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Messages - Marlowe

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166
Mod Releases / Re: Orcs: More things to kill
« on: December 10, 2008, 11:45:45 am »
Yeah... I think I overdid it.

ORC MASTER LASHER: COME BOYS! THEIR MILITARY IS OUTNUMBERED THREE TO ONNNNNNUUUUUURG[Weapontrap][weapontrap]

LASHERS: OK. That wasn't good. Let's just stand here and see what happens.

ORC SPEARMASTER LEADING CARVERS: COME ON BOYS! THE ARROWS DON'T HURT US!

CARVER: Yeah, but didn't I used to have arms?

SPEARMASTER: CHAAAAAAAARGH....[weapontrap][weapontrap]

CARVERS: OK, we're going to just stand over HERE and see what happens.

LASHERS: But YOU are still being shot at.

CARVERS: We fear no arrrrrooooowwwwgh.... [DIE]

MACE LORD LEADING MAULERS: COME ON BOYS!

LASHERS: Ummm. I'd rethink this.....

[Gruesome mechanical carnage]

MACE LORD: Sod me. I've fallen in a ditch. And half my boys are dead.

LASHER FOUR: Have they looked angry yet?

LASHER SEVEN: No. Bored.

LASHER FOUR: Right, lets's just go.

MACE LORD: HEY GUYS! I'M STILL STUCK IN THIS DITCH!

FEY ELITE WRESTLER WITH BOW: Yup. [SQUITCH] Now you're stuck on the refuse stockpile.

Maybe 12 levels of weapon traps was overkill. Nah. What am I saying. There is no overkill. There's just "enemy not dead" and "enemy dead".

Learned some valuable lessons though.










167
DF Modding / Re: Making a Pixie civilization
« on: December 09, 2008, 08:39:17 pm »
Randomly, you won't be able to make certain clothing items depending on the fashions of your civ. I've not been able to make dresses in lots of cases, one Faerie fort liked chauses (sic?) but not socks, and my current bunch won't make high boots.

168
Mod Releases / Re: Orcs: More things to kill
« on: December 09, 2008, 06:51:47 pm »
You just have to copy_paste the two spoilers at the start of the thread into, respectively, Creature Standard and Entity Default in the raws folder.

169
DF Modding / Re: Make liasons say what they REALLY think
« on: December 09, 2008, 06:50:37 pm »
How do you change the text files?

170
DF Modding / Re: Faerie Fortress
« on: December 09, 2008, 06:43:10 pm »
Putting the dwarves to [Progress_trigger_trade] and nothing else makes them turn up on schedule.  So, really, that's it. That's this mod done. The problem before was that I was exceeding the [progress_trigger_trade] too early with platinum goblets and such.

I think you meant PROGRESS_TRIGGER_PRODUCTION, just to clarify for anyone else reading.

So in order to get the humie and dorf caravans on time, i need to export enough to convince them? if so then i guess i'm theoretically done also. One more test run though.

One question Marlowe, do you know if the world buildings like roads and bridges have any effect on that civ? or are they just their to look good?

Duh. Yes, that's what I meant.

The fact that Elves get all three triggers means they'll reliably turn up as long as you produce some stuff. The fact that humans just have the trade tag means they'll only turn up after you've traded a certain value with the Elves and Dwarves. This explains why they sometimes don't make it until third year.

No idea about the roads and things. It SHOULD give them an advantage in moving troops around, but I'm not sure.

I've given the Faerie roads just to make it easier to tell their forts from the Orc grassland ones and the goblin ones.

I just realised that Rysith's renaming worked and mine didn't. I wonder why that is? I'll have to recheck the tags.

171
DF Modding / Re: Faerie Fortress
« on: December 09, 2008, 12:18:41 pm »
Trying a game on an untamed wilds forest with flint (to test the swords) and Rysiths' Orcs loaded, because I'm a complete idiot.

Putting the dwarves to [Progress_trigger_trade] and nothing else makes them turn up on schedule.  So, really, that's it. That's this mod done. The problem before was that I was exceeding the [progress_trigger_trade] too early with platinum goblets and such.

Fat chance here. I've found no platinum. Just Lignite, Magnetite (ok, there might be platinum in that. I've been busy) endless bauxite (useless stuff) and cassiterite. The latter, with my changes to bronze, would be a really good thing if we could find copper.

No Butiniumous coal (the black magma) so far. That sucks.

We got off to a slow start, thanks to my unwillingness to start metalworking before we had coal and to my insistance on channeling around a quite broad area before we started real work. I've haven't  had such shameful trdae values for a while. Then again, I've been thinking : ORCS!!!!.

 We had our first siege on autumn of the second year (oh yeah, I changed the Orc campaigning season to summer+autumn, to get the Faerie caravan). Seven Maulers and eight wrestlers. It was all over quite quickly. I'm pretty sure sure the dwarven caravan guards did most of the work, but my surviving military got four kills. Not counting kills from my weapon traps (flint greatswords and green glass serrated disks) and the girl who died.

 Cana whatshername, Elite Wrestler with a flint longsword, was struck down. Her sacrifice will be remembered.

 My armourer has a broken arm and a kill. I mobilised my miners and woodcutters as a reserve. Of course they charged...I'm still waiting for her to be picked up.

 OK, corridor of death will work but I need to stop (EDIT: START!) laying traps near the FAR end. Even set to "hold position" they run out and engage beyond the trap lines.

 3 kills from 3 bow-armed Faerie with fairly small practice indicate that maybe Orcs aren't as arrow-proof as advertised. MORE BOWS! MORE TRAPS! MORE FLINT LONGSWORDS! MORE IRON CHAIN MAIL!

 Morgoth shall get the bill, if we survive.



172
DF Modding / Re: Faerie Fortress
« on: December 08, 2008, 11:37:22 pm »
I keep getting sidetracked trying to find the perfect site, but I think I may have simply produced one too many rope reed socks or platinum goblets, and put myself over the production limit trigger before the end of summer. Sounds unlikely, but I suspect the first production trigger isn't set very high.

173
Mod Releases / Re: Orcs: More things to kill
« on: December 08, 2008, 11:28:38 pm »
I generated two worlds with these guys, in using my in-progress Faerie mod.

(Ironworking, non-cannibal, wetland dwelling, dark-fortress-liking, road-building, cougar-training Elves (Faerie) as the controllable civ, better bronze factors, sharpenable flint, jet that's actually valuable...just a few tweaks here and there).

The first world they either didn't survive world-gen or were cut off from everyone else. They didn't appear as neighbours and legends had few mentions of them, and then mostly of humans attacking and defeating them.

The second world they smashed a few Elven Tree Cities (HEY! That's our job!) and got stuck in a hundred years-plus conflict with a Faerie civ. Both sides eventually had one of their fortresses captured only to retake it shortly afterwards.

174
DF Modding / Re: Making a Pixie civilization
« on: December 08, 2008, 11:11:23 pm »
There, see we're having issues with that. Humans don't have [P_T:PRODUCTION] or [P_T:POPULATION]. I don't know why, but it puts the proper setting for non-player dwarves into some doubt

I gave the Dwarves all three tags for my Faerie fortress tests, and they arrived first year. SOmething is wrong.

It may be that thanks to some things I did (started clothing production early, made some platinum items) I accidentally increased my produced wealth noticeably fast and attracted the dwarves before I had a depot built.

175
DF Gameplay Questions / Re: Dwarves scared by caged undead
« on: December 08, 2008, 08:42:15 pm »
In other news, I've modded flint to be sharpenable. And my Faerie can make greatswords.

Oddly, all the spanish accounts I've read yet of the mesoamerican weapons that the obsidian swords are based off speak of flint swords rather than obsidian. And apparently they were more effective than the steel weapons the conquisidors had. Which really, really surprised me.

Apparently, they also made them out of Chalcedony. I don't know if it's possible to do that, but it could lead to some badass jewelers.

176
DF Modding / Re: Making a Pixie civilization
« on: December 08, 2008, 08:28:27 pm »
Active season doesn't effect migrants. The game starts in spring, and they come every spring (assuming you don't have a bad year) active season is largely for caravans.

177
DF Gameplay Questions / Re: Dwarves scared by caged undead
« on: December 08, 2008, 06:30:09 pm »
Actually I'm inclined to agree with him. Not really about the magma, but certainly about the stupid, useless rock layers that contain it.

178
DF Modding / Re: Faerie Fortress
« on: December 08, 2008, 07:55:44 am »
A stone sword is a wooden "blade" with short lengths of sharpened stone glued around the outside to form the edge. That's why it needs a log. Making the entire blade out of obsidian or flint would, indeed, be dangerously brittle.

Based on what I read the Spanish did find them a bit of a handful.

In other news, I gave the dwarves the [progress_trigger_etc] tags and now they're tunring up in the first autumn. Not really desirable. I can't help but wonder what messed this up.

EDIT: I'm guessing, because humans lack them, they're not supposed to have [PROGRESS_TRIGGER_POPULATION] or [PRODUCTION]. Just [trADE]. Removed those, we'll see what happens.

179
DF Modding / Re: Faerie Fortress
« on: December 08, 2008, 06:38:06 am »
OK, on further checking flint might actually be that good.  :o I found a page of quotations from Spanish soldiers who fought the Mesoamericans and they not only keep mentioning how nasty the swords are, they consistantly say "flint" rather than obsidian.

Oh well, the idea of a pack of fair folk with flint zweihanders is an interesting one.

180
DF Modding / Re: Faerie Fortress
« on: December 08, 2008, 06:17:15 am »
A pain that. So it'll just ignore the [DAMAGE_PERC] tag?

Way too high a factor IMHO, even for obsidian.

Is this going to be unbalancing? I'm on flint now. Just had my stonecrafter rack up a flint 2-hander because he could.

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