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Messages - NecroRebel

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391
DF Dwarf Mode Discussion / Re: Completely wounded migrant?
« on: March 11, 2012, 04:57:06 pm »
These show up occasionally. Oddly, Therapist seems to have difficulty recognizing them while those wounds remain. They'll heal, though, probably around the first time the dwarf goes to sleep.

392
DF Gameplay Questions / Re: Re-building the fortress
« on: March 11, 2012, 02:10:26 pm »
Unfortunately, deaths in your fort count against you when determining the number of migrants that come. You claim to have lost ~210 recently? That will hurt your chances. What you need to do is show the mountainhomes that you still have a strong economy by pumping out lots and lots of created wealth. Metalworking tends to be the single most valuable industry if you've got the resources for it, since weapons and armor are very high-value for their production cost. If you're not producing a lot of wealth, the deaths will scare away potential migrants, so they won't show up.

Children are only born to married couples of which both potential parents are alive. Once you have those, though, children are born regularly, a bit more than once per year. So, you need to encourage marriages. The best known way to do that is to leave unmarried dwarves (widows and widowers are still married) idle and have only one very small meeting area. When idling, dwarves talk to other nearby dwarves, making friends and deeper relationships, so encouraging them all to idle in a small area so they're always near each other is the way to go.

393
DF Dwarf Mode Discussion / Re: When are you prepared for the caverns?
« on: March 11, 2012, 02:19:22 am »
If you'd feel reasonably safe having your dwarves work outside in a low-savagery area, you're ready for the first cavern layer.

If you'd feel reasonably safe having your dwarves work outside in a medium-savagery area, you're ready for the second cavern layer.

If you'd feel reasonably safe having your dwarves work outside in a high-savagery area, you're ready for the third cavern layer.

That's my basic rule of thumb. Generally, the first cavern layer is actually somewhat less dangerous than a Calm area, the second less dangerous than a Wilderness, and the third less dangerous than Untamed Wilds. If the surface is an undead zone, treat them as as about as dangerous as the evil versions of the same savagery (that's taking into account the extra precautions needed to deal with the walking dead).

The bigger creatures are uncommon-to-rare in the upper caverns and the majority of the creatures in the first cavern will flee from your dwarves unless trapped, so wildlife in the first cavern isn't very dangerous, and there's no chance of goblin ambushes in the caverns, so that's why they're safer. Forgotten Beasts seem to show up earlier and more often than titans and other megabeasts, but if you've got a military capable of handling goblins you've got a military capable of handling most FBs, and you get fair warning when they show up anyway, so they're not actually all that bad.

394
DF Gameplay Questions / Re: Most efficient way to rid of stone
« on: March 11, 2012, 01:17:19 am »
You should really ask yourself how much you actually really need to move that stone. Since bins and barrels can be put on top of stones, you can just get enough of those and not bother with clearing any stockpile that is going to store items that can be put into containers. Furniture you can do without stockpiles for, just making it as needed instead of keeping large quantities on hand, so really, then, the only stockpiles you actually need to clear are your wood and stone piles. That should keep your stockpile-clearing labor costs down.

395
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 10, 2012, 06:03:22 pm »
How could i make it so humans are more prone to war with dwarves?
Look at the mountain entity's ethics, look at the plains entity's ethics, and make it so that they are very, very much different.
Quote
Or just make them entirely at war against dwarves?
Several methods work. The easiest is typically going into creature_standard, finding humans, and swapping their [INTELLIGENT] tag for [CAN_LEARN]. Creatures that can't speak are automatically hostile to those that can. Alternatively, add the [BABYSNATCHER] or [ITEM_THIEF] tokens to the plains entity. The former will make them send ambush squads and they won't be hostile to goblins.
Quote
Also how do I make it so I can butcher goblins and humans?
Alter the mountain entity's ethics such that EAT_SAPIENT_KILL and EAT_SAPIENT_OTHER are ACCEPTABLE.

396
DF Gameplay Questions / Re: Cut off areas
« on: March 10, 2012, 04:36:26 pm »
The dwarven caravan will always arrive as long as the dwarven civ excists.
Unless, of course, there's nowhere on the map edges for it to spawn. For instance, if your embark covers an entire island, no dwarven caravans or migrants will come because there's nowhere for them to arrive.

Otherwise, your own civilization's caravans can penetrate world features that other civilizations can't/won't, like mountains, oceans, and the like.

397
DF Modding / Re: Way to stop clothes from deteriorating?
« on: March 10, 2012, 02:22:01 pm »
Clothing deterioration doesn't cause much, if any, lag on its own, but rather the fact that dwarves claim additional clothes once theirs are worn prevents you from getting rid of the hundreds or thousands of clothing pieces that they've claimed. Those extra items do cause lag. Unfortunately, it seems that there's no way to have clothing that dwarves will come to the fort wearing that will also not wear; armor pieces of ARMORLEVEL:0 or no such tag will wear, but armor pieces with ARMORLEVEL:1 or more aren't worn as clothing.

I'm not sure which "setting to 15" would increase FPS. G_FPS, perhaps, in the init settings; that's graphical FPS, how often the game changes the display, so if the game has to update the display less often, it may be able to run faster.

Volcanic areas are typically surrounded by igneous stones, so to make a particular ore type appear around volcanoes, you'd need to add environmental specifications for the igneous layers to them. The particular tags you'd need would be:
[ENVIRONMENT:IGNEOUS_INTRUSIVE:VEIN:100]
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:VEIN:100]
Adding these two tags to the iron ores and coal would make those minerals appear in all igneous layers as veins as often as any other stone appears in those rocks.

398
DF Modding / Re: Just a small question.
« on: March 10, 2012, 01:10:19 pm »
Those are simply cosmetic tokens, and you should be able to modify them however you want without problems. Only recognized appearance modifiers will work, though, so CROAKING_VOICE might not be one (it's not listed on the wiki's creature token page).

399
DF Modding / Re: Amphibious Fortress Race
« on: March 10, 2012, 01:07:58 pm »
No, there's nothing you can do about that. The pathing behavior that marks deep water as impassible isn't altered by innate swimming ability or anything else.

400
DF Dwarf Mode Discussion / Re: Loitering - Why?
« on: March 10, 2012, 02:14:27 am »
Basically, an idle dwarf goes to one of three categories of place. The first category is meeting areas, meeting halls, statue gardens, and the like. The second category is their personal chambers. The third category is places where their job took them recently. You're noticing it when dwarves go to that third category.

Since soldiers usually don't have many jobs aside from slaughtering things, so when they idle they tend to go to the last place they were stationed or where they last killed things. Parents may be going to where they dropped their child that final time, since they might've gotten a "seek infant" job that took them to that location. Builders who are left idle will often go to the last thing they built. It's all the same behavior, idling near the last place they worked.

Dwarves who like crowds may be less likely to engage in this behavior because they're more likely to choose to go to public places, i.e. meeting areas. Loner dwarves may also be less prone to it because they prefer to loiter in private chambers. This is speculation on my part, however.

401
DF Dwarf Mode Discussion / Re: Dwarf Fortress rippoff? Game Of Dwarves
« on: March 10, 2012, 12:47:59 am »
Looks more like Dungeon Keeper than Dwarf Fortress. Looks very much like Dungeon Keeper, actually... Are the publishers related to Bullfrog in any way?

402
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 10, 2012, 12:19:26 am »
Hey all, I'm a beginner to modding in Dwarf Fortress and wanted to ask if any of you guys knew what I'm doing wrong? I'm trying to make a reaction for a corpse throne, btw:
Have you added the reaction to the dwarf entity? That's the first mistake new modders often make when trying to make reactions.

The BUILDING assignment line also uses a curly bracket { instead of a square bracket [, so the game isn't recognizing that line so isn't assigning the reaction to any building, thus making it impossible to use.

I'm not sure if the game accepts corpses as reagents, but the reagent line looks fine if it does.

The product line is very wrong. It has too many arguments, for one, and is trying to make a throne out of a stone or metal whose IDName is "CORPSE." Since that doesn't exist, it can't do it. What you were probably trying to do is get the material from the corpse and make it inorganic, which wouldn't actually work. If you wanted to make the chair out of... I guess meat, probably, the line would be

[PRODUCT:100:1:CHAIR:NONE:GET_MATERIAL_FROM_REAGENT:corpse:NONE]

as this would tell it to take the material from the product from the reagent line labeled corpse (it's not labeled CORPSE, by the way) and make it out of the same material as that reagent. To make it turn into an inorganic, or at least rot-proof, material type, you'd need to give corpses in general a reaction product that you used, but I'm not entirely sure how to do that, and that would be beyond the scope of a single reaction.

403
DF Gameplay Questions / Re: tomb vs tower
« on: March 10, 2012, 12:01:48 am »
Check your neighbors; that will tell you if a necromancer is around (it'll just say "tower" or whatever other form of settlement the necromancers are using as their base of operations).

404
DF Gameplay Questions / Re: Surface Building?
« on: March 09, 2012, 09:53:03 pm »
Constructions. Using the b-C menu, you can choose to make buildings that are then treated as every one of the basic terrain types, like floors, stairs, ramps, walls, etc. By constructing an up stair, then a down or up/down stair on the level above the up stair, you get access to the second, third, etc. level above the surface and can make further constructions there, allowing you to build towers and castles above ground.

A roof is just floors built on the level above the space you want roofed over.

A common point of confusion for new builders is that they find that they cannot construct additional constructions in the same tile as existing constructions, most particularly floors, and so wonder how they can change the floor plan of higher levels. What they don't realize is that they can build any construction out into open space, not just floors, so can just leave holes in the constructed floors and build walls or other constructions over those holes.

405
DF Modding / Re: How do I make a reaction for a free weapon?
« on: March 09, 2012, 06:34:15 pm »
You'd make one reaction that created an adamantine sword with no reagents, and a second reaction that would take an adamantine sword as a reagent and create nothing in return. Assuming you mean short swords for the specific type of sword, the relevant lines for those reactions would be:

[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:INORGANIC:ADAMANTINE]

and

[REAGENT:banish the cheat sword:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:INORGANIC:ADAMANTINE]

These would have to be in separate reactions of course, else you'd take an adamantine short sword to make an adamantine short sword, which doesn't do you much good.

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