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Messages - Khym Chanur

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241
DF Modding / Language/engraving tweaks
« on: November 19, 2010, 04:36:02 am »
File is here

This is a set of mods/patches which make tweaks to languages and engravings, with a different mod/patch in each sub-folder.  You can either copy the .txt files directly to your raw/objects/ folder (if you don't mind clobbering any other mods already in those files), or you can use the "patch" utility to apply the DIFF files.

If you use patch on a UNIX system, you must use the "--binary" command line switch, since the DIFF files are entirely in DOS CRLF format.

Sub-folders:
  • dwarfly_engravings: in descriptor_shape_standard.txt, removed abstract shapes and surface things (sun, moon, etc), and put in underground things.  Also modified the Dwarf entity definition so that no plants or trees are engraved by dwarves (unless they're mentioned in the shape file).

  • dwarfly_names: for Dwarven names cull out symbol groups which are "undwarfly".  Of course, this also reduces the number of  absurd and amusing names you'll get.

  • missing_SYM: language_SYM.txt was missing about 400 words found in language_words.txt.  This adds them into their matching symbol groups, or into the MISC group if they don't match anything.

  • new_words: added these new words: abomination, alloy, altar, blasphemer, blasphemy, bless, clay, defile, desecrate, eldritch, engraving, forge (as in the thing used in making metal items), glass, haunting (adjective), horror, lever, magma, oily (the adjectival form of OIL is now "oiled"), ore, stalactite, rune, vein, undead.

  • word_variants: gave noun, adjective and verb variations to some pre-existing words which lacked them.  Also removed plurals from some nouns which shouldn't have them.

  • most: All of the above except for dwarfly_names.

  • all: All of the above.

242
DF Gameplay Questions / State of the military as of v0.31.18
« on: November 17, 2010, 06:39:16 pm »
From my understanding of things, the main issues with the military as of v0.31.18 are:

1) Dwarves won't eat or drink while waiting at a station or on a patrol route, even if they have flasks and backpacks with booze and food. (Does this also apply to training?)

2) If you set the minimum number of active members in a squad to (for example) 8 in a squad with 10 members, 8 will train all the time and 2 will never train.

3) There can only be one simultaneous sparring match in any one squad, so if you want the maximum amount of sparring you have to create a bunch of squads with only two members each.

Are there any other major problems?

243
DF Modding / [STANDARD_VERB]?
« on: November 16, 2010, 02:10:57 pm »
In raw/objects/language_words, does [STANDARD_VERB] mean:

1) A commonly used verb?

2) A non-irregular verb?

3) Something else?

Thanks.

244
Just a guess, since I've never tried it, but maybe putting armor racks in their rooms give them a place to put their armor.

Alternatively, have you made sure that your armor stockpiles have enough room in them to store the non-in-use armor?

245
DF Adventure Mode Discussion / Re: How do you start with armor.
« on: November 16, 2010, 01:56:12 am »
Bandit camps usually have loot bags with armor.

Yeah, that's been where I've been getting all of my armor.

246
You can repeatedly ask an NPC about surroundings, and they will sometimes tell you about camps and lairs you haven't yet been quested with.  Also, it's the only way to be told about more bandit camps once your reputation passes a certain level, since at that point you'll only be given quests for semi-megabeasts and megabeasts.

247
DF Adventure Mode Discussion / Re: How to fire companions?
« on: November 15, 2010, 02:44:55 am »
I swam around a castle who's entrance seemed to be blocked by water,  and when I finished circling around they were all gone.  So if you have any swimming skill try crossing a river or lake to lose them.

248
DF Gameplay Questions / Furniture quality vs value for happy thoughts
« on: November 15, 2010, 01:14:54 am »
As far as I can remember, in 40d, it was the quality of furniture like statues which determined if it generated a happy thought in dwarves (and how much happiness), not the total value of the furniture.  However, doing some testing with 0.31.17, it seems that it's now the value which determines how much dwarves like it ("fine" vs "very fine" vs "completely sublime" in their thoughts).  Is this intentional, or a bug?

249
When discussing "Surroundings" with an NPC:

1) It should skip over sites which you already know about.  If you already know of all the sites the NPC knows of, it should say something like "Seems like you know the place just as well as I do"

2) The NPC should tell you about any hamlets/towns/castles which aren't on your map.

250
DF Adventure Mode Discussion / Re: DF 31.17 Adventure Mode Impressions
« on: November 13, 2010, 10:27:51 am »
i havent found any goblin towers yet, are they still in, also can you still get into the underground? I havent found any entrances

You can also try asking locals about the surroundings.  They might tell you about a cave with no monsters in it, and it will then show up on the world map.

251
DF Adventure Mode Discussion / Re: DF 31.17 Adventure Mode Impressions
« on: November 13, 2010, 08:59:18 am »
"Here we have a Hydra's guts stuck to a blood-stained sandy clay loam wall."

Wicked!

252
What about a steel shield vs -bronze shield-?

253
How much better are steel blades vs bronze blades?  Because if it's less than two times better, I should probably upgrade from the steel short sword I'm currently using to the -bronze long sword- I found in a shop.

Thanks in advance.

254
DF Announcements / Re: Dwarf Fortress 0.31.17 Released
« on: November 13, 2010, 04:05:30 am »
I was wandering if it is possible for the adventurer to wash himself? I have just dispatched 3 hapeless bandits and I am DRENCHED in blood.

If you find a pond/lake or river, and you have at least one skill point in swimming, you can "alt-<arrow-key>" into the water to dunk yourself (pick the second choice to slip into the water; the first choice makes you jump in, stunning yourself).  Then alt-<arrow-key> to get back onto the surface.  You'll be covered in water, but that'll eventually dry out.

255
DF Adventure Mode Discussion / Re: Do Not Talk to Me!
« on: November 13, 2010, 12:51:21 am »
Ooops.  According to this bug report, the bug might happen after a save/restore, not during actual gameplay, in which case my above suggestion is useless.

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