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Messages - Quantum Drop

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436
Okay, a few ideas, may or may not be good:
  • Pickup time for the save could be 3 days from when Bralbaard sends the user a PM, with the week-long playthrough timer starting when they make a confirmation post in the thread. If they don't post confirmation within 3 days, skip to the next turn.
  • If there's an issue with picking up the file, slot them in 1 or 2 places down from the current player, perhaps?
  • Could check a player's 'Last Active' date; if they've been inactive for a month or longer, perhaps consider skipping their turn? Disregard this.

Last one may be a bit harsh, but I'd say that if the user in question hasn't been on for a month or more, they probably aren't going to show up in time to grab the save.

Thoughts?

437
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 17, 2020, 06:14:39 am »
Yeah, sticking the syndrome into the definition for that creature's muscle seems to have worked. Thanks for the help!

EDIT: While I'm at it, is there any way to partially cover a body part with a tissue? Such as adding a layer of rock to a head that only covers half the head?

438
Okay, it's coming up to a week, and Maloy hasn't been active since June. Do we skip to Tonnot98's turn, or wait another day or two?

439
DF Community Games & Stories / Re: Smithsoldier Year 11: [47.04]
« on: July 17, 2020, 03:33:13 am »
A megaproject may cause some Fun, especially if it involves magma or something like that. Then again, building an overly-elaborate tomb seems very much like a time-honoured tradition among Overseers in DF...

440
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 16, 2020, 06:54:44 am »
Is there any way to make a creature's meat poisonous? As in, when it gets butchered, is there any way to add a syndrome to the meat and prepared organs that would result?

441
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 11, 2020, 10:48:07 am »
Bridges aren't useless... their use is that they enable you to cross rivers. Not stop people from crossing them. That is the opposite of their use.

To clarify what I meant: they're useless as walls unless they've been raised up via lever, which I forgot to do in this case. It was being used to block a tunnel into the fort, which obviously didn't wort.

442
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 11, 2020, 08:18:29 am »
Embarked in an Evil biome, bordered by three towers. Got through to winter before the first siege; pulled everyone indoors via burrow, forbid all ways out of the fortress. My original plan was to get everyone inside until the next caravan, or until we got to the metal layers and could make weapons. Out of nowhere, I get informed a 'Pale Butcher' has interrupted my Mason.

Turns out bridges HAVE to be connected to a lever and raised, or they're effectively useless. Cue ~40 Undead (at least ten intelligent, one necromancer, and the rest raised corpses) flooding into the fortress and painting the walls red. Paddlegirders fell before the year was out, and that Necromancer no doubt found Christmas had come early.

Whoops?

443
Looked slightly further, and there's a couple with similar messages: a human Necromancer, a Dwarf (both NPC, by the look of it), and Imic's first character (the moth man). They're all listed as being 'guided by forces unknown', and are all highlighted in the way the player characters were.

444
DF Dwarf Mode Discussion / Re: Hilarious Fortress destruction.
« on: July 11, 2020, 03:58:53 am »
...Well, that's certainly one way to lose a fort. :P

If it was abandoned, consider spamming embarks of heavily-armed soldiers. It'll probably take a load of tries and many deaths, but chances are you'll pulp/cut apart enough of them (or that enough'll gradually move away) that you can reclaim properly. Maybe. Losing is Fun, after all.

445
That's all the more incentive to go there, if only to see how badly it went wrong and satisfy morbid curiosity.

EDIT: Had a look in the Legends Mode for that save. Almost all the player-adventurers I've seen have the line 'It is universally agreed that [PC Name] was chosen by fate as the vanguard of destiny.' Never seen that before - anyone know what's up with that?

446
...Well, that was fast enough to cause whiplash.

Good try, at any rate.

(Also, this seems appropriate as music: https://www.youtube.com/watch?v=R1EMEzjtsCk)

447
DF Modding / Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« on: July 04, 2020, 02:52:29 pm »
Okay, I've cooked up this syndrome (applied via interaction linked to a bite), but I have a question. How would the probabilities for each transformation work? For example, would the target pick one of the five and transform into it permanently, or is there a chance that they won't transform at all?

Spoiler: Syndrome Code (click to show/hide)

448
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 03, 2020, 03:17:18 am »
BODY_DETAIL_PLAN:SEWER_STALKER should be the tissue layering. The raws for it are below:

Spoiler:  Body Detail Plan (click to show/hide)

The other one, SS MATERIALS, is basically defunct. It would add the materials for the eyes and a type of spittable filth, but the material for eyes is defined earlier in the creature and I removed the spittable filth, since the SS_FILTH template has the effectively the same properties and syndromes. Essentially, it doesn't do anything and I hadn't got round to removing it when I posted the raws.

Body part raws are here:

Spoiler: Body Parts (click to show/hide)

Going to try tinkering with the tissue and see if that does anything. Thanks for your help.

EDIT: Okay, ran an arena test, and I noticed several 'unknown creature material splatters over the [bodypart]' mentions in the combat log between two Sewer Stalkers. Looks to be an issue with the 'Filth' material, since that's the one linked to the injection attack. Anyone have any advice on how to fix this issue?

EDIT2: Shunting Sewer Stalker off into its own CREATURE definition seems to have fixed the issue for now. Still going to try and make it a caste in the main creature.

449
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 02, 2020, 04:04:41 pm »
Having some problems with this creature: it won't secrete a defined material, despite there being no errors in errorlog.txt. The syntax should be correct, and all the materials look to have been defined.



Spoiler: BDPs (click to show/hide)

450
PTW. May claim a turn.

Going next to Elves would certainly provide us with a nigh-inexhaustible source of charcoal and practice dummies - I'm sorry, invading troops, while Goblins would be a more challenging foe. Live training would be a must, especially if we can cause that 'doesn't care much about anything anymore' line to stop the Dorfs freaking out when they see corpses.

Metal'll definitely be a big concern. Goblinite may compensate for a lack of Hematite or similar at embark, but casualties in initial battles would likely be high. Tribute from Goblins (assuming we don't kill them all) could give us metal, or Beak Dogs - the latter could be quite lethal if trained and used in the army.

Defence-wise, cage traps at the fringes of the fort/wall would probably help weaken smaller sieges and catch PoWs. More esoteric ones may or may not be of any use, depending on the embark conditions. Of course, if we embark next to a volcano, we could just tap the magma and flood the world.  :)

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