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Messages - krisslanza

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856
DF Modding / Re: NightS' Easy Metal Creator
« on: August 09, 2011, 08:21:28 am »
Now this seems pretty useful... now if I only knew enough about metals not in DF that I could make accurate versions of them, or knew enough of what all the tokens mean, to know what I'm doing if I mod in new metals... :P

857
DF Dwarf Mode Discussion / Re: God Damn Migrants
« on: August 08, 2011, 11:02:30 pm »
I both hate, and love migrants. I love them early on, when they come in nice, managable waves... then I hate them when the game is like:
"Here, ruin all your work! HAVE 20 MIGRANTS!"

I wish I could just force the game to keep them waves at under 10 or something.

858
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: August 08, 2011, 10:59:28 pm »
The grazer thing will only effect tamed creatures. It won't change how much the civ needs to eat.

I meant in that I don't want to get some elephants and have them just be too... awesome. Then again, I guess if they can become war/hunting animals... isn't it kind of bad for them to even have GRAZER at all? Maybe I should just remove it or something... but I'm sure Toady has a reason for them having the GRAZER in the first place...  :-\

859
DF Gameplay Questions / Re: How deep is metal?
« on: August 08, 2011, 10:58:17 pm »
As this relates to the topic at hand. How many z-layers does "shallow" cover? And "deep" for that matter? I always aim for shallow metals, but it could be handy to know how far down "deep" means.

860
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 08, 2011, 10:51:24 pm »
Yet ANOTHER Nightwing. I've decided to abandon the embark, do some raw tweaking on my custom race, and start over. That embark had some good FUN but... all that constant Nightwing attacking is starting to wear on me a bit. I need to think of a design for an aboveground keep that actually keeps them OUT. Darn them and their flying.

On a somewhat offtopic note, I've had fortresses with a population of almost 70 and I've never once seen my fortress get beyond an Outpost I think. Somewhat disappointing.

861
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: August 08, 2011, 10:47:56 pm »
I've gotten a few civs that have elephants and rhinos before, but reading up they're too... hungry, to actually be viable to use. What would you have to change to make them able to actually be able to not starve to death?

Also, this probably requires a world regen, so I can't apply it to my current file right?

You need to change the GRAZER tag value. Both elephant and rhinoceros are in the creature_large_tropical.txt file. Change [GRAZER:12] (elephant) and [GRAZER:20] (rhino) to larger values. Think of the number as the amount of nutrition they gain from eating one grass. Sheep, for example, have 1200 and are very easy to keep fed.

If you make these changes in your save's raw folder (DF Directory\data\save\Your Save Here\raw) then it WILL work on your current game and no regen is required. Change it in the base raw folder (DF Directory\raw) to affect all future games.

What would you suggest is a reasonable GRAZER value for them? I don't want to make them too awesome suddenly or something and I lack the knowledge to know what is really reasonable...

Also my custom race uses evil pets - like Ogres and Trolls - which seem to have a petvalue of 1. Anyone have an idea of whats a good petvalue for them? Them only costing 1 embark point is kind of unfair, and it can be nice to embark with them but... I feel like I'm cheating if I do  :-\

862
Dear entire military,

Please, when I tell you to equip the weapons we have laying around the fortress, please do so. Wrestling a Nightwing isn't working out for you. I hoped you would think a spear or a halberd would help - this thing has been ripping you all to bits on its own. Stop using your bare hands.

863
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 08, 2011, 08:57:13 pm »
Guess what? There's a second Nightwing. My only hope is the caravan guards can bring it down before it kills us all - or they leave, which will end the same way.

864
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 08, 2011, 07:24:26 pm »
I just met my first Nightwing. I had about 41 population I think before meeting it.

I now have 9. How can the thing be so deadly, even with it being entirely wounded and missing both paws?!

865
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: August 08, 2011, 01:12:49 pm »
I've gotten a few civs that have elephants and rhinos before, but reading up they're too... hungry, to actually be viable to use. What would you have to change to make them able to actually be able to not starve to death?

Also, this probably requires a world regen, so I can't apply it to my current file right?

866
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: August 07, 2011, 07:37:18 pm »
Just started a new embark and was starting to mine down, get my keep built... then I noticed everyone was thirsty. The stream was currently frozen over, so I took a peek at my stocks. I completely forgot to actually start my embark with any drink, whoops!

867
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: August 07, 2011, 05:02:10 pm »
Giving your civ [OUTDOOR_FARMING] will allow them to embark with aboveground plants.
Ah, thanks! Now if I could only fix the problem of random aboveground rock tiles ruining my farm plots by not letting me make perfect squares and rectangles! There isn't anyway is there?  :P

868
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: August 07, 2011, 04:56:17 pm »
Ah that explains the kobold problems. I remembered another question!

I'm planning to add in some new plants, and I know if I make it underground I can embark with it, but what if I make it aboveground? Is there a way to make aboveground seeds selectable at embark? Or is it safer to just make it underground? (Even if rice or tea plants don't make a lot of sense for an underground crop)

869
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: August 07, 2011, 04:46:24 pm »
Kobolds usually all die out right around year four now, because they don't produce they're own food.

Anyway to help the poor guys survive? Just make it so they don't need to eat?

870
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: August 07, 2011, 04:32:43 pm »
After posting in Mods, I realize this is a better place to bring this up.

Did .25 change things alot? I haven't seen any kobolds in any of my embarks, also I'm noticing significantly fewer goblins trying to snatch children.

I even lowered titan requirement down to 30 population I think and 60,000 created wealth. Yet my current fortress is at about 61 population and 120,000 created wealth and... well, nothing has happened. Do Good biomes really scare off things THAT much? I just want my military outfitted in unicorn leather  :-\

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