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Messages - Eric Blank

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17041
DF Modding / Re: Peace with the animal men
« on: August 18, 2010, 04:18:17 pm »
[BENIGN]
Determines whether creature can show up on "tame" maps (includes elephants), which will generally avoid dwarves, although they may chase and/or attack them if they get too close. (in other words they just prefer to be left alone

Source: http://df.magmawiki.com/index.php/Creature_token#ixzz0wzgY9XxG

It may actually limit it to benign areas, like the savages token does. These tokens and the [GOOD] and [EVIL] ones don't affect the creatures' reactions to one another and you, just restrict them to certain biomes. Currently all animals seem to be neutral until provoked at least, and unspeakably cruel to anything they set eyes on at most. the beastmen tribes are an entity anyway, so this won't affect their hostility in the first place.

There really isn't an entity token that controls a civilization's feelings towards your dwarves except the ethics tags, which, (along with the biome and location tags) according to Toady's comments in the entity_default file, currently do nothing on layer_linked civs, like the beastman civs. They'll be hostile by default until he changes this, and there doesn't seem to be a way to keep them underground while also letting them use the ethics and location tags. You can put them in caves like kobolds, but that's as close as you can get.

17042
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: August 18, 2010, 03:24:25 pm »
not sure why the image won't show up, sorry

http://img831.imageshack.us/i/theprinceisinsane.png/

17043
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: August 18, 2010, 02:34:26 am »
So i just met the prince of my civilization while wandering around outside, just barely after starting out. Truly a grand coincidence. Wonder why he's out in the smallest town when the capital is miles south of here across the mountains... Apparently all of his siblings have been captured and/or killed because they're all referred to in the past tense.
I also found the general and his 9-year-old youngest daughter (he apparently has 4, all but this one were kidnapped and married off after turning 13.) in the same town. I wouldn't consider it a grand idea for so many important people to be wandering around in the smallest outpost. I guess it gets them away from the orcs, but now everyone's being kidnapped by the tigermen.

Immediately after posting that I went back and found out why the prince is in such a precarious position;
Spoiler (click to show/hide)
Turns out, he's crazy. Everyone else is probably there to keep an eye on him.
Worthy of a bug report? am I crazy?(relatively speaking...)

17044
DF Adventure Mode Discussion / Re: How do I attack with bow and arrows?
« on: August 17, 2010, 08:51:12 pm »
Actually, I had a problem with a human adventurer involving wildlife not attacking me or running in fear, ever, I had to start all the fights from melee range. They wouldn't even help each other, just stand there and watch.
It was in an old version though, 31.04 maybe, and I haven't seen it since, though that doesn't necessarily say it couldn't still happen on occasion.

17045
Right now, I have to say it's the mandrills and macaques. Nothing else is so aggressive, so intent on getting into my fort than a pack of thieving monkeys. Not even the subterranean wildlife trying to path to the surface works this hard to charge through my dining hall.

17046
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 17, 2010, 04:45:42 pm »
Today I worked up the nerve to return to my fort, previously dulled down by 11 months(not including my escapades with the flooding event) by save corruption.

I immediately got to work on the walls, first bridge, and moat. The entire process went quite smoothly and I once again escaped killing anyone while working. There was, however, a cave-in resulting in a 3-week vacation for a miner, and some small training for the gem workers in their alternate career of healthcare, and a second mandrill invasion that claimed the life of a newborn shieldinfant, both parents are still ecstatic. The migrant wave brought me 25 migrants this time.
I think 'll end up moving the bridge again, it was supposed to be in the center...

17047
DF Adventure Mode Discussion / Re: Don't you love experiencing children?
« on: August 16, 2010, 04:19:58 am »
A third concept is that they really meant 'to cherish your childhood'. The first reaction was thoroughly hilarious though.

17048
DF Adventure Mode Discussion / Re: Donkeys / Horses
« on: August 16, 2010, 03:26:18 am »
I too have had quite a bit of Fun with horses in both gamemodes. A kobold adventurer of mine was slaughtered by one in two blows, both to the face, and in one fort, my army of 3 and a dozen dogs was single-handedly defeated by an undead horse. I've seen them attack towns as well, a small group of horses kills literally everyone. Surprisingly, they're virtually worthless if they're chained outside a fort as first defense.

If there's one thing this game still needs, it's moose. They're the only worthy competitor for most dangerous herbivore, or plasticivore, if you've ever gone outside one morning to find the local moose has eaten your Christmas ornaments.  :P

17049
DF Adventure Mode Discussion / Re: Sudenly creatures dying out?
« on: August 16, 2010, 02:32:20 am »
Another related challenge;
You should start a zoo based around all the wild animals you can find. Don't tame them, leave them feral and let them breed (some of them will, at least, they just don't usually stick around long enough to give birth. I think it relies on whether they have the [CHILD:# years to adult] token, along with having both genders?) Try to increase the smallest pops to something that isn't utterly pathetic (tigermen, 8, alligators, 5). Remember that if you abandon, wild animals kept in cages will only survive if the cage is linked to a lever, wild animals left to run around won't die, but they might kill each other. Pets always die upon abandonment, and hostiles in cages will be released unless their cage is linked.

This of course comes from word of someone else, don't remember who, or where. Sorry If I read incorrectly.

17050
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 15, 2010, 01:42:54 am »
The save was corrupted. Everything in my last 3 posts is now null and void, I'm back before I got the 22-dorf migrant wave that brought be up to 41 dwarves, the walls aren't even finished and I hadn't conceived of the moat back then, hell I don't even have the workshops or stockpiles dug out. I'm pissed. Such a productive year, all gone!

17051
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 14, 2010, 11:45:43 pm »
Argh, why does stockpiling have to be the highest priority task in existence? Designate a food stockpile and the entire fortress shuts down...

I'm with you on that one. Dumping and stockpiling should be at the bottom of the list.

Ideally, Toady will eventually let us designate the priority levels of various jobs through the (upgraded) in-game interface.

17052
DF Dwarf Mode Discussion / Re: The One Floodgate
« on: August 14, 2010, 06:36:48 pm »
I remember there once being an artifact that was decorated with 75 pictures of itself.
Yes, but this one is more than 6 times planepacked's worth.
It depicts itself 7 times.
This may only depict itself 7 times, but it's made of raw adamantine, while Planepacked was made of stone, hence why it is more valuable.

On a related note, we worked out both why Planepacked happened and that the conditions/circumstances could be repeated, right? If so, then someone should try to get a Planepacked-type statue made of adamantine, just to see how valuable an artifact you can make.

The Planepacked exploit is the one he used, and I WAS thinking about suggesting he savescum for something more interesting than a floodgate...

17053
DF Dwarf Mode Discussion / Re: The One Floodgate
« on: August 14, 2010, 06:35:09 pm »
You may want to ensure that the dorf locked in the room doesn't have many friends/has become immune to tragedy on a previous occasion, otherwise you may break the record for shortest time spent between sane but miserable and absolutely berserk.

You must feel truly gifted to have received such a thing.

or the axe dwarf you mentioned will work...

17054
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 14, 2010, 06:15:56 pm »
Did the mason at least survive?

Currently I'm setting up my defenses across the river, I haven't even decided exactly what's going to happen, but i've decided the fort will be defended by marksmen up on towers overlooking the bridges, with melee troops as backup. The entire fort will be trained as part-time soldiers, no shortage of militia, just big prayers that they're mostly successful.

17055
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 13, 2010, 09:23:39 pm »
A trio of Ogres beat an Elven caravan to death with sunberries.

A dwarven caravan just left, but one speardwarf stopped three tiles from the map edge starring after the caravan. He has changed on the units list from merchant to friendly.

That's an interesting bug. Was he doing anything while he was there?

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