It enables the goblin entity to be selectable out of the adventurer list (not a outsider, you will be hostile with the rest of the world, so be warned in wartime).

I'm intrigued. Could you post or PM (are private messages available here?) how to do it? Where's the raw for the goblin entity? I have zero experience changing raws an modding.

Open your DF file, go to the 'raw' folder, find 'entity_default' then either track on down through it OR use the notepad 'find' function for goblin (which will fast track you to the [EVIL] civ where goblins come from and insert it neatly) then insert [ALL_MAIN_POPS_CONTROLLABLE] to tell the game you want adventurers from that civilization to be available.

Code: [Select]
[ENTITY:EVIL]
        [ALL_MAIN_POPS_CONTROLLABLE] <--- this is a good recommended and easy place to put it, make sure its in line, you can use space bar and backspace to shimmy it around into order. If you dont feel confident putting it at the top, put it a little lower down.
[CREATURE:GOBLIN]
[TRANSLATION:GOBLIN]

All in line and snuck in, the order you put it in doesn't matter but near the top so it can be seen clearly is recommended, try not to displace the other tags, nice and tidy and it'll work.

All the base entities (as to say civilisations) are in the same entity folder within the raws, Goblins on the list are below Humans [PLAINS] and above Kobolds [SKULKING] so about midway, look for references to evil to help you.

THANKS! I'm gonna have soo much fun with this...
Edit: wait, do I have to create a new world after changing the raws, or do I also have to mod an already created world's save?

193
[ALL_MAIN_POPS_CONTROLLABLE] to the goblin entity ([EVIL])

It enables the goblin entity to be selectable out of the adventurer list (not a outsider, you will be hostile with the rest of the world, so be warned in wartime). Personally i also like to flesh out the civ also with near equal but flavourful alternative [SITE] positions (so that 'expedition leaders' in dark pit sites can give out quests with [KILL_QUEST]) so that they run smoother. Modded in goblin militia (from a selection of lashers and great axe/maul wielders) are often quite keen to join you and you will have a handful of lifelong friends already in your quest log because of immortality.

Be warned, goblins have high populations (causing lag) and their settlements are fiddly to escape out of due to trench fortifications (which is a safe place to practice climbing due to raised dirt), using the T screen you can find the outskirts of the trenches and then go into travel mode, you will still become drowsy but food and drink is not a problem.

I'm intrigued. Could you post or PM (are private messages available here?) how to do it? Where's the raw for the goblin entity? I have zero experience changing raws an modding.

194
BUT!
If you become a necromancer and raise the bodies, then kill them again, you can use their bones for crafts.
Raise them first, butcher them after killing them. Otherwise you can only raise their skin, and I don't think we can tan those to make human leather shirts just yet.

195
I always have two kinds of weapons and armor stockpiles (actually, for everything from finished goods to statues), some linked to the forges/workshops set to take from links only that take the high quality stuff my dwarfs make, and others unlinked set to take from anywhere.

You're either missing the second kind or you forgot some core/total quality setting. Or those options at the end with the accept non-plant stuff.

Or maybe the soldiers became attached to those items and you have to put a chest on their tombs so they can use their gear on dwarven valhalla.

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