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Messages - ArrowheadArcher

Pages: [1] 2 3 ... 5
1
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 16, 2024, 07:13:35 am »
Belltire: We exterminate elves!

Elves thinks they're so funny when they got chopped up by dwarven steel.
Spoiler (click to show/hide)

I provked them on this one. They brought in some giant tigers and war lamas (It's one of many mods I'm using.)
Spoiler (click to show/hide)

I lost one macedwarf, but they lost everything.
Spoiler (click to show/hide)



2
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: January 12, 2024, 04:00:08 pm »
I believe it is. I just renamed the custom entries to the ones in vanilla and they work fine. I had them as Dwarven, Darken, Halfing and Wilding.

3
DF General Discussion / Re: Modded entites don't appear in worldgen
« on: January 11, 2024, 05:18:05 pm »
I'm currently in the [MODDING] CREATURE & ENTITY QUESTIONS THREAD in the mod forums for some help. I've posted a bit of the code block where it's supposed to be cutting the vanilla entries, but that seems to be ignored during world gen for some reason. Here what that is.

Code: [Select]

entity_dwarfworld

[OBJECT:ENTITY]

entity_default

[CUT_ENTITY:MOUNTAIN]
[CUT_ENTITY:FOREST]
[CUT_ENTITY:PLAINS]
[CUT_ENTITY:EVIL]
[CUT_ENTITY:SKULKING]

My mod entities are DWARVEN (dwarves), WILDING (wild dwarves), DARKEN (dark dwarves), and HALFING (half dwarve). These are meant to replace elves, goblins and humans. 

4
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: January 11, 2024, 05:09:04 pm »
Code: [Select]

entity_dwarfworld

[OBJECT:ENTITY]

entity_default

[CUT_ENTITY:MOUNTAIN]
[CUT_ENTITY:FOREST]
[CUT_ENTITY:PLAINS]
[CUT_ENTITY:EVIL]
[CUT_ENTITY:SKULKING]

From entity_dwarfworld, in my Dwarfworld mod. I keep seeing MOUNTAIN, FOREST, PLAINS, and EVIL entities. In other words, there are still goblins, humans, and elves in worlds, even though their entities are not in use or are being skipped by my mod.

5
DF General Discussion / Modded entites don't appear in worldgen
« on: January 11, 2024, 04:57:49 pm »
I've been trying to mod steam DF for a while now. The formatting seems correct. What I'm doing is replacing entities with dwarven counterparts. Half dwarves, dark dwarves, and wild dwarven ents. The issue I keep seeing is that humans, goblins and elves keep appearing or there are only regular dwarves in my worlds. I'm not sure how to fix this.


6
I create custom labors as I go on. I like having specialists that are basically master artisans that work to the grave making masterworks. Cooks seem to be left out of the question as to concerns over quality. A dwarf only gets a happy thought if they're eating a food they prefer. This isn't the case with master cooks; they'll get a thought regardless. There's also the matter of trade. Having massive quantities of useless crap that is of mediocre quality vs that a couple that can almost buy out the caravan, can be a big deal, especially when space is tight, and you don't want to deal with container bugs. I do like it that it does incentivize creating a labor aristocracy, with everybody else doing busy work. I want to make a fort like that, but I think that's a later thing.

7
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 07, 2024, 01:02:18 pm »
Oilstreams is doing well enough. We had to expel one dorf because he was an unhappy anusface and threw a tantrum. Currently trying to set up a military with mace and hammer dwarves, and I got these on a human caravan 1 year back (currently it's 109 UCE in my world).

Spoiler (click to show/hide)

I'm currently breeding these. I'm up to about 10-15 of these, all of them are gonna be war grizzlies. As soon as I got them, kobolds showed up. The bears went to town and messed them up. They're even protecting me from buzzards. Dalevassals and Palacechampion are ones I think of that are named.   

8
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 06, 2024, 10:06:12 pm »
Yeah, the fish came to play in my fort. Too bad they drowned. I have a lot of shoes in my fort. Too much in fact. For some reason, I don't get any migrants after the first few waves. My fort is a duchy at 35. This was also the case at my other fort. I run a bunch of mods, which gives my access to some more options for booze and weapon/armor-smithing, such as brass and gold. And more weapons for me to forge. And the ability to make orchards. Anyway, here is some stonesense:

Haven't gone done much yet. Playing it safe.
Spoiler (click to show/hide)

Well, it's a fart!
Spoiler (click to show/hide)


9
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 06, 2024, 12:02:48 pm »
I made a dam in the brook near my fort. I made some small reservoirs and then made some pumps to farm on the surface. The dam wasn't secure on one side, so it flooded. Thankfully it was not that bad, and it cleared up the next time the brook froze over.



I have an artifact that's called The Yell of Contraction. It's a mug with a forgotten beast on it.



I'm in the midst of building a water megaproject, where the water is taken up and then dropped on my fort or wherever I want. I made this message as well. 


10
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 04, 2024, 11:21:15 pm »
Currently trying to fend off the death of my fort Angertrail. Flying death squads of giant pissed off bluejays are the main reason for this turn of FUN. I got a couple axe lords for that, but my hospital is flooded because I wanted a well for it. And I forget to construct a door for the upper level. And all the deaths means that my moral is screwy. The fort now has 28 vs the 34 before the bluejays messed me up. So, I guess I won't go outside anymore for my forts. It's in or nothing now.

11
DF Modding / Figuring out size and weapon contact area
« on: June 18, 2022, 05:38:16 pm »
The thing that's put my brain in a bit of twist is figuring out the size of things in DF. Weapon contact areas, have bugged and perplexed me as well. My assumption that if I take real sizes and square them, I can get the size I want. The thing is tho is that's not actually correct, or it doesn't feel correct. So, I need then divide by three to then get a good approximation. I'm asking bc I'm interested in creature, item, just size modding in general. I think there might be a better way, that IDK about, and that's also why I'm asking.

As to weapon contact area, that's another thing entirely. To cut the cheese, I have no real idea on what measurements are being used there.




12
DF General Discussion / Re: Future of the Fortress
« on: July 15, 2021, 08:44:29 pm »
I think what I mean is more stuff like lightning storms, hurricanes, tornados. More dynamic weather systems in general for the player to face. Even randomly erupting volcanoes for volcano biomes would be interesting. Biomes don't feel alive, they feel rather static, with only animal populations changing/going extinct. Even simple stuff like changing temperature over years, cloudy weather which can affect said temperature, and player actions like cutting down forests could raise temperatures. An ecology update would be amazing for DF if the time comes.       

13
DF General Discussion / Re: Future of the Fortress
« on: July 14, 2021, 11:44:41 pm »
When are weather systems, basic ones, coming?

14
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 06, 2021, 10:10:07 pm »
Nothing much. My forts name is Respect The Simplicity of Life. Yes, that's its real name. I had another fort by the name of The Death of God, that died due to forgotten beasts.


Here's what it looks like:



My forts military is made up of moms. They take their babies to their sparing sessions.


I have an artifact mug that references itself.   


The artifacts at my fort reference the settling of a dingo 4 years prior.


The first artifact of the fort is a lead fail of all things. 


I also have an active book industry and library. Here are some of forts works. The scribes and scholars at my fort are also hammer lords.











15
DF General Discussion / Re: Future of the Fortress
« on: March 02, 2021, 01:07:08 pm »
Will army formations be in the game? Will it be like or use dancing? Is alchemy coming back?

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