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Messages - Rysith

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1351
DF Modding / Re: Basic worldgen changes
« on: November 13, 2008, 01:30:33 pm »
Hi! I'm currently working on a similar project... It actually worked and now I have aworld of massive cold and some small freezing regions... However... I need somewhat more. I want to eliminate Forests, Grassland, Hills and Deserts altogether, creating worlds made solely of Tundras, Glaciers, Mountains and Oceans... Reducing the unwanted regions to 0:0:0 didn't work... Could you halp me out, please?

Since the numbers are minimums, you probably want to increase the number of tundra/glacier/mountain/ocean squares as well.

I'll also note that a world like that would have no trees, which might cause some interesting issues (no beds, for one).

1352
DF Modding / Re: Basic worldgen changes
« on: November 13, 2008, 02:10:08 am »
Well, the evil thing worked but nothing else produces viable results. Tried the mesh size on temperature and still got temperate to freezing crap, cold regions barely existing

Sigh

Increase the number of squares in glacier and tundra biomes, decrease the other ones. Weighted mesh only becomes important when you want extremes that wouldn't normally happen together to coexist (like sedimentary and active volcanos)

1353
DF Modding / Re: Mod request.
« on: November 13, 2008, 02:07:00 am »
You ask for Demons, you get size 12, faster than Elves, fire breathing devils. (Also tell me how it works)
-snip-

Take out the [INTELLIGENT] tag and replace it with [CAN_CIV][CAN_LEARN], so they will always be at war with everyone. DF civs are remarkably reluctant to go to war with each other otherwise.

1354
DF Modding / Re: Mod request.
« on: November 12, 2008, 07:12:02 pm »
I added in the orcs but even with them its so goddamn boring!

One of the issues is that a mature DF fort is pretty much invulnerable, barring user error, since a multi-legendary soldier with quality gear can take on a huge number of unskilled, under equipped enemies. Given the number of useless immigrants you get, coupled with moods, and you normally have squads of 20 such dwarves by the "endgame". The pathfinding issues and your magma maze and such just add to that: a device that consistently redirects sieges into magma isn't going to be defeated by any of the races in there, unless we may everyone fireproof. So the solution is to prevent the endgame from happening smoothly (since you can normally get all of that ready by 80 pop when the goblins come). Try this:

Go into the orc entity file, and change PROGRESS_TRIGGER_POPULATION and PROGRESS_TRIGGER_PRODUCTION to 1 (rather than the 2 that they are now) and add [ACTIVE_SEASON:SPRING] and [ACTIVE_SEASON:WINTER]

And regenerate the world. If you wanted to, you could also increase the BIOME_SUPPORT numbers to three each, which would encourage them to conquer territory in world gen rather than just killing everyone on it, as they do now.

That should get you more sieges much earlier, and make it more difficult to get to the end-game invulnerability. Or, it will slaughter your 7 starting dwarves in the autumn of your first year, that's possible too.

Or, if you were really bored, you could copy the orc entity entry and change the [CREATURE:] tag to have the demon/megabeast of your choice (so, [CREATURE:TITAN], for example). Or, do that several times, and then hope that a dwarven civ survives worldgen.

1355
DF Suggestions / Re: Public Engravings
« on: November 12, 2008, 06:55:58 pm »
how would that be affected by "real" (player-designated) engravings?

A better system might be to allow dwarves to request an engraving in their room once the economy is activated, as well as specifying a "request" system so that e.g. the barracks would end up covered in engravings of interest to the soldiers. It would also ensure that a competent engraver did the task.

Unhappy dwarves could certainly take it upon themselves to do it, though. I'd also laugh if a craftdwarf ordered an engarving, got a masterwork, and raised his rent enough that he could no longer afford his room.

1356
DF Suggestions / Re: No more invincible forts
« on: November 12, 2008, 06:52:10 pm »
Anyway, one problem with the vent idea is that you could just build a single, large 3x3 tile vent that kept all your air clean, then build a 15 z-level chimney above it, and the goblins couldn't do anything about it.

I think, as someone mentioned, that it should be possible to build an invincible fort. If (as above) you manage to make a magma-surrounded obsidian fortress that is self-sufficient and (now) with a chimney for air, in some sense you deserve to be able to laugh at the goblins as they stand ineffectually outside. The difference is that constructing such a fort is quite a bit more difficult than the current "dig a hole, build a drawbridge" method. I (at least) am going for more difficulty, not insurmountable difficulty.

1357
Mod Releases / Re: Orcs: More things to kill
« on: November 12, 2008, 02:03:35 am »
Not that it matters.

THEY CAME BACK! In the winter, oddly.

...and I almost died.

Also, some major pathfinding issues (read: heavily directed towards entrance from the south, they arrived in the north) saved my skin from the third squad... but, uh, yea.

Shit is so cash.

If they killed some of your dwarves, did you see any named ones show up?

I think that the image that sticks in my mind and confirms that orcs can have names is that I remember the first fort that I tried with them (back before I knew what they were capable of) I forgot to remove one of the ramps leading up to my aboveground farming plateau. Anyway, they found their way in, slaughtered my army, and proceeded to wipe out my fort. As I watched the last dwarf in the depths die, I prepared to re-embark, but the "Your strength has been broken" didn't appear. I looked at the unit screen and saw that one of my dwarves was still alive, somehow, and zoomed to it.

He was up at the very top, where they had first come in. He was also unconscious, and being held by two orc wrestlers.

The leader of the orcs, now an axe lord, and definitely with a name, walked up to my one surviving dwarf as they two wrestlers held him down.

At¡r Bomrekidek, Recruit has been struck down.

Yeah. That's around when I decided that I had to post them here.

1358
DF Modding / Re: Basic worldgen changes
« on: November 12, 2008, 01:53:23 am »

Can I stop mountains and oceans from becoming evil? They eat up all the evil squares in the world and thus beak dogs and their evil swamps end up not existing and goblins bring nothing with them (don't really know how to solve the troll issue). Also, can mountain range size by limited somehow? All the squares within are wasted and they usually pack the features I would have wanted
Quote
Check out the "____ squares in small/medium regions" controls. Increasing the number of evil squares in small subregions while decreasing the number of evil squares in large subregions will scatter your evil in small pockets across the world rather than in a single massive evil ocean. Same with mountain ranges (and anything else).

Quote
How are bottomless pits formed? Are they magma vents that dry up during world gen? Can they coexist with magma pipes? Regular chasms creep me out but I do need a way to get rid of water. Increasing volcanism might give me more pipes to increase the likelihood of them coexisting but that destroys flux layers

I'm not sure how bottomless pits are formed, but, I've had a lot of success changing the "volcanism weighted mesh" size to 2x2, and then heavily weighting the two ends of the scale (I think I have 45 low, 35 high, and 10/5/5 in the middle), which (I think) makes there be a lot of high and low volcanism squares, with not much in the middle. On the edges of those, you get plenty of flux next to magma pipes.

1359
DF Suggestions / Re: Delayed tasks (new task & building option)
« on: November 11, 2008, 06:59:04 pm »
I definitely have problems with my glass furnaces running out of sand, even though I've got Collect Sand (r) and Make Green Glass Item(r), because the dwarves cancel sand in the middle of doing it, someone steals someone else's sand, and the entire system breaks down.

1360
DF Suggestions / Re: No more invincible forts
« on: November 11, 2008, 06:45:39 pm »
I think that the solution would have to be a reason for your dwarves to need to go outside. Historically, castles almost never fell to assaults, since they were pretty much invulnerable. Mountain forts would be the same way, I imagine. However, there are things that you need inside that might only come from outside. Traditionally, that was food, but Dwarves have their indoor farms. Imagine these possibilities, though:

Goblins lob corpses (maybe even the corpses of the dwarves that they have killed) over your walls/drawbridge into your fortress, spreading miasma and unhappy thoughts ("Oh no! They desecrated Urist's body!"). Effects could potentially be even worse than the unhappy thought for the friend dying in the first place.

Goblins find your fresh water source and poison it, killing anyone without booze (such as your injured soldiers)

Staying fully sealed off from the outside causes the air to get stuffy (unhappy thoughts) and eventually unbreathable, so you'd need at least some vent... Into which the goblins could put corpses, burning logs, and other such nasty things. Or even just seal it off, suffocating your dwarves unless they clear them out.

Goblins could "bribe" unhappy dwarves to pull the drawbridge levers/deactivate the traps/etc., making it important that you kept all of your dwarves happy during the siege. Bribe amount, and thus required happiness to resist, could go up with time. The traitor would then go pull the lever, let them in, and flee with their family, or something. This might only be appropriate for speaking, non-babysnatcher civs.

And overall, make sieges longer. Real-life sieges lasted years. Goblin sieges should come ready to do the same. I think that the way to break a well-defended fortress would be to introduce enough things that make people unhappy that you trigger a tantrum spiral or a traitor, which would take time. I can see a year or two of being isolated from the world and dealing with constant smoke and miasma as the goblins throw the burning corpses of everything that used to live outside your fortress at you wearing down all of those useless cheesemakers until someone snaps.

In the future, maybe they could even construct their own camp with walls, archers, etc. outside your gates to further harass you, attract their own migrants, and so on. Kind of the reverse of the "embark on a goblin site" challenge. I suspect that that would be in the far future, though.

1361
Mod Releases / Re: Orcs: More things to kill
« on: November 11, 2008, 02:46:12 pm »
The nameless orcs thing is getting on my nerves; I'm going to add CAN_SPEAK and UNINTELLIGABLE UTTERANCES to see if it gives them names without allowing them to make peace with anything.

I'm not sure that they are nameless. I've definitely seen named orcs (normally after they have killed off most of my dwarves), so you just might not have activated them enough to get the pre-named ones. First/second goblin sieges normally don't have named goblins, either.

1362
Mod Releases / Re: Orcs: More things to kill
« on: November 11, 2008, 02:43:54 pm »
Uh they arent attacking enough make em more fighty! also any chance of making another race or just making gobbos more fighty also? what about beastmen? I NEED CONSTANT SIEGES- it would just be better to make some special thing you could make that ensures constant sieges and attacks so at a certain point you could just build it and wait for the fun.

Distance to their nearest civ definitely seems to affect their ability to attack you, so you might check where they show up in the embark screen. To help get some close by, you might try increasing the number of civs at worldgen, since it's unlikely that anything will kill them off (so more civs = more orc civs = more sieges). They definitely do attack, though, and are about as fighty as you can get.

In general, the more hostile civs you have, the more sieges you'll get. If you wanted more sieges, you could try making the Orcs more active (adding spring and winter to their active seasons) or creating more non-speaking civs with different active seasons (maybe a winter/spring, spring/summer, summer/fall (Orcs), and fall/winter civ?). I think you want to have many short civs rather than a few long civs so they refresh if you kill a siege off.

Once my current test fort is done (testing if I can get >80 orc sieges, and hopefully if they bring along animals/trolls as well), I'll see if I can think of some well-flavored other civs to throw in. The only problem I can see with constant sieges is that once they start, you'll have no caravans reaching you (I've heard sieges can replace caravans, and even if they didn't, it would likely die getting to your fort), and you'd have liaisons/diplomats dying left and right, which might mess things up a bit too much. As I said, though, I'll see.

1363
ByDurinsBeard:

Regarding pits: well, a channel I can dig.  But how about a fifty-foot deep pit?  The only way I can figure is this:

1) at z-1, dig a channel of appropriate size.
2) dig an access stairwell downward one level.
3) dig out a passage on z-2 equal in size to the channel above it.
4) dig a new channel in the passage on z-2, same size.
5) dig an access stairwell downward one level.
6) go to 3).
7) continue till you've come to the bottom.
8 ) wall off the access stairwells.

Would that work, do you think? 

I use ramps (since you can clear them out behind you as your drop) and trap two good (high master or so) miners in there immediately after they have drunk. I can normally delve 6 or so z-levels (5x10) before they start complaining about being thirsty, and then I have them dig their way back to the rest of the fortress. I suggest dropping your main stairway down as far as you want your pit to go before you start the delve, so that they don't have to carve stairs upwards when they are done.

I normally put my barracks on that level so that when things fall down my military can swarm them while they are lying on the ground with broken legs (and spines, and arms, and...).

Or just fill the entire bottom of the pit with spikes and have your favorite dwarf laugh manically as he pulls the level over and over again.

The top of my entrance tends to look like
Code: [Select]
INSIDE
##XXX##
.=====#
#=====#
#=====#
#=====#
#=====#
#=====#
#=====#
#=====#
#=====#
#=====#
##...##
OUTSIDE

Key:
. = Floor
# = Wall
X = floodgate
= = Bridge

with floodgates to close off the main entrance and divert invaders through the passage on the upper left, which can lead to a maze of twisty little passages and painful death. The wider area and single tile corridor make them all rush onto the drawbridge and bunch up around the entrance to the maze, which makes it easier to catch lots of them per drawbridge cycle. Of course, if they've got trolls or other building destroyers, you'll want to trigger the bridge early to prevent them from breaking through the floodgates, but a few military dwarves should be able to take down unconscious trolls with broken legs pretty easily. Or, again, the spikes.

I suggest building another retractable bridge at z-1, so that you can close off the pit and prevent archers standing at the entrance from firing down at your military in the pit. It also makes a good spot for fortifications on the inside for your archers to shoot enemies at the edge or bottom of the pit.

1364
DF Bug Reports / [40d] Magma Pipe not revealed on discovery
« on: November 09, 2008, 01:50:38 pm »
I recently embarked on an area with an underground magma pipe. After a bit of digging, I found a warm wall, got the "you have discovered a magma pipe" message, and then... Nothing. The pipe didn't reveal itself, I've just got a tunnel a few tiles into obsidian in Gabbro with a single warm tile at the end. This is in sharp contrast to normally, when it reveals the pipe in all of it's fire imp-filled goodness and allows me to plan how to tap it.

A possible cause for this is that I've excavated part of the area directly above the magma pipe, which might be interfering with the auto-reveal of it.

I can provide a save if it's wanted, though unfortunately not pre-discovery.

1365
Mod Releases / Re: Orcs: More things to kill
« on: November 08, 2008, 11:56:20 pm »
Last siege took a massive toll. Three squads, managed to kill them with help from the caravan guards. Unfortunately, I set off my firestarter prematurely, and now cannot stop it as my defenders stand trapped outside...

Annoying note: the Orcs never come with their names, even if they have them on the civ screen. This is somewhat saddening.

Were they three squads of 12? I also thought that 12 was a bit low for them with ~40 dwarves, but 36 would be a perfectly acceptable number.

I'm now trying to tweak the parameters to see if I can get massive (>80) orc sieges to happen, or if 80 is a hard limit somewhere.

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