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Topics - Jim Groovester

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16
DF Modding / Getting Fortress Mode Dragons to Haul Stuff
« on: June 25, 2009, 09:41:42 pm »
So I've had this idea for a mod for a while of doing a prehistory of the DF universe, where all the megabeasts roam the earth as civilizations and fight even bigger megabeasts. I have no experience modding, and I've hit a snag.

Here's what I'm working with right now.

Spoiler: Dragon Creature Entry (click to show/hide)

I've added the [DRAGON_QUADRUPED] body part so that they can use their front claws to grasp things and not have donkeys and mules do the same.

When I embark with them in fortress mode, they're unable to haul things. For example, I set up a food stockpile, they pick up the barrels from the wagon, and then they don't know what to do with them. They mill about carrying the barrels and never set them down. This would, naturally, be an obstacle for playing them in fortress mode.

I'd like to know what I'm doing wrong.

EDIT: Bah, I guess a limb can't have both [GRASP] and [STANCE]. Is there any way to have a creature walk around on four limbs but be able to use tools with at least two of them?

17
I'm currently playing as goblins and I've reached the economy with them. Since they have [BONE_CARN], they only eat meat and bones. The problem is that with the economy on, goblins are not able to purchase bones for food, so I'm facing a hunger crisis despite the many bones I currently have available.

I can provide a save if need be.

18
DF Gameplay Questions / No invaders. (solved)
« on: May 19, 2009, 05:36:14 am »
Currently, I'm playing as goblins on a freezing tundra and mountain with the ultimate goal of building a giant ice castle on the surface with an expansive natural looking cave system below, but those aren't my problems.

My problem is that no invaders have come. As goblins, I should be getting attacked by elves, dwarves, humans, and kobolds, yet so far, I've only gotten two kobolds.

My question is, what do I need to do to get them to come attack me? I've already added the all the [PROGRESS_TRIGGER] tags to each of their entity entries, so I'm wondering what else it could be.

I need them to come. For their bones, and their metal. The former my goblins will eat, the latter I will turn into armor and weapons.

19
While I was securing a source of water for my goblins so that they wouldn't die of dehydration on the freezing tundra and mountain I put them on, I discovered something that I hadn't noticed before: goblins (and by extension, the race you're currently playing) drink from wells very quickly. So quickly in fact, that it's almost instantaneous. They simply walk to the well, pull out one unit of water from the bucket, and go on their merry little way, thirst completely quenched.

As we all know, our workers spend half their time drinking from barrels of booze while all of our projects remain undone. So I got to thinking, could I increase the productivity of my citizens by utilizing wells instead of barrels of booze?

If you play as a race that isn't alcohol dependent, then the answer is an obvious yes. You can greatly increase productivity by using the near instantaneous drinking speed from wells with no side effects that come from being alcohol dependent. You'll miss out on the happy thoughts that come from drinking booze, but we all have legendary dining rooms anyway.

The problem comes when you apply this to dwarves. Would the time gained from instantaneous drinking balance out the slowness that comes from not having drunk booze in a while?

I think so. I don't know how much dwarves slow down without booze, but I think it could be easily counterbalanced with agility increases and quicker drinking time. Hunters, for some reason, drink from waterskins instead of barrels of booze, and I can barely notice any difference in how fast they work.

Only one creature can drink from a well at a time, and that includes the time a creature is walking to the well, so you would need several wells to keep up with demand. But, dammit, I'm tired of waiting for my dwarves to stop drinking and get back to work, and five or ten wells and a bunch of sober dwarves seem like a small price to pay.

20
While I was reading and coming up with ideas for this thread, it struck me that a labyrinth type community game might be a pretty fun thing to do. The way it would work is that I, being the dungeon master, would create a cunning and deadly labyrinth. Then, seven unfortunate dwarves would be dropped into it, and the players who claimed those dwarves would then try to guide them to the escape using descriptions and hints that I give out.

The idea is for it to be a sort of adventure game, where you avoid deadly traps, solve devious puzzles, and engage in combat with the resident monsters. Some of the puzzles will have to be abstracted, however, because even though there may be no physical obstacle between the dwarves and the next room, they might need to find and place a specific object somewhere due to the metagame, because I, the arbirtrary labyrinth force, demand it.

This would all be in fortress mode, so that it allows the possibility to create new tools to venture further in the dungeon, or perhaps eke out a labyrinthine existence if the puzzles prove too hard, and other cool things that wouldn't be possible in adventurer mode.

Of course, this would probably be more fun on my end, so I would have to supplement the hints and pictures with vivid accounts of the current happenings in the labyrinth to help you guys have as much fun as I would have. There would be a backstory that would slowly get revealed as the dwarves get closer and closer to their escape.

But I don't want to plan a ten level labyrinth full of pit traps and other obstacles if no one is interested, so I wanted to see about that first. If everybody else thinks this is as much of an awesome idea as I do, then I'll get cracking on building the labyrinth, but I think I'll only start accepting sign-ups once that is completed.

Oh, and there's that business of life getting involved, so I don't want to have people sign up only for me to reject them because of real life commitments.

So, tell me if you like the idea, or tell me that it's a dumb one. Either input is valuable and appreciated.

21
DF Gameplay Questions / Starting goblin ice fortress, have questions.
« on: December 31, 2008, 04:29:52 am »
Fellow forumsdwarves,

I'm going to start a goblin fortress next to a freezing mountain. I have a few questions.

1. Will invaders automatically attack me because I'm a babysnatching civ, or will they require extra coaxing in the raws?

2. If I wanted to get rid of the goblin caravan (The civ screen says "No trade" and I want to reflect this in game) would removing the active season tags in their entity file accomplish this? If so, does this have any effect on immigration or the like?

3. Are there any other concerns I might worry about?

4. How big should I build my ice castle?

Sorry if this should be in modding, but I'll still be playing as vanilla goblins, so I thought it should go here.

This will be a fun challenge, I must say. Playing as a race that eats only meat and bone, is hostile to all other civilizations, doesn't farm, receives no trade, and will likely die within the first few months of thirst because they can't embark with any booze? I'm excited.

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