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Messages - Halnoth

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31
Haberdasher should work fine in the current version.

32
DF Suggestions / Re: Gambesons
« on: July 27, 2018, 01:53:06 am »
I wish there was a better way to model the benefits of cloth armor vs metal armor.

As is, any material that is not equivalent to weapons grade metal will not stand up to metal weapons.

So, I had to settle for a somewhat resource intense cloth industry to balance haberdasher.

I'm glad some people are enjoying it.

33
DF Gameplay Questions / Re: Gravitational physics.
« on: July 24, 2018, 07:31:21 pm »
Items than enter free fall with a horizontal movement will retain that horizontal movement while falling and hit the wall (assuming it's reached before the bottom is). However, I think the collision with the wall is completely unelastic, so once the wall is hit the rest of the fall is straight down (a mine cart with sufficient speed will spread its contents, while at a lower speed the contents remain inside).

Does dumping into a dump-zone generate horizontal movement?

No

34
Well... if dwarves actually existed, then I would imagine they would have evolved to suit their environment.

The problem is that something would have to give. Dwarves were contrived by humans who still believed in magic and later by humans writing books about fantastical worlds where magic actually exists.

In order for Dwarves to exist IRL with all their well known physical attributes and without any weird additions, Dwarves would have to live closer to the surface. Their mountain halls would be more like elaborate hobbit holes. At best their cities would have to have a significant surface component.

Or Dwarves would have to be physically different with a wide array of cave animal adaptations.

Or their technology would need to be superior to ours such that they could solve all the problems associated with living so far underground. But if this was the case, then I posit that humans would either no longer exist or we would be forcibly working for the Dwarves. Or maybe there would just be zoos full of humans where dwarf children come to gawk and throw food into the cages.

35
Weapon traps are free. There is something satisfying about using your enemies own weapons against them.

36
You could use the soft token

37
DF Dwarf Mode Discussion / Re: Tomb raiding
« on: April 06, 2018, 03:25:33 pm »
I believe its a movie (well several actually), but im gonna let that slide. Tombs are, to the best of my knowledge, not raided, but explored. This possibly implies that dwarves wont bring "loot" back with them, only artefacts. And get into a fight with whatever might live there I imagine...

A movie based on a game... but I'm gonna let that slide. https://en.wikipedia.org/wiki/Tomb_Raider

38
DF Dwarf Mode Discussion / Re: why wont these giant wrens leave my area?
« on: February 24, 2018, 02:02:57 am »
Ya giant keas suck. So far this embark, giant keas have killed 8 dwarves. They are terrible creatures.

39
DF Modding / Re: Undoing necromancer curse
« on: January 14, 2018, 05:28:16 pm »
You can't "overwrite" interactions this way.  I'm pretty sure there's no way of deactivating necromancy using regular syndromes.
DFHack should be able to do it though, but I'm not sure if it has a built-in method for doing so.  I think it does have something called remove-curse, but I can't remember if it works on necromancers.

There is a cursecheck, but I couldn't find a remove curse. I'll just save scum then and be more diligent about necro books in the future. Thanks

40
DF Modding / Undoing necromancer curse
« on: January 13, 2018, 02:36:25 pm »
So, my fort has several books with the secrets of life and death. I didn't think about it while making my library and now half of my dwarves are necromancers. As odd as it sounds to many of you I don't want this. Is there a way through modding or perhaps dfhack to uncurse a dwarf in a current fort without a world regen?

I do have back up saves and do have the option of loading old saves until I get one without necromancers, but I would rather not since I have done a number of complicated tasks since.

41
DF Dwarf Mode Discussion / Re: Militia Member Returns in Migrant Wave
« on: January 01, 2018, 04:04:10 pm »
Maybe his squad is dead.

If you make a copy of your save and put it outside of the df folder, then you can abandon your fort and try to figure out what happened in legends.

42
DF Dwarf Mode Discussion / Re: No Dwarven Caravan (Civ Still Alive)
« on: December 31, 2017, 01:58:18 am »
I just select the red items for dumping and then use autodump. They all should be teleported.

You can try fix/retrieve-units which I think works for any units who are stuck.

43
Hello Japa! As always, excellent work, I really enjoy Armok Vision. In particular, I like the first person feature. It is fun to walk around my fortress!

I had a couple of questions,

1. Is it possible to make hatch covers passable like doors in first person mode? It isn't that big of a deal since I can just not use hatch covers, but if it is an easy fix, then I would appreciate being able to go through hatch covers in first person mode.

2. Are smoothed/engraved walls planned for a future release? I understand that the engravings might be difficult  but it would be neat to see a difference in walls when entering more refined portions of the fortress.

Thank you for your time in reading this, I appreciate any response you can provide.

~Halnoth

44
DF General Discussion / Re: How you'd like to see the races pan out
« on: December 29, 2017, 03:55:37 pm »
Yeah, honestly I'd probably stop playing if the current standard fantasy races stopped even being an option. While I'm sure the randomly-generated civs will be a lot of fun and will add a great deal more diversity to the game, the classics are still classics for a reason.

I agree. Though 5-6 completely random civs would be a nice addition to standard world gens. I think it would make each world more intriguing. Many fantasy authors keep the normal tropes but add a couple unique races to spice it up a bit.

If that's the way world gen ends up, then I personally would prefer if Toady added something to ensure that at least 1/2 of the random civs were hostile.

45
DF Dwarf Mode Discussion / Re: No Dwarven Caravan (Civ Still Alive)
« on: December 29, 2017, 03:42:49 pm »
Titans and FBs do NOT stop the caravan.

I think a likely cause is that the caravan got stuck outside the maps edge on the first seige. I've had this happen a few times. You can fix it with dfHack. There is a script to fix stuck merchants.

To see if this is the cause take a look at your stock screen. Do you have any invisible items? They show up red and when you zoom in on them there is no item there.

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