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Messages - Knight Otu

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3811
Mod Releases / Re: Direforged Mod v0.01
« on: April 12, 2010, 03:27:26 am »
All civs die in your worlds? That's odd. What worldgen options are you using? Can you see something in legends mode on what might be the cause?

3812
Mod Releases / Direforged Original 47.0X
« on: April 11, 2010, 12:48:16 pm »
Direforged Original

The Chaos Age has passed. Whether it has lasted millennia or centuries, few can say, as historical records are few and incomplete, and civilization as it once was has crumbled during the Chaos Age. Only now, at the dawn of a new age, do the people of the world set out again to colonize the savage wilds, to reclaim what was lost to time and tide. Hamlets once again grow into cities, and towers of the dark forces rise high again as well. Mystic chants and fey trickery fill the woods, and picks and shovels once more strike the earth in search of ore.

A world has been forged through a dire age. An age that led to elves devouring their foes and goblins worshiping demons. An age that saw the emergence of the undead itarin and the rise of the Carmine Court from a minor fey court to a great force. An age that people like the humans, aurides, and encars barely survived. Now, the world passes into a new age. In which way will this new age reforge the world?

Spoiler: Download Links (click to show/hide)
Direforged Original

Direforged Original is a mod that aims to add a great variety of all objects to Dwarf Fortress. The current release for Dwarf Fortress version 0.47.0X+ contains:
* A new fortress-playable race, activated through an options file
* New industries - cut logs into planks in the sawmill, or seek magical aid the Halls of Light and Flame or the Alchemist's Lab; new reactions for the kitchen, the still, and the smelter; and usable scale and chitin.
* Decorative workshops - have statues or pedestals hold your artifacts in your rooms.
* New items - your dwarves can now wield the ball and chain, get skewered with tridents, or put sharp fans into weapon traps. Direforged adds a total of 8 weapons, 7 pieces of armor, and 3 trap components for all races, along with new toys and tools.
* Fifteen new crops and their products - brew starberry wine, extract ocular essence from eyestalk colonies, and smoke coalhollows into coal tubes. Beyond that you'll find eleven new trees and a new underground grass.
* New inorganic materials - two ores with their metals, two alloys, and flarestone - be careful when digging it, but it is a good fuel. And then there's magic light...
* Five major new civilizations, many with their own languages - meet and trade with the Golden Folk, the wurad, and the reptilian encar, protect your fortress against the hobgoblins and the fey of the carmine court. Not to forget the lyroakas and the Deep Evils...
* Create many objects in adventure mode thanks to Lofn's Wanderer's Friend mod, from backpacks to your own weapons.
* Cast magic spells as an adventurer, if you can find or make an arcane rod. Spells of light, fire, nature, and water await!
* About 33 new beasts, 9 new vermin, and 20 megabeasts, semimegabeasts, and night creatures threaten or help your fortress and adventurer - the domestic shellok provides shells and eggs, the oshkras and frost wyverns freeze with their breath, and the dew spider webs provide alcohol. The gods keep the secrets of slaughterwar undeath and vermancy for those they deem worthy, and curse others to roam about as a wendigo. Nine more creatures exist only as fanciful art images... for now.

The mod comes with a manual detailing all of the new contents. No third party utilities are required to run the mod.

3813
Yes, easily. The elves do that already, in fact. Simply add [GENDER:FEMALE] to the appropriate position.

3814
Not sure what you mean Otu; my turn looks fine.
I mean who your great warrior is. I would presume you'd choose the Green Knight - he's almost tailor-made for that role, but as I said, I don't want to assume - it's your choice.
Also, do i have to provide equipment for my Great Warrior or does he just automatically have awesome stuff?
He automatically has the best equipment your technology has to offer, including bows. You can choose not to have him get heavier armor if his speed is more important to you.

Also; if i make some leather armor, spears and shields this turn, can i also train some soldiers to be ready for next turn, or do i have to train them next turn and have them ready by the turn after?
You can train soldiers and create their equipment in the same turn. You can also upgrade the equipment of the soldiers later, though they may need to train with new weapons or heavier armor.

How do I find other player characters' cities?
Simply explore into the right direction, and hope they're not too far away.

Neruz, I have some iron, I'll spot you a thousand iron weapons if you want.
A thousand weapons is a heavy bit of labor. A normal military unit consists of 100 people.

3815
DF General Discussion / Re: Dwarves and elves... identical?
« on: April 10, 2010, 11:04:53 am »
In 40d, elves were size 7, narrow, and I believe had a negative damblock. Dwarves were size 6, stout, and had a damblock of 1. Since size is now a volume, it doesn't seem too outlandish that elves and dwarves have the same size. Goblins being the same is a bit of a stretch there, though. In any case, I do agree that the appearance modifiers need to be individualized for the different species.

3816
The turn is up. As always, feel free to yell any errors at me.

I think I know Neruz's choice already, but I didn't want to assume there.

Regarding the Excess Labor Pool, it's simply a pool where the fractions of a labor point (and food requirements) are stored that the population would generate from never being a clean multiple of 1000. You'll automatically gain the labor point and need to provide an extra food once the pool fills up.

3817
Spoiler: IronyOwl's Haskanara (click to show/hide)

Spoiler: Cheddarius' Lactosians (click to show/hide)


Spoiler: Haika's Slyphia (click to show/hide)

Spoiler: evilcherry's niDano (click to show/hide)

3818
Turn in a few hours, in someone still wants to add flavor to their posts. Some bookkeeping notes in advance:

Neruz, you started the turn with 3 wood, produced 2 wood, and used 2 wood, so you're at 3 wood still, not 2. Also, you're working a hunted tile, but you don't seem to take that into account. That would add 1 food or 1 leather to your stockpile, and since the leather won't rot, I'll assume that one.

Haika, you started the turn with 2 wood, produced 2 wood, and used 3 wood, so you're at 1 wood, not 2. Also, the pasture doesn't reduce the food production unconditionally, only when you use it to produce an animal. That means you'll have more food in your granary.

Evilcherry, I noticed that I shouldn't have removed the 0.2 clothes in your last turn. The 1 food "waste" was actually sufficient to increase the morale without the clothes (remember that excess food eaten counts as luxury).

3819
Mod Releases / Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
« on: April 09, 2010, 03:15:56 pm »
Oh, I agree with that (hence the "might be tempted"). It is weird that apparently, the material is the lowest possible temperature it can be in its current state. Anyway, thanks for finding that out.

3820
Mod Releases / Re: ۩۩۩ 웃 Genesis Mod 웃 ۩۩۩ [ϟ MOD v.09 ϟ]
« on: April 09, 2010, 02:57:29 pm »
Huh. So that's how cold breaths work. One might be tempted to call it obvious, if it weren't for the existence of the MAT_FIXED_TEMP tag.

3821
Haika, sorry for shorting you that wood. You're right, you should have it. However, you don't have the Ceremonial Burial technology required for the Tombs.

Cheddarius - It seems I forgot to add the remaining clothes to your warehouse. The 1 wool isn't the clothes. You had 2 wool at the start of the turn, harvested another unit, and then used 2 units for clothing, leaving the 1 wool in the status. So, yes, the 1.8 clothes are there.

3822
DF Modding / Re: Creature damage, where ?
« on: April 08, 2010, 01:45:05 pm »
You can try this tag: [PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]. That's the tag for the strength distribution of dwarves (which is above-averge). You can theoretically increase the numbers to up to 5000.

3823
DF General Discussion / Re: RAW typos and missing tags
« on: April 08, 2010, 01:41:29 pm »
Spoiler (click to show/hide)

I think those are the ones from the op that are left. Soldier color probably still doesn't work, though. I've seen somewhere reported that the giant cave spider has [SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL] in its syndrome, and it still does. That should be [SYN_IMMUNE_CREATURE:SPIDER_CAVE_GIANT:ALL] of course. Also, the giant cave spider might now lack the [ATTACK_PENETRATION_PERC:100] tag, unless that's a default.

3824
DF Modding / Re: Creature damage, where ?
« on: April 08, 2010, 01:17:42 pm »
Creature damage greatly depends on the creature's size, and the relative size of the attacking parts (in this case, the teeth). Crawlers are vastly larger than cats, and thus cause far greater damage. The contact percentage and penetration percentage also apply to the damage calculations.

3825
I would like to see a few more turns posted, by the way.

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