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Messages - DerMeister

Pages: 1 ... 14 15 [16] 17 18 ... 33
226
DF Adventure Mode Discussion / Re: Adventure Mode Challenges
« on: September 15, 2019, 06:56:07 pm »
Jirk:start in lake, with one crossbow, 18 bolts and no clothes, no empathy - all skill points to mechanic. Be lustful and fearsome, fully hate nature. Play naked, kill everithing, eat only meat and drink only blood, but not become vampire.

227
How make goblins and elves use coins?

228
DF Modding / Re: Different and interesting currency
« on: September 15, 2019, 06:21:59 pm »
So, I make this mod as part of my bigger mod. Dwarves have copper, billon, sterling silver, silver, electrum, gold, platinum and 'candy' coins.Humans have copper, silver, gold and platinum. Elves have amber and salt coins. Goblins have nickel, iron and steel currency. But how achieve exotic types of money in game?

229
I don't think the old clowns ruled over goblin civs either. Correct me if I'm wrong.
In old versions goblins worship any powerful creature. Only Clown was powerful creature.

230
Utilities and 3rd Party Applications / Re: DFHack plugin embark-assistant
« on: September 15, 2019, 02:59:29 pm »
Candy spires are not sites, and thus not shown on the embark overlay. However, the plugin allows you to search for embarks with a given minimum number of spires, and the results will match only such sites.
There are 64 spires in each world tile, and they're randomly distributed within 2*2 mid level tile blocks aligned with the edges. Thus, a 2*2 embark flush to any corner will have exactly one spire, which randomly appears in one of the mid level tiles. If you're not aligned with the 2*2 grid the number is random, and a 3*3 embark will have 1-4 spires (it cannot align completely, so the number is random within that range.

The Region Manipulator tool allows you to shift spires within their 2*2 grids so you can increase (or decrease) the number of spires, e.g. 4 spires in a 2*2 non aligned embark (this also happens naturally, of course, but if you want it to match other search criteria as well it might not be present naturally.).
I want embark on dark fortress with candy spire in embark area.

231
DF Modding / Re: Reclaiming non-dwarven sites
« on: September 15, 2019, 02:57:40 pm »
Some sites didn't properly exist last time I played.  Or were extremely minimized.  Is this still the case?

Forest retreats and pits are still relatively boring, but all sites, including kobold caves, have some kind of support. I strangely haven't actually heard of anybody exploring a kobold cave or seen any screenshots of one though, but that might just be due to issues of them being hard to find/me browsing the wrong subforums.

You can just unset to reveal caves in advanced worldgen or the default world generation to locate inhabited ones quickly (and importantly raid them in fort mode), mostly its living accomodations, some traps, lots of GCS pets around and a big egg laying pit from a tour in adventure mode.
This is correct.

Source: Created race that uses kobold caves.
I want live in ruined mead hall or embark on underworld spire.

232
Stuff like creatures, trees, plants, stones, etc.
Only small amount of creatures was removed. The most of them was remade into generated creatures. Wizard and treant even not really was in game.

233
DF Suggestions / Re: New butchering techniques
« on: September 15, 2019, 02:19:00 pm »
Good idea. What about butchering pasts what was severed in combat?

234
Utilities and 3rd Party Applications / Re: DFHack plugin embark-assistant
« on: September 15, 2019, 02:16:30 pm »
This plugin add ability to see buildings if I embark on site?
Yes or no, depending on what you mean...

The smallest overlay allows you to see the presence of sites (caves, shrines, etc.) but not the buildings within those sites (display of caves can be enabled by advanced world gen, but the others are not displayed by DF). Thus, if you want to embark on a vault with the aim of digging down to it you can, but the search function does not provide any option to search for them: you're restricted to scour world tiles visually.
The easiest way to find a kind of site you're looking for is probably to write a script that identifies the world tiles where those are, and then use Embark Assistant to see where within that world tile the site is. The main purpose of the display is rather the opposite, i.e. avoiding accidentally embarking on a feature you don't want to mess with.
I just want embark directly on underwold spire.

235
DF Modding / Ideas of goblin nobles
« on: September 15, 2019, 02:13:52 pm »
I want make mod with playable goblins. So they need noble positions. But vanilla dwarvish is boring, shamans  is double boring.

I want use bandit positions, so can you give me full list? Another positions - "master" is monarch demon, as example.

Have ideas about ringleader, chieftain, warlord and lieutenant? What they will do?

I also have alpha version of my mod with some goblinish nobles. Need it?

236
DF General Discussion / Re: Good old Toady's art
« on: September 15, 2019, 04:57:59 am »
Google Search for "dwarf fortress crayon drawing". Various people have posted their awards online. Or, as mentioned, donate and get your own.
I talk about old, lost drawings. What was on forum, but deleted from image hosts.

237
Utilities and 3rd Party Applications / Re: DFHack plugin embark-assistant
« on: September 15, 2019, 04:53:48 am »
This plugin add ability to see buildings if I embark on site?

238
DF General Discussion / Good old Toady's art
« on: September 14, 2019, 04:22:23 pm »
I want see old art drawn by Toady. Like image where goblin shear trolls wool.

239
DF Suggestions / Working with trees
« on: September 14, 2019, 05:24:29 am »
Dwarves will have maple and birch syrup from live trees. Elves in e;ven fortress mode will can grow items on trees.

240
DF General Discussion / Re: Fan art competition! *Moving sound*
« on: September 13, 2019, 01:59:42 pm »
Here are some juniorgeneral style Goblin armies I did a while back. Also a group of kobolds. I actually did this for a nationstates thing that died before it begun, but DF definitively inspired me.
Spoiler (click to show/hide)
I think, goblins look alike Mongolian horde, not Egiptian. And their clothes are white (spider silk) or gray(troll fur yarn), probably black (but in game they have no dyer).

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