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Messages - MC

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16
DF Suggestions / Re: Terrible Suggestions Thread
« on: November 17, 2020, 10:50:18 am »
Wandering merchants may come to your fort and give your dwarves some weird products. Such as magical masks, magic lamps, lamp oil, ropes, bombs, "hearts", wool, weapons, wood, ammunition and some strange looking "pills". The merchants would always appear in convenient places. They would be seen walking in the desert, near evil biomes infested with zombies, in some long forgotten caves, or inside immobile caravans.
Merchants now only accept rubies in trade

17
DF Dwarf Mode Discussion / Re: Trivial findings
« on: November 17, 2020, 10:47:53 am »
I think this is actually a bug and works with anyone, at least if you set them to be interrogated before they die. I don't know if convicting someone who dies before they get sentenced causes dwarves to get disillusioned tho.

18
(CLT) is nowhere near the number of items you had lol. you would have reached max clutter level in a workshop with under 300 of your coin stacks. I can't say for sure, but the game seems to have a lot of trouble handling the "weight" of many small stacks of small objects. Pick up say, 1000 gems in adventure mode (do not actually do this it takes hours and hurts your hands) and things start getting really confused. your container will suddenly start weighing more than it should be able to hold or than it should actually weight at all, but you will still be able to put things in. Im not at all surprised that suddenly spawning so many items caused something weird to happen for you. That number is so high I'm surprised the game was even running.

As for why it decided to burst into flames, i don't know for sure but I can make a guess. Merchants drop items they cannot hold after receiving them in trade, which I'm pretty sure applies to your broker too. I guess that dropping works the same as dumping something in a pit and has some form of physics? Coins are pretty infamous for behaving badly with physics so I guess the staggering volume of insignificant interactions made something in the code do a stupid? Either way you outdid the edge cases I've seen for "many small objects acting weird" by an order of magnitude so it could be anything.

Great story btw.

19
Seconded. Actually trying to add them into my current mod (well tanegashima technically which are a bit more advanced) and the lack of gunpowder based propulsion is a pain. I could make them just "work" like guns really easily without doing anything fancy at all, reload time and everything, but adding in the chance for the weapons to fail and making the ammo go boom if say you have a dragon mishap is annoying.

Also the fact that I could add in guns pretty easily but something more primitive like firelances are virtually impossible bothers me.

20
So they're just really damn rare now I guess? that should probably be fixed as I looked through something like 20/30 different worlds (advanced gen, med 100/150 years, no major changes aside from no "periodic erosion" and insanely high beast spawns (as in 3 digits of semis) for what I was testing) before writing my post and didn't see a single one. Also adding labyrinths to night ghouls make them build them? Cool, didn't actually know that.

21
DF Gameplay Questions / Re: Temperature and aboveground constructions
« on: November 17, 2020, 10:03:44 am »
Temp is weird. I've had underground farm areas use the outdoors temperatures before. Like, with really cold embarks you often don't want to make taverns in soil layers even if they've never seen the light of day as they'll still be considered cold. Also when temp actually updates is stupid.

That said I've done plenty of scorching embarks and never actually had a problem with the temperature so yeah should be fine. I'd turn off fasttemp in dfhack just to be safe tho.

22
"Regardless of population" technically is correct. The trigger only controls already crazed werebeasts being summoned onto your map a la megabeasts. Attacks from other sources, such as visitors/migrants/random NPCs on the map who just happen to have been infected in worldgen are unaffected by it. I don't know if that's intentional or not but you can 100% be attacked by werebeasts before even the first migrant wave happens. You can sorta prevent that by not opening any locations to the public until you're prepared, and one thing a lot of people don't seem to know is that building destroyers (werebeasts specifically) are horribly bugged and very easy to stop with regular old locked doors (just leave the door unlocked until they're about to go through then lock it in their face and their pathing breaks. Or just make it impossible to get out of your tavern without having to go through the bottom of a hatch cover.).

That said I don't think the fact that the same few exploits that trivialize literally every other threat in the game work against them is a good enough reason to say that werebeasts aren't overtuned ATM. I think it's fair to say that werebeasts are a more real threat that just about everything else you can randomly encounter short of like, a flying steel blob with dust/webbing related to death and nightmares showing up

23
DF Suggestions / Re: Planned night creatures can be done even now
« on: November 17, 2020, 08:44:16 am »
So right now most of the planned stuff actually is impossible iirc. RAISE_GHOST exists but doesn't work at all, and ghosts themselves are crazy buggy. Haunted furniture and constructed creatures run into the problem of mixing different "types" of object being an absolute nightmare ATM. While you could sorta make something that pretends to have artificial body parts it would be so hacky that it would all have to be completely thrown out when making the real thing. Animated furniture would just be like, animals that the descrition says look like furniture, you wouldn't actually be able to sit on haunted chairs and stuff. Aquatic creatures themselves are, technically, totally implemented, but they'd be kinda worthless right now. Like, what's the point of ghost pirates if they don't have a ghost ship to ride on? They'd pretty much just be like tomb zombies, except unlike tomb zombies they don't even currently have any structures to spawn at.

24
DF Modding / Re: Ways to lock doors on Adv mode? Scripts on DFhack maybe?
« on: November 17, 2020, 08:28:56 am »
Locked doors are handled by a flag on the item IIRC, and you can change the prisoner's position and entity links to have the game actually consider them a prisoner. That said I don't know if they'd actually stay in the locked room once the site was unloaded.

25
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: November 17, 2020, 08:21:07 am »
How to extract raws of generated positions like law-giver or bandit warlord? I use grex for extracting raws, but it don't extract positions (only extract HFS entities that have no positions).
So while its kinda a pain opening gm-editor with "dialog" and inputting "world" is what I do to access stuff like that.

26
DF General Discussion / Re: Future of the Fortress
« on: November 12, 2020, 07:44:41 am »
Is how, uhhh, religious worlds tend to get with age intended? I know dwarves doing stuff like being members of multiple organized religions is a bug, but older worlds also have a huge proliferation of priests, to the point where a bit before the necros take over everything almost every npc you talk to is some sort of holy crystal or sacred smoke or something.

27
DF Modding / Re: Whats roles of Religion sphere in worldgen??
« on: November 12, 2020, 07:35:12 am »
Creatures that spread evil when they take over a site will create evil biomes with different effects based on their spheres, with the big one being nightmare spheres making boogeymen show up in adv mode. Only certain spheres will help breach the HFS, mostly the usual suspects for doing evil stuff but there are some outliers like fortresses and  valor in the mix. Also influences composition of some randomly generated creatures like angels and titans. Temples in generated towns and monasteries are also built according to their spheres (IE instead of a pool of water at the bottom, a temple to a volcano god will have lava)

Thats just vanilla tho. In modding spheres allow you to do a lot. In addition to adding custom secrets to different spheres, playing around with megabeast/semimegabeast (or custom creatures with the SUPERNATURAL token) also gives them secrets from their affiliated spheres, along with the power to spread them. This is one of the few ways to really "target" things in worldgen, since it's possible to force entities to create gods associated with specific spheres, thereby practically guaranteeing that certain civs will receive secrets you want them to have while not risking other gods giving them away.

28
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 12, 2020, 07:32:38 am »
I tend to do 100/150 years to test new reactions and stuff myself, with a few 3 to 6 hundred year gens thrown in here and there to make sure nothing goes wrong in older worlds.

29
DF Dwarf Mode Discussion / Re: Overwhelmed by too many dwarves
« on: November 12, 2020, 07:19:06 am »
In terms of keeping interest, I always set the pop cap to ~50 and then name every single dwarf as they come on the map. That way they keep some personality, and I'm more interested in doing good for things for them and avoiding danger. It really ups the role-playing aspect imo.

I cannot second this enough. One of the forts I remember the most was the one where I named all the dwarves after members of my guild in an online game and tried to match their personalities up as well as letting them choose what their dwarves did for a living. In general tho naming dwarves is really underratted. It's a great way to grow attached to them and actually care about them other than "oh that guy was my best engraver, guess I gotta add a new one".

30
DF Modding / Re: How to make a creature that turns into smoke when it dies?
« on: November 12, 2020, 07:13:25 am »
I believe the token NIGHT_CREATURE_NIGHTMARE actually does exactly that. Same with making the creature a type of boogeyman.

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