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Topics - jerank

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1
DF Dwarf Mode Discussion / Werewolf/Vampire usage.
« on: March 13, 2012, 10:53:18 am »
Since I've been busy recently with my .31 fortress, I have not kept up with the news and missed the latest release by a while. However now that I read about it, I can't help but wonder; couldn't werewolves and vampires be used to your advantage?

I've already read about using vampires as infinite labour, but werewolves strike me as the more useful of the two. Werewolves naturally regenerate missing limbs and damage whenever they shift forms, so I can't help but wonder if this could be used for the military. A weredwarf would never have to fear anything but permanant death on the battlefield. They could be reduced to nothing but a torso and an angry mouth and still be right as rain by the next full moon. Inventory management would be a pain, but a small price to pay for an army to whom the word 'attrition' is something to be bullied and given wedgies.

Thoughts?

2
DF Gameplay Questions / Adamantine cloth items.
« on: January 31, 2012, 11:12:31 am »
I've a slight problem. I want my dwarves to wear adamantine clothes in order to protect them to the fullest extent. However, I don't know if adamantine items degrade or not, so I'm worried that my investment will be lost if I try. If they do degrade, can I mod this out in some way? It doesn't really make sense to me that threat spun from a nearly physically indestructable substance would wear down after a while.

3
DF Modding / DFHack request.
« on: January 13, 2012, 02:27:07 pm »
DFHack, especially in it's latest incarnation, is an incredibly potent tool. I was looking forward to using it, except for one minor problem. Several of the options for embarking with multiple races (via dfusion) would crash immediately following use, as I play Deon's Genesis mod. From what I can tell, it's rather simple to modify the game to accept new races. However, I'd like to get exact instructions before I start fiddling with DFhack. Could a more capable person direct me as to how one might add new and different races to the options in dfusion that involve migrations and embark options?

4
DF Modding / Runesmith problem.
« on: January 12, 2012, 08:28:17 pm »
I generally use Runesmith to solve what I consider irritating problems in my fortresses. In a new fortress I used it to delete a horde of skeletal monsters that had gotten close to my moat and were job-inturrupting my dwarves into a loop and nothing was getting done. I went to Runesmith and applied the [Dead] tag to them all. Problem solved, or so I thought.

Anyway, fast forward a few years and I discover that I can't build anything on the squares where the skeletons used to be. I get the standard 'creature occupying site' message. I assume this is because the skeletons are 'dead' but not 'deleted'.

However there are now about fifty pages worth of dead critters in the Runesmith window. It would take me DAYS to go through and delete them all one by one. What I want to know is; is there a workaround for this? Also, will the Genocide option just kill everything of that type in my fortress, or will it remove every creature of that type from the ENTIRE game, forever? Can I somehow remove all the dead creature pages from my fortress menu as well?

5
DF Dwarf Mode Discussion / Permanant Seige?
« on: August 05, 2011, 07:17:04 am »
After a few aggressive sieges that I beat by the traditional tactic of 'walling up and waiting till they get bored', I seem to have hit a rather nasty bug. There was a very powerful war-leader who refused to leave along with his troops one siege. Since I needed traders and wasn't averse to a small bout of cheating, I used Runesmith to kill him. However, the siege didn't lift. It hasn't lifted for about three years now, although many other armies have tried to attack and been killed by my newly trained army. Is there a way to forcibly lift sieges, or am I hopelessly bugged?

6
Curses / Interrogation is somewhat overpowered?
« on: March 20, 2011, 09:37:31 am »
Okay, on my newest game I decided to explore the potential of sleeper agents to a degree I had never previously attempted. I got my founder up to around nine psycology, and recruited three psychologists. After getting them all up to Liberal Guardian, I recruited a high-charisma prostitute and trained her up in covert operations until her disguise skill was high. Now that she could seduce high-end conservative swine, I sent her out to the Nuclear Powerplant and seduced a Scientist. On the date I kidnapped him and immediately set my interrogators to work on him. After two beatings from a Deathsquad Uniform equipped team he was at 1 wisdom after starting with around 17. After two more sessions of 'attempt to recruit', he was enlightened. My combined psychology score for this attempt was around fifteen, seventeen by the time the conservative was enlightened.

About three months later I have sleeper agents in every single building in the entire game, all enlightened, most with at least 85% effectiveness. By now it takes only about one beating session to lower a conversative to 1 wisdom, and normally around two or three attempts to recruit before his Heart skyrockets and he repents. My three interrogators now have a combined psychology score of about 30, and an equal ammount of Pursuasion. Is this kind of game just a little too easy? I think if I disbanded now, my sleepers would advocate liberalism to the point they'd win all by themselves.

7
DF Adventure Mode Discussion / Spliting stacked items in inventory.
« on: March 01, 2011, 12:12:43 pm »
My newest adventurer is rather a useful chap. He recently killed a cave dragon and butchered it down to componants. However, I am now faced with a rather nasty problem. If he tries to craft anything out of the remains, they all vanish. So he can make one singular +Cave Dragon Bone Spearhead+ from 245 peices of dragon bone. This is obviously something irritating, so I'd like to know if there is any way of splitting a stack of items in Adventure mode, so I can get more then one item out of a bone stack.

I am running 31.18 and Genesis.

8
DF Gameplay Questions / Unusually lethal Forgotten Beast - Need help.
« on: January 14, 2011, 10:26:57 am »
I'm running a five-year fortress game, and I've hit a problem. My military is all heavily trained, but I've yet to equip them. Plus, a forgotten beast has shown up. The first two were easy to dispatch, and this one is flesh, so it'll die fairly easily. But it has an 8x8 radius dust attack that apparently causes the nerves of anything it touches to instantly rot. Any dwarf caught in the blast will suffer yellow wounds to every part of its body and become 'numb' for several seconds before losing the ability to breath, or bleeding to death. Is there anything I can do to defeat this beast without losing my entire military? Even my crossbowdwarves get gassed by the radius. What exactly is this syndrome they're catching anyway?

9
DF Gameplay Questions / Tamed Gremlins act exactly like dwarves?
« on: September 04, 2010, 04:40:48 pm »
In my latest modding craze, I went through the entity file and gave dwarves the ability to use any pets of any kind (evil, good, savage, etc), and embarked with a fair selections of exotic pets, including six gremlins.

The first thing I noticed was that the gremlins (all with adequate ambusher) were hunters, and that they had 'labor' options. I havn't had the chance to try these out yet, but if I enable a gremlin to, say, be a mason, will he use a mason's workshop and gain skills as a mason?

10
I consider myself a veteran DF player by now. I know just about every game trick from exhaustive wikitrawling and personal experience, I've modded the game quite a bit, and to date I've gotten about seven fortresses to their tenth year intact. Vanilla gaming was starting to get rather dull by then, so I decided to try something new; a cavern fortress.

Embarking on a glacier, I immediately began tunnelling straight downwards to the second cavern layer (Openess Min/Max 15/100) and started a settlement. Despite my previous experiences with caverns (once getting my entire fortress slaughtered by a massive swarm of crundles, of all things), this particular set seemed to be astonishingly passive. Enemy creatures were few and pretty weak, allowing my defences to be solidified by a few stonefall traps, and ore of just about every type was fabulously abundant. Within four years I've boosted my fortress up to 138 inhabitants with legendary +5 metal, armor, weapon and blacksmiths, at least one legendary in every other profession, plus a mighty military wielding masterpiece level adamantine weapons and encased in masterpiece steel and adamantine armor. I've lost maybe three dwarves the entire time, and not only that, I seem to be playing host to an earthly god.
I’ve heard a lot about dwarves with godly stats being made over years of hard labour, but this guy was a lowly migrant animal trainer. About a minute after the migration finished, I got a titan attack. It was a swamp titan, a crocodile with four tusks and around ten legs, with a lethal fire breath attack. At this point, I had military training with wooden weapons, I was essentially defenceless. I ordered every door to the outside world walled up, shutting everything out, including this animal trainer (Fikod). Fikod, far from being afraid, walks up the central staircase, meets the titan on the surface PUNCHES IT TO DEATH in three strikes, then for an encore decides to decimate the native polar bear population. He had zero combat skills, and was described as only ‘strong’ in his profile, and quite susceptible to disease. His anti-bear rampage lasted for every last one of the beasts and left him with zero wounds. He killed a forgotten beast AND about five polar bears, at migrant-level skill, with no combat attributes, with zero injuries. Fikod is now a legendary axedwarf, with an artefact quality weapon and full adamantine armour. In his entire tour of duty he has never once gotten a negative stat (tired, wounded, etc) and has about forty kills to his name.
My fortress has also never been sieged, only raided, and seems to have more ore then rock. I have around 4000 stones and 4.600 bars of smelted metal, nearly a quarter of it platinum and a substantial percentage more of gold. My farms are insane productive, and slaughtering polar bears and cave animals has given me a food stockpile of over ten thousand units of food. I’m not bragging about my skill, but it seems like everything I do turns out fabulously in this embark. My first artefact was a jade table worth over 100k in dwarf currency, my third was an adamantine shield worth around a million. I’ve never encountered anything nastier then a cave crawler, and even my nobles seem content to issue mandates for pretty mundane items. Is it even possible to be this lucky in DF, and why was Fikod so tremendously awesome anyway?

11
DF Gameplay Questions / Elves are my leaders!? Also, no migrants.
« on: August 17, 2010, 08:34:08 pm »
I've got a problem with DF right now. I gennied a world in the latest version and started up a fortress. Come fall, an elven caravan and an elven liason appear instead of dwarves. They trade me their junk and moan at me for cutting down trees. I seize all their stuff and tell them I'm going to chop down as many trees as I like, they leave. Next fall, no caravans but elves, and we repeat this process over again. In three years I'm not visited by ANY caravan except elves. I also only get two migrations before nobody comes.

I abandoned the fortress after the forth year running with zero migrants and irritating useless elves yelling at me for chopping down trees, generated an entirely new world and started over. EXACTLY THE SAME THING HAPPENED. I get nothing but goddarned elves trading with me, who never get annoyed no matter how many times I seize their entire wagonload of goods, and I never get migrations past the first two. After that, no migrants show up even if I cheat and make the fortress worth multi-millions.

What exactly is going on?

12
DF Modding / Free silk needed!
« on: August 16, 2010, 09:47:00 am »
In a five-year fortress of mine, one of my dwarves was just taken by a strange mood and ran off to grab a clothiers workshop. The problem is, she wants cave spider silk and none currently exists (I havn't tunneled down to the underground yet, and have no military to do so). Normally I'd take the penalty of one crazy dwarf, except she happens to have around five children, who are all friends with just about every other dwarf I possess. If mummy goes mad and dies, they'll eventually die, and a tantrum spiral will be just around the corner. I need a way to get free cave spider silk and I need it right now! I was thinking of modding the smelter reactions, but all I get is a useless item called 'cloth' that absolutely nobody will use. How do I alter this?

13
DF Gameplay Questions / Animal Training and Seeds (Latest version)
« on: May 20, 2010, 11:05:38 am »
I've been capturing elephants for a while now on my most recent fortress, and I've noticed that animal trainers tend to leave their seeds inside the cages even after the tame elephants have been released. Said cages then are read by the game as being occupied, and not used for traps. How do I remove seeds from cages?

14
DF Modding / Non-megabeast megabeasts, and post-worldgen limits.
« on: March 05, 2010, 02:52:15 pm »
I've recently started working on creature text files, and I've been thinking. If I remove the [MEGABEAST] tag from, say, a dragon, and give it a [CHILD] tag for offspring, will it spawn as a regular creature on a fortress map? Also, if I do this after world-gen, is it possible to alter the files so they will do this wthout genning a new map?

15
DF Modding / Warbeasts/More aggressive enemies.
« on: February 24, 2010, 03:27:23 pm »
I've got a really nice fortress right now. Heavy defenses, high metal concentration, very high value, but I still only have 75 dwarves, and goblin attacks are extremely underwhelming. The local wildlife have also displayed a tendency to wander into my cage traps, and this has furnished me with several dozen tamed white rhinoceros and elephants. However, these can do little but amble about, taking up FPS's and occasionally providing a boost to my food and leather industries. What I want are to mod these creatures to be trainable as war-animals. This includes the Stegosaur and Triceratops that are included creatures in Dig Deeper. I have about fifty assorted giant, killer critters right now that will happily flee in terror at the sight of a kobold thief, what do I need to add to their creature files to allow me to convert them into warbeasts?

Also, is there any additions I can make in the game files that will increase the size, frequency and aggression of goblin raids and seiges? Their raiding parties are just fodder for my Legendary miners right now, and they show no signs of improving any time soon.

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