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Messages - Flying Teasets

Pages: 1 ... 8 9 [10]
136
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: March 23, 2019, 06:48:04 pm »
Modded world.

While inquiring about missing treasures I noticed something odd: most of them were sought by the dwarf Lumnum from a fort in a mountain cul-de-sac. Shortly after I arrived at the fort a mob of dwarven nobles and one elf baron started robbing and murdering each other.

137
DF General Discussion / Re: Disturbing Things In Dwarf Fortress
« on: February 28, 2019, 11:10:21 pm »
Most veteran players don't bat an eye at all the 'wonderful' stuff that happens in a Dwarf Fortress campaign.
 If ya think about the lore of the game being played, a lot of weird and disturbing things happen before and/or during FUN .

These have actually happened in my forts ... imagine this happening in a real life setting.

1: a dwarf shook the hand of a goblin so hard, he broke the bones.

2: a dwarven child is out playing in the fields, all of a sudden a goblin wielding an iron whip runs out of the woods, and hits the kid up side the head. The skull is caved in and kills the poor youngling.

3: A troll rips the leg off of a live kitten.

4: an elf merchant is setting up shop next to a dwarven settlement - all of a sudden dozens of dwarfs run towards him,  arms full of animal guts.

5: a baby dwarf falls into the lake with it's mother standing nearby ... the mother stands there and watches her child drown.

6: a woodcutter is mad because he had gotten wet during a rain storm - he precedes to hack apart a dwarven child standing next to him.
Toady said violence will be configurable after the myth update: http://www.bay12games.com/dwarves/dev.html

138
DF Modding / Re: [Accidental doublepost, please remove]
« on: February 21, 2019, 07:01:47 pm »
@Dragonslayer you might want to copy the extra bits from this post to the other.

139
DF Modding / Re: Modded Civs with Economic Settlements Issue.
« on: February 21, 2019, 06:55:22 pm »
@Fatace did you give the humans dwarf-style government positions?

140
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 21, 2019, 06:51:45 pm »
I'm trying to work around some kind of constructed wall pathfinding bug that's marking almost all of my building materials as inaccessible.

141
DF Modding / Re: Modded Civs with Economic Settlements Issue.
« on: February 21, 2019, 08:27:05 am »
I got a hamlet on a hill from a foreign human civ; Legends mode says it was founded by my civilization in year 2 then reclaimed twice by a neighboring civilization after two roc attacks.

142
DF General Discussion / Re: Future of the Fortress
« on: February 20, 2019, 11:07:03 am »
Will rock salt ever become an edible item?

143
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: February 12, 2019, 08:41:00 pm »
So something has always bugged me while working on my mod... it doesn't seem like any other Civ besides the dwarves want to start economical settlements with the current fortress that I would be playing in. With dwarfs, after about 2-3 years (assuming im not in a unusual area), settlements would pop up and be economically linked to me, helping towards barony, ect... But this doesn't seem to want to happen with any other race, even if its the same type of entity as dwarves...

would any certain tags be related to this issue or is it due to odd placement of my fortresses?
Examples: I have made a fortress with 1 civ in the tundra and nothing appeared near me..  Another was a Evil civ in a evil biome.. and another was in a biome that the civ isn't used to settling in.. ect.

@Fatace
@ZM5
Does adding [SETTLEMENT_BIOME:FOO] to your entities work?

144
Does Dwarf Therapist track the papermaker, bookbinder, and military tactics?

145
DF General Discussion / Re: Future of the Fortress
« on: February 07, 2019, 09:19:51 am »
Quote
Will waterwells become usable in adventure mode, and will drawing water from them be affected by entity ethics such as trespassing and theft?
Water wells are already usable, you need to use U to interact with them. (Give that nearly nothing else uses U, I cannot blame you for not realizing this) No idea if it'll be considered theft, I suspect not as that would require a better sense of property, wouldn't it? And work on that is planned post mythgen.
Huh, thanks for telling me. Do they freeze during winter like the fortress versions?

146
DF General Discussion / Re: Future of the Fortress
« on: February 07, 2019, 09:07:04 am »
Will dwarven tunnels get attached aqueducts/cisterns/waterwells at some point?

Will waterwells become usable in adventure mode, and will drawing water from them be affected by entity ethics such as trespassing and theft?

With exile implemented, will entities with ETHIC:FOO:PUNISH_EXILE be more likely to exile their members instead of beating or imprisoning, and will exiled members be counted as entity members or neutrals for the purposes of ETHIC:KILL_NEUTRAL?

Will entities gain master persuaders as law enforcers and use them to convert criminals if ETHIC:FOO:PUNISH_REPRIMAND is enabled?

Adventure role: Thief on the development page describes several punishments acceptable to an entity with ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE and adjacent; will entities with a low opinion of torture favor social punishments, imprisonment or exile over these?

Is a system for generating personal ethics based on character personality in the works?

Will scholar research topics unlock buildings, reactions and professions, and will the entity list of same define an entities starting knowledge instead of restricting it?

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