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Messages - krisslanza

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841
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: September 04, 2011, 01:32:51 pm »
I've been thinking of making some more "advanced" armors/weapons for my mod, that are going to be made via reactions so I can justify their increased usefulness by making them harder to make...

But the problem I have is I'm not really sure what defines a "better" armor or weapon. Especially for armor, I can't really think of ways to improve upon the existing stuff. For weapons, I forget which tokens are the ones you want to increase to do more, and which actually do better if they're lower.

Any pointers?

842
DF Dwarf Mode Discussion / Re: exceeding population limit
« on: September 04, 2011, 12:11:34 am »
Yeah I noticed I had a population cap of only 30, but the population got up to 50 anyway through migrants.
I guess it at least fixes the huge waves of 20+ migrants...

843
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: August 31, 2011, 05:04:50 pm »
flat out value of item, the material is the multiplyier, so if books (tool) are worth 100 on there own, and then the book is made of gold (x10) then that book unimporved is worth 1000db

Ah I see, I wasn't sure if the value token was just a flat value and didn't take into account material or quality. Thanks!

844
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: August 31, 2011, 11:30:10 am »
Working on modding in a bookmaking industry into my mod (again) and looking over tokens, I can't seem to find a way to make it so the books are valuable for trading. The best I see is looking in the ITEM_TOOLS is a VALUE token, but I don't know if that's a multiplier for the item, or a flatout value for it.

845
Undeath tends to be more prevalent in haunted, and especially in terrifying biomes. I have several undead embarks.

Honestly for maximum fun you really want dangerous monsters (ogres, etc) rather then the undead.  While the undead used to be hard core..

Exactly. My recommendations:

Terrifying badlands/rocky wasteland/desert: nightwings are flyers with an annoying tendency to rip the hands and feet of your dorfs. I swear i had 3 recruits lost limbs or life to them in a single year. Plus, there is always the feared giant desert scorpion.

Sinister/Haunted/Terrifying grassland/savanna/shrubland: ogres can inflict terrible losses early on, and harpies will ensure you will never have a dull moment.

Sinister/Haunted/Terrifying marshes: beak dogs tend to be as bad as ogres, plus harpies.

Nooooooo, not the Nightwings! My first experience with those was when I had a population of around 60.
By the time I finally killed it, it had killed over 40. It doesn't help that Nightwings are immune to pain and don't seem to be need to breath either...

846
DF Dwarf Mode Discussion / Re: finding <FUN>
« on: August 30, 2011, 08:28:27 pm »
If I recall, can't you in advanced world gen trigger it so caves show up on the embark screen? I think that counts as megabeast lairs.

847
Personal viewpoints really. To me, turning them off is just so any place on the map is always a good, non-hassle free embark.

With them on, you pretty much like 90% of the map a pain in the butt to embark on - unless you've mastered the art of bypassing aquifiers.

848
DF Dwarf Mode Discussion / Re: What do you do with your immigrants?
« on: August 27, 2011, 07:06:53 pm »
I look at how many I get, and if it's double digits or around 20, I weep and cry.

849
DF Modding / Re: Newbie question
« on: August 26, 2011, 09:15:30 pm »
They will, however, drink booze if it's around. I think I heard that this CAN make an individual eventually "earn" the alcohol_dependent token. You can figure this out for each individual, by checking their little stat page.

850
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: August 26, 2011, 09:19:46 am »
Thank you Hugo and Kipi! I will have to work on conducting the fun sometime. I may tweak it around a bit, I'm not too sure if I want the whole thing to depend on you having a ready access to limestone - especially when you can't really tell what kind of flux you have until you embark. (Limestone is listed as flux in pre-embark right? I mean, it counts as a flux... thing)

Or I guess I could also work on that alchemy angle or something. I really have been neglecting that aspect...

851
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: August 25, 2011, 09:43:37 pm »
I'm thinking of adding in a bookmaking industry for my mod but, well, rather then tinker and experiment myself... well, I'll just ask here.

My plan is to use leather to turn into vellum (I think that's the proper term?), I'm using... Vyok? Errr, I forget his name right now, but he made a mod to classify leather as just animal, rare, and exotic... not that I'm sure that matters. But it should be possible to make a reaction that would turn leather into vellum, which could be then turned into books?

I'm also considering making some books be used for skill training, and I wonder if there's anyway to make a 'training workshop' yield more experience? What determines how much experience you gain from using it exactly?

Also with that book reaction, I could make it just a trade good right? Is it possible to even allow the game to use the books to stud with gems or anything like that?

852
I found one of these... once. But I had to abandon the embark since, for some reason, it was only running at about 1-2FPS. I actually found it by using Reveal, since maybe I thought there was just a big pool draining or something... but it just kept chugging away at 1-2FPS.

It was quite a letdown, I REALLY want to try an embark with one of these...

853
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: August 09, 2011, 11:04:05 pm »
You could make a 'Study' reaction that uses food and alcohol to produce 'data', which you could then collate into 'R&D' or something at a papermaker's workshop. I'd suggest waiting for the interaction system in the next update if you want to make it really cool, since you could then tie spells and artifice to the documents made from the data, and teach your dwarves to fire their eyeballs like arrows, and that sort of thing.

Interaction system? First I've heard of it.
Honestly my idea only came about because I just love doing research stuff in games, ahaha. Plus it would provide some sort of... progression or something.

854
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: August 09, 2011, 07:39:27 pm »
How feasible do you think it would be to try to make some kind of... "Research" workshop? The idea I'm thinking is it would produce some valueless objects that would represent "research points" and then you'd take those to another workshop to produce special... things.

However, I'm not sure if this is very feasible. Mainly because I always mess up on reactions, and while I thought of making "superior" weapons and armors be made this way - in terms of raw data - I'm not sure which numbers to really increase. That and I can't really see anyway to improve existing armors.

855
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: August 09, 2011, 08:30:28 am »
I'm trying to get my dwarves to disarm some caged goblins by marking their weapons for dumping and they don't seem to get around to doing it. I have a garbage zone designated and everything -- any thoughts?

Always start easy. Do you have idlers sitting around doing nothing, despite giving the order to dump the items? Dorfs are pretty infamous for being, well, pretty... dim and have a tendency to not get to things that you, the player, want done in a timely order and seem to like to goof off as long as possible.

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