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Messages - Veylon

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181
DF Dwarf Mode Discussion / Re: Zombies Evacuation (spoilers)
« on: February 19, 2012, 10:23:32 pm »
i would guess that they left your field of vision, possibly after more living stuff
My vision extends right up to the edge of the map. And I'm pretty sure they didn't just get rehidden; I can still see the few remaining guard shambling about.

182
DF Dwarf Mode Discussion / Zombies Evacuation (spoilers)
« on: February 19, 2012, 03:52:14 am »
I recently embarked on the side of the mountain and dug down to the third cavern area, where there was a Curious Structure jampacked with the zombiefied versions of various underground half-man creatures. Immediately after I got the message of having discovered the thing, they promptly mobbed and tore apart some Plump Helmetmen before gradually wandering off the top of the map. There were nearly a hundred; now there are five. The place is a ghost town. Where are they going? Why? Has anyone else seen anything like this?

Incidentally, there was also an issue where an underground lake was flooding an adjacent area that wasn't supposed to be a lake bed, but I fixed that with Dwarven Engineering and casualties.

183
DF Modding / Re: Dwarf Therapist (LATEST 0.6.11 2/15/12 see first post)
« on: February 16, 2012, 12:53:37 am »
It's already out? Only two days after the release? I'm impressed; it usually seems to take a week or so. I'll get to downloading and donating right away, then!

184
DF Dwarf Mode Discussion / Re: Migrants, and their histories
« on: February 14, 2012, 11:51:11 pm »
I had a female dwarf with two entire pages of cousins. Apparently her grandparents had no less then ten kids. And her great-grandfather was apparently some sort of priest (with thirteen children) who got turned into a vampire after defiling a temple and has now murdered 122 victims and continues to kill into the time of his great-granddaughter. His wife became a general, leading her people in numerous battles against the Unwelcome Hex of The Hell of Counselling before succumbing to old age. It just keeps getting more awesome the more I read it.

185
DF Dwarf Mode Discussion / Re: NICE SHOT!
« on: February 07, 2012, 02:21:21 am »
I once had a hunter kill a titan with his crossbow in a single shot.  Was my first titan too, I was excited!

It wasn't even made of vomit or anything, was a regular titan.  Guess he shot it in the head, I don't quite recall the specifics.

I had this happen, too, back in 40d. When I got the news that there was a Titan on the way, I organized my dwarves into emergency squads and stationed them strategically, ordered everyone underground, double-checked my walls, and then panicked when I couldn't find the thing. I don't know for certain my hunter one-shotted it (it might have been two or three), but he got his own fancy tomb all the same.

186
DF Suggestions / Re: Randomly Generated Holidays!
« on: January 31, 2012, 01:55:06 pm »
There could be a limit of how many holidays there are in a year and/or have some be major or minor. We've got Christmas, New Years, and President's Day, but we don't celebrate them to the same extent. Maybe the smaller ones give a Happy Thought if the Dwarf is able to celebrate them and nothing if not and the larger, more important ones give Unhappy Thoughts if the Dwarf can't.

Alternatively, there could be events that are only comemorated some years. A great Dragonslaying might only really get attention once every ten years or on particularly round anniversary.

In any event, it ought be possible to cancel or postpone festivities in case of Siege or whatever. There also ought to be a way to see what holidays are coming up so that appropriate materials can be provided for the celebration.

Also, the player should be more involved and not just have holidays happen. You could look up legendary figures and create a celebration in honor of their achievements on the anniversary of when they happened. It'd be neat to have a big feast in honor of your own fort lasting ten years or drink to the memory of your last fort being obliterated.

187
DF Dwarf Mode Discussion / Re: Bedroom Designs...
« on: January 30, 2012, 12:18:14 am »
Okay, here's what I've been using lately:
Code: [Select]
#################
#B..#B..#..B#..B#
#..X#..X#X..#X..#
#################
#B..#B..#..B#..B#
#..X#..X#X..#X..#
#################
#..#..#<<>#..#..#
#BX#BX#>#>#XB#XB#
#..#..#><<#..#..#
#################
#..X#..X#X..#X..#
#B..#B..#..B#..B#
#################
#..X#..X#X..#X..#
#B..#B..#..B#..B#
#################
Gives me 20 2x3 bedrooms in a 17x17 space with all the stairways connecting at the top or bottom (depending where I put the residential block) and a spiral staircase down the middle. Four free tiles means room for a chest and cabinet for every dwarf!

188
DF Dwarf Mode Discussion / Re: Sea Lampreys are the new Carps?
« on: January 28, 2012, 03:46:25 am »
Also, fish have always been and still are deadly. Except now they're not apocalyptic :p
Speak for yourself. I just had a fort wiped out by a school of Zombie Bluefin Tuna. They cleared out thirty dwarves in five minutes.

189
DF Dwarf Mode Discussion / Re: Selling caged prisoners?
« on: January 28, 2012, 03:42:13 am »
I guess Toady draws the line (for now) at openly engaging in the slave trade. If things change, you could also arrange to sell berserkers, children, and cheesemakers.

190
DF Dwarf Mode Discussion / Re: How big is your catacomb?
« on: January 28, 2012, 03:38:56 am »
I've gone back and forth between having 5x6 mass grave rooms (because you can fill them with a single max-sized order!) and long passageways with nooks every other square for coffins. I tend to like having enough empty coffins for the entire fort so that the dead can buried and not stink up the place and/or inspire rage in friends and relatives. I usually keep a "graveyard" room conveniently nearby for limbs that predecease their owners.

191
DF Modding / Re: Custom brewing reaction
« on: January 23, 2012, 03:29:51 am »
You use the [BUILDING:STILL:NONE] tag in the reaction. As shown in the wiki.

192
Farming ought to require more labor. Right now, a tiny patch can feed a whole fort. There ought to be some labor-intensive preparing that turns mass raw food stuffs into edible meals.

Maybe a dozen plump helmets need to purified and processed to make mushroom paste. Maybe ten sheaves of wheat need to be ground down down to make a loaf of bread. These kinds of reactions would require both that larger areas are set aside for framing and that it can't all be done by one to three dwarves.

193
DF Modding / Reaction to dump out buckets of water
« on: January 23, 2012, 01:07:58 am »
I've discovered a reaction that deals with the annoying "buckets of water laying around" bug without the hassle of manually dumping or hauling to the depot. It goes thusly:
Code: [Select]
[REACTION:DUMP_BUCKET_OF_WATER]
  [NAME:dump bucket of water]
  [BUILDING:CRAFTSMAN:NONE]
  [REAGENT:water:150:LIQUID_MISC:NONE:WATER]
  [REAGENT:bucket:1:NONE:NONE:NONE:NONE]
[CONTAINS:water]
[PRESERVE_REAGENT]
It works with both regular and stagnant flavors. I'm not sure if I'm the first to come up with this or if my searching prowess is low. I've also tried adding the [AUTOMATIC] tag to make it even more convenient, but it doesn't seem to work for some reason.

194
DF Modding / Re: Encrusting weapons and armor with gems
« on: January 20, 2012, 07:39:05 pm »
It'll look like this:
Code: [Select]
[REACTION:ENCRUST_ARMOR]
[NAME:encrust armor]
[BUILDING:CRAFTSMAN:CUSTOM_A]

[REAGENT:gem:1:SMALLGEM:NONE:NONE:NONE]
[REAGENT:armor:1:ARMOR:NONE:NONE:NONE][NOT_IMPROVED][PRESERVE_REAGENT]

[IMPROVEMENT:100:armor:COVERED:GET_MATERIAL_FROM_REAGENT:gem:NONE]

[SKILL:ENCRUSTGEM]

Replace ARMOR with WEAPON or HELM or SHOES to encrust things besides bodywear.

195
DF Modding / Re: Products by Stack Sizes
« on: January 20, 2012, 06:56:50 pm »
You can work bone counts correctly via bolts. 1 bone is always turned into 5 bone bolts. All you have to do then is do the recipe by number of bone bolts rather than bones.
I did this:
5 bone bolts => 1 bone slab, so 1 slab = 1 bone
Code: [Select]
[REACTION:BN_MAKE_BONE_BAR]
  [NAME:press bone slabs]
  [BUILDING:QUERN:NONE]
  [REAGENT:A:5:AMMO:ITEM_AMMO_BOLTS:NONE:NONE][ANY_BONE_MATERIAL]
  [PRODUCT:100:1:SLAB:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
  [SKILL:PRESSING]
I used slabs for the unit of bone because bone furniture can actually be stockpiled, unlike bars or blocks. Also, it keeps bone supplies safe from being used up by practicing marksdwarves. I used pressing as the skill as I imagine turning bolts into slabs would involve crushing at the quern.

Then, all you need to do is do whatever you want with the slabs:
1 bone slab => 1 bone bin
Code: [Select]
[REACTION:BN_MAKE_BONE_BIN]
  [NAME:make bone bin]
  [BUILDING:CRAFTSMAN:NONE]
  [REAGENT:A:1:SLAB:NONE:NONE:NONE][ANY_BONE_MATERIAL]
  [PRODUCT:100:1:BIN:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
  [SKILL:BONECARVE]

Or, if you want to do mass amounts:
10 bone slabs => 10 bone bins
Code: [Select]
[REACTION:BN_MAKE_BONE_BIN]
  [NAME:make bone bin]
  [BUILDING:CRAFTSMAN:NONE]
  [REAGENT:A:10:SLAB:NONE:NONE:NONE][ANY_BONE_MATERIAL]
  [PRODUCT:100:10:BIN:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
  [SKILL:BONECARVE]

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