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Messages - Grimlocke

Pages: 1 ... 121 122 [123] 124 125 ... 139
1831
DF Suggestions / Re: iron wood
« on: November 28, 2009, 02:22:46 pm »
Possibly wood types with attack/defence modifier can be modded in in the next version.

Havnt read or heard this directelly, but I did hear during DFtalk that you can assing any property to any material in the next version (such as nice colored glass, but also edible stone. yum, meatstone).

Whether or not the elves actualy choose to use the most effective type of wood I dont know, and the effect of elves declaring war when you cut one down probably wont work either.

That last part doesnt realy make sense to me anyway. Dont see why it would piss the elves off more then cutting down other trees.

1832
DF Gameplay Questions / Re: Circus peanut buckler?
« on: November 28, 2009, 11:05:21 am »
Im pretty sure material and item quality matter for bucklers. Your proly have a something way stronger than any non-artifact shield you could make.

Its more usefull then what I usualy get anyways, I just get boots all the time... And not even a pair of them, no, ONE boot. Safest left foot ever... yeah great.

1833
DF Gameplay Questions / Re: Multi Z-level ramps
« on: November 28, 2009, 11:00:28 am »
Your rampway will be 7 tiles long, unless you make it spiral shaped.

Still, ramps are allways only 1 z-level high. It wouldnt realy make sense if dwarves could walk on anything steeper.

1834
DF General Discussion / Re: Worldgen cookbook
« on: November 27, 2009, 08:03:11 pm »
I think aquifers are influenced by the drainage variable. I havnt tested this though.

1835
DF General Discussion / Re: Dwarves stuck in air! Cant get them out.
« on: November 27, 2009, 07:41:38 pm »
Ok, after after spending time grumbling at dwarf companion not working on d16, spending time on getting the d-less version, getting that version to work with my tileset, doing something wrong in the init causing the game to not respond upon starting, I finally got dwarf companion to work on my fort.

Some time later I found out that the checkbox named 0x1.4 defines whether or not the creature is falling. (after turning my ever-falling king into an olm, a blood gnat and a giant eagle, to see if that made him stop falling. It didnt. Also, no amouth of wounding or even checking the 'dead' checkbox killed him. Falling is immortality! Jump into a chasm and live forever!)

Funny watching them suddenly drop out the air and splat on the floor too. Like suddenly gravity remembered them, saying 'oops damn, forgot. Down with you!'.

Hardly suprising in DF. I think the DF laws of physics spend most of their time whimpering in a corner.

1836
DF Dwarf Mode Discussion / Re: Dwarven Science: time to put it on the wiki?
« on: November 26, 2009, 06:54:10 pm »
I like this idea, theres so many hilarious topics scattered around the forums about all these horrible/silly/funny/allthepreceding expirements. Putting them all in 1 place for people to enjoy seems like a good idea.

I suggest adding a number of requirements though, maybe something akin to those of real science.

For example, results are only reliable with many experiments under the same condition.

You dont prove a 10-z-level drop kills a kitten by tossing 1 kitten 10 z levels down, sending its bodyparts off to make a rather huge mess for a such a small creature, you prove it by doing that with at least a few dozen kittens!

This gives players a reason to build some sort of testing rig thats made to handle testing on large, of not huge scales. Like an automated, waterpowered bridge-a-pult for kittens. Preferable made to automatically drop kittens in it as they are born.

Well, just a thought. Theres probably a bunch more requirements that you can set, but I cant think if any right now.

1837
DF General Discussion / Dwarves stuck in air! Cant get them out.
« on: November 26, 2009, 06:18:16 pm »
I dont know whether or not this is a common problem, but I havnt found any thread about it, so I made this one.

In short, I messed up on removing a stack of up/down stairs which was positioned right above my densely populated meeting area, which in turn was positioned right above my densely populated barracks.

It carved a rather devistating path though 2 unlucky dwarves, and send many other sprawling about the place.

Now, this loss would be surmountable if I hadnt been so unwise as to save the game while my dwarves were still falling.

After I loaded the game, all of them were still falling, but not... falling. They are just stuck on the air with their cyan-colored backgrounds, not reaching the ground.

I havnt found any way to get them stop this, even building a floor under them or building a wall INSIDE them didnt help.

So, is some trick or utility with which I can fix this?

1838
DF Dwarf Mode Discussion / Re: How many Dwarfs will let sit idle?
« on: November 26, 2009, 06:08:55 pm »
I usualy cap my population at 80 or 100, to save fps but also to not have to have a hard time finding everyone something to do.

As such, my forts usualy have only a few idlers. Soap/cheese/lye makers, peasant, and just about everything else I cant use I either draft into my army or add them to the masons, which are the only dwarves tasked with non-food hauling. I usualy have a only a few dwarves practising other crafts.

My glassmakers, stonecrafters, clothworkers or leatherworkers usualy dont to idle, as they constantly churn out building materials or merchant fodder. My metalworkers are all set to furnace opperating, so those rarely idle either even when I dont have any metal objects I need them to make.

About backlogs, I dont have much of those. All large task orders like block, craft, glass, etc. production is ordered by setting workshops on repeat with only a few orders, thus only creating only that few uncompleted tasks per workshop. More specialised tasks as well as construcions are only designated after the previous ones are completed.

Getting the hauling tasks done is a bit of a hassle, as I have to adjust my block production for it.

With this little idlers, my lack of party-able rooms, and my fairly large meeting area my dwarves hardly care about eachother, and portion of them being killed is relativelly safe. For the fortress as a whole, that is... ;D

Strangly the dwarves dont seem to mind being slaved to death with merciless efficiency. They are usualy quite contect/happy/estatic when nothing particularly miserable happened to them. Guess they must realy like all the high-value dining rooms, quarters and other fancy stuff.


ps. The building material thing is pretty clever, I think ill try that in my current fort.

1839
DF Dwarf Mode Discussion / Re: The most evilest fort I ever started
« on: November 26, 2009, 11:27:06 am »
I embarked right on top of GCS once. It was only a few squared away from the wagon. Thinking something in the sense of 'well, this is gonna be my shortest fort ever', I had all my dwarves jump it at once, and somehow the miner killed it with his pickaxe without any dwarves dying. Only some broken bones.

The rest of the season was rather fun too, as there were still a ton of troglodytes a troll and some other garbage wandering around there.

This is when I started to mod my default creatures into being a bit tougher though; 7 untrained and mostly unarmed dwarves shouldnt be able to kill the huge vicious giant cave spider. Same for dragons and other megabeasts, they are such pansies in vanilla df  :P

1840
DF Modding / Re: Cothes for girls and boys
« on: November 24, 2009, 06:25:27 pm »
Not yet, right now even your most manly dwarves would wear a dress as gladly as a coat.

I dont think the next version changed this yet, but I might be wrong.

In that next version the females at least dont have beards...

1841
DF Modding / Re: Butchering Everything
« on: November 24, 2009, 08:56:47 am »
All bones but those of your own creatures are workable.

As for butchering everything edible, I succesfully attempted that once by changing the ethics in the entity file (as part of an attempt to make playable goblins). I could butcher harpies, antmen, elves and clowns. (yay, elf leather pants). Butchering creatures of my own entity still didnt work though. Those seem to be reserved for coffins.

However, it only works untill I save and load the game.

Probably the entity ethics you play with are not saved and restored to default after you load.

Havnt found any way to get around this, if anyone has, do share ;D

1842
DF Dwarf Mode Discussion / Re: [Spoiler] HFS Fun
« on: November 22, 2009, 07:21:38 pm »
hehe, and frog demons are the weakest of the lot.

This proves though that unmodded dragons kinda stink. Which is why I modded them to size 30 and with a bunch of damblock and extra speed. Did similar things with my HFS. Its rather... fun.

1843
The current 'do not chase enemies' order still causes dwarves to attack enemies when there is still a tile between them and the enemy.

A striking example:

Me: You, champion, stand a square away from the river and kill hippos that come out. Dont chase enemies, cause you will drown.
Champion: *strolls to the river*
Champion: BLOOD FOR THE BLOOD GOD! *jumps into the river and murders hippos*
Champion: *drowns*
Me: oh for the sake of...

They do the same thing near magma pipes. Its dwarven stupidity of the not-that-funny sort.

Idiot champions aside, there should be a 'give no ground' order, which should should realy mean that they dont charge, dodge or move at all.

In reality, its actualy a very effective tactic when defending chokepoints, or when using spears and polearms against charging enemies. Of course the most of that would only work in DF after cavalry and formations are in, and when combat takes into acount the length of weapons, but even now it would be a most welcome addition.

1844
DF Modding / Re: Seeds.
« on: November 21, 2009, 05:37:47 am »
Thats actualy a pretty neat idea, the insect booze. Butchering insect corpses doesnt make sense, so the insect corpse being replaced doesnt realy matter that much.

Though I wouldnt drink it  :P

1845
DF Dwarf Mode Discussion / Re: Holy crap that's evil...
« on: November 20, 2009, 01:59:44 pm »
I know everyone currently uses the smelter to do all their custom dirty work, but could you assign bones to be millable, with a reaction at the mill producing a bag of dog bone meal?

Not currently. Only plants are millable. Reactions only work in the Smelter (next (big) version though some of the other workshops will allow reactions and you can also build custom workshops), it does all the dirty work because it is the only one that can do it.

You can however make a smelter reaction that will turn bones into a plant and you can make that plant millable (just be sure to not give said plant seeds or a biome other wise it will spawn in said biome and be farmable).
This causes silly whithering bone plants though... I allways find that such things kinda break the feel of the game.

Looking forward to the next version, can do sooo much more neat stuff in modding in these smaller game mechanics then. (and with tons of other stuff...)

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