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Messages - NecroRebel

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601
DF Dwarf Mode Discussion / Re: Newbie questions (again)
« on: February 12, 2012, 02:38:30 am »
Then can I somehow mod animalman invasions like goblin ambushes but only underground?
You could make an animalman entity that would come as ambushers or sieges, but they'd come exclusively on the surface. It's impossible for any civilized creature to come from the map edges in the caverns.

602
DF Dwarf Mode Discussion / Re: Newbie questions (again)
« on: February 12, 2012, 01:50:19 am »
1. The various animalman tribes don't repopulate, no. What you have on the map at fort start is what you get.

2. I believe it's the SKULKING tag that kobolds have that makes them not show up on the civ access page. That or it's the fact that they live in caves, I don't remember which exactly. Regardless, that appears to be intended behavior. They don't show up even if there's a half-dozen kobold civs that could theoretically get to you.

603
DF Dwarf Mode Discussion / Re: How can I get this embark?
« on: February 12, 2012, 12:02:03 am »
1. Turning the erosion cycle count up really high in advanced world gen tends to create flatter worlds. Otherwise, make sure you check the elevation variance map before you embark to make sure it's all 0s.

2. Search for high rainfall, medium drainage. That tends to produce forests.

3. Modding out aquifers is a sure-fire way to make sure you don't get aquifers.

4. In advanced world gen parameters, turn up the starting and desired river source counts up. That'll make more brooks, which will join to form more streams, which will join to form more and bigger rivers. The biggest rivers will be found relatively close to oceans, so look around those.

5. Soil tends to get deeper near oceans, so, again, looking near oceans is likely to be beneficial.

6. I guess you'd need to go to the relatively-extreme north or south of your worlds, since oceans tend to make the areas around them less extreme in temperature.

7. Like with aquifers, modding out siltstone is a sure-fire way to make sure you don't get it. Also, DFHack's prospector feature now works (mostly) on the embark map, so if you want more than one suitable location, checking to see if their biomes have siltstone before you embark would help avoid it.

604
DF Dwarf Mode Discussion / Re: Pig Iron as armor?
« on: February 11, 2012, 01:14:19 pm »
No-quality steel armor would probably be better than artifact pig iron armor. Pig iron is worse in more-or-less every way to iron (its impact and shear yield and fracture values are higher, though the elasticity value is lower; the first is bad, the second is good), so iron and bronze weapons will likely go right through it, even when it gets a deflection. Since all artifacts do is triple the deflection chance compared to a no-quality item, your artifact is 3x as likely to blunt copper or silver edged attacks than a steel breastplate, but gets next to no benefit against better materials and probably won't be very likely to deflect blunt attacks at all.

605
DF Dwarf Mode Discussion / Re: Weaponizing
« on: February 08, 2012, 04:49:54 pm »
See sig.
How are you going to make Godzilla build your fort, though? And how would you tell if he was moonwalking in DF graphics? ???

606
DF Modding / Re: Dragon eggs not *hatching
« on: February 08, 2012, 01:50:28 pm »
Did you wait until the dragon(s) laid a new clutch of eggs? It's unlikely to have any effect whatsoever on existing eggs, so you'd need, at minimum, a new set of eggs to be laid, and there's a better-than-even chance that you'd need a new world.

607
DF Modding / Re: Dragon eggs not *hatching
« on: February 08, 2012, 01:31:03 pm »
It should work, though probably not for existing dragons or eggs. Why 130 days and 1 year 10 days, though? Aren't those pretty strange numbers. Still, size 3050 eggs are still gigantic; a chicken egg is size 62, and while I'm not sure what the measure is (probably cm^3 like everything else), that means that your dragon eggs are still massive.

608
DF Gameplay Questions / Re: Demons
« on: February 08, 2012, 01:24:57 pm »
Note that if you block off the path with a wall it will keep the demons out as well, but it will cause massive FPS play due to a bug that makes them attempt to path into your fortress on every single 'tick' of the game.
This is also a myth, actually. The FPS drop from demons is due to their BUILDINGDESTROYER tag, probably due to them attempting to path to every accessible destructible building in the fort every tick and then attempting to walk each of those simultaneously, but if you close off all the paths, they'll eventually find blockage in and cancel all of those paths, causing FPS to return to at least close to normal. If you remove their BUILDINGDESTROYER tag before breaching the depths they'll cause no more FPS drop than any other large group of creatures.

609
DF Gameplay Questions / Re: Demons
« on: February 08, 2012, 09:59:38 am »
On everything except for FB's, titans, and demons this would work, but if you try to drop a bridge on one of them all it does is break the bridge.
It's not limited to those creatures, actually. Whether a bridge can raise, lower, retract, or extend when a creature is on top of it depends on the size of that creature. If any single creature on a bridge's area is over a particular limit (IIRC 1.2 million), the bridge will not operate. FBs, titans, and demons all happen to be well above this limit, but they aren't the only things that are.

610
DF Modding / Re: Dragon eggs not *hatching
« on: February 08, 2012, 09:44:16 am »
Supposedly, the egg_size token affects how long it takes the eggs to hatch, and your dragons have very, very big eggs. Also, sometimes a clutch will not actually be fertilized, even if you have males of a species, and if not fertilized the eggs will never hatch. Try turning down the egg size and letting your female(s) lay another clutch and see if that helps.

Note that your dragons won't actually be very effective combatants for quite some time; they become sexually mature in 2 years, but still take 1000 to grow to full size. The BODY_SIZE:x:y:z tokens mean that at age x years and y days the creature is at size z, and yours still have the default 0:0:6000 and 1000:0:25000000 set, so they grow quickly but will never be the terrors (or meal tickets) you probably hope they'll be.

611
DF Modding / Re: Custom Weapon Reactions
« on: February 07, 2012, 01:15:07 am »
Now it says that the reaction can't be done without a tanned hide, though I embarked with 50 leather
That's because the reaction is asking for 100 leather and you only have 50. Switch the reagent line to    [REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE] and it should work.

612
DF Gameplay Questions / Re: First Game Questions
« on: February 06, 2012, 11:20:25 pm »
1. The first 7 dwarves always like working outdoors. Otherwise, it's an uncommon personality trait amongst the dwarven species. This is almost certainly intended, to showcase the fact that those 7 are the sort who would go out into untouched wilds to attempt to make a new home; everyone else who comes later comes to a place that has at least nominally been settled, so they don't need to lack hate of the endless sky so much.

2. Once you've selected a place for your fort, your fort remains there. There are plans to make it possible to extend a fort's influence further, but for now, your settlement's borders, as defined on embark, are what can be affected and viewed. You can see more of the world in adventure mode if you want, though, as adventurers can (in theory, at least) go anywhere within a generated world.

3. Farm for food and brew plants you grow. Having exactly one farmer who does nothing else but farm can provide enough plants to feed and booze a whole very large fort, while more than one farmer is actually less effective since less-experienced growers get fewer plants per seed, tile, and time and more farmers cause less skill gain for each of them. Around 20-25 tiles of farm plots should be sufficient for 100 dwarves. Your stills should be working most of the time, too, and for the first couple of years so should your barrel production to keep up with the stills.

613
DF Dwarf Mode Discussion / Re: My Child Soldiers are very slow to train...
« on: February 06, 2012, 09:44:25 pm »
Am I to understand that you have 2 squads of 10 soldiers? They'd train vastly faster if you had 20 squads of 2 soldiers. This is believed to be because training soldiers attempt to organize demonstrations occasionally, and a large portion if not the whole squad needs to show up to watch the demonstration before it actually starts, and demonstrations' effectiveness is based on the teacher's level in the taught skill and their teacher skill. With large squads of inexperienced soldiers, you often get the squad standing around doing absolutely nothing for long periods of time while they wait for everyone to gather for a demonstration, then they get next to nothing out of the demonstration when it happens.

On the other hand, 2-man squads do demonstrations quickly, since they don't have to wait for so many people to show up, and so have a larger proportion of their time spent actually training. They also appear to spar more. This means that 2-man squads will get to novice level in a half-season or less and will become legends in a year and a half to two years, compared to a 10-man squad taking a decade for the same growth. Make more smaller squads and you'll see more results.

614
DF Dwarf Mode Discussion / Re: Aquifer
« on: February 05, 2012, 01:41:12 pm »
If you know how to deal with them, they're not that bad at all. I actually prefer embarking on places with a single-layer aquifer due to how easy they make getting infinite water near the surface without significant FPS drain.

615
DF Modding / Re: Eagles and playing as them.
« on: February 04, 2012, 10:48:24 pm »
Try adding a T between the last N and the last ] of Putnam's suggestion. I suspect that it's currently trying to make a playable gian eagle entity, but you want a playable giant eagle entity.

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