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Messages - Halnoth

Pages: 1 ... 42 43 [44]
646
DF General Discussion / Re: Humans = Rabbits
« on: October 15, 2010, 10:36:08 pm »
The solution "Make war not love". As cruell as it sounds wars famines and plagues will keep the population low by increasing the (child) mortality.
and how do I accomplish this?
how many duplicate goblin/dwarf entities will I need to shove into the game before the human population drops?

I do a couple things to my games to ensure that the other civs survive with humans in check. First, turn up the mts, desert, and evil just a bit so that the nuetral plains the humans need to spawn in are curtailled. Next I turn up the titan number to like 500. They jack up human settlements. Last I take out the baby snatcher entry on the goblin raws and replace it with sieger and theif. This way the gobos don't steal human babies and instead rampage across the country side in world gen. Using this approach you do need to look carefully to make sure you still have kobolds though, those poor guys get raped in this setting. However, you can do two things for the kobolds 1. turn up caves, and 2. stop world gen a little early like 700 or something. I prefer 500 myself.

647
DF Dwarf Mode Discussion / Re: After 9 years of peace....
« on: October 14, 2010, 09:53:35 pm »
There was a slugman who got trapped on an island while I was channeling my moat and my dwarves gave it a name. So I thought "oh hey cool i'll let it off the island and maybe i'll get a slugman mayor" so I built a bridge to let it off. It resided in my fortress for a good two years and then all of a sudden killed two children and almost got a armorer before a hunter killed the bastard. Sneaky slugs.

648
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 14, 2010, 01:10:51 pm »
What weapons...


I'm making a bunch of crafts to sell to those elfy things. I'm not doing to badly, as things go. My squad is outfitted, albeit with wooden weapons, and if all goes right, they'll have metal in a few more seasons.

Oh, and one of my dwarves made some earing or something, i'll just sell it...

I'll start farming when I have 240 seeds I can plant. I already have 400+ plants for the fort to eat, so it's fine, and i've almost got all the seeds.

(question: as soon as my butcher butchered something, all idle dwarves ran into his miasma-filled workshop - were they hauling something?)
Set up a glass furnace (so you don't have to waste ore) and pump out large serrated green glass discs. Base value is like 252 and after a while your glassmaker will be pumping out discs of 1500 average value. If you don't have sand then you can do the same thing with copper or something but I'd suggest mugs then instead of metal weapons (depending on your ore yeild. You can also get sand off the merchants as well but not nearly enough to make glass discs a viable trade good.

649
If the mother was there then the baby was too. Dwarves carry their babies everywhere with them. Heck even into battle. In fact, I recently had a baby kill a kobold via a well placed kick.

650
DF Dwarf Mode Discussion / Re: Volcano under the sea
« on: October 14, 2010, 11:53:42 am »
I have a similar embark with a volcano which is under a lake. This lake is also flowing for some reason (possibly the river delta at the edge of the map). SO I did the natural thing and built a pier over the volcano, set up waterwheels, pumped the water away from the caldera, walled it off, and then built my magma forges in the middle of the lake with my fortress right above. I don't think my dwarves have left the inside of my fortress since about two years in except to reset the cage traps (which I use for the coloseum on top of the fortress).

651
DF Modding / Re: DFHack 0.5.0.2 - tools and memory access library
« on: October 13, 2010, 03:21:51 am »
dfcleanmap keeps giving me the error message "Can't init map." can anyone help me out here? I'm sure its a simple fix that I am overlooking.

652
Deon I have a question about your training dummy. I tried to tack on dodge, fighter, armor user, and shield user onto each of the weapon training reactions. I did this so I could simply assign a dwarf and have him train without making a danger room or what have you. However, they are simply not gaining any xp at all. Can a single reaction not train multiple skills? and if not is it possible for me to set up a seperate reaction but without reactants (for dodge as an example)?

653
DF Modding / Re: How to Bring Back Elven Diplomats in 0.31.13 (and later)
« on: October 12, 2010, 02:47:47 am »
Does it work if you omit the [RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS] line, or is that needed in order to enable auto-replacement in case of death (or, in the case of 0.31.16 and earlier, leaving the map)?

To be honest I didn't try it without. I just combo'd the two in order to see if I could get a functioning rep that would return every year.

654
DF Modding / Re: How to Bring Back Elven Diplomats in 0.31.13 (and later)
« on: October 11, 2010, 09:30:54 pm »
Ah there is a minor problem though. It is nothing big but in the list of what they want there are wooden crowns. I assume it is because the list of the crap they want is randomly generated and toady just hasn't hashed out the whole trade thing yet. I'll try next season and see if the elves will actually accept wood crowns though I suspect they won't.

655
DF Modding / Re: How to Bring Back Elven Diplomats in 0.31.13 (and later)
« on: October 11, 2010, 09:27:26 pm »
Yep it works complete with my custom name lol. An elven wood cartel rep showed up in the spring with the caravan and proposed a trade agreement. He used the human merchants guild dialogue though, which imo is no problem. His title however is Wood Cartel Representative.

[POSITION:WOOD CARTEL REPRESENTATIVE]   
      [NAME:Wood Cartel Representative:Wood Cartel Representatives]
      [NUMBER:1]
      [RESPONSIBILITY:TRADE]
      [RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
      [PRECEDENCE:40]
      [MENIAL_WORK_EXEMPTION]
      [SLEEP_PRETENSION]
      [PUNISHMENT_EXEMPTION]
      [ACCOUNT_EXEMPT]
      [DO_NOT_CULL]
      [COLOR:7:0:1]
      [DUTY_BOUND]

656
DF Modding / Re: Getting giant eagles to spawn everywhere?
« on: October 10, 2010, 04:32:00 pm »
You could copy the data for giant eagles into the entries of things like groundhogs and mountain goats so that while the game still thinks they are groundhogs and mountain goats, they'd be giant eagles in name and function.

ex.

Spoiler (click to show/hide)

Are you sure this works? I tried this with a specific rock type and I couldn't load my saves until I switched it back.

657
DF Modding / Re: How to Bring Back Elven Diplomats in 0.31.13 (and later)
« on: October 10, 2010, 04:08:09 pm »
Can you do this for the Elves as well? The whole trade thing. The elves bring me nothing useful at this point I'd like to be able to make an agreement with them so they can at the minimum bring me a crap load of precious booze. At least before I kill them and their filthy unicorns I'd like to at least use them for as liquor slaves.

Also, does the change stick? I would obviously have to regen and restart if I did this. While this is fine my current map is pretty epic since it has a major river, a minor river, waterfall, AND a volcano all on the same embark. I am currently making a green glass pirate ship in the middle of the river.

658
DF Dwarf Mode Discussion / Re: The King
« on: October 09, 2010, 07:16:34 pm »
They evidentally don't hold meetings either. Stupid Humans anyway wasting my time in meeting and still not offering a trade agreement.

659
DF Dwarf Mode Discussion / The King
« on: October 09, 2010, 06:18:15 pm »
I got a king for the first time today and some really wierd things happened when I got him.

First of all he arrived with his consort but she was 250 years old and died as soon as she hit the map edge. He himself is 150 which I suppose means he is going to die in a few years. However, he didn't bring any hiers with him. Do they come on their own after he has died?

Second, he brought no hammerer with him which I suppose is a good thing.

Third, for some reason he looks like a peasant (using phoebus tileset) and has every social skill maxed. He was therefore subsequently elected to mayor about 6 months after he showed up (talk about a dictatorship). My previous mayor who had been running mayor for a good 5 years I left in the mayoral suites cause the woman has like 12 kids (she had two sets of triplets  :o) and her husband killed a dragon and soon after died from terrible burns. Poor woman.
Lastly, and I suppose this is a good thing, he makes no demands and sets no mandates. The wiki said he could make up to 5 I believe but he hasn't done a thing but oust my mayor, collect his consorts crap, and putz around his statue garden.

I have made him the broker so at least he doesn't look like  the village idiot. This turned out to be good though because my old broker/manager/book keeper lost both of his arms to a blind cave ogre and everytime I let him out of his office pit to trade I would get job cancelation spam (he would try to move crap to the trade depot even with all his hauling labors off).

Edit: Almost forgot, is there a way to move a coffin with a body in it somewhere else? I would like to put the consorts corpse next to my kings coffin. I didn't have a tomb assigned to her because she died upon entering the map.

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