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Messages - Marlowe

Pages: 1 ... 11 12 [13] 14 15 ... 40
181
DF Modding / Re: Faerie Fortress
« on: December 08, 2008, 03:47:43 am »
Fixed dwarf caravan code (I think) added river products and some world constructions (wall, bridge, tunnel) to the Faerie.

I want to make flint weapon-usable, but don't want to make it as good as Obsidian. If I give it [SHARP] but set it to [DAMAGE_PERC:85] (bear in mind, bronze is 95) will that work? It's worrying that obsidian doesn't have a listed damage percentage.

182
DF Modding / Re: Blood Kobolds
« on: December 08, 2008, 12:04:28 am »
No, not tree cities. Just regular city.


183
DF Modding / Re: Arctic Furniture Problems
« on: December 07, 2008, 11:46:24 pm »
It may work with less than three, but it's difficult for me to tell because of the high chance of false negatives on the issue. I know it seemed to fail with one [USE_EVIL_......] tag (but there may have simply been no evil areas close enough) and worked with three.

184
DF Modding / Re: Arctic Furniture Problems
« on: December 07, 2008, 09:20:13 pm »
Oh, and it's perfectly possible for a civ to have both good and evil habitats at the same time. It's not an either/or thing.

185
DF Gameplay Questions / Re: Issues with hunting
« on: December 07, 2008, 08:30:05 pm »
Um. Then don't have an archery range? Let them practice marksdwarfship on the animals?

Make sure they're set to harass animals and that dwarves are set to collect outside refuse.

186
DF Gameplay Questions / Re: Issues with hunting
« on: December 07, 2008, 07:40:05 pm »
Ja, even a 5-bolt stack is usually enough to give a kill, and gives you more back. Sending Hunters out to wrestle animals to death for fear of wasting ammo is Elfworthy.

187
DF Modding / Re: Quieres and Experiments concerning Civ Sites
« on: December 07, 2008, 07:36:27 pm »
Cities are the default. If you don't enter a starting site type at all they'll build a city.

188
DF Modding / Re: Arctic Furniture Problems
« on: December 07, 2008, 07:34:16 pm »
To let people live in Good-Evil areas you have to add all three of the [USE_GOOD(or evil)_WOOD/ANIMALS/PLANTS] tags.

189
DF Modding / Re: Making a Pixie civilization
« on: December 07, 2008, 07:03:29 pm »

Also Marlowe, i suspect that the oddities in the caravans has something to do with the PROGRESS_TRIGGER_TRADE tag.

dwarves don't have this tag, and every other civ except goblins have atleast level 1, whereas goblins have level 2.

altering this may have some desired affect.

I think we may have a winner. Thanks for that. I was looking at the merchant entries. I'll try it tonight.

I had the exact same problem with my chainmail.  ::)

190
DF Modding / Re: Faerie Fortress
« on: December 07, 2008, 07:01:52 pm »
Most of what Faerie/Human wars I've seen have been caused by religion. However there's other reasons for them to go to war ([SLAVERY_ACCEPTABLE] vs [SLAVERY_UNTHINKABLE]) that don't seem to be working. There's been a couple of cases of wars caused by differing attitudes toward truth as well-Faerie have the Elvish prejudice against lying.

191
DF Gameplay Questions / Re: Issues with hunting
« on: December 07, 2008, 06:41:30 pm »
If you're not giving your hunters weapons because you're afraid of wasting ammunition, then that's a self-inflicted issue. :-\

192
DF Modding / Re: Faerie Fortress
« on: December 07, 2008, 01:31:41 pm »
Ah! ALIGNMENT DISCUSSIONS! Here's where sanity ends.

I agree with most of what you say actually, especially the bit about dwarves being closer to nature than elves are away from technology. I didn't do the table to scale.

Would you be happier with this?
               
                   NATURE
       ELVES.............................
       .............KOBOLDS............
    G .................................... E
    O .............FAERIE..GOBLINS V
    O ...................HUMANS...... I
    D .............DWARVES.......... L
       ....................................
      .....................................
             MECHANISTIC

As far as Kobolds being "benign" and Humans "opportunists"...well, aren't they both opportunistic? Their benignity is more like impotence. I'll agree though, that slavery is worse than thievery, so I moved them into neutral. I also moved humans closer to evil.

What fun! Morally judging alien civilisations on wholly inadequate information!

PS, we got a lignite vein. Thank god.

193
DF Modding / Re: Making a Pixie civilization
« on: December 07, 2008, 11:52:21 am »
Same. No [CONTROLLABLE_CIV] on my dwarves.

Then again, getting 4 caravans a year might make the game too easy anyway. But dwarves have stuff you can't get anywhere else.

194
DF Modding / Re: Faerie Fortress
« on: December 07, 2008, 11:47:43 am »
They were listed as neighbours, so yes. It's quite frequent that a civ doesn't contact until 3rd year when you're on an evil map, so I don't know if my code is messing up their caravan or they're just being lazy. If I'd continued with that game I would have found out, but there were other things to tweak and try.

I only wanted them for the dimple cups. ::)

Current game is a terrifying swamp on shale. Unfortunately the "terror" consists of the trees being dead and a few snailmen/slugmen about. We're actually at WAR with the goblins, as opposed to redlined. I've become incredible bored checking legends so I don't know what happened, but there's a whole mountain range loaded with ruins. I don't know if they're dead goblin forts or dead dwarf forts. All civs were listed, however.

The big problem with this map is no coal (so far, summer year two). First time I ever embarked on sedimentry without heaps of it. Tends to put a bit of a bind on metalworking. I would never have been able to make steel here even with flux and [METAL_PREF].

No useful local animals also means leather is at a premium. For some reason we couldn't get cougars or the other big cats (I think I chose a really small civ) so we embarked with wolves. They haven't quite reached useful numbers yet, but my leader has a war wolf.

I have a small military (4 wrestlers, one an ex-hunter) in iron chain. Rather than build an archery range I am sending them out with iron bows and bone bolts to put the bite into the snailmen.

I have a migrant herbalist that I send out in the hope of getting some sliver barb. No luck so-far.

I think I'm happier without the steelworking. When I talked about "balance", I have this little theory about a 2-d "alignment" in DF, a little like this:

...........Nature.........
..............I..............
Good-----I-------Evil
..............I..............
........Mechanical......

and that the races fit into it like this;

Elves......................
................Kobolds...
..........Humans...Goblins
.............................
..........Dwarves........
So the Elves are Naturalist Good, to the point where they're naturalist stupid. The Dwarves, with their ruthlessness and steelworking, are Mechanistic Neutral. The Humans pure Neutral, the goblins Neutral Evil (no particular mechanistic/naturalisic bias) and the kobolds, with their thievery and limited technology, are in between Neutral and Naturalist Evil.

With my changes, it looks more like this:
Elves.......................
.................Kobolds...
.........Faerie.....Goblins
........Humans............
........Dwarves...........
So the humans are bumped up one rung by their ability to use steel, and become closer to mechanistic neutral (they don't go the whole way, no mechanisms). And the Faerie sit right in the middle. However the Faerie good/evil neutrality is based not on avoiding good/evil areas but rather dwelling in both.

All this means nothing to anyone else, and is a little D&D for my liking. But still, it's a design philosophy and I feel better using it, rather than trying to create a race that does everything.





195
DF Modding / Re: Faerie Fortress
« on: December 07, 2008, 05:48:33 am »
If the dwarven caravan isn't coming, then I don't see how to fix it.

In any event I did some more fine tuning of the language options and gave them the tabs to let them settle in evil areas. I sort of see these guys as trying to strike a balance.

Then I realised that currently this "balance" consists of having pretty much everything, so I took [METAL_PREF] off them. The Humans can keep it.

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