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Messages - GreatWyrmGold

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52561
DF Modding / Re: Savages' Stronghold: Play as ogres!
« on: March 23, 2012, 11:55:21 pm »
A tortoise brute became a member of both a goblin and an ogre civilization, becoming the master of the former. Said brute was murdered by a goblin after 116 years of his (her? its?) reign as master. I accidentally added a bigger version of the greataxe without changing its name, so if you get errors about duplicate objects, check there. I'll have it fixed by the next time I update.

52562
DF Modding / Re: Savages' Stronghold: Play as ogres!
« on: March 23, 2012, 11:00:56 pm »
I'll do my best. Now that it's in a playable form (probably), I'm going to start playing it to see if there's anything I missed.

Since it can play like actual fortress mode, we need to start considering: What is going to make Savages' Stronghold more than vanilla with six-ton dwarves? The first idea that comes to mind is removing the ogres' ability to dig, tying them to traders for metals and gear, and probably attracting them to caves. However, digging is kind of an important part of the game, so I intend to see what you guys think before making any kind of decision.

52563
DF Modding / Re: Savages' Stronghold: Play as ogres!
« on: March 23, 2012, 09:24:16 pm »
Well, I got through the "slaughter all of the ogres save one" part...I think I'll see what happens when he slaughters himself! Unfortunately, I can't get the last guy to the butcher's shop; he's trying to drag himself there, and failing, and won't move to the workshop of his own volition. Oh, and he made a mandate, but as trying to view him just reveals what I'd see on a domestic critter.

Wait, what if I made a meeting zone in the butcher's shop? Your settlement has crumbled to its end. That was interesting. Let's try to get these bugs fixed, neh?

52564
DF Modding / Re: Savages' Stronghold: Play as ogres!
« on: March 23, 2012, 09:16:36 pm »
Hoo boy. The stuff I used to replace the "a barony," "a duchy," etc, as well as the name I'm fairly certain I gave to the mayor, all showed up as nobles on embark. Oh, and i can slaughter all of my citizens. I'd like to point out that Toady included a bit of code for what to do if a fortress's 'u'nits screen is viewed without any bona fide citizens existing.

I'm using this version to make six awesome leather...somethings. Not that any of the remaining ogres are too happy about Ngoso Ticksthieves turning them into meat and skin. Not even Ngoso.

52565
DF Modding / Re: Savages' Stronghold: Play as ogres!
« on: March 23, 2012, 09:00:19 pm »
The Twisted Evils (something like that) sent a party of seven ogres across the sea to settle the Luxurious Jungle. I'll play a little to make sure I didn't screw something up horribly, but I made a slight mistake in adding farming; namely, I forgot to. I wonder how many mods update three times in a day...

52566
DF Modding / Re: Savages' Stronghold: Play as ogres!
« on: March 23, 2012, 08:51:00 pm »
Heh, this is interesting. But yeah, needs some more deadly creatures that are actual chalange to a ogre. Wooly rhinos and the like.
Working on that. I'll probably also cripple the ogre economy, if having every other race hate you wasn't enough. (The goofballs sound interesting, though.)

My ogre adventurer is bored, and suicides of starvation in an abandoned town. I'll work on a fortress after glancing around in legends some.

52567
DF Gameplay Questions / Re: Bloody Mess
« on: March 23, 2012, 08:11:30 pm »
Yeah! What kind'o pansy elf likes a CLEAN fortress? Unless the blood is on your soap tower, I hate when that happens.

52568
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: March 23, 2012, 08:01:06 pm »
I'm trying to find a quest. Or, barring that, a sewer entrance.

Playing as an ogress, apparently the elven butchers don't have anything they need done.

52569
DF Modding / Re: Savages' Stronghold: Play as ogres!
« on: March 23, 2012, 07:49:37 pm »
Osnun is a tan-skinned, white-eyed, low-voiced, small-but-muscular, iron-masked ogress. The skill assignments worked roughly as I had imagined they wouldn't--one skill point per point. I thought ogres were slow learners. Meh.

Ogres might towns, rather than merely conquer the as I had imagined, but I could be wrong (I haven't looked in legends much) and anyways it helps out adventure mode. Evidently, the ogres kidnapped some elves, since there were a bunch in the markets right outside the keep. Oh, and everyone had masks, all metallic. Neato.

The keep had a bunch of gear for me, but no noble. I'm searching the dungeons below as we speak. Oh, and my speed is under 700, possibly because I didn't invest much in agility.

52570
DF Modding / Re: Savages' Strong: Play as ogres!
« on: March 23, 2012, 07:36:11 pm »
That'd be a good idea. I might borrow some from Fortress Defense, if only to save time, or I might make trolls or something into another civ.

I'm starting an adventure with Osnun Gugsong, an ogress swordsman. Great swordsman, competent dodger, adequate knife user (ogres have access to shortsword-sized knives), adequate thrower, novice swimmer, novice observer. He has a bismuth bronze ogre sword and shield, a sheep wool tunic and two socks, a camel leather robe, two llama leather sandals, an iron mask, a cave spider silk backpack, a guineafowl leather waterskin, water, chopped badger liver, and a massive copper dagger. Yeah, no lower-body clothes; leggings and loincloths are both uncommon, currently, but I might want to change that. More updates on Osnun's adventures later.

52571
Hm, I like Captain Crazy's idea.

Working on some of the issues evident after a few minutes of "playthrough," like the lack of traders and animals. I'll post the new version once that's worked out and I have another new weapon or two.

52572
DF Modding / Re: a little question about perception
« on: March 23, 2012, 06:21:38 pm »
Maybe the dogs' keen sense of smell helps...somehow?

52573
if you remove the tag that makes hell be made of slade then hell is made of ice

That's awesome.

52574
DF Modding / Savages' Stronghold: Play as ogres! V. 0.4
« on: March 23, 2012, 06:14:49 pm »
Download (V. 0.4, where I left off)
Download (v. 0.35, last should-be-perfectly-fine version)

Play as the savage ogres! They were mostly like goblins, except bigger, with more primitive weaponry and such. Now, however, they have a neat religious system. Their ethics generally lead to them trying to be better than the goblins who enslaved them, but they slip up sometimes.

Ogres are big. Have them use their shovils and axes to build a fortress that your home can be proud of! Currently working on how all it's different from a dwarven fortress, aside from the big Os.

Features:
Spoiler (click to show/hide)

Future Plans:
Spoiler (click to show/hide)

Changelog:
Spoiler (click to show/hide)

Old versions:

I've got the start of a concept hammered out, but need two things. One, I need ideas. Two, I need playtesters. I want people to figure out where the bugs are and how I can fix them. If you are reading this, and are good at getting fortresses set up and running well quickly, please play this mod and tell me about all of the buggy stuff that happens.

52575
FurryZergling recently explained to me that burrows don't keep your dwarves in a certain area, instead they only accept jobs from inside that zone.

No, actually dwarves will mill in burrows and will usually only leave if their pathing gets interrupted by say 7/7 water. Hungry or thirsty does not make them leave. It does take time for them to get into the burrow. Make a burrow and assign 10 dwarves to it manually through the burrow menu. You'll see for yourself. If you make a burrow somewhere that's inaccessible, the dwarf assigned to that burrow will stand right where they are and not move or do anything until access is made.

They'll stand there because there are no jobs to do within the burrow.
*facepalm*

And you should try (b) (c) (w) or (b) (T)

They'll stand there if the burrow is inaccessible. Read my words again.
1) Dwarves will respect burrow assignment when there is nothing to do but be in that burrow. You don't need jobs.
2) Dwarves will stand in one spot, outside the burrow, IF the burrow is inaccessible. They'll even become hungry or thirsty and not move.
I have witnessed these things in the game.

Conversely, I have observed dwarves getting hungry and/or thirsty and then, eventually, leaving the burrow (makes killing them a lot harder, neh?), and seen burrow-assigned migrants refuse to move at all. Until I draft them, at least. It seems a wee bit wonky.

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