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Messages - Dynastia

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31
This might just be me, but the bonemeal grinding at the kitchen seems broke.

edit ; removing [HAS_MATERIAL_REACTION_PRODUCT:GRIND_MAT] seems to fix it...

32
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 23, 2012, 03:50:32 pm »
Quick question, if anybody knows this it'll save me a lot of testing ; I wanted to change the pick to AXE skill to keep miners from being legendary soldiers, and to restrict dorfs to using civilian picks and axes to mine and chop wood. When deciding if a weapon can mine/chop does the game check for PICK or AXE in the name like I vaguely remember it does, or does it check the skill associated for MINING or AXEMAN?

And if it's the naming string check, does anyone know if it checks for AXE or AX, so that I could presumably have "Battle Ax" and "Great Ax" instead of having to use cultural battle-axe names like Dolabra and Valashka and so on?

33
DF Dwarf Mode Discussion / Re: Apology to the soapmaker
« on: February 23, 2012, 03:33:55 pm »
That was a great read indeed! Soapmakers have always been underrated. But my ire is actually more directed at the doctors, who despite having an awesome hospital filled with supplies don't seem to care enough for their fellow wounded. Everything's done at a sluggish rate, patients get cleaned waaay too late when every single wound is infected and can't be helped anymore.

I think this is fixed. I got an early injury in a 34.01 game and quickly set up an impromptu hospital and assigned doctoring skills to all my dorfs, and they went MAD crazy rushing to help., forsaking all other jobs. Might have been a fluke, but remembering how awful it was to get a totally unemployed doctor to do anything but sit around with NO JOB in previous versions, I think it's been fixed.

34
DF Suggestions / Re: Good regions being painfully good
« on: February 22, 2012, 02:50:06 pm »
The ideas I like, and some of my own...

- Healing mist ; should gradually heal irreparable nerve damage but not regrow missing parts
- Purifying rain ; cleanses all bloodstains, vomit, pus, freshens stagnant water etc.
- General laziness, longer breaks, more sleep
- Gradual shift of attributes to be more compassionate, empathetic, etc. Nobody can "Doesn't care about anything anymore"
- Goblin and kobold thieves change their mind and go home before reaching your fortress
- Goblin siegers are perma-stunned and regularly vomit at all the disgusting goodness.
- All warring civs more likely to send a peace offer
- Killing unicorns doesn't provoke a war, but rather the eventual suicide of all dwarfs involved
- No vampires, werewolves or necromancers dare approach
- Clowns spontaneously die on exposure to the surface

35
DF Dwarf Mode Discussion / Re: Safest Intentional Injury?
« on: February 22, 2012, 07:27:40 am »
If you have enough animals, pasture them all on your malingerer's bed and wait for him to get bitten. Easier than trying to arrange a fall or a fire.

Use dogs, cats, birds, etc. Don't use any hoofed livestock.

36
DF Dwarf Mode Discussion / Re: Anti-vampire fortress setup
« on: February 17, 2012, 11:58:40 am »
Instead of communal dorms, how about building all your apartments under what will be your high-traffic areas, and having a floor grate above each bed so the dorfs can police each other? Alternatively, dig a series of corridors above your housing and have your guardsmen patrol it regularly, so the invasion of privacy isn't so massive.

37
DF Dwarf Mode Discussion / Gila-Treated Soldiers
« on: February 17, 2012, 08:31:21 am »
I was messing around in the testing arena to see if any of the new animals have the potential for necrotic bites to help create fleshless soldiers, and I came across the Gila Monster. Their only attack is a weak bite, incapable of opening arteries in a naked adult dwarfs throat, and seemingly incapable of removing fingers and toes. Although they're so weak that wild gilas introduced to dwarves would doubtlessly be stomped to death, with a no-exotics type mod fixing the dungeonmaster issue, tamed Gilas could be put in a quantum-pasture and provoked into biting a dwarf. With a clutch size of 2-12 and a maturation rate of one year, it could also prove possible to produce enough wild gilas.

The venom causes the targeted body part to rot (in the skin, fat and muscle) and swell with blood, but does not cause death by suffocation like most snakebites will, even when the targeted part is the upper body, throat or head. This leads me to believe that gila bites will produce a manageable infection giving your surgeon cause to remove flesh.

The only problem so far ; gilas don't inject any poison. On further testing, it seems that many of the new venomous creatures such as adders and bushmasters don't inject any venom, only their giant and -man counterparts do. I'm assuming this is a bug in the raws, and if anyone knows of a quick-fix that'd get the venom flowing again, I'll start a science outpost to capture some gilas and test out the practical applications of using gilas for painproofing one's soldiers.

38
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: December 09, 2011, 07:22:37 am »
So I am getting frustrated again...
Trying to equip my Military with Bronze armour.
I open Equipment page, Assign new Uniform, create a Uniform Template which is Mail, Breast, Gauntlet, High Boot, Greaves and the Choice of Weapon. Make sure that this Uniform is set.......
AND THEY DON'T TOUCH IT! I even set it to all of it being Bronze. Which is was. And nothing. They wouldn't go and wear it. So I tell them to replace. Nope, they just dump their Civie clothes there and now thats cluttering up the Barracks. How do I get them to put the shit back on????

Change "Partial Matches" to "Full Matches". With Partial Matches they'll settle for any mail, but with full matches they'll require Bronze mail. Give them a station command to trigger their upgrading.

39
DF Gameplay Questions / Re: Protecting against Light/Aboveground
« on: December 09, 2011, 02:32:17 am »
Hmm. Casting a higher part of the fortress first means that I'd have to leave an empty level somewhere under it due to the requirement for two Z-levels when casting. But casting a temporary level as a roof sounds good, it'll allow me to keep Dark/Subterrainian all the way to the surface.

If I build a constructed-floor roof on the top of my mould, with a 1z constructed-wall lip around it, then cast into that, what will happen when I've cast the underground levels and dig out my roof to recast to the top? Will the constructed floors be gone, replaced with a smooth, natural obsidian floor I can collapse? Will any constructed staircases or hatches be cast into solid obsidian as well? I have a fair few access stairways and floor grates (natural belowground and constructed aboveground) and I'm kind of banking on the hope that casting them will turn them all into solid obsidian.

This is the largest casting project I've ever undertaken, I'm currently on year 5 with 100+ dwarves living in the dirt like hobbits, with the vast majority of them toiling endlessly on the Megaproject Workgang. I don't mind !!FUN!! interrupting the proceedings (I'm at war with the elves and my outpost liason just had an accident, breaking all four limbs in a total of seven places) but I'd hate to see the final outcome ruined by unexpected game mechanics.

40
DF Gameplay Questions / Protecting against Light/Aboveground
« on: December 08, 2011, 08:32:29 pm »
So, my current fortress is going to be made entirely out of cast obsidian. I've dug out an area about 60x60 by 20z levels, and I've built a wall "mould" 10z levels up on the surface, so my cast-obsidian area will be 10z tall aboveground and 20z deep belowground. In the belowground area I've built a single support on each Z-level, with the top and bottom ones hooked to a lever, and I've channeled out the floor around each edge, using grates for worker access to collect all the ore before I collapse the rest of the floors and start casting.

However, it suddenly occurs to me that when I collapse the supports to make a massive open pit, my entire fortress area will be designated Outside/Light/Aboveground, and stay that way forever. Is there any way to reverse this using 3rd party utilities? Otherwise, what are my options for protecting against it? I could build a roof over the pit before I collapse the floors, but if I make it out of constructed floors and don't designate it row-by-row, are the stupid Dwarves likely to build on diagonals and cause cave-ins? If I build the roof partially out of bridges, will those bridges block the pit from becoming Light/Aboveground?

edit ; my testing has shown that Light/Aboveground will spread downwards even when roofed, so roofing my aboveground mould is not an option. I'm going to have to delay collapsing the surface floor until after I've cast all the subterranian levels save the shallowest with a premature tap running from my pumpstacks, which means my first underground level will have to be Light/Aboveground. That's acceptable, but I've unfortunately already channeled out the edges of the surface level, meaning my underground fortress will be ringed with Light/Aboveground, and anyone leaving the fortress by an underground exit (like into the caverns or mining tunnels) will get a booster shot against Cave Adaptation in a glitchy and unsatisfying way.

So, is there any sort of hack out there that will recalculate which areas of the map are Aboveground and which are Subterranian?

41
I like this idea. But what about soldiers and barrackses?

42
DF Suggestions / Re: Considering Races' Roles
« on: December 01, 2011, 12:48:30 pm »
I think the human's major strength is the fact that when war is declared they haven't already burned their entire civilization to death in magma while trying to make a giant glass volcano-home shaped like a penis because some idiot of a fortress overseer decided it would look neat.

43
DF Suggestions / Re: Advanced weapons systems.
« on: December 01, 2011, 12:41:07 pm »
As far as slings go, a sling should take 4 dwarfs to operate, two to hold the ends, one to cock it, and one to saddle-in for the ride.

I think you meant to say "3 dwarfs and an elf"

44
DF Dwarf Mode Discussion / Re: In DF, Hippos run away from YOU!
« on: September 21, 2011, 06:50:12 pm »
Hippos should absolutely have prone_to_rage. The male caste of elephant also deserves it, as do male and female polar bears. And it would be nice if there was some way of making bears prone_to_rage in spring only.

45
DF Dwarf Mode Discussion / Re: This is a Badger Sow left eye tooth
« on: September 10, 2011, 02:21:19 pm »
On the topic of tripe and sweetbread, shouldn't tripe only come from ruminents?

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