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Messages - TomiTapio

Pages: 1 ... 179 180 [181] 182 183 ... 223
2701
ya obsidian dwarf archers+captured wildlife to be released for the purpose of starting a map wide fire, works extremely well against sieges.
I still would like a "bonfire" workshop that is built with coal and wood, and it's reaction would create something really hot (magma? magic heatball from adventurer mode?) that burns away the workshop.

2702
My game crashed right after a centaur siege appeared. That was my first Fun fortress. Water was frozen year-round so I had to live off the caravans. Anyway, great mod. Goodbye Beachedchambers, hello Keepertongs.
Set the autosave on, that way crashes make you lose less.

init/d_init.txt
[AUTOSAVE:SEASONAL]
[AUTOBACKUP:YES]


http://df.magmawiki.com/index.php/DF2010:Dungeon_Master
is the noble who enables you to tame and train PET_EXOTIC animals. But PET_EXOTIC is bugged, doesn't work, so exotics are set to PET in Genesis.

BTW, which civ should only send ambush squads, and never siege?
Also, it's apparently possible to get a DWARF SIEGE from merchant/diplomat killing. http://df.magmawiki.com/index.php/Talk:Invader

2703
I don't know, there must be something wrong with your system, I don't get a single crash :).
did you test any of the attacker entities or make any other race playable in fort mode?
Illithids and demonic alliance (gobbos) and werewolves have been tested a lot by us Genesis players.
This week, centaurs work okay on my DF, but illithid sieges come sooner than centaurs :(

2704
Two settlements make their home near the magma sea...
(Deon: that image's server "is taking too long to respond". 15 minutes later it works.)

Spoiler (click to show/hide)

2705
What I know, is cattle stealing can't be done, and if a civ is thieving, it gets hated by everybody. So no "sometimes hostile" kobold-lookalikes :(
Edit: And embarking on friendly civ's town is no longer possible -- not a goblin defense anymore.
Edit: might be nice if the lizardfolk were sometimes friendly, I had that happen in DF 40dXX, they were hostile only on some worlds, thanks to ethics clashes.

2706
hehe, I am adding a new skulking race but I didn't find a good name. I didn't want to go "casual dnd" wigh gnolls or gibberlings... So this could work! I wouldn't use the whole name because it's too long for
Pictons? Ittites?
How about a half-alligator/croc caste to the lizardfolk? With wrestling and biting skills.

The Barghest goblins are skulking enough I think, might add a giant barghest.
Oh and an ogre civ might be fun but there is so much sieges already.
Also... mint tea and beet juice showed up in "extracts" category, I think they should be drinks.

being too small (because they're suppose to rely on their hide and natural weapons, if I'm not mistaken?). But I noticed that naga characters can't wear the bone gauntlets or leather gloves they make. Maybe it has something to do with the multiple arms?

Oh, and some of the custom races seem to be lacking throats. Makes it rather difficult to strangle a salamander outlaw before he breaths fire on you =p
I think with nagas it is their total body size that is the main issue.
Have you played ADoM, a fine roguelike game?

2707
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: January 04, 2011, 09:15:59 am »
Well the problem is, is that I've tried adding Veins.
Sorta like arteries, but I can't use the tags. I've been trying to make bleeding a little more realistic, such as a few good stab wounds to the upper/lower body and you're in some deep shit..
I have things like
muscle_template [VASCULAR:22]
bone [VASCULAR:20] (shattered bone messes up nearby tissues)
skin    [VASCULAR:11]  [PAIN_RECEPTORS:6]
Brain    [VASCULAR:90]  [PAIN_RECEPTORS:60] --hurts to have brain bruised! Animal should faint from brain area pain.
Lung    [VASCULAR:80] [PAIN_RECEPTORS:15]
Heart [VASCULAR:120] [PAIN_RECEPTORS:20]
Guts    [VASCULAR:30] [PAIN_RECEPTORS:50]
And Genesis mod's values are pretty similar.

2708
DF Modding / Re: Mod suggestion
« on: January 04, 2011, 09:04:31 am »
As it stands now, though, I'm fairly certain nothing in the world changes after gen. You get new legends (about your adventurer and dwarfs) but nothing hugely world changing.
Maybe a powerful adventurer can go slay an entire goblin/elf civ. Unknown. Best to attempt with a civ that has only 20-30 people in it.

2709
Does being on a tiny island away from mainland with no civilisation but dwarves shown prevent seiges? Or traders for that matter.
Yes, other civs will not come is you're on an island that doesn't have them. Use tab key to check "visiting" civs on embark map choosing.

Are you supposed to be able to butcher illithids?  Just noticed I have some illithid soap
There's a basic illithid cavern monster that is not sentient. Soap's probably from that.

Nice changes, Deon!


Fort at Bodicenight falls to the Void Master Flayers and their capable mounts..
Spoiler (click to show/hide)

2710
DF Modding / Re: Mod suggestion
« on: January 02, 2011, 08:40:50 pm »
Having a King does not offer an alternative to the "abandon fort" menu option.
The desired new option "quit and merge fort into the world" would let to fort run as a "non-player character" civilization, but Toady probably won't program it in.

2711
Is there a way to have Mayday graphics, and still have all the new unit graphics in this?
Yep. Command DF to use the Mayday tileset, and adjust all trees and plants to use the tiles Mayday's provides. It's a bit of a chore, would take Deon 1-2 hours as he's familiar with the tiles.

2712
Peace and prosperity in 2011!

The battles of the settlement Bodicenight...
Spoiler (click to show/hide)

2713
Luckily there are no fire-breathing werewolves.. or weredragons/dragonkin.

Here's my comes-anytime Gray Dragon:
Spoiler (click to show/hide)
which can go into my creature_custom_tt.txt
and can put
[CREATURE_GRAPHICS:DRAGON_GRAY]
        [DEFAULT:STANDARD:0:11:AS_IS:DEFAULT]
into graphics/graphics_animals_standard.txt  to have same icon as red dragon. Shouldn't mess up an existing fort, it's just a new creature.
At first I had it be Pet&Mount but then a flayer siege came riding on 28 gray dragons and everybody BURNED.
Playtesting is required, heh.

ps. It's a shame that the randomly gigantic & muscular werewolf or flayer voidmaster are the toughest possible creatures in Genesis, with the exception of Bronze Colossus. Gigantic gives it more and more tissue thickness protecting the brain and organs.
That is, a siege can contain a few hostiles that are absolutely tougher than dragon/titan. A megabeast is rare and too easily handled by five metal-edged-weapon soldiers.

2714
I was thinking more about the NetHack basilisk (aka cockatrice)..
For my world i made a megabeast that comes any time, any land biome, at frequency 1 (very rare), without needing the actual megabeast trigger (and announcement). It's a Gray Dragon, a red dragon the size of two elephants. That I consider spicing it up, as megabeasts come very rarely.

2715
Where can I find this mod for .31.16?
I think Genesis for .31.16 has been overwritten by the latest in the DFFD site.  I think the current raws might work for .31.16, give it a try.

Hey Deon Would it be possible for you to add a Basilisk megabeast? I'd try it my self but i suck at modding. If you do thanks i always wanted to fight a Basilik.
Sounds like fun but that would be another dragon-type beast. There's medusa and stonegazer in the lizardfolk enemies, they have a paralysis (can't breathe) attack.

When using Dwarf Therapist, I too have 80-90% females. Haven't checked in-game sex counts.

For workshops info, check Genesis' wiki at http://df-genesis.wikidot.com/workshops

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