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DF Dwarf Mode Discussion / Re: Another Day, Another Titan
« on: April 19, 2009, 09:03:08 pm »
He can be tamed. Just add [PET] to him.
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I'm trying to make a Civil Goblin Fortress and so far it's going great, I just have a few questions.
-Is it possible to have ranged weapons create clouds of smoke when ever they fire?
-Is there anyway to make cannons or atleast make it seem like there are cannons in game?
-I'm trying to create more than one ranged skill. How can I make it so that when I set a creature to train in archery that it will gain experience in more than just crossbow?
-Is it possible to create more than just wooden and bone bolts at a crafter's workshop?
-How can I make it so that when wild animals spawn that they will automatically seek my inhabitants? And not dissapear over time due to over hunting.
-Does ranged ammo always have a chance to pierce a creature's body, and thus always hit a major organ causing death no matter how light the wound is?
-Does ranged ammo ever glance away? I.e. hit the creature but is to weak to have done anything.
-Do chasm creatures ever respawn?
-Is it possible to have clothing to be made only of one material?
-Can ammo be made of practicle any metal or material for that matter?
How would one go about making megabeasts available in the Adventure mode's "play now" option?
Could I change the elves into goblins, THEN kill their representatives?
So, I'm bored and I'm trying to make smelters spit out free adamantine, but it makes all the other options disappear.Code: [Select][REACTION:ADAMANTINE_WAFERS]
[NAME:make adamantine wafers]
[SMELTER]
[REAGENT]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ADAMANTINE]
why does that make all other options not work?
Or any material other than wood?
Thanks
If you werent already at war with a civ, then your out of luck on using the raws.
You CAN, however, kill their diplomats to piss them off. You can always edit one of the traders to give you one if your not getting one already, and then kill him/her. This will REALLY piss off the home civ of the traders and they MAY attack you. if they dont then they are close and should be pushed past the edge after a few trader-kills.
Thats probably it, thanks. Once you have the chunks, does the option appear in the smelter?
Umm, I'm still using 1.0 and have never had any trouble embarking with trolls. I genned 15 different worlds, and they showed up every time.
Having started a fort with this mod, I must say I love you (in a platonic way). Never has a magma moat felt so right before. But I do have one question: I don't know how to use the chunks in the smelter. I recently butchered my own dwarf (serves him right for going berserk) and I want to use his chunks (they're everywhere) but it won't come up in the smelter screen. Help?
Hm. Odd.
Actually, now that I recall, the creatures I made did have common domestic. I wonder just what the deal with this is.
Still though, even without learning creatures, it sounds like a lot of fun, particularly the chunk-reactions.
This is a good looking mod. I'll have to try it some time.
I think the problem with learning creatures not showing up on embark was related to the civ-biome location problem. I once made a race of intelligent creatures that were only available to evil civilizations just by making them show up only on evil areas.
I could be wrong though; [INTELLIGENT] and [CAN_LEARN] might work more differently than I think.