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Messages - travellersside

Pages: 1 [2] 3 4
16
DF Modding / Re: Allow vampires to physical attributes
« on: April 07, 2013, 11:18:55 am »
It's called 'Fear the Night' and the link is in Xangi's signature. Be warned, these vampires aren't harmless little murderers.

17
It doesn't hurt to have some candy cloth stashed away in case of moods though. Artifacts don't rot, after all.

18
DF Modding / Re: Question: Wrestling code.
« on: March 28, 2013, 07:14:55 pm »
Wrestling no, but you can edit punches, kicks and bites. That may be some use.

19
DF Gameplay Questions / Re: hallway width, stairway width, and traffic
« on: March 27, 2013, 10:54:18 am »
If two dwarves cross paths with each other, they slow down - one lies down and the other climbs over. By having wider paths, they can instead step around each other.

If the intended path is rarely used, it's okay to have it only 1 wide, but if it has a lot of traffic, it's a good idea to be two or three wide (even five, for extremely heavy traffic) and to paint a high-traffic line along the middle. This applies to vertical paths (stairs and ramps) as well as horizontal corridors.

20
DF Dwarf Mode Discussion / Re: What is your favorite wildlife/animal?
« on: March 24, 2013, 02:51:22 pm »
Badgers. I love badgers, vicious little critters that they are.

My first fort after they were introduced had badgers, badgermen and giant badgers as about 80% of the animal population. I got rather attached to them after that.

They don't graze, you get a decent amount of meat when butcherig, they breed at a decent rate, and they're quite happy to attack things. I consider them a very dwarfy pet.

21
DF Dwarf Mode Discussion / Re: Modifying sky height?
« on: March 24, 2013, 02:40:17 pm »
Pressing that button takes a screenshot and stores it on the clipboard. All you need to do now is to open an art program of some kind and paste. Your screenshot will then appear.

There are other ways of doing it, of course, but that's the simplest by far.

22
My problem with guilds (in my personal homebrew) is working out what the actual advantages of being in one are. Once you get past a relevant skill increase, what can you give Guild A that distinguishes them from Guild B? After all, with most skills, you can raise them to Legendary and that Guild advantage is no longer important.

I'm toying with a different kind of guild in my own game, one where dwarves get syndrome tags to indicate their affiliation, then a Guild Marker (based on Meph's wards) regularly buffs all of that guild within a short range. Since you can practically only get so many workshops in that area, you cluster types together, which in turn leads to guild districts. It's hardly perfect, and I'm working on a lot of tuning for it, but it satisfies my desire for being a member of a particular guild to make a difference to a dwarf, even if it's more on a community level than an individual level.

23
DF Modding / Re: Looking for some Tolkien experts.
« on: March 05, 2013, 05:04:28 am »
Fantasy plants: box-woods, elanor flower, evermind, gorse, hawthorn, kingsfoil, lissuin flower, mallos flower, niphredil flower, sages (blue, red, green), seregon flower, snowthorn, thrift, thyme.

Real world
box-wood - a bush often used in gardens
gorse -  a shrub, found pretty much everwhere, but mostly on moorland and scrubland
hawthorn - a tree
kingsfoil - very possibly 'Chimaphila umbellata', currently known as Prince's Pine, but once called King's Cure
sages (blue, red, green) - decorative, cooking and medicinal uses
thrift - an evergreen perennial, used decoratively in rock gardens
thyme - a herb commonly used in cooking

Fantasy
elanor flower, evermind, lissuin flower, mallos flower, niphredil flower, seregon flower, snowthorn.

Tolkien was English and all the real world plants above were common in Britain or Europe. The Shire was rural English, so anything that you'd find in England was to be found there. By and large, if you can find it in the real world, it's probably going to fit into the appropriate terrain Middle Earth. It wasn't a case of what real creatures you would find there, but what you would not.

24
That sounds vaguely familiar, and I wish that I could be more helpful and specific than this...

I think that Old Genesis may have once had a similar problem with their bitey caste. It might be worth looking at the raws to see how Deon ended up handling poison bites.

25
A few suggestions to throw into the mix

Snake: Poison bite attack. May as well have someone using the bite skill for once.
Frog: Amphibious. The game still won't have them path through water, but at least they wouldn't drown.
Lizard: Tougher hide. Nothing else, just skin as tough as leather armour.
Butterfly: Once in their life, with a very, very long delay, let them transform into themselves, thus giving them a single healing rebirth.
Cutebold: Slow_learner and immune to animal hostility (For the amusement value, if nothing else)

26
A thought on kobold castes:

Have them follow spirit totems. So, you'd have a rat totem kobold, a snake totem, a frog totem, and so on. Each one has traits appropriate for that spirit (and their description can have the symbol painted on), and potentially could then have a shaman who was given a few supernatural abilities based on their totem. You could even have shamen able to turn regular versions of their creature into giant versions.
It might be overly complex, of course, but it would give you some variety.

27
This won't work for an existing world, but it will help you when making new worlds. Unfortunately, I have no idea how to increase aggression in your situation. Still, this might be worth something to you for the future.

The absolute most basic way, that is just vanilla-but-more is to add another goblin entity.
Go into raw/objects/entity_default and find the entry for the goblins. It starts with [ENTITY:EVIL]. Copy the entire thing and paste it at the end of the file, but rename it to EVIL2 (or any other name that amuses you).
Presto, any world generated like this will have two goblin entities attacking you, and thus there'll be twice as many goblins. Or three times, or four times... Try not to go too crazy though, because things can get rather bogged down if there are too many.

There are also plenty of mods out there that just add a new race to attack you, including Fortress Defense, which Masterwork makes use of for some of its enemy civs. Check the stickied Communities Mods and utilities list for some ideas of interesting mods.

28
Mod Releases / Re: More leather mod (real mod not asking for help)
« on: January 23, 2013, 06:00:16 am »
That's kind of true.

My understanding is that because the hoof contains no Muscle, Skin or Fat, it doesn't count towards the totals - it doesn't matter about the thresholds, since it contains a total of zero. So it's not just the toes, but the entire foot that's ignored. With four of them, that adds up to a noticeable reduction in the total.

29
Mod Releases / Re: More leather mod (real mod not asking for help)
« on: January 22, 2013, 04:17:29 pm »
It should work. I remember when it was last suggested, and I remember a couple of things from back then. I don't think that anyone ever did anything with it though, so it became forgotten knowledge.
Firstly, it's going to make a lot of raw skin, so unless you have a lot of tanners, you're going to have some of the skin hanging around for a while. Unless you also add [DO_NOT_CLEAN_GLOB] to the template, you're going to get them destroyed by cleaners, and yes, they do seem to consider this to be a fairly high priority.
Also, there's a weirdness involving hoofed animals. The amount of skin you get is dependent on the size of the animal, but due to the way that the game calculates things, hoofed animals give significantly less skin than their size would indicate, just like they give less meat etc. That'll cause a few problems with balancing things out. If I remember, dogs gave 12 and horses gave only 14, so bear that in mind.
It's easy enough to tweak the tanning reaction to require more raw skin for each piece of leather, if that's what you want to do.

30
Looks pretty decent. I note that while a vanilla mason's workshop takes something and uses the Masonry skill to turn it into, say, a door, here you're using the Stonecraft skill to make those same products. Is it intended that the skills be different?

To me it does make a degree of sense, since you're shaping stone to a design, while masonry would be more about Constructing things, but it might surprise some people.
(Also, I rather like the idea of having my crafters make the furniture, rather than having my masons running back and forth between making walls and tables. I think that I'll snag this idea for my own homebrew.)

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