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Messages - GreatWyrmGold

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52201
DF Gameplay Questions / Re: Weird Embark Stuff
« on: April 30, 2012, 07:15:14 pm »
No, I checked that...and anyways, there's minimal chance that my ancient ruins and similar stuff would have the same name as anything. Nvm, double-check disproved that...

The blighted gloom was a dud. Nothing happened. It's just a lightweight thingy, probably with no use whatsoever. It'll make a neat trade depot, though.

EDIT: WHAT THE HFS IS BLIGHTED GLOOM DOING IN THE SOIL, AND WHY DID I NOT GET A "YOU HAVE STRUCK" MESSAGE? Okay, it seems to be at some sort of biome divide...

52202
DF Gameplay Questions / Re: howto make lead bolts?
« on: April 30, 2012, 06:07:24 pm »
That lead to a train of thought that made me want to mod in lead glaze.

52203
DF Gameplay Questions / Weird Embark Stuff
« on: April 30, 2012, 06:05:25 pm »
I'm doing embark stuff as we speak. Notable things about this so far have included:

1. Nickel picks. This civ doesn't seem to have access to copper picks (not even in the 'n'ew menu), even though it has copper axes and stuff. I've never seen this before, but nickel picks are 44 db like copper ones, so okay.
2. A pig iron anvil...Which only costs 100 db...
3. "Blighted Gloom," which is buyable as clay. Presumably some kind of evil mist.

I have modded some stuff, but only adding a few things. I didn't mess with existing metals, but I did add a few kinds of MATERIAL_REACTION_PRODUCT soils found in deep seas and soil layers.

So...WTF?

52204
DF Suggestions / Re: Semi-Sapiants
« on: April 30, 2012, 05:35:39 pm »
Is this on the Eternal Suggestion voting? If  it is, I can't find it. On another note, you're all brilliant!
Thank you.  :D

Now potential unfortunate results would be interesting....
Heh heh, of course. You think it's bad when your mostly-tame bear snaps and starts to kill dwarves? Imagine if you lost a bunch of clothiers and such to a recent siege, meaning that the antman miners and tigerman rangers don't get their silk clothes that they requested in exchange for doing work, leading to a strike and a lack of stone, gathered plants, hunted meat, and wood; leading to the creation of those promised rooms for various non-dwarves being delayed and the humans who help with relations not getting the cups they wanted; leading to the tigermen rebelling, killing antmen and humans; leading to the antmen leaving, taking their picks and such with them, and the creation of some iron goblets to placate the humans; leading to a lack of metal, digging tools, and diggers; leading to...you get the point.

52205
DF Modding / Re: Using Hardcoded Interactions
« on: April 30, 2012, 03:59:27 pm »
...Has anyone actually looked? I've seen someone post raws of a few titans they got, so it must be possible somehow.

52206
DF Modding / Re: Collectable Non-Soil Inorganics
« on: April 30, 2012, 03:56:25 pm »
Not in the slightest. Currently the only collectable things are clay and sand, and pretty much all of their functions are hardcoded. You could potentially make a new "sand" and then have it collected with a custom reaction that could use it as a "new" resource and that would accomplish similar to what you are looking for, but a side effect would be that the new resource could also be turned into glass just like normal sand would be able to.
I'm pretty sure that if you gave the material SOIL_SAND, needed for it to be treated as sand and gathered that way, it would be soil and thus would spawn as other soils would. Maybe if you also gave it SOIL_OCEAN, but I think that would make it spawn in the deep sea and elsewhere rather than only in the deep sea.

When was the last time you started a fort on the ocean floor?

Thanks, by the way. This should work...

52207
DF Modding / Re: INTRODUCING: The Dretch! V.00.1
« on: April 30, 2012, 03:52:20 pm »
I might use it, these look sorta neat.


52208
DF Modding / Re: INTRODUCING: The Dretch! V.00.hey_it_ALMOST_runs
« on: April 29, 2012, 10:08:28 pm »
I think the specialattack tag needs to be after the attack you want to inject poison with, presumably the bite (although venomous fists could also be neat).

52209
DF Modding / Re: Collectable Non-Soil Inorganics
« on: April 29, 2012, 10:05:55 pm »
Thanks for trying to help.

...Would it matter that the mineral in question only occurs in soil layers?

52210
DF Suggestions / Re: ''Miserable'' dwarfs leave fortress.
« on: April 29, 2012, 10:04:23 pm »
The typical way to become a night creature is to get transformed into one, losing your previous identity in the process.

But, yeah. A dwarf who gets accused of a heinous (punishable by death or bylife imprisonment) crime would almost certainly see running into the outdoors as better than staying in the fort. Whether the dwarf stays, goes, or stays but tries to take as many other dwarves with him; whether he lives or dies; and what the living, leaving dwarves do should depend on the dwarf, such as personality, crime, guilt, etc. The outcome could include stuff like becoming a vigilante (usually only if wrongfully accused or if injustice was delivered to the dwarf earlier in life), becoming a bandit (duh), joining the fort's enemies (and providing them with useful intelligence), hiding on the outskirts of the fortress, attacking dwarves that wander out alone and stealing anything they can, or simply hiding in the woods until someone ignorant of their crime comes along (whether to be murdered, to lead them back to civilization, or whatever matters, again, on the dwarf and the situation).

52211
DF Suggestions / Re: Falconry
« on: April 29, 2012, 09:17:02 pm »
It would get better if you bought a couple of giant pergerine falcolns from some elves. Or if you tamed a roc...

I think that this should be something that can be trained on top of a hunting animal as it lready exists. Maybe a "normal" hunting animal only hunts when its master does, but an "upgraded" (for lack of a better word) hunting animal can hunt autonomously.
Sorta like how the cats hunt vermin, but with larger critters. Based on size of the trained animal, I'd imagine. So A falcon can hunt smaller critters, but a roc could be out hunting horses or something.
Kinda like that, yeah. Hm, maybe the [VERMIN_HUNTER] behavior could be replaced by something like [HUNTER:X:Y], where X can be TRAINED (requires training, like I described above) or NATURAL (does not require training, like cats, and perhaps done by wild animals) and Y is the number of times bigger the hunter has to be to hunt a given animal (e.g. Y=10 on a Size 500000 creature means that it won't hunt adult dwarves but will hunt kobolds and younger dwarves).

Horse-hunting rocs? Me gusta :D
You're thinking small. If I recall correctly, the original rocs were also called elephant birds. That wasn't their name because they had trunks.

52212
DF Suggestions / Re: ''Miserable'' dwarfs leave fortress.
« on: April 29, 2012, 09:11:35 pm »
False. I keep seeing this come up, and it's normally followed by someone more knowledgeable saying that it's not true at all. I'm not sure how knowledgeable I am, but I know that any creture you can control in Fortress Mode can get strange moods. Mostly from hearing those knowledgeable people talk, mind you.

I think that it would take more than mere unhappiness to get a dwarf to leave the fort. Unless there's a dwarven community nearby, you're talking a several-week trek, on foot, with only as much in the way of supplies as you and any dwarves you can convince to go with you can carry, possibly through environments which are actively or inactively inhospitable to you, perhaps chancing attacks by goblins, kobolds, elves, or whatever, possibly having to beat back the hordes of the dead...the only way a dwarf might consider leaving the relative safety, with a huge chunk of earth over his head, one or two square meals a day, a place to sleep at night, alcohol, and (most importantly, from a psychological point of view) other dwarves is if the dangers at home outweigh the benifets of home and the dangers of leaving.

That said, it just occured to me that good biomes might cause dwarves to want to enjoy the pastoral wilderness and wander away. (Not neccesarily the outdoor wilderness, of course--good caverns get touched by good, too.)

52213
DF Modding / Collectable Non-Soil Inorganics
« on: April 29, 2012, 09:02:39 pm »
I want to create an inorganic material that can be collected like clay, but doesn't appear as a soil layer. How can I do this?

52214
DF Modding / Re: INTRODUCING: The Dretch! V.00.not_working
« on: April 29, 2012, 08:09:34 pm »
Weary means tired. I think you mean wary.

More usefully...I think [VERMIN_BITE:] etc makes it like a bee. More specifically, makes the game consider it a vermin. Try replacing it with the stuff from the giant recluse (or cave) spider.

52215
DF General Discussion / Re: Why did I start over HERE?
« on: April 29, 2012, 07:37:04 pm »
How would cities react to being put onto steep mountains?

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