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Messages - Orbotosh

Pages: [1] 2 3 ... 7
1
Mod Releases / Re: Dwarf Fortress: The Long Night 2.69
« on: November 14, 2020, 02:09:23 am »
What's the difference between a certain one set of worldgen presets and the "pop" ones?

2
DF Modding / Re: Undwarves mod
« on: June 29, 2020, 02:38:31 am »
Give the currency values the opposite order of their counterparts.

3
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 29, 2020, 02:27:35 am »
Can syndromes be spread in worldgen by consuming food or people?

4
Mod Releases / Re: Dwarf Fortress: The Long Night 1.98
« on: February 08, 2020, 01:24:55 am »
Well one important thing I should add to the info document is that pellet clusters don't go in rail-rifles. I'll add what goes where right now.
Yeah ammunition/weapon assignment really confused me, even the RAWs on them are confusing.

5
DF Modding / Re: Managing Tabletop Roleplay from Dwarf Fortress
« on: February 03, 2020, 07:39:28 pm »
In my opinion DF modding would be too high-investment low-reward for your idea. Look for homebrew and supplements dedicated to base management, since there's not a shortage of resources for that topic.

6
IIRC all you need to do is stick the raw tag for underground species on the race.

You say LAYER_LINKED? It doesn't work very well with playable entities.
What's the problem?

7
DF Modding / Re: Future Mod Poll
« on: November 11, 2019, 05:06:49 pm »
I agree with Teneb's first hemisentence. If it's space opera/alien colonization, more trees, plants and stones. Near future, "metals" (artificial materials) and plants (GMO crops).

8
IIRC all you need to do is stick the raw tag for underground species on the race.

9
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: November 09, 2019, 11:38:54 pm »
What's a good language generation utility for sample sizes of less than a few dozen?

I use DFLangCreate. It's simple enough, no frills, just generates from your inputs.
I asked because that one keeps complaining about how small my input was.

10
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: November 09, 2019, 10:17:10 pm »
What's a good language generation utility for sample sizes of less than a few dozen?

11
DF Dwarf Mode Discussion / Merchants stuck
« on: November 06, 2019, 04:33:33 pm »
The merchants that came with my outpost liason got jumped by a huntsman (robotic nasty from The Long Night) and seem to have given up on life afterwards. They're just sitting there while the bodyguards loiter around. One of them was in a boulder, but smoothing it out didn't solve that either. Is there any hope for me to make them wake up inside?

12
Mod Releases / Re: Dwarf Fortress: The Long Night 1.95
« on: November 03, 2019, 11:12:49 pm »
I'm not sure what the issue with technobarbarians not having NOT_LIVING is though.
What keeps cyborgs from being completely horrible to fight against is that they still need blood and a nervous system. Their undead counterparts are almost impossible to kill using normal weapons. I think pyrokinesis was able to return a few kyclopi to the grave but this strategy ultimately melted my latest character to death.

13
Mod Releases / Re: Dwarf Fortress: The Long Night 1.95
« on: October 10, 2019, 11:22:25 pm »
Some potentially outdated [1.92] input since you reminded me of this with that /tg/ post.

The second thing you might notice about this slab is that the [IS_NAME] of its description and history are mismatched, every slab regardless of their secret says that they're technomancer ones. The only way to identify one you find "in the wild" is to cross reference it with its legends history, meaning that you have to spend 4 weeks in retirement while taking notes. It's almost awful if it didn't give me ideas.
Biomechanical races from creature_civilized_barbarian weren't [NOT_LIVING], which is a pain in the butt when ironically their sole weakness of being an organism is removed by technomagic. Senator Armstrong has nothing on this combo.
Additionally, kobold caves are an even bigger navigational headache than dwarf ones, they're basically a maze of lethal traps for PCs who start inside without the right tags.

Suggestions: Turn the multitool into the large dagger analogue, since it's versimilitudinous for such an important item to always be available to an adventurer at the start. Possibly diversify the gem industry of the future by being able to synthesize gems out of their chemical elements also so people can be into things besides "synthetic crystal".

14
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: September 09, 2019, 08:00:33 pm »
They'll develop skills normally except when under the influence of the intelligence removing interaction. Not sure what else you could mean regarding skills here...
After unintelligence period they have skills from period before interaction?
Murders have been using transformation as a regeneration mechanism for years without inherent trouble. If you're really worried about them suffering from mundane skill loss over short term regeneration give them [SKILL_RATES:100:NONE:NONE:NONE], which will also have the side effect of making it impossible for them to lose skills at all.
Back on the topic of self destructing entities, are carnivorism tags still bugged where having them makes a civilization starve to death?

15
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: September 05, 2019, 07:08:17 pm »
After thinking about that for my own idea, I had the thought of deactivating the [CHILD] until game start, when the DFHack system then permanently adds it back to the raws. I don't think the script exists yet but it shouldn't be difficult.

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