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Messages - Girlinhat

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16351
Wait, you can do multi-Z burrows en masse?  That makes things a lot easier!

Also, if it's any consolation, you only need to define the burrow one time, and assign your important Urist McArmorsmith to it.  Urist McHauler can go bleed on the grass.

16352
DF Dwarf Mode Discussion / Re: What do you do with Troglodytes
« on: February 05, 2011, 02:49:28 pm »
Goblins are ok with butchering smart critters, hence the smart-creature-leather-loincloth.  It's modable in raws, as always, otherwise probably just soldier training and atom smash the corpse.

16353
DF Modding / Re: creating life?
« on: February 05, 2011, 02:46:43 pm »
Did you really just say "If you're not a modder then modding is tough?"  Wow, well...

Anyways, currently no.  It's been tried, but making large creatures isn't possible (yet?).  Vermin are, but, that's sorta useless isn't it?

16354
DF Dwarf Mode Discussion / Re: I'll build a colosseum, a few questions
« on: February 05, 2011, 02:38:11 pm »
[NO_THIRST] (or whatever the correct token is)

16355
DF Dwarf Mode Discussion / Re: Caring for your Tigerman
« on: February 05, 2011, 02:37:30 pm »
About male milking; being an avidly active GLBT member with several transsexual friends, I can assure you that pretty much any animal with nipples, if given estrogen, will grow breasts.  Actual milk production requires the stimulation of other hormones related to pregnancy specifically.  Some men with low testosterone counts can even undergo "sympathetic pregnancy" if exposed to enough pregnant women, without the use of injected hormones.

The more you know!

16356
DF Dwarf Mode Discussion / Re: I'll build a colosseum, a few questions
« on: February 05, 2011, 02:23:25 pm »
[CAN_LEARN]: It stands to reason, yes, but there's no visible way to read their skills sadly.

Equipment: I'd had this idea before too.  Things with the [EQUIPS] token will be able to use weapons and armor, although it seems to be a "lead a horse to water" situation more than anything else.

Untame Breeding: Very much so yes.  A properly devised untame breeding setup is essential for any good Colosseum.  There's just a few things to consider, namely that in current versions of DF, male and female do not need to be close by, civilians will run from animals, even chained ones, making the extraction of newborns difficult, and most animals run by default, unless you add [LIKES_FIGHTING] to the creature.  Breeding elves, I'm unsure of, since they have their own entity (civilization) but sentient creature/pets like Tigermen will breed.  Search the forums for "Mermaid Farm" and "Sea Serpent Farm" for intricately detailed plans.


16357
DF Dwarf Mode Discussion / Re: Mega Caverns
« on: February 05, 2011, 03:27:19 am »
DFFD is available, Dwarf Fortress File Depot.

16358
DF Dwarf Mode Discussion / Re: Mega Caverns
« on: February 05, 2011, 03:19:29 am »
That happens in glaciers.  They tend to be slow, and you'll likely not face enemy civs for quite a while either.  You're not very tourist friendly after all.

Please do share your save and either note the embark, or don't abandon at all.  I don't mind retrofitting a fort.

16359
DF Modding / Utility for Preferences
« on: February 05, 2011, 03:17:55 am »
As in, the preference of the dwarves, not game preferences/options.  I'd like to deck out rooms with what people like, and when I get that odd bar of odd metal, I'd like to place it somewhere useful, but looking through each dwarf's screen to see who may or may not like trifle pewter is daunting.  Are there any third party utilities, or any easier method, to see these?

16360
DF Dwarf Mode Discussion / Re: Mega Caverns
« on: February 05, 2011, 03:10:25 am »
Hanging fort.  Your settlement should be a series of stalactites hanging from the ceiling, with thin bridges strung between them.

Also, want to share seed if custom?

16361
DF Dwarf Mode Discussion / Re: Caring for your Tigerman
« on: February 05, 2011, 02:36:36 am »
I'd love to add custom moods caused by actions.  Directly modding it to say "mood +50, right now" wouldn't be fun, but adding custom moods like "Urist enjoyed such-and-such" would open up a whole slew of things.

Apparently, you can request a pet as a regent, actually.  A reaction can have PET as regents, implying that the animal will be brought over to the workshop and used.  Adding [PRESERVE_REGENT] should suffice for milking, except that because it's hax it's not timed, and you can milk the same animal infinitely.

16362
DF Dwarf Mode Discussion / Re: Does military allow healthy relationships?
« on: February 05, 2011, 02:32:38 am »
Children appear to go on top of adults.  With my pop capped at 50 and 10 children allowed, I get 60 total, with 50 adults migrating in and 10 children born.  It appears that the pop cap and migration status only looks at adults.

16363
DF Dwarf Mode Discussion / Re: Does military allow healthy relationships?
« on: February 05, 2011, 02:04:18 am »
Miscarriages are most often from lack of food, but also from vigorous training and sometimes injury to the lower body.  Unsure about stress, but it seems that it would happen too.

16364
DF Dwarf Mode Discussion / Re: Caring for your Tigerman
« on: February 05, 2011, 01:27:45 am »
A) Not conventional milking, this is cheat milking.  Instead of adding MILKABLE to the creature, you instead make a custom reaction that requires one pet, and produces one milk of GET_REGENT_MATERIAL or else specific creatures and produce specific milk.  It's hax, and may require you to define a custom milk type in the raws, since the game may not generate a milk type from thin air like it does leather and meat types.

B) How do you mod thoughts?  I didn't think this was possible.

16365
DF Dwarf Mode Discussion / Re: Hoarding
« on: February 05, 2011, 01:24:19 am »
It's actually quite easy, once you realize that it needs to boil.  The way it works, is that you create a material that has a very low boiling/ignite point, so low that room temperature causes it to evaporate, and that gas form holds the syndrome.  This means that the product of the reaction should be a stone, and this stone will evaporate one step after it's made, causing a puff of vapors.

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