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Topics - Halnoth

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31
DF Modding / Dragonlance (Krynn) Mod
« on: June 01, 2011, 09:09:23 am »
You can download here: http://dffd.wimbli.com/file.php?id=4485

This mod adds races and elements from Krynn the world of the Dragonlance novels.

Races:
Minotaurs
Ogres
Kender
Gully Dwarves
Elves
Humans
Gnomes
Draconians
Dwarves (of course)

Most races have access to steel. Ogres and draconians enrage while minotaurs can go into martial trances.

Castes added
Choosen of Reorx: Religeous caste, bonuses to alchemy, healthcare, and hammer
Warrior: Bonuses to all military skills
Civilian: Pretty much your standard dwarf
High Dwarf: Master crafters and administrators.

Religeous system: Set up like a tech tree. You sacrifice precious metals and gems (platinum and aluminum) to get blessed steel which is significantly better than steel (and you'll need it the opposing races are tough).

10 different types of dragons.

Noble system is much more complex. One of the things I dislike about original DF is the lack of any sort of depth to the noble system. I tried to give the sytem a bit more depth by setting it up sort of like a tech tree. You start out with the basic (except the doctor) and each tier gives you acess to more and more. Additionally only certain castes can be placed in each position. As a rule, the admin nobles are high dwarves, the religeous nobles are choosen of reorx, and the military are... warriors.

Next version will have wizards.

32
DF Dwarf Mode Discussion / Vermin FB
« on: May 22, 2011, 07:29:33 pm »
I accidently breached the caverns while strip mining and sealed it off since I don't want to mess with the caverns at all this fort. However, since I breached them of course FBs start to show up. Well one that showed up a few seasons ago is a giant titmouse. It is evidently a vermin because it keeps blinking in and out like vermin do...

So, after I noticed this I began to worry. The first thing is will that damn thing blink into my fort eventually? I assume it won't try to path into it via blinking but can it randomly blink in at some point?

Additionally, if that first concern is true will my military be able to attack the damn thing or do I need to breed an army of cats to take the damn thing out?

33
DF Dwarf Mode Discussion / Cistern to make well water clean
« on: May 18, 2011, 05:01:04 am »
I am trying to make a cistern which makes well water clean for my dwarves. On the wiki it said to make the cistern 2z levels deep to produce clean water. However, the water being drawn from the well is still stagnant. What do I need to do to clean the water?

The cistern is all constructed walls and floors. The top level is connected to the river by a fortification and a floodgate.

34
DF Dwarf Mode Discussion / world gen dam
« on: May 13, 2011, 02:56:19 am »
So, I have been trying for a few hours to gen a world with a world gen bridge across a major river, preferably with a canyon. However, all of the world gen roads and bridges are jacked up. Most just jut out over the river and miss the other side by about 3 tiles or if the land is not the same height the bridge goes as far as the opposite bank and stops and the road continues underneath it...

Soooo after hours of trying to find this specific set of circumstances I came across something awesome. The bridge that was generated was generated at the level of the water in the river. There are even ramps going down to the bridge and then back up. The road is perfectly formed otherwise but the damn bridge has blocked the flow of the river.

Now given this turn of events I think I might build a fort in the middle of the quickly draining river and then unblock the flow.

I think DF just got tired of me genning worlds but instead of just giving me what I wanted it gave me this gem. It's like finding a 20 in your pant pocket you didn't know you had when all you really wanted was a dollar for a soda.

35
DF Dwarf Mode Discussion / lol Toady
« on: May 09, 2011, 01:06:13 pm »
I just wanted to say, you know it isn't just the community and that the game was designed to be this ethically questionable when the developer starts his update with "I starved a dwarf..."

Not that any of this is surprising but I had a good laugh.

36
DF Dwarf Mode Discussion / Megaproject: The Eyrie Updated 5/9/11
« on: May 05, 2011, 02:19:07 am »
Edit: Current update screenshot.

Spoiler (click to show/hide)

I've been wanting to build a megaproject based off the Eyrie since I completed Winterfell. I found a pretty awesome embark for it (which was really hard to do since I needed a really tall mountain right by really flat plains). I plan to do the gates of the moon, all of the way castles, and the Eyrie. Here is what I am starting with;

Spoiler (click to show/hide)

Here is an artists rendition of the Eyrie;
Spoiler (click to show/hide)

37
DF Dwarf Mode Discussion / clay used as normal stone
« on: February 20, 2011, 07:47:52 pm »
Has anyone else noticed that when you harvest clay it will be used by masons to make normal stone crap? Is this intended? Cause if it is you could literrally make a surface fort and never dig out anything ever.

38
DF Dwarf Mode Discussion / advanced world gen
« on: February 17, 2011, 08:04:32 pm »
Is anyone else having problems with the advanced world gen? My game keeps crashing if I try and create a world using custom params. The normal world gen works fine as far as I can see.

This is in .19

39
DF Modding / Is there anything wrong with this reaction?
« on: November 17, 2010, 07:58:27 pm »
[REACTION:MAKE_PEARLASH]
   [NAME:make pearlash]
   [BUILDING:KILN:CUSTOM_P]
   [REAGENT:A:150:1:BAR:NONE:CHARCOAL:NONE]
   [PRODUCT:100:1:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]
   [SKILL:SMELT]

I tried to make the making of pearlash a bit easier to speed things up (I am getting tired of micromanaging glass production for my mega project). However, when I run this in the kiln the dwarves go and grab stone blocks and cloth bags for some reason.

Edit: It actually seems like they are grabbing random items. I just tried running it again and they grabbed some barrels, a bin, some bags, and stone blocks.

40
DF Modding / Need Stonesense pictures couple metals
« on: November 06, 2010, 01:33:24 pm »
Edit: Nevermind, I changed the value of Iron, gold, and silver temporarily to that of the metals I needed to look at. Thanks anyway.

Wasn't quite sure where to post this request, it seemed this would be the best place.

If anyone has a picture of what brass, bronze, and bismuth bronze look like as walls in stonesense I would greatly appreciate it.

I am currently running at a low 10 fps on my current megaproject and as such each season takes roughly 2 hours or so. I just put in requests with the dwarf caravan for brass, bronze, and bismuth bronze. I am going to make a bell tower complete with a bell but I don't know which of these metals will look better. Traditionally bells were made from bronze, sometimes iron or brass were used as well. Iron is out I know that is black in stonesense. If anyone can help me out that would be great, I currently have none of the mentioned metals or I would check it myself.

The reason I'd like to see it before hand is so I can plan the bell tower to match the color as I can build that while waiting for the metal.

Thanks in advance :).

41
DF Dwarf Mode Discussion / My dwarves... sure like to be clean.
« on: November 04, 2010, 12:51:56 pm »
I made a bath house for my dwarves. Basically, a pump takes water out of the tub, funnels it through a glass corridor and then dumps it on a few grates which are backed by some solid floor. The tub sits anywhere between 5 and 2. I also, have it hooked up to a water reactor which is purposefully barely capable of running. This is to create a wave action up in the tub. The goal is to have a chance of knocking dwarves off the grate and into the tub where they get clean and level swimming. If it didn't have the wave action the dwarves would get stuck on the far side. I wanted a sort of rinse cycle lol.

I had set up a few statues and had just got a door in place and I went off to get a soda. I came back and this is what I found.

Spoiler (click to show/hide)

I had not set up a room. I hadn't designated anything at all. The room was furnished and the pump was flowing but I had done nothing to encourage this sort of mass exodus to the bath. I have concluded that my dwarves for some unholy reason are clean freaks. That or they think the bath house is some sort of slip and slide.

42
DF Dwarf Mode Discussion / objects pushed by water pressure
« on: November 04, 2010, 05:31:08 am »
I am trying to make a bathhouse which cleans itself so I don't have to constantly use dfclean. Floor grates get gunk on them and if I leave a hole then the flowing water pushes the dwarves into the cistern.

So, my question is, if I make a diagonal outlit at the corners will the dwarves get pushed through this small slit? or baring that will dwarves get pushed through a fortification?

The fortification question stems from this comment on the wiki "Beware that submerged fortifications will not block the passage of aquatic (or amphibious) creatures"

Also, if anyone has a bath house design they could possibly share that would be apprieciated. I am trying to build a roman style bath house with mist. My plan is to have ramps going into the "tub" and two pumps on the east/west sides of the tub to create inflow and mist. All this would drain into my water reactor which powers the pumps.

43
DF Modding / problem with seeds after adding sugar to a plant
« on: October 28, 2010, 05:48:36 am »
Edit yet again: Ok I got them to plant rat weed seeds again, evidently when the plant is milled it creates unplantable seeds. These seeds are worth 20 dwarf bucks instead of 1. Is there anyway to fix this?

I added the ability to produce sugar from Rat Weed since my current fort lacks underground farming and I wanted a constant 3rd ingrediant for lavish meals.

The problem is, after I did so I now get spammed that there are no rat weed seeds available despite the fact that I have 200 or so rat weed seeds. Most of those seeds likely came from making sugar though.

Is there anyway this error message is related to me adding the sugar reaction? Are these seeds not really rat weed seeds?

edit: To add the ability to make sugar I simply copy pasted the sweet pod info and changed the name
Spoiler (click to show/hide)

Edit 2: There isn't anything wrong with the plot itself, I just tested it by planting whip vine and it works fine. There is definately something wrong with the rat weed seeds themselves. Also, it is ALL the rat weed seeds b/c I tried buying some from the elves and the planters still won't use them.

Edit 3: ugh starting to get frustrated I deleted the additions and I am still having the problem.

44
It took forever to put the finishing touches on this project. Since my last update my fps dropped to a gruelling 5. Here is the finished Winterfell. There are alot of small buildings among to large ones so I included a shot from each angle. Also, I took the pictures with snow covering the whole map but stonesense doesn't really show it well at all.

First image from the kings gate.
Spoiler (click to show/hide)

Second from the kings gate.
Spoiler (click to show/hide)

First from the hunters gate.
Spoiler (click to show/hide)

Second from the hunters gate.
Spoiler (click to show/hide)

Edit: Decided to put a current zoomed out picture of progress in the first post so people don't have to jump through the thread if they don't want to.

Spoiler (click to show/hide)

After my last fort went up in a giant pillar of !!FUN!! I decided to pay homage to the great series that is A Song of Ice and Fire and design a fort based on Winterfell. If any of you have not read this series and like fantasy I would recommend you read it. As well, I think HBO is producing a series based off it called Thrones.

A couple of things. Winterfell in the books does not have a significant below ground portion (aside from the crypts) so nearly everything is done aboveground. To facilitate this I made a custom reaction which turns cloth into granite. I figure anyone building a castle would be purchasing stone or digging it themselves from another site so I trade for cloth to simulate this (since if I actually traded for granite this fort would take hundreds of in game years). Ironically this makes Elves my biggest stone suppliers.

I was going to build the foundation and show that but stonesense was not working until just couple days ago so this is a little past that stage. The great hall is nearly done and the glass gardens are completed. I also have several buildings partially constructed and the gods wood outlined.

The bottom left portion has the rookery, bell/maester's tower, kitchen, and brew house. The left middle is the glass gardens and great hall. The bottom foundation is going to be the great keep. The bottom right is the kennels, broken tower, armory, and guards hall. Middle right is the gods wood. Top right is the library tower and guest house, Top left is the smithy/craft hall. Out in the field is the inn and market square (I have to redo the inn, didnt realize stonesense used different skins for the brown wood).

Spoiler (click to show/hide)

Also, this is an artists rendition of Winterfell so you can get an idea of how Winterfell looks.

Spoiler (click to show/hide)

I plan to either turn off temp during winter after it snows or use dfweather to make it snow when I'm all done to get that winter look.

45
DF Modding / !!SCIENCE!! Found a way to grow grass on the top of towers.
« on: October 22, 2010, 06:00:23 am »
So, using dfliquids I have found a way to get grass, shrubs, and trees to grow at the top of towers or really anywhere you want. Below are the steps you need to take to do so;

Spoiler (click to show/hide)

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