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Messages - Dyret

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241
DF General Discussion / Re: Enemies you've felt bad for
« on: September 06, 2014, 11:23:00 am »
Twenty one!?! How did you get that many companions?????

I think it was quite common in the older versions. The main drawback was having 20 companions usually resulted in being ambushed by 40ish bandits at a time, which was a lot less fun than it sounds, especially with ranged weapons being what they were back then.

242
DF Modding / Re: Updating custom creatures for 2014
« on: September 06, 2014, 11:03:07 am »
You probably just got lucky with worldgen on that one, after reading your post I tried both that and flier in case it was something pathing related, but that doesn't seem to be it. It seem like the smaller the world is the more likely they are to crash the game, so I assumed it had something to do with their overly specific starting biome (tropical forest), but even after broadening both starting biome and supported biomes the same seems to be the case. Anyway I fixed their starvation issues, so when the game actually survives worldgen they do as well. Here are the updated raws.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

243
DF General Discussion / Re: Why don't dwarves have butts?
« on: September 05, 2014, 06:55:16 pm »
Which is to say that the temporary fix is for kobolds while goblins have don't eat for actual world reasons.

Ah, okay. I recently read an old Threetoe story where they did, so I figured it went for both of them.

244
DF Modding / Re: Updating custom creatures for 2014
« on: September 05, 2014, 05:17:47 pm »
Thanks, that actually fixed everything.

Edit: Looks like I was wrong... I upped their starting couples and max entity population, and now they crash the game again. It looks like the crash is related to them being alive as an entity and doing... something.

245
DF General Discussion / Re: Why don't dwarves have butts?
« on: September 05, 2014, 03:27:19 pm »
Well goblins don't eat but they still have stomachs, intestines and everything.

That's a temporary fix to carnivorous civilizations not making it through worldgen.

246
DF Modding / Re: Updating custom creatures for 2014
« on: September 05, 2014, 07:08:11 am »
Yeah, it's just infinity+ pages of some Elf wanderer not finding his way home from (I believe) a seperate world... nothing about the ctd.

247
DF Dwarf Mode Discussion / Re: That moment you know your fort is lost
« on: August 31, 2014, 10:25:09 am »
Usually when half my military is locked up for beating random citizens to death while tantruming.

248
DF Modding / Re: Updating custom creatures for 2014
« on: August 30, 2014, 09:58:36 pm »
So hey again guys, I got my race up and running, but apparently there is a problem with them. If the game decides to place them as an entity it CTDs 20-30 years into worldgen. Now, there's still things I need to add to both the creature and entity files, but I wanted to get a 'quick and dirty' version up and running just to see how they work with the other races. Anyone know what the problem is? Am I missing anything essential for them to work as a civilization?

Creature
Spoiler (click to show/hide)
Entity
Spoiler (click to show/hide)

249
If it was a natural accident, why go complain to the noble?

That's so authentic it's not even funny... screaming at people helps, apparently. How braining your other best friend with a pick is supposed to help however is more elusive. I mean, I suppose it could happen with the right (or wrong) traits, but right now it seems to be the norm.

250
Not unless something happened in 40.10... it might be worth savescumming the next time you find one and experiment... maybe you've just had incredibly bad luck? I heard someone say you have to drink the blood from the ground now (as opposed to splatter on your sword or in containers) for whatever reason, but I can't confirm that.

251
DF Dwarf Mode Discussion / Re: My shortest Fortress ever
« on: August 29, 2014, 01:05:31 pm »
Embarked in a haunted biome. Everyone got stunlocked by evil rain right out of the wagon and got picked off by undead harpies.

252
DF Dwarf Mode Discussion / Re: 0.40.10 - So how's the game doing?
« on: August 28, 2014, 01:23:58 pm »
It's pretty stable. Morale is no longer debilitating, but it is still far from perfect. (My hunter flees before giant chinchillas and became a sobbing wreck at the sight of a dead kobold) Everything else is working pretty well.

That's fairly reasonable though. Giant critters are killing machines and a sentient corpse is well, some dead guy. I can see both of those getting to regular dwarves or recruits. As long as hardened veterans don't freak out over that kind of thing I have no complaints.

1: No matter how many caravans of merchant i slaughter they dont siege me or tag me under war

If no one lives to tell about it the rumours don't get back to the civ, I imagine. I have no idea how you would go about starting a war in the newest version. Adventure mode?

253
I feel you're being disingenuous when you say you feel he's free to feel however he feels he should feel. I feel you really feel he should feel the way you feel he should feel. That's just how I feel though.

254
DF Dwarf Mode Discussion / Re: Badass moments in your fortresses
« on: August 26, 2014, 03:35:41 pm »
My first and recent HFS breach, where the baroness' concort held the line against
Spoiler (click to show/hide)
alone for three or four waves before being kicked across the room and exploding. I gave him a tomb with a golden sarcophagus next to his wife's. Not really much of an accomplishment considering how fucking OP the military can get now, but an epic story nontheless.

255
DF Suggestions / Re: Militia Captains and Discipline
« on: August 26, 2014, 03:26:56 pm »
That would be more realistic, but it would also be harder to implement. AFAIK Dwarf Fortress doesn't really model sound yet.

Yeah, it does. You see it best in adventure mode where people and creatures you can't see show up as little exclamation marks when they're talking or running around making noise out of visual range.

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