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Messages - GreatWyrmGold

Pages: 1 ... 3501 3502 [3503] 3504 3505 ... 3706
52531
DF Modding / Re: Savages' Stronghold: Play as ogres!
« on: March 29, 2012, 08:20:54 pm »
Alright, time for another report. In my first 0.2 test-fort, I noticed that the law-giver and other notable leader of my civilization were elves. I know that it's just an issue of abductees living long enough to outnumber the abducters or something, but I want to imagine that they're elves wearing stilts and big wire frames so that they look like ogres, while speaking in deep voices and assuring the populace that they're not doing any kind of death magic.

The new world I generated, with bugfixes to the religion system and the troll civ, was a world where ogres all but ruled. The ogre race single-handedly brought the world from the Age of Legends to the Golden Age! They also killed off most of the goblins and such, and since the world didn't have much in the way of wars (although abductions and thefts continued apace), clearly theirs was a mostly benevolent rule. Possibly the fact that they crushed a goblin civ under their heel around 40 years into worldgen had something to do with it.

I'll probably be working on the next bit of religious stuff next, including the ability to buff your ogres. I'll also implement an ogre-hating civ that gets along with dwarves, if I can think of a good idea. Etc.

52532
It depends on the bug. Occasional crashes from bronze colossi standing near zombies? Not too important, I'd rather have revamped towns. Game-freezing adamantine spires? Well, also not important, but also also game-breaking, I could go either way. Unkillable husks? Forget you, new features, I want survivable evil areas!

52533
At first, they call it the wagon. Then, they call it that big room near the food stockpile. Eventually, they call it that smooth room near the food stockpile, then a partially engraved room with a few tables and chairs in it. Eventually, they would describe it as something like:
A massive room, filled with rows of stone tables and thrones. All surfaces are covered in fine images of clouds, diamonds, elves taming eagles, etc. In between the rows of tables and chairs are aisles just wide enough to walk down, with occasional statues or other decorative furniture. Oh, and there's a door.

52534
DF Modding / Re: Savages' Stronghold: Play as ogres!
« on: March 29, 2012, 05:37:11 pm »
Okay, so six Proficient-skilled trolls with massive wooden spikes and troll fur loincloths can kill a single unarmed, unskilled, slightly wounded ogre easily, but then two ogres with the same skills, massive copper spears, bronze armor, and fungiwood shields can finish them off, although the one that gets most of the trolls beating on it at once gets knocked out...Maybe I can figure out some other race to threaten the ogres. Ideas?

52535
DF Modding / Re: Regenerating Trolls
« on: March 29, 2012, 05:03:54 pm »
I tried both FLEEING and ATTACK (which I hoped would cause the troll to use it in combat). No dice. I'm just going to make their normal healing very fast and hope that they can heal before the fight is over.

52536
DF Modding / Re: Savages' Stronghold: Play as ogres!
« on: March 29, 2012, 04:33:08 pm »
Trolls can regenerate, but won't. Thanks to Sphalerite for starting point of the interaction, but now I need to see what's on the wiki and hope it works. Then we'll see if trolls can take on ogres...

EDIT: It seems that trolls don't want to regenerate, even with regeneration listed as both an attack and something to do while fleeing. Even when I control the troll, it can't regenerate often. I'll fix that once I fix the whole "Trolls won't freaking regenerate" problem.
Or maybe I could just give them super-fast normal healing. Lower numbers are better for healing, right?
EDITEDIT: Meh, I'll just make them all stoney...why do they go down faster now?

52537
DF Modding / Re: Regenerating Trolls
« on: March 29, 2012, 03:58:48 pm »
Well, it's a start.
Is there a place on the wiki or somewhere where all of these usage hint tokens and stuff are?

52538
DF Modding / Re: Savages' Stronghold: Play as ogres!
« on: March 29, 2012, 03:00:40 pm »
Trolls will now appear as a civ. They have barely any morals or technology. Most likely, their origin is similar to the ogres (former slaves of goblins), but trolls have no problems with any acts their citizens might want to indulge in. Basically, they're the "totally amoral" counterpart to the ogres' "antihero." Sadly, they're a bit weak for now; four trolls are killed, albeit with difficulty, by an ogre already weakened from several previous testing battles, assuming no gear for either, and trolls only have wood weapons and loincloths compared to the ogres' leather and sometimes metal. It should be better once I get trolls to regenerate, but I've never really touched interactions before (part of why the religion system is still rudimentary), so it could be a while.

I'm trying to figure out why ogres are still using iron. They really shouldn't be. It probably has something to do with me using material reaction products instead of reaction classes. I hope it will be fixed by next version.

Finally, ogres should be able to use more animals. Once I figure out how to keep them from using trolls while keeping, say, every other cave beasty, I'll do that. I'd appreciate some help, BTW...

52539
DF Suggestions / Re: Make vampires feed on the weak (fortress mode)
« on: March 29, 2012, 02:23:47 pm »
Doubly so if it's a suggestion thread--most people think that it's better to add onto an old thread with the same idea than to clog up the suggestions forum with several threads about the same topic.

Back on topic...
Sounds like a badly disguised "The vampires are killing my recruits/legendary miners/legendary artisans!"
I just wish vampires were easier to spot.
On one hand, yes. It IS annoying when your legendary dwarves get bled dry by vamps. On the other hand, this provokes the fortress management (i.e. you) to go into overdrive looking for the vampire. If it only kills a few lowlives, you wouldn't care much. Vampires should know this. Therefore, a clever vampire would feed only on the elements of society which no one cares about--again, the new cheesemakers and such.
And vampires, hard to spot? Look for the pages of trinkets and inability to breathe. And being a former member of a large number of groups helps, too.

52540
DF Modding / Re: Savages' Stronghold: Play as ogres!
« on: March 29, 2012, 01:59:56 pm »
I made them non-carnivorous, but maybe I'll re-carnivorify them in a future version...Thanks!

52541
DF Modding / Regenerating Trolls
« on: March 29, 2012, 01:58:28 pm »
I really, really, really don't understand interactions. I want to make trolls transform themselves into trolls for short periods of time for regeneration, but, as that requires an interaction, I have no idea what to do. It probably requires a new kind of interaction, but I don't know where to start. Would someone mind helping me in the right direction?

52542
DF Gameplay Questions / Re: Weregoat
« on: March 29, 2012, 01:25:24 pm »
Are you in fortress mode? Wait until it's not full moon, then sic the militia on him. They have metal weapons, right?

Are you in adventure mode? Try wrestling and strangling it. Werebeasts need to breathe, right?

52543
DF Modding / Re: No Runesmith - how to kill a creature?
« on: March 29, 2012, 11:35:25 am »
If you describe the situation better, we can come up with a non-modding solution.

52544
DF Modding / Re: Savages' Stronghold: Play as ogres!
« on: March 29, 2012, 11:33:04 am »
First off, given my surrent image of ogre society's origins (formed from escaped slaves to goblins), it would be a bit like if the Underground Railroad ended in an African-settled area where Native Americans were forced to work in the fields.

Second off, I do not believe that implementing slavery is currently possible to do in a mod.

52545
DF Modding / Re: Modded Civ has Baron/Duke/Count on Embark
« on: March 29, 2012, 08:46:42 am »
That happened to me, too. It lead to an...interesting playtest.

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