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Messages - GreatWyrmGold

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54496
DF Dwarf Mode Discussion / Re: Forgotten Beasts of the Future
« on: June 06, 2011, 09:37:15 pm »
Not so much a theory of new FBs here as me wanting to share getting a gecko FB. Skinless, with deadly dust. My first thought (aside from 'Well, there goes the fort!') was 'Beware it's deadly car insurance!'
Or, with the new commercials:

A great hairless ape. Its suit is black and white and it moves about deliberately. Beware its dull repetitions!

"Could switching to Geico really save you 15% or more on car insurance? Are these commercials starting to get irritating?"
[dwarves in vicinity begin to tantrum]
Urist McTubeWatchr has been miserable lately. He is tired of listening to the same old commercials. He suffered major boredom recently. He has lost a friend to tragedy recently. He has slept in the soil recently. He has suffered minor injuries lately. He has eaten in a decent dining room recently. He has complained of the lack of chairs recently.
"Could switching to Geico really save you 15% or more on car insurance? Am I going to keep repeating things like this until I get a tantrum spirACK!"
The forgotten beast has been struck down.
Urist McTubeWatchr has been miserable lately. He has taken joy in the slaughter recently. He has sustained major injuries recently. He has had to listen to another annoying slogan recently. He is tired of listening to the same old commercials. He suffered major boredom recently. He has lost a friend to tragedy recently. He has slept in the soil recently. He has suffered minor injuries lately. He has eaten in a decent dining room recently. He has complained of the lack of chairs recently.
Urist McTubeWatchr has gone berzerk!
"Could...switching..."
Urist McRandomCheeseMaker has been struck down.
"...Geico...really...fifteen..."
Urist McRandomCheesMakersFriend is throwing a tantrum!
"...cent or...ore...insurance?"
Masterwork item destroyed by Urist McRandomCheeseMakersFriend X5
Urist McRandomCheeseMakersFriend has calmed down.
Urist McCarpenter has been stricken with melancholy.
Urist McFriendly has gone berzerk!
Urist McRandomCheeseMakersFriend has been exectued.
"Did...I..."
Urist McCarpenter has drowned.
Urist McRandomGuy is throwing a tantrum!
Urist McLegendaryMiner has gone berzerk![color]
Urist McBrewer has been struck down.
Urist McPeasant has been struck down.
Urist McWoodcutter has been struck down.
Urist McSherrif has been struck down.
Urist McRandomGuy has been struck down.

Urist McUseless has gone stark raving mad!
"...get...my..."
Urist McRecruit has been struck down. X7
Urist McUseless has been struck down.
Urist McRecruit has been struck down. X3
Urist McBaron has been struck down.
Urist McNoobMiner has been struck down.
Urist McMayor has been struck down.

Several dwarves have gone insane.
Spring has arrived!
Several dwarves have drowned.
Urist McResident has been struck down. X31

"...revenge?"
Your settlement has crumbled to its end.
---
Urist McLegendaryMiner
Fifty notable kills
etc.

Wow, that was impressive! All at once!

54497
DF Dwarf Mode Discussion / How long until FB?
« on: June 06, 2011, 08:50:50 pm »
I breached the caverns. How long do I have until I get my first forgotten beast?
Also, can 25 underskilled underequipped dwarves hope to defeat an "average" FB?

54498
DF Dwarf Mode Discussion / Re: Nature taking back my fort?
« on: June 06, 2011, 08:41:07 pm »
I found one way to stop plants from overtaking the hallways etc. is to build paved roads. But building paved roads is a pain in the ass.

There really needs to be a way to mass-designate roads, walls, etc. I think the interface should show the material to designate with on the right panel, and allow you to designate just like you would mining. I don't think there is any designation system like that in the game yet.

But pressing b>o>u>u>u>u>u>u>u>u>enter>*>+>+>enter

For one strip of road... is tedious. I would make an autoit script to speed up the process, but the material changes position based on distance, and sometimes I don't want a full sized road.


Anyone have any tips for mass-designating roads?
Er, you know you can pave roads at more than one tile at a time, right?

54499
DF Dwarf Mode Discussion / Re: The king is a...
« on: June 06, 2011, 08:25:15 pm »

EDIT: they do have facial hair. So the only difference between these dwarf-goblins and a real dwarf is that the gobs are green. Too bad we can't get goblin immigrants.

So no migrants in this world or do they come as dwarves (despite the fact that they're extinct).  Obviously the first two waves would be dwarves but after that I would have expected goblins.
they'll all be dwarves. migrants are summoned magically, not actually drafted somewhere from your civ, except king and maybe his wife.

What happens when the king and queen are dead when you start a fort then? Do they get randomly generated whn you meet the requirements for a kingdom? And what about the bug that makes visiting law-givers disapear from the world after leaving your map?
A. No, you get to be a duchy.
B. ...What about it?

54500
DF Dwarf Mode Discussion / Re: Dwarf Caste System
« on: June 06, 2011, 08:23:03 pm »
Change the profession names either manually or with the rapist to match their castes.
He is referring to how someone saw "Dwarf Therapist" as "Dwarf The Rapist."

54501
DF Dwarf Mode Discussion / Re: Second fortress
« on: June 06, 2011, 05:45:49 pm »
How soon do you guys start training soldier types, generally? I'm always loathe to lose a worker to the military, but I of course really want a military too...
I start as soon as the worthless migrant potash/soap/cheese makers and such get off their lazy rear ends and go to training. Or when a harmless animal enters the map.

I hunt with military, so I prefer the second method. The first is more useful in elephant/unicorn/critterman situations, unless population control is your goal.

54502
DF Modding / Re: What have I done?
« on: June 06, 2011, 05:27:22 pm »
Erm...Anyone want to help?

Everyone wanted to help, but you ignored their advice entirely.
Quote
I didn't ignore it, I explained why I didn't think it would work! There is a difference!

Quote
For myself, I wouldn't be looking at your new raw entry without making sure that it's the problem. Remove it and see what happens. Second, I would definitely remove those spaces. You say they definitely don't cause the problem, and you're probably right, but you didn't even try to change it. I'm going to try to make giant badger men on my end and change things one at a time until I find out what breaks it.

edit:
On a hunch, I copied your creature into the game without modifications, and it didn't crash when I entered the arena. However, it displayed with the name "nothing" in the creature list and crashed when I tried to spawn it.

Due to this, I have determined that there are, in fact, two problems, not one. One is with your creature, the other is not, but probably has something to do with the raw file you put it in. Can I please see the entire text content for the file, as well as it's file-name?

edit2:
Stick this in the raw file AFTER badger men (I would put it after giant badgers too, for neatness).
Code: [Select]
[CREATURE:BADGER MAN, GIANT]
[COPY_TAGS_FROM:BADGER MAN]
[APPLY_CREATURE_VARIATION:GIANT]
[DESCRIPTION:A huge humanoid with the head and stripes of a badger.]
[GO_TO_START]
[NAME:giant badger man:giant badger men:giant badger man]
[GO_TO_END]
[SELECT_CASTE:MALE]
[CASTE_NAME:giant badger man:giant badger men:giant badger man]
[SELECT_CASTE:FEMALE]
[CASTE_NAME:giant badger woman:giant badger women:giant badger woman]
[APPLY_CURRENT_CREATURE_VARIATION]

Tested and working, as well as kicking ass. One thing to note is that the giant template makes things twice the size, but giant badgers are twenty times the size of a normal badger, thanks to this:
Code: [Select]
   [CV_REMOVE_TAG:CHANGE_BODY_SIZE_PERC]
   [APPLY_CURRENT_CREATURE_VARIATION] <- this line isn't important to consider right now, the others are
   [GO_TO_END]
   [CHANGE_BODY_SIZE_PERC:2040]

The giant badger men I've given you are twice the size of badger men, which are already much larger than badgers. Done some testing, and they'll still kick a normal badger man's ass any day of the week. Good day sir, and may you listen to other people when they give you advice.

All that being said, however, I figured out what the "nothing" problem was and it had to do with the fact that I had my definition in a different file, and it came alphabetically before the creature_temperate that you find the badger-men in. It has to come after, so I put it in the same file to be sure. After testing your own version after fixing my problem, it turns out that your raw definition has nothing wrong with it (except that it's a horrible mess and about 10x the size I would make it). As I said initially, "For myself, I wouldn't be looking at your new raw entry without making sure that it's the problem."
Thank you for your help. I will take your suggestions because I can't think of any reason it wouldn't work, unlike previous suggestions.

I have my own suspicions, but I'm waiting to see the full file that he put it in.
Er, I just added the giant badger man. Before: Arena works, yay BC pwnage. After: Boo, arena doesn't work.

I should probably run mods by the forums before trying them out next time. Last time I somehow managed to remove adventure mode by making the mountain entity into bronze colossi, even when I changed them back to dwarves. I had to load the raws from a working world to get adventure mode back.

EDIT: Giant badger men were indeed the cause. Gonna try your version. EDITEDIT: What the...You said yours worked, right? I'm going to upload the whole creature_large_tropical file...Out of curiosity, what's your suspicion?
EDITEDITEDIT: Maybe this will be enlightening.

54503
DF Dwarf Mode Discussion / Re: Volcano Module
« on: June 06, 2011, 05:20:57 pm »
Seriously, I doubt that if we make the whole structure by casting and mining the results will be different. We need a final test for this:

If you make a hollow space out of natural rock (cast obsidian, perhaps - constructed walls deconstruct as soon as they lose support), and put any amount of liquid inside it, the structure would remain hollow after collapse.
If this is true, then, um...

Mmm, drowned dwarf not-cakes.

Also,soggy beard pies? Yuck.

54504
Such an awesome bug...

But what if a vampire does discover the secrets of life and death? Will they eat their own zombies? (Or will they be hunted down in their zombie filled castle by a human with a *Silver Whip*?)
And what if they discovered The Waters of Greenness or a similarly insane procedurally generated secret? Part-draltha vamprie necromancer in a phantom soap tower...*shudder*.

54505
DF Modding / Re: Dorf Space: Version 1.4!
« on: June 06, 2011, 05:16:36 pm »
Question: Can you provide a quick overview of what the mod offers in the first post?

54506
Dear Urists McReclaimDwarves:
Excellent! You killed that giant gargoyle! Well, a domestic animal did technically, 'cause none of you had her as a kill, but...Good job!
Sincerely,
GreatWyrmGold, Overseer
Note to self: Mobs work.

54507
DF Dwarf Mode Discussion / Re: 3 super dorfs.
« on: June 06, 2011, 03:44:56 pm »
Test it in the aren...wait, you can't assign mining skills.

54508
DF Dwarf Mode Discussion / Re: Volcano Module
« on: June 06, 2011, 03:39:43 pm »
That'll crush the dwarf, then.
Oops, dwarf pancake!
Mmm, dwarf pancake...

Just tested dropping the ceiling on the chamber. Long story short - YES, it DID.  :)
3/7 wated didn`t prevent the collapse. Gonna test 7/7 now.
Mmm, drowned dwarf pancake...

54509
DF Dwarf Mode Discussion / Re: Fun with Statues
« on: June 06, 2011, 03:25:53 pm »
it reminds me of the quote on wiki, saying a dwarf who loves to eat purring maggot, while absolutely detests it.
He only detests live maggots.

54510
DF Dwarf Mode Discussion / Re: Volcano Module
« on: June 06, 2011, 03:15:54 pm »
I like the way you write "seal" as if it's simple.  How do you cast an obsidian ceiling atop a 2/7 water without injuring the person in the water?

No casting, just carve the whole ceiling and drop it :)
To make things clear, I`m speaking about the situation when you do have some rock above your magma to carve the module from. When you`re going to invade a volcano from the surface, you sure will need to cast a huge obsidian block first, but then you still can use my method if you made the block high enough.

That'll crush the dwarf, then.
Oops, dwarf pancake!
Mmm, dwarf pancake...

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