Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - MC

Pages: 1 ... 3 4 [5]
61
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 05, 2020, 09:45:56 pm »
The covered wagon path was actually halfway done when the seasonal necro sieges started lol. My current world is absolutely brutal. Over 5 enemy attacks before I even had a mayor.

62
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: November 05, 2020, 06:57:35 pm »
So my current world is very VERY !!FUN!! and has descended into all out war. How !!FUN!! you ask? Well, I have rescued 16 prisoners in the past 2 hours and the past, oh, 25 or so towns and such that I've passed have been surrounded by refugee camps, with many of them already fortified for war with trenches dug and watchtowers built.

I've figured out a route to deliver my refugees to their families as efficiently as possible and have arrived at the first forest retreat on the list. Turns out that the husband of the weaver I'm trying to reunite is one of the defenders prepping for the goblin invasion. However, I can't actually FIND any of the defenders anywhere.

Also this dude is apparently a master spy so he might not even be using his real name. Sure would be fun to have him and his wife standing on the same tile, telling about the other one, and refusing to actually reunite. Not like that's happened before on anything...

63
DF Suggestions / Re: Terrible Suggestions Thread
« on: November 05, 2020, 11:55:02 am »
Dwarves will now ONLY eat random objects they pick up off the ground. As long as it's small/soft enough for them to put in their mouth or take a bite they'll eat it.

64
DF Dwarf Mode Discussion / Re: The Dwarven Darwin Awards
« on: November 05, 2020, 11:47:49 am »
Urist McNecroHunter, who decided to raise the corpses of all his kills to help him hunt. Turns out they were still angry at him for killing them.

65
I can confirm that you CAN become the leader of a bandit camp/criminal orginization. All you have to do is join them and make sure everyone above you in the organization has an "accident" (if you start out as a soldier in a wilderness camp where "few live" this is normally just your boss.). Baddabing baddaboom you are now overlord/master/whatever.

Note that aside from letting you build in their camp if they were based out of one this functions exactly like being the lord of a hamlet except you appoint lieutenants who do criminal things instead of hearthpeople who do hearthpeople things.

66
DF Dwarf Mode Discussion / Re: Experiments
« on: November 05, 2020, 11:24:25 am »
Yeah I'm pretty sure none of them get the domestic tags but the egglaying one has me curious. Honestly it would probably be a pretty good way to limit them to only reproducing "offscreen" to stop the whole invaders giving birth midcombat problem, but at the same time since they were intended to be able to join player civs too I could see toady wanting to avoid eggs since egglaying civilians are maybe one of the most annoying things ever.

I'm gonna go with I don't think they ever are egglayers since I can't remember seeing experiment eggs for sale from merchants or at embark but I gotta admit I'm curious now.

67
I'd very much like at least a mod that brings people up to around 1600s era muskets. That was a really interesting period as far as fortress design goes and I'd love to play around with it.

Also, in general I would like it if explosions were expanded upon. They're technically in the game already when rapid evaporation happens, but there really isn't much force behind them. I am aware that this would allow the construction of rudimentary cannons, but I don't see players being able to make functional cannons much of an issue when you can already make actual computers lol.

68
DF Dwarf Mode Discussion / Re: Experiments
« on: November 05, 2020, 08:24:05 am »
They can breed, if they aren't genderless, and IIRC they're born as adults rather than growing as normal.

They can grow as normal. I haven't seen babies (I also haven't looked) but I have seen children in adventure mode.

One thing I haven't seen tho is any "domestic" experiments, IE experiments who produce milk, can be sheared, or can haul wagons and stuff. I also dont think I've ever seen them lay eggs, but I haven't ever had that many of them in a fort and there aren't really nestboxes around in adventure mode.

69
DF Dwarf Mode Discussion / Re: Trivial findings
« on: November 05, 2020, 08:15:40 am »
Dwarves greet each other in fortress mode just like in adventure mode, though since it doesn't give a notification it's normally invisible and doesn't seem to do anything.

You can acquire tame sentients (including things that should just flat out not be tamable at all like goblins) from raids and demanding one time tribute.

The game is perfectly happy to give a creature a bad thought from not eating a favored food even when said creature doesn't actually like anything.

Necromancer hunters will sometimes raise the corpses of their prey, only to get attacked by it.

Necromancers who show up as part of an experiment raid will show up as a separate group of ambushers on a different part of the map, and if you get unlucky the first notification you'll get about this is the dead coming back to life. They also seem to be "locked in" for a little bit? My dwarves chased the guy around a lot and he didn't fight back at all, just fled (he was really damn fast too) and screamed in terror running back and forth along the edge of the map before he was finally able to leave.

Also in the same raid I had an experiment with an earring equipped on its wing? I don't know if it was just holding it with the wing or wearing it though. Either way that was strange. It was the only earring any of the experiments had and I know it wasn't from my fortress.
 
dwarves who lose their limbs offsite won't actually realize they don't have their limb anymore until they get home, at which point everything they were wearing or holding on it will fall to the ground.

Also in the same raid I had an experiment with an earring equipped on its wing? I don't know if

70
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 05, 2020, 08:00:06 am »
Well my current fort has been nonstop !!FUN!! so far. thanks to a relatively old world (500 years) and an additional maxage race that can worship death gods it took forever to find an embark that wasnt at war with a tower, and the one I chose turned out to be skirmishing with a nearby tower anyways so so much for that lol. I popcapped myself to 25 but will probably raise that soon just to get some fodder to raze these goddamned necromancers. At least, as soon as the elves bring me something giant and wartrainable. The constant rain (and dwarven aversion to taking out their trash) has a lot of my fortress on edge, and my monster slayers are very, very bad at their jobs and spend as little time as possible in the caverns, which is odd considering that's where their rooms are. My crossbowmen also seem unable to stay sane (or alive) very long at all, which is annoying given that every single caravan has been accompanied by a swarm of kea (or kea men, no giant kea yet but they're coming, I can feel it). They've stolen every good book and scuttled one wagon so far (I hate that bug why do wagons die of fright from parrots) and at this point I've resigned myself to massproducing iron disks as "offerings" to them (and as actual offerings to keep the traders from declaring war on me because all their stuff gets stolen).

71
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: November 05, 2020, 07:09:58 am »
snip
Ah, well. Thanks for answering, though.

I don't think you actually need to make them nonsentient if you just want to milk them. However you may need to tame them. I know that if you get your hands on a tame male troll (either through very lucky missions to goblin sites or giving a playable civ the "use evil creatures" tag) you can shear them and they're technically sentient. Tame sentients are weird AF tho, and in general I wouldn't advise milking a once hostile ANYTHING (tame, sentient, or otherwise) without having used DFhack to first reset their entity links otherwise you're liable to face a loyalty cascade the instant the milking job is done and the creature is loose.

That said, you could TOTALLY make a reaction that turns elf bodyparts and corpses into whatever.

Making type of vermin that stings elves and inflicts a syndrome that turns them into a caste of elf that lays gold eggs is also possible.

72
I agree. I also love how freely we can mod the game, and that freedom is so addicting I'm constantly wishing I had even more lol. Personally tho I'd prefer having more control over entity links and historical figures before custom worldgen structures, but being able to define custom geography, buildings, dimensions and the like would be awesome.

73
DF Modding / Re: What's going on in your modding?
« on: November 05, 2020, 06:56:18 am »
Currently making an imperial Japan themed mod with a race of deer men type creatures with cherry blossoms on their antlers (technically made from scratch tho which has led to some funny issues like them not having any fingers for a while. Also pretty sure they don't have eyelids but I'll get around to that. So far they're going better than my metallic dragon people who had a chance to be born with a congenital birth defect that meant they were missing their skulls and ribs). I've got silkworms finished I think. They've got functional clothing, although so far they've only got around 2 custom objects per equip slot and no custom armor yet. Weapons are mostly done though Iai moves for swords have some grammar issues and I still need to work on my martial arts equipment. Setting kusarigama to use both dagger and lasher skill seems to have actually worked, tho I'm not sure how it affects skill training yet.

Equipment related questions:

Is there any way to set tools to be purchasable on embark? I don't want to make my saws "weapons" since they're absolutely terrible at fighting.

I have shuriken mostly functional (fully usable in adventure mode where you can just throw them), however for fortress mode where they need to be "fired" out of a weapon (just using my karate hand wraps) you're limited to making one type or you'll run into the "multiple ammo types" bug, which it turns out prevents units from firing anything with 2 different ammo types in their quiver even if both types are valid for the weapon they're using.

Followup to that, is there any way to set weapons to be equipped to a clothing slot so I can make the hand wraps into gloves? Kinda doubt it but if anyone knows how that'd be nice.

Second followup, custom quivers? For flavor I'd like to make units hold their shuriken in obi.

On to entity related stuff.

Editing language raws sucks and I've basically resigned myself to just making it so names like sarutobi or goemon show up and not caring about the japanese being anything other than a mangled mess. Currently debating if I should keep the itemthief tag or not but I figure ninja raids are more important that dwarves being able to trade with a race that mostly makes items they can't use. Also, their ethics seem close enough that they form alliances fairly easily as well, which is really really weird cuz I didn't think that was possible. The weird assortment of tokugawa/edo/sengoku era titles I have for noble positions right now is confusing so I'm probably gonna simply it instead of keeping standard dwarf positions but renamed.

Entity questions:

Is there any way to assign a uniform to a civ position/job? Mostly asking to see if it's possible to make ninja more ninja like outside of making master thieves an allowed job. Additionally, can you limit an entity position to a specific job (basically stuff like "ninja chiefs" limited to only master thieves etc). Custom professions in worldgen would be nice in general.

Any way to edit local bandity to add it rouge ninja/ronins instead of generic "warlord/chief/master/etc." Dont think there is but would love to be wrong.

Specifically related to DFhack (tho a non-dfhack way of doing this would be rad), does anyone know of some good examples to look at to create a "sword sharpening" script? I want to use strand extraction to make unfinished sword blades into finished artifact swords.



I think that's all my questions for now. still got plenty to work on after getting all that sorted out but I don't want to try doing everything at once, so stuff like yokai, asura, and treasure ships aren't things I'm working on atm.

Pages: 1 ... 3 4 [5]