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Messages - Keldane

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421
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: April 07, 2011, 03:28:36 pm »
Thanks to the folks who replied to my last question a few days ago. I have a new one now, of course. :P

I want to make a playable civ race that kidnaps and converts members of other races using the [NIGHT_CREATURE_HUNTER] and [SPOUSE_CONVERTER] tags. I was hoping someone else might have already tried this - or at least have studied night creatures - and thus be able to tell me:

1) Can a race such as this have both male and female castes with the above tags?
2) If so, will said castes be able to marry/have offspring?
3) How do castes with [CONVERTED_SPOUSE] work? Are they fully defined, including gender, or do they retain the gender of the kidnapped and converted creature?

422
Invaders are turned off and on in the d_init.txt file, which is read each time the game is run. This means that you can turn off and on invaders at will, and that such a setting applies regardless of which fort you load up once you start the game. The same file also controls temperature, weather, caveins, and population caps, among other settings.

That said, this is for the default game settings - I can't say for sure whether or not it's the same for the Lazy Newb Pack. I would assume so, given that it would probably take major editing of the .exe file to change how Invaders were turned on and off.

423
I have had this happen on small animals, and small animals only. My assumption was that it was too small to yield anything at all, and was therefore rejected for butchery.

424
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 06, 2011, 07:58:34 pm »
I'm learning to fear pandas almost as much as badgers. Just after the first immigrant wave, one of my starting seven was mauled and killed by a panda that apparently took exception to him chopping down trees. Then, the first caravan was partially delayed when a gigantic panda charged in to attack one of the guards, ripping off one of his feet before retreating. Fortunately, they haven't stumbled into the fort itself yet, and they don't come in the same numbers as those badgers. I'm still wary, though.

Edit: Also, for the last 200 or so years, my dwarven civ has been ruled by humans. I'm thinking it may be worth doing some historical study to see if I can figure out just what happened to cause this.

425
ffs finally someone got the warhammer 40k reference!

Not only did I get it when you first made it, it's what I was going for before you even posted. :P

426
I'm pretty sure any changes you make to this dwarf will affect all the dwarves in your fort, so in theory, changing them all into bronze with [SPEED:0] should make it easy enough to break the entire siege - if, that is, you want to go that far.

427
I don't suppose that the extended support offered by the latest version actually makes it compatible with 31.23, does it? I'd rather not update to .25, due to all the weird "no path" errors I've seen people talking about, and I'd really like to give this utility a go.

428
How many dorfbucks is it worth?

Precisely 5000.

429
Dear Iden Delershorast,

First, let me welcome you to Windhumor, home of the deepest stairwell this side of the Mountainhomes. You are first, and for the moment, only Clothier.

Second, who the hell do you think you are? You only just arrived - indeed, the rest of your migrant wave are still flashing their 'x's, and some haven't even entered the map yet - and you're already demanding I build you a workshop so you can make some cloth artifact? I'll cater to your desires this time, but if your artifact is worth less than 10k dorfbucks, I'm thrusting a pick into your hands and sealing you in the lower reaches of the fort to single-handedly excavate the future magma furnace and forge pit.

Sincerely,
The Overseer.

Edit: Deathsparkles. DEATHSPARKLES. What the flying forgotten beast, Iden. A sheep's wool bag named Deathsparkles, menacing with spikes of sheep's wool and bearing an image of a cloud. I... just... I have no words.

430
DF Dwarf Mode Discussion / Re: A few more noob questions
« on: April 05, 2011, 05:18:11 pm »
You're right about it being a brook.  Sorry, I was speaking generically.

How does one build walls overhanging the rive...er...brook?
You just do. You could build floors on the level of the surface of the water, walls to keep out the beasties, and more floors 1z up to cover it all up.
Passive Fist, your post isn't very helpful. Unless I'm mistaken, randyshipp here hasn't yet learned how to use constructions, and thus doesn't know how to "just do".

To clarify the difference between brooks and rivers, randyshipp, brooks functionally have a 'floor' over them by default. This is to represent the fact that they're so shallow, and creatures could, theoretically, wade through them. Functionally, though, things can't get into the brook unless you purposely put a hole in this "natural covering", unless they're naturally residents of the waterway.

Judging by the layout of your map, you've actually got a great opportunity to create a fishing grotto.

First, on the level of the water, dig out an area roughly (picking a number at random) 5 tiles by 5 tiles, positioned so that there's only a one tile wall between the chamber and the water.

Secondly, on the level above that, dig out a chamber that is one tile wider on each side, without breaching the wall over the river (so, seven tiles wide by six tiles tall).

Third, once both chambers are excavated, follow the link I provided above and do a quick bit of reading up on constructions. As practice, try building a one tile wall in the access passage at the north end of the bottom chamber. Keep an eye on the dwarf building it to make sure he builds it from the north, not the south, so that he doesn't trap himself in the chamber. If he does get trapped, simply designate the construction to be removed ([d]->[n]), then read the section on the construction page titled "Avoiding Entrapment" for suggestions on how to prevent your suicidal dwarves from attempting to entomb themselves.  :P

The next step is to designate channels on the top floor so that you have open access to the water chamber below. Be careful when doing this; if you do it all at once, you may have dwarves who stand on tiles others are trying to dig out, resulting in a short fall and a trip to the hospital once you tear down the wall to let them out of the bottom chamber. I find it easiest to designate one column of channels at a time, working from left to right.

If this works out, you should be left with a six by seven chamber on the upper floor, with a five by five hole in its middle. The bottom floor won't have any ramps, so anything in the hole can't climb out on its own; this is why I suggested digging the bottom chamber first. The option of digging out the upper room, then channeling the floor to create the bottom chamber is viable, and it does leave ramps around the edges.

Outside the fort, dig a short staircase down to the surface of the brook. This will serve two purposes - it'll let your dwarves walk on the surface of the brook for the purpose of letting the water in, and it'll let anyone who accidentally dodges into the canyon climb back out again. Making this staircase outside of your fort means that whatever winds up in there has to move away, rather than towards, in order to achieve this escape.

Now, on the upper level, in the middle of the south wall, designate one tile for channeling. If your dwarves can access the surface of the brook via the staircase mentioned above, one should trot off to climb down, then dig out the channel, which forms a two-story hole in the wall. Water will rush in from below and flood only the bottom chamber - but you're still left with a hole in the wall on the upper level.

Finally, designate a wall to be built in the hole on the upper level. Once again, a dwarf should trot down the staircase and along the surface of the brook to build this wall, and in so doing, seal off your little chamber from the outside world. Congratulations! You have now created a small fishing chamber inside your fort.

Hopefully this helps. If there's any part of my explanation that you'd like clarification on, or think would be easier to understand with a diagram, please let me know.

431
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: April 05, 2011, 04:11:54 pm »
Drop the "INORGANIC" from the METAL_ORE reagents. It should read:

Code: [Select]
[REAGENT:A:1:METAL_ORE:PHAZON]
That should fix the first two taking any rocks as reagents.

Concerning the second reaction only producing phazon bars, are you sure you have red phazon defined with a different name? The only thing I can think of there, given that the reaction looks fine, is that you copied and pasted the phazon entry and forgot to change the name displayed in game. This extends to the third reaction as well - it looks like it should work, so if it's producing the wrong metal, is it possible this is because the metal is named incorrectly?

432
DF Dwarf Mode Discussion / Re: Hammers or Axes?
« on: April 05, 2011, 01:44:49 am »
At any rate, I don't think this is a unique idea as such, and I'm going to mod in a hybrid weapon. The hack attack from an axe, plus the bash attack of a hammer. That way, I don't have to choose which I'd prefer to arm my military with, as I can effectively do both for the material cost of a single weapon. =D
A... Haxe?
Instead of axedwarves/hammerdwarves, you'll have H4x0rves.
And it will use their Butchery skill, since I can't have it use both hammer and axe skills, and it seems horribly appropriate.

433
DF Dwarf Mode Discussion / Re: Hammers or Axes?
« on: April 05, 2011, 12:56:02 am »
Previously, I mentioned my obscenely heavy hammer that caused reliable knockback. I just went back to my 31.21 install so that I could verify the weight:

Steel: 785,000 Urists
Copper: 893,000 Urists
Silver:  1,049,000 Urists
Platinum: 2,140,000 Urists

Not that anyone asked. I just wanted to share.

At any rate, I don't think this is a unique idea as such, and I'm going to mod in a hybrid weapon. The hack attack from an axe, plus the bash attack of a hammer. That way, I don't have to choose which I'd prefer to arm my military with, as I can effectively do both for the material cost of a single weapon. =D

434
Please tell me you intend to pave his name in gold on the surface of your embark.

I say why not? Save, then launch a rescue attempt. He will likely be a permanent hospital resident, but if you arrange things right and he survives, you might be able to get him elected mayor. I vote for entombing him alive in a vast structure made of valuable metals with about a fifth the fort's population permanently dedicated to keeping him alive - doctors, farmers, brewers, and personal honor guard, who never leave the golden tomb.

435
DF Dwarf Mode Discussion / Re: How do you pronounce Urist?
« on: April 04, 2011, 06:01:21 pm »
I pronounce it Ur-ist. It sounds a lot like Er-ist, but there is a subtle difference (akin to the difference between 'yer' and 'your').

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