Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Halnoth

Pages: 1 [2] 3 4
16
DF Dwarf Mode Discussion / Performers Assigned to Tavern and Temple
« on: December 25, 2015, 10:04:27 pm »
So I have been trying to figure out how often dwarves will perform if given the occupation.

However, so far the temple performers have done nothing but pray and meditate and the tavern performers just serve drinks like the tavern keeper would.

Am I missing something?

17
Hello Everyone,

I am currently playing around with libraries. I made a test fort with 14 scholars and 10 scribes. I have 100s of scrolls and codexes. So, here is my impression of the two, and other library information.

Scrolls are easier to make by far since you don't have to wait for a dwarf to write on a quire to bind the book.

Scrolls are worth about 30% less than codexes.

Codexes are listed seperately in the stocks screen which makes them much easier to track because you don't have to expand the view to count how many scrolls have been written on. Scrolls both written and unwritten are listed as tools and are lumped together in the stocks screen.

However, in the stocks screen, the jobs list, and v; copies of codexes are described as codex with a quality modifer. For example *green glass codex*. On the other hand copies of scrolls are described with the title of the work. This is nice if you just want to see the subject of the material the dwarf is reading instead of looking at the detailed description. Original codexes are displayed with the title.

The best way to get a library off the ground is to have at least one of your starting 7 have at least a 3 in teacher, a 2 in student, and then a 1 in 5 other subjects (I chose health stuff). This causes the dwarf to take on your other scholars as students later.

I set up a basic library by mid summer when the first migrant wave came. I did not add more scholars until summer of the second year. I allowed everyone entrance to the library so I could get visiting scholars.

Edit: Wordsmith seems to affect new books being written while writer seems to affect the speed of scribing. Scribes use the student or reader skill to copy books. My scribes have made 100s of copies and NONE of them have writer or wordsmith skill. They all have high skill in reader and student. My hunch is that they use the student skill.

All 14 of my scholars have written about 75 books a piece. They all have high levels of the writer skill (at least proficient). However, they have only dabbling or novice wordsmith skill. This leads me to conclude that the writer skill is what effects books and prose. My hypothesis is that the wordsmith skill is not related to book writing directly but is in fact associated with a knowledge category, perhaps philosophy (grammar, poems, etc).

Additionally, it would appear that dwarves do not gain skill by reading a book until their student/reader skill is higher. I have roughly 1100 books in my fort and only my scholars have greater than novice in any one academic skill. This is because they discuss things, ponder, etc. I am not sure at what point dwarves begin to accrue skill through reading.

Dwarves will get unhappy thoughts as scholars if they don't like intellectual stuff, conflict, reading, talking to people, or the particular subject being discussed. The biggest source of unhappy thoughts is when dwarves are discussing. I think the game treats this as a low level conflict. However, I found that the unhappy thoughts are mild and with enough alcohol  and other sources of good thoughts don't matter.

A typical scholar will write a book every other season. Because of this I have more scholars than scribes.

You will have to remove your doctors from being scholars when medical stuff needs doing as dwarves can easily spend a season discussing a topic.

You should have 3 unwritten scrolls or quires per scribe or scholar to facilitate writing. You should have enough tables and chairs for about 20% of your population since dwarves will eat and read there. Bookcases; it appeared to me that dwarves will only copy and read books that are in the library or at least being in the library increases the odds.

Discussion of engineering appears to give dwarves mechanics as the highest moodable skill. I am not sure if it increases the mechanic skill or if the engineering skill just counts toward mechanics for moods.

Visitors will sometimes walk off with books but they write way more books than they steal.

I hope this helps and is informative. I will update as I find out more.



18
DF Dwarf Mode Discussion / Human Mercs Loyalty Cascade and Liason Death
« on: December 06, 2015, 03:22:56 pm »
Haha the new version is amazing.

I had a fort of 250, most of my military is made up of human mercs.

A dwarf failed a mood and went beserk. So of course I sent my military to kill it. This caused all the dwarves to attack the human mercs. The squad leaders in the human merc squads started defending their squad mates. This caused my civies to attack my military. Then the visiting performers jumped in.

The result:
175 dead residents.
75 surviving residents.

Amazing.

Edit: Forgot to include the liason who was outright killed by a performance troop in the tavern. (the liason was a goblin)

Edit 2: This gets even better, apparently the dwarves beat each other to death with their goblets.

Edit 3:

19
DF Dwarf Mode Discussion / New temple issues
« on: December 01, 2015, 11:47:23 pm »
First off, I like the new version, simply amazing. Now dwarf fortress sorta has an end game.

I like the idea of temples so thats the first thing I tested out. It seems that the zone itself works fine, meaning that dwarves show up and worship. However, as far as I can tell the act of worshipping is not satisfying the dwarves needs or producing happy thoughts. I tried varying the size, putting more furniture in, assigning a performer, and even burrowing only the dwarves that worship that god in the temple.

Has anyone else had this issue?

Any solutions?

Any ideas?

Also, has anyone tried the [RELIGEON] tag on a noble yet to see if it does anything?

I saw that Toady posted a couple things about this but I'm curious if this is something others are noticing or is it just me and a handful of other temple newbs?

20
DF Modding / idea for a possible attackers fix (ie sieges not showing up)
« on: September 07, 2015, 05:39:17 am »
So, my and probably a lot of peoples problem with the new DF is the complete lack of attacking enemies. I've been downloading mods and trying to figure out how to remedy this and after playing dark ages (where stuff like nightmares show up to kill you) a thought occurred to me.

Is it possible to add say goblins as a roaming animal group to all biomes? Can't the attack trigger tag for semimega and mega beasts be added to these bands to make them show up at the appropriate times?

To fix the issue of these types of monsters not showing up with armor, the body of these could be composed of say bronze with swords for hands.

If this works a modder could add any number of "civs" or bands of monsters with any attack trigger they wanted and they would show up at a players fort to wreak havoc.

Population might be an issue but that can be increased as well right?

Of course you wouldn't get a fancy siege tag but an ambush doesn't give that anyway and you can mod the creatures to be stealthy I believe.

21
Dwarven Haberdasher Lite

Download at the link below!
http://dffd.bay12games.com/file.php?id=11080

This mod expands the textile industry. To install simply copy and replace the raw files into your raw directory.

Main DF folder --> raw folder --> objects folder --> copy and replace

Mostly this mod only adds stuff to the game. There are a couple things that are removed by this mod though. These are;

1. Cave wheat and sweet pods - simply because I added 8 new plants that do specific things in the mod (like dyes) so the plant list was pretty hefty. However, dwarf sugar and flour are still in. The only thing really lost is dwarf syrup, because dwarf glue is made through the process plants to barrel task.

2. Leather clothing and armor - I removed these because with the addition of clothing items and cloth armor the armor lists were very very long. This is a simple quality of life thing.

If these really are a hardship for you I can tell you how to put them back in. They are all simple changes.

What this mod adds -

 3 new cloth types
 Quilted - Equivalent to copper (valuable)
 Leather Padded Quilt - Equivalent to iron (more valuable)
 Laminated Quilt - Equivalent to steel (very valuable)

 Cloth furniture
 Cloth armor (built at the regular clothier workshop)
 Expanded clothing (more options)
 Carpets, rugs, and tile to jazz up your fortress (these are building materials so you could build a tent or drape carpets on your walls!)
 Embroidery workshop to add decorations to your new cloth furniture and armor!
 Somewhat complicated tech tree.

 Expanded farming
 8 different dyes (blue, green, teal, red, violet, white, black, and yellow), these dyes are made from edible/brewable mushrooms.
 You can specify the dyes you want at a quern or mill.
 New thread plant, cave moss.
 Tower cap stalks to create wood. (this is mostly for wasteland/desert embarks, I started embarking in these places because of the tree bug. It is somewhat expensive to create wood this way. It is much easier to simply cut trees down.)
 Mushroom cheese!

 2 new domestic animals.
 Cave tortoise (can be sheared for leather. If you are making a lot of padded or laminate cloth you will need a ton of leather)
 Cave lynx (a trainable vermin hunter, good for spotting ambushes)

 New weapons
 Katana (sword skill)
 Tonfa Baton (mace skill)

 New shields
 Scabbard (to go with the katana)
 Tonfa Baton (to go with the... tonfa baton)

 Alright so this is how the cloth system works.
1. 3 basic thread (plant, silk, or wool) makes quilted cloth, at the textile workshop.
2. 1 quilted cloth, 1 basic thread, and 1 leather get you leather padded quilt cloth, at the textile workshop.
3. From there a dye of your choice, mushroom glue (made from any of the 8 mushroom dye plants at the farming workshop via process plants to barrel), quilted cloth, 1 basic thread, and a leather padded quilt cloth get you a colored laminated cloth, at the dyers studio.

Both quilted and padded cloth can also be dyed at the dyers studio separately.
These colored cloths cannot be used to go further up the tech tree.
Only colored cloth can be used to make furniture, carpets, rugs, and tiles.

Armory workshop lets you create the special shields and laminar armor as well as some minor items. Laminar armor is a little better than steel.

Furniture workshop lets you create the cloth furniture.

Fletchers workshop creates bolts en masse. (uses metal bars and some textile items to create a stack of bolts, I made this mostly to combat the dwarves not picking up ammo and ammo stacking issues)

Note: Comments are welcome. This is my first minor mod release and I would appreciate feedback. Both positive and negative.

 ~Halnoth

change log
1.1 minor bug fixes

22
Dwarven Haberdasher

Download at the link below!
http://dffd.bay12games.com/file.php?id=11075

 This mod expands the textile industry, increases invaders, simplifies stone/soil/gems, and more. Starter pack included.

 3 new cloth types
 Quilted - Equivalent to copper (valuable)
 Leather Padded Quilt - Equivalent to iron (more valuable)
 Laminated Quilt - Equivalent to steel (very valuable)

 Invaders have access to these cloth types and steel. So, dwarves have access to Runic steel and lamellar armor which are both better than steel (but not by a lot).

 Cloth furniture
 Cloth armor (built at the regular clothier workshop)
 Expanded clothing (more options)
 Carpets, rugs, and tile to jazz up your fortress (these are building materials so you could build a tent or drape carpets on your walls!)
 Embroidery workshop to add decorations to your new cloth furniture and armor!
 Somewhat complicated tech tree.

 Expanded farming
 8 different dyes (blue, green, teal, red, violet, white, black, and yellow), these dyes are made from edible/brewable mushrooms.
 You can specify the dyes you want at a quern or mill.
 new thread plant, cave moss.
 tower cap stalks to create wood.
 Mushroom cheese!

 2 new domestic animals.
 Cave tortoise (can be sheared for leather)
 Cave lynx (a trainable vermin hunter, good for spotting ambushes)

 New weapons
 Katana (sword skill)
 Tonfa Baton (mace skill)

 New shields
 Scabbard (to go with the katana)
 Tonfa Baton (to go with the... tonfa baton)

 Civs
 Gnomes (both mtn and dark) are your only allies. I put them in mainly to take the heat off of dwarves during world gen. If they survive, then great you have a trading partner.
 Elves, humans, and goblins are all hostile.
 Hidden Cave entities, get that bridge working quick!

 Redone nobles, nothing fancy just simplified and stylized.

 Alright so this is how the cloth system works. 3 basic thread (plant, silk, or wool) makes quilted cloth, at the textile workshop. 1 quilted cloth, 1 basic thread, and 1 leather get you leather padded quilt cloth, at the textile workshop. From there a dye of your choice, mushroom glue (made from any of the 8 mushroom dye plants at the farming workshop via process plants to barrel), quilted cloth, 1 basic thread, and a leather padded quilt cloth get you a colored laminated cloth, at the dyers studio.

 Both quilted and padded cloth can also be dyed at the dyers studio separately. These colored cloths cannot be used to go further up the tree. Only colored cloth can be used to make furniture, carpets, rugs, and tiles.

 Armory workshop lets you create the special shields and lamellar armor as well as some minor items.

 Furniture workshop lets you create the cloth furniture.

 Fletchers workshop creates bolts en masse

 Note: Comments are welcome. This is my first major mod release and I would appreciate feedback. Both positive and negative.

Note2: Also, if people like the textile stuff but not necessarily the rest, I can upload just the textile stuff if people are interested.

 ~Halnoth

Change Log
1.1 - Minor Bug Fixes

23
DF Modding / I accidently made a shearable leather tortoise
« on: August 22, 2015, 05:54:10 am »
So, I'm in the middle of creating a textile mod and I like turtles so I figured I would make a woolly tortoise.

However, I just tried to shear it and got scales...

and since I modded scales to give leather I now have a shearable leather tortoise. Simply amazing. I think I will keep it in.

I don't know where I went wrong though perhaps someone can give me a pointer or two.

[CREATURE:WOOLLY_TORTOISE]
[DESCRIPTION:A shelled animal covered in thick wool.]
   [NAME:woolly tortoise:woolly tortoises:woolly tortoise]
   [CASTE_NAME:woolly tortoise:woolly tortoises:woolly tortoise]
   [CHILD:1][GENERAL_CHILD_NAME:baby woolly tortoise:baby woolly tortoises]
   [CREATURE_TILE:'t'][COLOR:7:0:1]
   [PETVALUE:200]
   [PREFSTRING:shells]
   [PREFSTRING:longevity]
   [PREFSTRING:wool]
   [LARGE_ROAMING]
   [COMMON_DOMESTIC][TRAINABLE][PET]
   [BONECARN]
   [BODY:QUADRUPED_NECK:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:GENERIC_TEETH:RIBCAGE:SHELL]
   [NATURAL]
   [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
   [USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
   [USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE]
         [STATE_COLOR:ALL:BROWN]
      [SELECT_MATERIAL:HAIR]
         [STATE_NAME:ALL_SOLID:wool]
         [STATE_ADJ:ALL_SOLID:wool]
         [YARN]
   [BODY_DETAIL_PLAN:STANDARD_TISSUES]
      [USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
      [USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE]
      [SELECT_TISSUE:HAIR]
      [TISSUE_NAME:wool:NP]
   [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
   [BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
   [SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
    [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
      [TL_MAJOR_ARTERIES]
   [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]
      [TL_MAJOR_ARTERIES]
   [SELECT_TISSUE_LAYER:HAIR:BY_CATEGORY:ALL]
      [TL_RELATIVE_THICKNESS:10]
   [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
   [BODY_DETAIL_PLAN:SHELL_POSITIONS]
   [BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
   [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
   [TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
   [LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
   [HAS_NERVES]
   [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
   [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
   [CREATURE_CLASS:GENERAL_POISON]
   [GETS_WOUND_INFECTIONS]
   [GETS_INFECTIONS_FROM_ROT]
   [USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
   [PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
   [BODY_SIZE:0:0:7000]
   [BODY_SIZE:1:0:35000]
   [BODY_SIZE:2:0:70000]
   [BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
   [MAXAGE:80:100]
   [ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]
      [ATTACK_SKILL:BITE]
      [ATTACK_VERB:bite:bites]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PREPARE_AND_RECOVER:3:3]
      [ATTACK_PRIORITY:MAIN]
      [ATTACK_FLAG_CANLATCH]
   [DIURNAL]
   [HOMEOTHERM:10068]
   [APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:711:521:293:1900:2900] 30 kph
   [APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
   [APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
   [SWIMS_INNATE]
   [MUNDANE]
   [CASTE:FEMALE]
      [FEMALE]
   [CASTE:MALE]
      [MALE]
      [SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
   [SELECT_CASTE:ALL]
      [SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
      [SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
         [TL_COLOR_MODIFIER:BROWN:1]
            [TLCM_NOUN:scales:PLURAL]
[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]
            [TLCM_NOUN:wool:SINGULAR]
         [TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
            [APP_MOD_NOUN:wool:SINGULAR]
            [APP_MOD_RATE:1:DAILY:0:300:0:0:NO_END]
            [APP_MOD_DESC_RANGE:10:50:100:150:200:300]
         [SHEARABLE_TISSUE_LAYER:LENGTH:300]
      [SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
   [TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
         [TLCM_NOUN:skin:SINGULAR]
      [SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
         [TL_COLOR_MODIFIER:BLACK:1]
            [TLCM_NOUN:eyes:PLURAL]


24
DF Modding / need help with a textile mod
« on: August 06, 2015, 05:31:52 am »
Hello,

I am working on an expanded textile mod. So far I have cloth furniture, armor, carpets, embroidery, laminates etc.

However, I have run into an issue. Anytime I make an item with a custom reaction, for instance a cloth bed, the cloth improvement and dye improvements do not stay. Meaning I can have a masterwork dyed cloth and the bed made from this cloth would not say "is made with masterwork pig tail fiber cloth dyed midnight blue blah blah blah" instead it just says "is made with pig tail fiber cloth" ignoring both the masterwork cloth and dye.

I have looked all over and could not find a fix.

My solution so far was to add different colored cloth that is made with dye, meaning to get blue pig tail cloth you need dimple dye and a bolt of pigtail cloth. Then I simply made the cloth worth more to make up for the loss of the dye value.

I have no idea how to fix the loss of the cloth quality though.

Anyone know how to fix this?

Thank You,
Halnoth

25
Hello everyone,

I have a problem. For a year in game now the undead have been sieging my fortress. The entire time the side gates have been open and my 33 dwarf military has been on high alert. The undead just continue to mill outside. There are two clear unobstructed paths into my fortress.

What can I do to get them to advance? They seem to be stuck. I don't want to just charge, there will be high casualties if I do. I embarked next to 15 necro towers so dwarfs have become a valuable commodity.

Thank You,
Halnoth

26
DF Dwarf Mode Discussion / climbing sieges
« on: October 26, 2012, 07:58:36 pm »
Am I the only one that thought this as soon as toady said npcs can climb constructed walls? This is awesome! It would certainly make defense slightly more interesting now.

27
DF Dwarf Mode Discussion / stopping outpost liason trade agreements
« on: August 31, 2012, 01:27:06 am »
Hello, I have been working on a megaproject for a while now. Its been going for about 50 in game years and I now have about 5 fps because of both the size of the project and its age. I want to be able to designate a bunch of stuff and just let the game run while at work. I have all the other pauses off but can't seem to figure out how to stop the liason short of deleting him from the raws or raising the draw bridge. I don't really want to do either because I'm trying to build a functioning dwarf city that will last for a few thousand years. So, does anyone know how to stop the liason from pausing the game?

28
DF Dwarf Mode Discussion / stray gremlins (tame)
« on: August 08, 2012, 05:39:10 pm »
So a migrant wave came and with them was a tame stray gremlin. That is sorta cool all by itself, but what made me say wtf out loud and consider an army of stray gremlins is that this little guy has a crossbow equiped and is laying waste to kobold theives and goblin snatchers.

When I first saw this thing firing I thought it was a monster attacking the goblins. Imagine my surprise when it was a pet of mine.

29
DF Dwarf Mode Discussion / Megaproject: Fondled Mine
« on: April 23, 2012, 04:37:22 am »
Hello Everyone! I give you Fondled Mine, settled in 250 by The Humble Barricade of Animals, citizens of The Orginized Earth. I started this fort to test a megaproject mod I have been working on and it turned into this, and yes those names are random. I didn't even notice the name until like year two of the fort.

I'm running at 50 fps with 500 dwarves, about 50 animals, and a 2x2 embark.

Overview screenshot using overseer;

Spoiler (click to show/hide)

A few stonesense shots, the water you see is coming from my mist generators I placed in the dining halls, the water just drains off the map.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

30
DF Modding / Need help modding simplified animal products
« on: April 04, 2012, 11:31:04 am »
Hello,

I am trying to create a megaproject mod aimed at cutting down fps and item clutter. I have everything working except animal products.

I am trying to get any leather or wool to not indicate the animal it was made from. However, everything I have tried has made these items not exist. I had thought modding the tanning reaction for example would do what I wanted. I did this;

[PRODUCT:100:1:SKIN_TANNED:NONE:NONE]

This creates nothing. What should I do to create just leather?

Also, how do I change wool? I have no idea since I couldn't find a reaction for it.

Pages: 1 [2] 3 4