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Messages - NecroRebel

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2356
DF Gameplay Questions / Re: Sadistically Fertile Dwarf Couple
« on: March 25, 2010, 12:03:42 am »
Try playing a race without [MULTIPLE_LITTER_RARE]. You get stuff like this:

Spoiler (click to show/hide)

Of course, due to the fact that cats (the race in question) also mature very quickly, all of her children are currently adults... But I'm expecting her to give birth again fairly soon. Unfortunately, she and her husband are the only married couple in the fort and I've not been getting many migrants, so they're basically the only source of more manpower I've got. Still, 19 kids is rather impressive, no?  ;)

2357
DF Modding / Re: Clay stuff
« on: March 23, 2010, 10:36:38 pm »
No; glass is hardcoded, and there's no ceramics ingame and no possibility to make ceramics. Glass made from clay or loam or peat or anything else is identical in every way to glass made from sand.

It's even impossible to make a custom smelter reaction to make clay from clay. The only way to get "clay" materials is to use the [SOIL_SAND] method, which gives you bags of clay, but smelter reactions cannot use items in containers like bags of powder. So, you're out of luck as far as things go.

Terracotta, stoneware, and porcelain are much-desired, and so are probably going to be put into a release sometime soonish, but not the next release.

2358
DF Modding / Re: Clay stuff
« on: March 23, 2010, 10:10:36 pm »
It is possible to make clay able to be collected like sand and then turned into every glass item that sand is.

I'm going to assume that you're not just asking whether it's possible ( ;)) and that you also want to know how to do such a thing. To do this, you have to open matgloss_stone_soil and add [SOIL_SAND] to clay's entry, and any other soil you want to be able to use for glassmaking. Simple.

2359
DF Gameplay Questions / Re: Mass Claim?
« on: March 22, 2010, 04:53:30 pm »
d-b-c, then designate a region containing the stuff you want to reclaim. It's the mass reclaim function! Many people miss it until they're told it exists, then use it constantly because it is so ludicrously useful.

You can also mass melt, mass dump, or undo all of those things from the same submenu.

If you designate the area over the axe lord's cage for dumping, then k over the cage itself and undump it, your dwarves will come along and take away all the axe lord's equipment. Then, build the cage next to some magma, a pit with spikes, or a deep pit (bonus: a deep pit with magma at the bottom that is also spiked!), designate the pit as a pit zone, then toss the axe lord in and watch him burn/splat/impale (bonus: burnsplatimpale!). Or just generally kill it in a creative fashion.

2360
DF Modding / Re: ITEMCORPSE Question
« on: March 22, 2010, 12:28:28 pm »
In that case, wouldn't a small gem and a rough gem be exactly the same thing?
No; a small gem can be used to encrust things, a rough gem can't. A rough gem can be cut into (randomly) a small gem, a large gem, or a gem craft, a small gem is useless besides for encrusting things. And large gems are essentially just another class of trade good, like mugs or idols, and are useless except to sell.

2361
The problem is that you're using pet-impassible doors. Pets path through pet-impassible doors, but (obviously) can't go through them, so they get to the door, repath, get to the door again, repath again, and repeat ad infinitum. Since they're running their pathfinding algorithm every step, it takes a massive amount of processor space, thus murdering your FPS.

There are a couple of solutions. First, you can simply forbid the door. Since a forbidden door is impassible entirely, pets won't pathfind through it. Your pets can still breed, then, and are just as easy to get out. A second solution is to make a pen that is floored only with hatches or retracting bridges that are lever-linked, and are otherwise totally sealed with locked doors or constructed walls; when you want animals to come out for slaughter, you pull the lever and the animals fall out. You can even have multiple hatches and levers on the same pen to drop only a part of your herd out at once.

I myself arrange 3x1 pens, blocked in on all sides with walls, toss all of my pets of one species in each pen, and periodically drop out and slaughter 1/3 of them. Works quite well, especially if you have multiple pens and species, and I find it fairly easy to feed a whole and sizable fortress with this method and 3-4 food species, especially cows, muskoxen, and camels (or bears, if I can get them). Which is good, since I've been playing carnivorous civs for a while and thus need meat exclusively.

2362
DF Modding / Re: Making Rocks have 0 value.
« on: March 21, 2010, 07:34:31 pm »
Add [VALUE:0] to most rocks and they'll be... Well, completely worthless. There's at least one mod I've seen that reduces the value of all stones by 1 across the board, though that's a fairly big modding job just by itself due to how many stones there are. Regardless, as you say, reducing rock value does hurt your fortress wealth quite a bit.

2363
Very clever. The only worry I have is that if you screw up the patroller's patrol route your markdwarf might manage to hit the goblin, and since you're using adamantine bolts you're liable to kill it. Better have extra "targets" in reserve.

As was also mentioned, this works for other metals as well. Steel on fluxless or tree/coal-free maps would be useful as well, since steel is available only in such small quantities from imports.

2364
DF Gameplay Questions / Re: Equiping Dwarfs with stuffs
« on: March 21, 2010, 11:49:38 am »
A longsword is too big for a dwarf to use one-handed, so they have to use it two-handed. Set your swordsdwarves to use 2 weapons and they'll use a longsword without problems. Or, get some short swords, which can be wielded one-handed by dwarves and aren't really that much worse.

Short swords can also be made by dwarves, unlike longswords. Also, I'm guessing that you mean battle axes, not greataxes, because greataxes should have the same problem while battle axes don't. Again, battle axes are dwarf weapons (meaning they can be made by dwarves) while greataxes aren't.

2365
DF Modding / Re: Kobold Camp question
« on: March 20, 2010, 11:59:29 pm »
No; the races who don't send out thieves are only hostile to you because you're a race who does send out thieves. If you stop being such a race, they'll stop being hostile, even mid-fortress.

The easiest way to make everybody hostile is simply to remove [INTELLIGENT] and add [CAN_LEARN][CAN_CIV] in its place from every race but your own. IIRC this doesn't actually work mid-fort, though, so you'd have to regen. You could also add [BABYSNATCHER] to everybody else, but that's annoying because it makes everybody send ambushes.

2366
DF Modding / Re: Kobold Camp question
« on: March 20, 2010, 11:22:53 pm »
The only solution is to mod kobolds so they don't have ITEM_THIEF. You'll probably also have to mod everything else to either not speak or babysnatch; otherwise, they'll suddenly not be hostile and will send traders your way instead of the more-desirable (for challenge mods) sieges.

You could just give kobolds CHILD:1 and not MULTIPLE_LITTER_RARE and then rely entirely on babies to allow growth, but that's somewhat dangerous and unreliable. Also, they come in with no skills, so that's a slight downside as well. It still doesn't solve the problems of no-exported-wealth and nobles, but does allow larger populations.

2367
DF Modding / Re: KITTY GIVE ME DA ANVIL!
« on: March 20, 2010, 07:21:08 pm »
First, you've got to designate the pit zone. To do this, hit i from the main screen. Then, scroll to the hole you've dug, just like you were going to designate a dig or something on it. Hit enter twice, again just like you were going to designate a dig on it. Then, hit p, then P (shift-p, in other words). Use + or - until you find the cat you want to pit, then hit enter. Then, hit space until the game unpauses.

Do note that you can't pit creatures that are already pets, which can make cats a bad choice for this sort of thing due to their annoying tendency to force your dwarves to adopt them. Still, since any one of your cats and kittens is a valid choice, it should be easier than it might be.

2368
DF Modding / Re: KITTY GIVE ME DA ANVIL!
« on: March 20, 2010, 06:45:29 pm »
Dig a downward staircase someplace, and designate one of the tile next to it for channeling. On the next several levels, designate an up/down staircase directly beneath the downward staircase, and directly beneath the channeling designation make more channeling designations. At the bottom, designate an upward staircase directly beneath the up/down staircases (no channel here). That simple.

Once that's done, you use the i (zones) cursor, scroll over the top of the pit, and designate a zone there. Then, activate it as a (p)it/pond, go into its (P)it/pond information, select one of your cats, and wait for it to get tossed into the abyss.

2369
DF Modding / Re: KITTY GIVE ME DA ANVIL!
« on: March 20, 2010, 06:37:39 pm »
If you add [ITEMCORPSE:ANVIL:NO_SUBTYPE:METAL:IRON] to a creature's entry, it will become an iron anvil when it dies. For cats, the entry is in creature_domestic. However, note that butchering an animal at a butcher's workshop bypasses its ITEMCORPSE, meaning that you have to find some other clever way of killing the cat. The easiest way will probably be to dig a several-level-deep pit, make a pit zone over the top of it, and pit the cat into it, causing it to fall to its death. Usually, 5+ z-levels is enough to cause a critter to break its legs and several other bones, which then leaves it to bleed to death. 10+ z-levels is almost always enough to simply kill it instantly, while 15+ will cause it to burst into ludicrous gibs.

Adding a tag to a creature like this won't require a regen. You need the specific syntax that I gave for it to work, including the specific punctuation and capitalization, though you could use other values for the last 2 values if you wanted the anvil to be other than iron.

2370
DF Gameplay Questions / Re: question regarding weapons
« on: March 20, 2010, 02:29:32 pm »
All of the weapons in vanilla that dwarves can make are wielded one-handed, so shields are a very good idea. There is no benefit from not wielding anything in the off-hand, so have them use it for the block% chance and added armor they get from wielding a shield.

There are some mods that add in two-handed weapons, and if you wield some human/elven weapons as a dwarf in adventure mode you do get an attack penalty if you're not using both hands, but in fortress mode there's really no reason to ever use anything but a weapon and shield combo.

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