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Messages - Aqizzar

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15376
DF General Discussion / Re: So now that Toady is working on hair...
« on: November 14, 2008, 08:38:51 pm »
Of course, since hair will grow forever, under lazy administrators like me it'll be hard to tell where the beard ends and the rest of the dwarf starts.

But yes, at last, the canonical word-o-dev on Schrodinger's beards.

Followed by reams of poorly typed suggestion threads arguing for the opposite answer, and several completing mod packs to toggle female dwarf beards and add HFS*20 metals.

15377
Hey guys.  Did I say Friday night?  Yeah, I really said Saturday.  You know, jynxed and all.

15378
DF Gameplay Questions / Re: Creatures on map with chasm
« on: November 14, 2008, 04:02:08 pm »
a) Probably.  I'm not sure if I've ever actually seen ratmen and such multiply, but there's no reason why they can't.  I just don't hang around forts very long.

b) Look around for any webs.  There will almost certainly be some 'cave spider web's around, but if you seen any Giant ones, there's a GCS lurking on the same z-level area.

c) Nope, they're stuck there for eternity.  Toady mentioned how ridiculous it is in the devlog a while back.  Do note that your dwarves don't grasp this concept, and will remain terrified of any creature they can see, regardless of how utterly impossible it is to be attacked.

15379
DF General Discussion / Re: The NEW Future of the Fortress
« on: November 14, 2008, 12:35:44 pm »
Damn, ninja'd to the Cousin Itt picture.

Anyone else planning to let hair go the way of worn clothes, and just let your dwarves turn into naked hairballs?  Castaway Fortress.

15380
DF Dwarf Mode Discussion / Re: Turning a natural cave into a fort
« on: November 14, 2008, 05:21:29 am »
Can anyone give hints on finding such caves?  I've found a few caves embarking at random, but they were no more than a 10x10 area at most.

There's a worldgen option to make caves visible, and up their size and frequency as well.  But you have to do it at worldgen.

What I want to know is where you guys are getting all these way cool creatures in big caves.  I've embarked on a few of these and the best I got was a little bit of cave with three trolls.  I know there's the option for cave sizes, but I've never seen a big one in the new versions.  (I'm certainly not hoping for the old-style mating-octopi caves, but something a little larger than a half-dozen rooms would be nice.)

15381
DF Modding / Re: Kobold Camp
« on: November 14, 2008, 05:04:52 am »
That's another thing to change.  They should be crosskobolds.

Embarked on another cave.  I'm determined to clear out one of these for a proper kobold dwelling.  This is actually my third attempt - on the second try I managed to land on a cave that already had kobolds living in it.  Sorry guys.

But number three doesn't have any undead wildlife or native kobs.  Just a one-armed bronze colossus.  Luckily the fisherkob managed to run across the map before being obliterated, so the camp might yet survive.

EDIT: Ah crap, here he comes.

EDIT: Well, the colossus just went back to his spawn point to chill out, so I left him be and went to business building a house.  Then I made a coffin for the dead fisherkob.  The cave has some giant rats in it, but they weren't near the entrance so I decided to be cute and put the tomb right under the colossus.

Turns out bronze colossi have ground penetrating radar.  Didn't know that until he was chasing the hunter deep into the cave to paint the walls with him.  Then he startled the crafter who was trying to inter the corpse, which in turn started a dwarf-like "must stockpile" reflex among the other kobs until I forbid the corpse.  Even so, the colossus was hot on the trail of three kobs when he emerged from the cave.

Then, I don't know what happened, but I think a kobold knee-capped him.  He's stuck in lying-down mode and moving slowly.  Sensing weakness, I ordered the remaining five to battle (which combined with the two deaths sent everybody into unhappiness).  They're still there now, pounding ineffectually on the colossus' bronze hide while he occasionally throws a punch at the one trained wrestler and misses.

EDIT: The colossus has yet to stand up, but he had two big advantages.  First, he may have crap speed and aim, but he only has to connect once to completely mangle a bodypart.  Second, he's made of bronze, and can't choke or tire.

It took a while, but he methodically pulverized the kobolds, who could only bruise him for a few moments at a time.  Now the only one left is the axekob, who's stuck in a wrestling loop with the colossus choking him.  They've been at it for ten minutes now, so I guess I'll have to abandon.

15382
DF Modding / Re: Altering how long babies take to grow up
« on: November 14, 2008, 04:20:14 am »
In creature_standard there's a tag CHILD:12.  Set it to 2 or 1 or however many years you want and the kids will grow up in no time.

However, you do need to regen the world for it to take effect.

Bear in mind that with how fast dwarves can squeeze out kids, by making them grow up that fast you could very well find yourself with a dwarfsplosion.  Oh the horror.

15383
DF Modding / Re: Kobold Camp
« on: November 14, 2008, 04:03:56 am »
If you want to be really leet about it, there's a built in solution to the spear thing.  Go (V) (L) (S) and tell the spearkob to use two weapons.  This actually defines how many hands he's allowed to use, otherwise he goes in a loop of "I need a spear - I'm holding too many weapons - I need a spear - I'm holding too many weapons" etc.  Not the most elegant system, but Toady supposedly fixed it for next time.

EDIT: For even more weapon fun, you can use the method described here to make bows count as crossbows, but still use the bow skill.  Just change this line-
[RANGED:BOW:ARROW]
to
[RANGED:CROSSBOW:ARROW]
You can do the same to blowguns (be sure to add them to the entity file) and similar things with daggers by adding a ammo line (with a dummy ammo type) tagged to SWORD.

One side effect is that if the kobold loses the weapon they were using, like a bow, they'll pick up any weapon keyed to the same ammo-skill, like a blowgun in this example, which they won't be experienced with.  But hey, they're kobolds.  You can't expect too much.

15384
Forum Games and Roleplaying / Re: Evolution Lite - A Supplementary Game
« on: November 13, 2008, 10:19:56 pm »
As a heads up, this is the time of year when all the courseworks come together for fun and games and deadlines...

Seriously, what the hell is this about?  Does it not occur to even one professor that they're all assigning major end-of-semester stuff at the same time?  At least I've got some of my crap already knocked out, but still, if I had taken one more course I'd buried.

15385
DF Suggestions / Re: Hardware
« on: November 13, 2008, 06:54:39 pm »
I'll break the trend and say that I'm all for it.  I get the feeling that DF is set up to track every last bit and piece, and removing abstraction would help gameplay by adding that much more of a challenge.  Certainly if you're trying to emulate starting a settlement from scratch from such a "low-level" view as DF, you can't just assume your dwarve conjure hardware out of the air.

I'd also like to add a tangent, that stone doors always struck me as a cheap cop-out.  I've never heard of doors being made of stone - I'm not even sure how you could and still have a door a person could easily open, like you'd want in a bedroom.

15386
DF Modding / Re: Kobold Camp
« on: November 13, 2008, 06:40:31 pm »
Kobolds are such great carpenters.

Code: [Select]
.........
.####....
.#BB#....
.#~~####.
.#B~~~B#.
.#B~~~~X.
.###~~~#.
...#B~##.
.#.#B~^#.
...#####.
.........

It's a thing of beauty!

15387
Depends entirely on how much you like everybody.  Personally, I've a few blueprints I like using.  One is the THLawrence apartment blocks from the wiki.  I expand the model so that each room is 3x3, with one square being the door.  For nobles, you can turn each three room corner into a suite with doors in between them, with bedroom, dining, and office.  For really high ranked nobles, you might need something bigger, but appropriating more of the floor with fewer walls could work.

15388
Anyone have any/all of the equations for this game? All I could find was the war calculator... kinda. I'm still confused on some of the details of it.

I've got a spreadsheet with all the math that I know of.  Iituem might have made new stuff for himself, but I'm pretty sure I've got everything.  Never figured out how to use all of it of course.

15389
DF Gameplay Questions / Re: Fertilization?
« on: November 13, 2008, 06:06:37 pm »
I've never tried the fertilization mechanic, so I can't say much about it.  However, irrigation is completely unnecessary if you have natural earth.  Anything you can plant on will be arable forever, no matter the circumstances.  If you muddy a cavern floor one time, you can grow there to your heart's content.

15390
DF Gameplay Questions / Re: Hi! Newbie here, few questions.
« on: November 13, 2008, 06:02:21 pm »
1) That is correct.  As I recently found out, horses, donkeys, and mules do not have a MAXAGE tag, so are technically immortal.  They might not be the only creatures in need of such a tag.

2) Mixing water and magma just makes obsidian.  I sense that you're applying a larger logic to the game of "I'm making new rock, so maybe new mineral veins will form in it".  As cool as that would be, it's one of the areas where DF is actually less complicated than it appears.

3) is already well answered.  There's a related bug where engraved (or maybe even smoothed) rock floor tiles that get muddy will turn into yellow sand, but I'm not sure what all the factors are.  It's definitely a bug, just a sorta useful one.

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