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Messages - Gakidou

Pages: 1 ... 27 28 [29]
421
DF General Discussion / Re: Kobolds: Uncivilized Animals?
« on: August 31, 2006, 11:37:00 pm »
Ah, interesting, so it isn't a bug, it is a feature with unintended side-effects! ^^ Well, that is good to know.

That sounds like an interesting idea to check for if a creature can integrate with society; I wouldn't mind having non-Dwarves able to join our workforces. (Probably would take a noble and some treaties with other civilizations, though, knowing this game.)


422
DF General Discussion / Kobolds: Uncivilized Animals?
« on: August 31, 2006, 11:21:00 pm »
I've been messing around with the various civilizations, adding [CIV_CONTROLABLE] and related tags to see how much of them already work in Dwarf mode. Goblins, it seems, work almost perfectly; the only issue being that the strings still refer to them as "Dwarves". (You even gain access to constructing different things, like bows and arrows. Interesting.)

Kobolds, however, have a serious issue. (I don't count "They point-buy copper weapons instead of iron", or "you need to add [DIGGER:ITEM_WEAPON_PICK]", or the like. Different starting materials is pretty cool, potentially, although some sort of digging item really is needed for any DF mode game.) The issue is: while Kobolds will do jobs set by starting them with points in those areas, the game apparently considers your Kobold underlings to be animals, thus giving the message "This animal can't work" if you try to change their jobs.

I just looked through the file "creature_standard.txt", and I believe I have found the problem: for whatever reason, kobolds are not flagged intelligent. I'll have to see if changing that will fix the problem.

(Note: I'm not complaining or asking for all other civilizations to work perfectly with dwarf mode; this is all just experimentation for my own sake. That said, if Toady does read this, you might want to add [INTELLIGENT] to kobolds.)


423
DF General Discussion / Re: You know the new version has bugs when...
« on: November 07, 2007, 01:38:00 pm »
quote:
Originally posted by StormDragoness:
<STRONG>Platinum and gold serrated disks? .. nothing is too good for your enemy, is it? :P
</STRONG>

Now that I think of it, do installed trap components improve the quality of a room? Forget about statues, my dining hall is going to be decorated with platinum circular saws!

(They shall menace with spikes of platinum, oh yes they shall.)


424
DF General Discussion / Re: Undo rooms, stables and moving pets
« on: August 31, 2006, 06:37:00 pm »
quote:
Originally posted by Abalieno:
<STRONG>Argh, I hate when I screw the layout because of a small mistake or overlook and then there isn't any way to reshape a room as I originally intended it...</STRONG>

The good news is that Rewalling is planned for the future. The bad news is that it isn't exactly clear how soon in the future.


425
DF General Discussion / Re: ooooh
« on: September 01, 2006, 05:28:00 pm »
quote:
Originally posted by PNB:
<STRONG>My Dragon Citizens of Dragon Fortress 1, have had no such problems, Being dragons, They simply immolate anything that pisses them off.

:}</STRONG>


How is that working out for you? I would imagine that having one tantruming dragon could pretty well end your entire fortress.


426
DF General Discussion / Re: Slow game speed
« on: August 30, 2006, 09:24:00 pm »
Judging by some of his comments, it seems like Toady has already worked quite a bit on getting the game to run at a reasonable speed, so I'm not sure how much could reasonably be done. What I WOULD like is an option to configure what events cause the game to pause. Since I can't devote large blocks of time to the game, I would like to be able to give dwarves commands, let the game run, and then come back when the next interesting event occurs that needs my attention; there are alot of repeated tasks that aren't all that interesting to watch after the 100th time, and it would be nice to be able to play the game without having to babysit it.

427
Execute the Hammerer.

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